Difference between revisions of "AI War:Anti-Armor"
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[[Category:AIWar]] | [[Category:AIWar]] | ||
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|[[File:AIWarAntiArmor.png|left|Anti-Armor Ship]] || valign="top" | Excellent for attacking enemy armor and other targets at high range. | |[[File:AIWarAntiArmor.png|left|Anti-Armor Ship]] || valign="top" | Excellent for attacking enemy armor and other targets at high range. | ||
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== Base Stats == | == Base Stats == | ||
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== How to use in your fleet == | == How to use in your fleet == | ||
− | + | Anti-armors are of most benefit when fighting heavier crafts and popping guardposts. Their stats suggests that players treat them as weak long-range [[Fighter]]s, so kiting would extend their short survival time. Even so, attrition rates will be high due to very low HP - they '''will''' be one-shot by [[Missile Frigate]]s. | |
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+ | Most leading ships in [[AI War:How Exogalactic Strikeforces Work|exogalactic strikeforces]] fall into one of the bonus categories, so anti-armors can help bring down the leading ships and scatter their followers. | ||
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== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | + | In small-numbers anti-armor ships do not pose significant danger. If the AI unlocks anti-armor ships '''and''' is using them effectively, however, strongly consider counter-missile turrets. Nullifying both these and [[Missile Frigate]]s will help your defense tremendously. | |
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+ | Be aware that your close-combat Spirecraft and hardened force fields have heavy hulls, which will take extra damage. | ||
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Latest revision as of 08:22, 9 March 2015
Excellent for attacking enemy armor and other targets at high range. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
240 | Missile | Light | 5 Heavy, 5 Ultra-Heavy, 5 Structural, 5 Polycrystal |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Ship Cap HP | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 32 | 8,000 | 5 sec | 620 | 0 | 76 | 100 | 6 dmg/sec | 1,536 dmg/sec | 148,800 | Armor Piercing 9,999 |
II | 62 | 8,000 | 5 sec | 1,250 | 0 | 76 | 100 | 12 dmg/sec | 2,976 dmg/sec | 300,000 | Armor Piercing 9,999 |
III | 94 | 8,000 | 5 sec | 1,870 | 0 | 76 | 100 | 19 dmg/sec | 4,512 dmg/sec | 448,800 | Armor Piercing 9,999 |
IV | 124 | 8,000 | 5 sec | 2,500 | 0 | 76 | 100 | 25 dmg/sec | 5,952 dmg/sec | 600,000 | Armor Piercing 9,999 |
V | 154 | 8,000 | 5 sec | 3,100 | 0 | 76 | 100 | 31 dmg/sec | 7,392 dmg/sec | 744,000 | Armor Piercing 9,999 |
Mark | Knowledge | Metal Cost | Energy Cost | Build Time | Cap Metal Cost | Cap Energy Cost | Cap Build Time |
---|---|---|---|---|---|---|---|
I | -- | 660 | 80 | 00:00:06 | 158,400 | 19,200 | 00:24:00 |
II | 2,500 | 1,300 | 160 | 00:00:11 | 312,000 | 38,400 | 00:44:00 |
III | 4,000 | 2,600 | 160 | 00:00:22 | 624,000 | 38,400 | 01:28:00 |
IV | Adv Fac | 2,600 | 160 | 00:00:22 | 912,000 | 38,400 | 02:08:00 |
V | Core Fab | 5,200 | 160 | 00:00:44 | 1,248,000 | 38,400 | 02:56:00 |
How to use in your fleet
Anti-armors are of most benefit when fighting heavier crafts and popping guardposts. Their stats suggests that players treat them as weak long-range Fighters, so kiting would extend their short survival time. Even so, attrition rates will be high due to very low HP - they will be one-shot by Missile Frigates.
Most leading ships in exogalactic strikeforces fall into one of the bonus categories, so anti-armors can help bring down the leading ships and scatter their followers.
How to counter when in the AI fleet
In small-numbers anti-armor ships do not pose significant danger. If the AI unlocks anti-armor ships and is using them effectively, however, strongly consider counter-missile turrets. Nullifying both these and Missile Frigates will help your defense tremendously.
Be aware that your close-combat Spirecraft and hardened force fields have heavy hulls, which will take extra damage.