Difference between revisions of "AI War:Neinzul Youngling Commando"
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[[Category:AIWar]] | [[Category:AIWar]] | ||
[[Category:AIWarCoN]] | [[Category:AIWarCoN]] | ||
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− | |[[File:AIWarCommando.png|left|Commando]] || valign="top" | A fighter-scout with mid-power short-range guns. Great against large defenses.<br/>[[AI War Expansion 2: Children of Neinzul|Youngling ships]] are all exceedingly inexpensive and fast, with a very short life span (health automatically drains when not in transports or other forms of storage). | + | |[[File:AIWarCommando.png|left|Commando]] || valign="top" | A fighter-scout with mid-power short-range guns. Great against large defenses.<br/>[[AI War Expansion 2: Children of Neinzul|Youngling ships]] are all exceedingly inexpensive and fast, with a very short life span (health automatically drains when not in transports or other forms of storage). |
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== Base Stats == | == Base Stats == | ||
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− | { | + | {{AIWarTableNeinzulCommando}} |
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== How to use in your fleet == | == How to use in your fleet == | ||
− | + | Since they are cheap, all Neinzuls act as effective screeners or throw-away forces at the head of a regular fleet. You'll only have to pay attention to their individual stats when some niche task appears. The Neinzul fleet has its own pseudo-Triangle: [[Neinzul Youngling Commando]]s favour light hulls (anti-[[Fighter]]), [[Neinzul Youngling Tiger]]s favour heavy-hulls (anti-[[Missile Frigate]]), and [[Neinzul Youngling Weasel]] favour rare hulls (anti-[[Bomber]]). Their speed makes them effective at putting out fires around the galaxy, or at least distracting enemy forces until the real cavalry comes. | |
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+ | In the above system, the Commando is like a superiority fighter with the addition of scouting. It excels at hounding down [[Raid Starship]], and various guardians of note ([[Self-Destruction Guardian]], [[Laser Guardian]], [[Sniper Guardian]] and [[Spider Guardian]], among others ), but can otherwise be seen as a standard attacking ship. | ||
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== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | + | Neinzul combat forces can and should be delayed with gravitation or tractor beams as this exploits their self-attrition and low range. They are perfectly capable of picking out your weakpoints if they slip through, so do watch out. The high numbers will sometimes justify unlocking extra [[Force Field]]s or extra [[Tractor Beam Turret]]s to hold back the tide. | |
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+ | [[Neinzul Roaming Enclave]] can spawn a comprehensive set of player-buildable Neinzul combat ships; see the mother ship for details. | ||
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Latest revision as of 11:51, 16 February 2015
A fighter-scout with mid-power short-range guns. Great against large defenses. Youngling ships are all exceedingly inexpensive and fast, with a very short life span (health automatically drains when not in transports or other forms of storage). |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
96 | Shell | Swarmer | Reclamation, Mines, Repair | 2 Light, 2 Swarmer, 2 Ultra-Light, 2 Close-Combat, 2 Ultra-Heavy |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 4,880 | 3,300 | 3 sec | 114,000 | 300 | 300 | Inf | 1,627 dmg/sec | 156,160 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 750
Gathers Scout Intel |
II | 9,760 | 3,300 | 3 sec | 228,000 | 600 | 300 | Inf | 3,253 dmg/sec | 312,320 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 1,500
Gathers Scout Intel |
III | 14,600 | 3,300 | 3 sec | 340,000 | 900 | 300 | Inf | 4,867 dmg/sec | 467,200 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 2,250
Gathers Scout Intel |
IV | 19,560 | 3,300 | 3 sec | 456,000 | 1,200 | 300 | Inf | 6,520 dmg/sec | 625,920 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 3,000
Gathers Scout Intel |
V | 24,400 | 3,300 | 3 sec | 570,000 | 1,500 | 300 | Inf | 8,133 dmg/sec | 780,800 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 3,750
Gathers Scout Intel |
Mark | Knowledge | Metal Cost | Crystal Cost | Total Cost | Energy Cost | Build Time | Cap Metal Cost | Cap Crystal Cost | Cap Total Cost | Cap Energy Cost | Cap Build Time |
---|---|---|---|---|---|---|---|---|---|---|---|
I | -- | 50 | 50 | 100 | 50 | 00:00:01 | 4,800 | 4,800 | 9,600 | 4,800 | 00:01:36 |
II | 2,500 | 100 | 100 | 200 | 100 | 00:00:01 | 9,600 | 9,600 | 19,200 | 9,600 | 00:01:36 |
III | 4,000 | 200 | 200 | 400 | 100 | 00:00:02 | 19,200 | 19,200 | 38,400 | 9,600 | 00:03:12 |
IV | Adv Fac | 300 | 300 | 600 | 100 | 00:00:03 | 28,800 | 28,800 | 57,600 | 9,600 | 00:04:48 |
V | Core Fab | 400 | 400 | 800 | 100 | 00:00:04 | 38,400 | 38,400 | 76,800 | 9,600 | 00:06:24 |
How to use in your fleet
Since they are cheap, all Neinzuls act as effective screeners or throw-away forces at the head of a regular fleet. You'll only have to pay attention to their individual stats when some niche task appears. The Neinzul fleet has its own pseudo-Triangle: Neinzul Youngling Commandos favour light hulls (anti-Fighter), Neinzul Youngling Tigers favour heavy-hulls (anti-Missile Frigate), and Neinzul Youngling Weasel favour rare hulls (anti-Bomber). Their speed makes them effective at putting out fires around the galaxy, or at least distracting enemy forces until the real cavalry comes.
In the above system, the Commando is like a superiority fighter with the addition of scouting. It excels at hounding down Raid Starship, and various guardians of note (Self-Destruction Guardian, Laser Guardian, Sniper Guardian and Spider Guardian, among others ), but can otherwise be seen as a standard attacking ship.
How to counter when in the AI fleet
Neinzul combat forces can and should be delayed with gravitation or tractor beams as this exploits their self-attrition and low range. They are perfectly capable of picking out your weakpoints if they slip through, so do watch out. The high numbers will sometimes justify unlocking extra Force Fields or extra Tractor Beam Turrets to hold back the tide.
Neinzul Roaming Enclave can spawn a comprehensive set of player-buildable Neinzul combat ships; see the mother ship for details.