Difference between revisions of "AI War:Neinzul Bomber Cluster"
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[[Category:AIWar]] | [[Category:AIWar]] | ||
[[Category:AIWarBase]] | [[Category:AIWarBase]] | ||
− | {{ | + | {{6.010}}<br/> |
{| | {| | ||
|[[File:AIWarNeinzulBomberCluster.png|100px|left|Neinzul Bomber Cluster]] || valign="top" | Immobile defensive weapon invented by the Neinzul. At long range, it fires heavily-damaging single shots. It also produces and stores up [[Neinzul Bomber|Neinzul Bombers]] over time. When player ships attack them or military ships get too close, these ships burst out and attack. | |[[File:AIWarNeinzulBomberCluster.png|100px|left|Neinzul Bomber Cluster]] || valign="top" | Immobile defensive weapon invented by the Neinzul. At long range, it fires heavily-damaging single shots. It also produces and stores up [[Neinzul Bomber|Neinzul Bombers]] over time. When player ships attack them or military ships get too close, these ships burst out and attack. | ||
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== Base Stats == | == Base Stats == | ||
---- | ---- | ||
− | {| | + | {| {{AlgTop}} |
− | ! | + | ! {{AlgCtr}} | [[Ammunition Types and Immunities|Ammo Type]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Armor Type]] || {{AlgCtr}} | [[Ammunition Types and Immunities|Immunities]] || {{AlgCtr}} | [[Armor Types and Bonus Damage|Damage Bonuses]] |
|- | |- | ||
− | | | + | | {{AlgCtr}} | Energy Wave || {{AlgCtr}} | Composite || {{AlgCtr}} | Attrition, Reclamation, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs || {{AlgCtr}} | |
|}<br/> | |}<br/> | ||
− | {| | + | {| {{AlgTop}} |
− | ! | + | ! {{AlgCtr}} | [[Knowledge|Mark]] || {{AlgCtr}} | [[Armor|Damage]] || {{AlgCtr}} | Attack Range || {{AlgCtr}} | Reload || {{AlgCtr}} | Health || {{AlgCtr}} | [[Armor]] || {{AlgCtr}} | [[Engines and Speed|Speed]] || {{AlgCtr}} | [[Engines and Speed|Engine Health]] || {{AlgCtr}} | Single Ship DPS || {{AlgCtr}} | [[Abilities]] |
|- | |- | ||
− | | | + | | {{AlgCtr}} | I || {{AlgCtr}} | 60,000|| {{AlgCtr}} | 83,000|| {{AlgCtr}} | 5 sec || {{AlgCtr}} | 40,000 || {{AlgCtr}} | 1,000 || {{AlgCtr}} | 0 || {{AlgCtr}} | Inf || {{AlgRgt}} | 12,000 dmg/sec || {{AlgLeft}} | |
|- | |- | ||
− | | | + | | {{AlgCtr}} | II || {{AlgCtr}} | 120,000|| {{AlgCtr}} | 83,000|| {{AlgCtr}} | 5 sec || {{AlgCtr}} | 80,000 || {{AlgCtr}} | 2,000 || {{AlgCtr}} | 0 || {{AlgCtr}} | Inf|| {{AlgRgt}} | 24,000 dmg/sec || {{AlgLeft}} | |
|- | |- | ||
− | | | + | | {{AlgCtr}} | III || {{AlgCtr}} | 180,000|| {{AlgCtr}} | 83,000|| {{AlgCtr}} | 5 sec || {{AlgCtr}} | 120,000 || {{AlgCtr}} | 3,000 || {{AlgCtr}} | 0 || {{AlgCtr}} | Inf|| {{AlgRgt}} | 36,000 dmg/sec || {{AlgLeft}} | |
|- | |- | ||
− | | | + | | {{AlgCtr}} | IV || {{AlgCtr}} | 240,000|| {{AlgCtr}} | 83,000|| {{AlgCtr}} | 5 sec || {{AlgCtr}} | 160,000 || {{AlgCtr}} | 4,000 || {{AlgCtr}} | 0 || {{AlgCtr}} | Inf|| {{AlgRgt}} | 48,000 dmg/sec || {{AlgLeft}} | |
|- | |- | ||
− | | | + | | {{AlgCtr}} | V || {{AlgCtr}} | 300,000|| {{AlgCtr}} | 83,000|| {{AlgCtr}} | 5 sec || {{AlgCtr}} | 200,000 || {{AlgCtr}} | 5,000 || {{AlgCtr}} | 0 || {{AlgCtr}} | Inf|| {{AlgRgt}} | 60,000 dmg/sec || {{AlgLeft}} | |
− | |} <br/> | + | |}<br/> |
− | |||
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | + | The maximum number of ships that can be stored while waiting to surprise the player is currently not recorded, however "hundreds" is somewhat close. | |
+ | The bomber cluster itself is not a huge problem, but the 200+ [[Neinzul Bomber|Neinzul Bombers]] inside can be very unpleasant if you are unprepared because of their extremely high multiplier against common defenses, including turrets, forcefields, and fortresses. Consider hunting them down by [[Missile Frigate|Missile Frigates]] and other lighter ships, or wiping them out with a MkI [[AI_War:Lightning_Warhead|Lightning Warhead]] if there are any important assets you want to defend. | ||
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Latest revision as of 22:00, 8 October 2016
This page is up to date for game version 6.010 |
Immobile defensive weapon invented by the Neinzul. At long range, it fires heavily-damaging single shots. It also produces and stores up Neinzul Bombers over time. When player ships attack them or military ships get too close, these ships burst out and attack. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Energy Wave | Composite | Attrition, Reclamation, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|
I | 60,000 | 83,000 | 5 sec | 40,000 | 1,000 | 0 | Inf | 12,000 dmg/sec | |
II | 120,000 | 83,000 | 5 sec | 80,000 | 2,000 | 0 | Inf | 24,000 dmg/sec | |
III | 180,000 | 83,000 | 5 sec | 120,000 | 3,000 | 0 | Inf | 36,000 dmg/sec | |
IV | 240,000 | 83,000 | 5 sec | 160,000 | 4,000 | 0 | Inf | 48,000 dmg/sec | |
V | 300,000 | 83,000 | 5 sec | 200,000 | 5,000 | 0 | Inf | 60,000 dmg/sec |
How to counter when in the AI fleet
The maximum number of ships that can be stored while waiting to surprise the player is currently not recorded, however "hundreds" is somewhat close.
The bomber cluster itself is not a huge problem, but the 200+ Neinzul Bombers inside can be very unpleasant if you are unprepared because of their extremely high multiplier against common defenses, including turrets, forcefields, and fortresses. Consider hunting them down by Missile Frigates and other lighter ships, or wiping them out with a MkI Lightning Warhead if there are any important assets you want to defend.