Difference between revisions of "AI War:Tachyon Microfighter"
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[[Category:AIWar]] | [[Category:AIWar]] | ||
[[Category:AIWarLotS]] | [[Category:AIWarLotS]] | ||
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− | |[[File:AIWarMicrofighter.png|left|Tachyon Microfighter]] || valign="top" | Tiny fighters best in swarms. Reveals any cloaked enemy ships they come near. | + | |[[File:AIWarMicrofighter.png|left|Tachyon Microfighter]] || valign="top" | Tiny fighters best in swarms. Reveals any [[AI War:Cloaking|cloaked]] enemy ships they come near. |
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== Base Stats == | == Base Stats == | ||
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== How to use in your fleet == | == How to use in your fleet == | ||
It is best to think of these ships as [[Fighter]]s - no more, no less. They are stat-wise similar, and the tachyon beams have a practically useless range except to flush out AI ships that attempt to slip right through your fleet. So, given that [[Fighter]]s are good against [[Bomber]]s (the classical high-threat fleet-ship in AI war), it would be pleasant to eliminate them that much faster. | It is best to think of these ships as [[Fighter]]s - no more, no less. They are stat-wise similar, and the tachyon beams have a practically useless range except to flush out AI ships that attempt to slip right through your fleet. So, given that [[Fighter]]s are good against [[Bomber]]s (the classical high-threat fleet-ship in AI war), it would be pleasant to eliminate them that much faster. | ||
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+ | What '''is''' useful about these ships is that they can clear [[Mine]]s with impunity. | ||
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | + | Fight as normal and don't be dumb by flying your [[Scout]]s right through them on their way to the next planet. An AI unlock practically means that you can no longer afford to just send and forget a scouting run, as there will likely be a couple hanging around [[Wormhole Guard Post]]s spoiling the fun. Whether to clear out those 400M-HP guard posts remains the player's decision... | |
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{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Latest revision as of 02:54, 21 August 2016
Tiny fighters best in swarms. Reveals any cloaked enemy ships they come near. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
144 | Shell | Light | Mines | 6 Medium, 6 Close-Combat, 6 Polycrystal |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 2,360 | 4,200 | 3 sec | 100,000 | 300 | 84 | 100 | 787 dmg/sec | 113,280 dmg/sec | Tachyon Beam Emission (300 Range), Armor Piercing 750 |
II | 4,720 | 4,200 | 3 sec | 200,000 | 600 | 84 | 100 | 1,573 dmg/sec | 226,560 dmg/sec | Tachyon Beam Emission (500 Range), Armor Piercing 1,500 |
III | 7,080 | 4,200 | 3 sec | 300,000 | 900 | 84 | 100 | 2,360 dmg/sec | 339,840 dmg/sec | Tachyon Beam Emission (700 Range), Armor Piercing 2,250 |
IV | 9,400 | 4,200 | 3 sec | 400,000 | 1,200 | 84 | 100 | 3,133 dmg/sec | 451,200 dmg/sec | Tachyon Beam Emission (900 Range), Armor Piercing 3,000 |
V | 11,800 | 4,200 | 3 sec | 500,000 | 1,500 | 84 | 100 | 3,933 dmg/sec | 566,400 dmg/sec | Tachyon Beam Emission (1100 Range), Armor Piercing 3,750 |
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 | -- | 100 | 400 | 500 | 50 | 00:00:04 | 14,400 | 57,600 | 72,000 | 7,200 | 00:09:36 |
II | 2,500 | 200 | 800 | 1,000 | 100 | 00:00:07 | 28,800 | 115,200 | 144,000 | 14,400 | 00:16:48 |
III | 4,000 | 400 | 1,600 | 2,000 | 100 | 00:00:14 | 57,600 | 230,400 | 288,000 | 14,400 | 00:33:36 |
IV | Adv Fac | 600 | 2,400 | 3,000 | 100 | 00:00:20 | 86,400 | 345,600 | 432,000 | 14,400 | 00:48:00 |
V | Core Fab | 800 | 3,200 | 4,000 | 100 | 00:00:27 | 115,200 | 460,800 | 576,000 | 14,400 | 01:04:48 |
How to use in your fleet
It is best to think of these ships as Fighters - no more, no less. They are stat-wise similar, and the tachyon beams have a practically useless range except to flush out AI ships that attempt to slip right through your fleet. So, given that Fighters are good against Bombers (the classical high-threat fleet-ship in AI war), it would be pleasant to eliminate them that much faster.
What is useful about these ships is that they can clear Mines with impunity.
How to counter when in the AI fleet
Fight as normal and don't be dumb by flying your Scouts right through them on their way to the next planet. An AI unlock practically means that you can no longer afford to just send and forget a scouting run, as there will likely be a couple hanging around Wormhole Guard Posts spoiling the fun. Whether to clear out those 400M-HP guard posts remains the player's decision...