Difference between revisions of "AI War:Tachyon Microfighter"
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== 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... | |
+ | |||
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Revision as of 01:21, 12 July 2012
This page is up to date for game version 5.027 and is probably outdated |
Tiny fighters best in swarms. Reveals any cloaked enemy ships they come near. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Shell | Light | Mines | 2.4 Medium, 2.4 Close-Combat, 5 Polycrystal |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 147 | 2,800 | 4,200 | 3 sec | 98,000 | 300 | 76 | 200 | 933 dmg/sec | 137,200 dmg/sec | Tachyon Beam Emission (300 Range) Armor Piercing 750 |
II | 132 | 5,600 | 4,200 | 3 sec | 196,000 | 600 | 76 | 200 | 1,867 dmg/sec | 246,400 dmg/sec | Tachyon Beam Emission (500 Range) Armor Piercing 1,500 |
III | 117 | 8,400 | 4,200 | 3 sec | 294,000 | 900 | 76 | 200 | 2,800 dmg/sec | 327,600 dmg/sec | Tachyon Beam Emission (700 Range) Armor Piercing 2,250 |
IV | 102 | 11,200 | 4,200 | 3 sec | 392,000 | 1,200 | 76 | 200 | 3,733 dmg/sec | 380,800 dmg/sec | Tachyon Beam Emission (900 Range) Armor Piercing 3,000 |
V | 73 | 14,000 | 4,200 | 3 sec | 490,000 | 1,500 | 76 | 200 | 4,667 dmg/sec | 340,667 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 | Ship Cap Build Time |
---|---|---|---|---|---|---|---|---|---|---|---|
I | -- | 100 | 400 | 500 | 50 | 00:00:04 | 14,700 | 58,800 | 73,500 | 7,350 | 00:09:48 |
II | 2,500 | 200 | 800 | 1,000 | 100 | 00:00:07 | 26,400 | 105,600 | 132,000 | 13,200 | 00:15:24 |
III | 6,000 | 400 | 1,600 | 2,000 | 100 | 00:00:14 | 46,800 | 187,200 | 234,000 | 11,700 | 00:27:18 |
IV | Adv Fac | 600 | 2,400 | 3,000 | 100 | 00:00:20 | 61,200 | 244,800 | 306,000 | 10,200 | 00:34:00 |
V | Core Fab | 800 | 3,200 | 4,000 | 100 | 00:00:27 | 58,400 | 233,600 | 292,000 | 7,300 | 00:32:51 |
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. They will also help you find a Stealth Guard Post if you figured out its general location, becuase there's so many of them. They are also surprisingly somewhat crystal intensive for a fighter.
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...