Difference between revisions of "AI War:Carrier"
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[[Category:AIWar]] | [[Category:AIWar]] | ||
[[Category:AIWarBase]] | [[Category:AIWarBase]] | ||
− | {{ | + | {{6.009}}<br/> |
{| | {| | ||
|[[File:AIWarCarrier.png|100px|left|Carrier]] || valign="top" | Built by the AI to contain offline overflow units from its planets when it has too many units to keep online, and to then deliver those units as a payload to key human planets. Each carrier contains up to 1200 ships that will come active when the carrier deploys (or is destroyed). After a single barracks is built at a planet, the AI builds carriers instead. | |[[File:AIWarCarrier.png|100px|left|Carrier]] || valign="top" | Built by the AI to contain offline overflow units from its planets when it has too many units to keep online, and to then deliver those units as a payload to key human planets. Each carrier contains up to 1200 ships that will come active when the carrier deploys (or is destroyed). After a single barracks is built at a planet, the AI builds carriers instead. | ||
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To represent the threat of the contained units, the more units inside a carrier the more shots it fires. For every 8 units inside a Carrier, it gets adds another shot to its salvo.<br/> | To represent the threat of the contained units, the more units inside a carrier the more shots it fires. For every 8 units inside a Carrier, it gets adds another shot to its salvo.<br/> | ||
This is in addition to the single shot an empty carrier gets, so at 8 units inside the Carrier fires 2 shots per salvo, 3 at 16 units inside and so on.<br/> | This is in addition to the single shot an empty carrier gets, so at 8 units inside the Carrier fires 2 shots per salvo, 3 at 16 units inside and so on.<br/> | ||
− | (8 ships inside a a shot on Normal Caps. It is 16 units inside on High Caps, 4 on Low Cap and 2 on Ultra-Low cap.) | + | (8 ships inside a a shot on Normal Caps. It is 16 units inside on High Caps, 4 on Low Cap and 2 on Ultra-Low cap.)<br/><br/> |
+ | You can control whether you fleet targets Carriers automatically or not through the control "Auto Target Carriers" in the CTRLS screen.<br/>Note that includes AoE targeted at other units. If "Auto Target Carriers" is disabled, AoE from units such as the [[Lightning Warhead]] will not damage Carriers caught in the range of the explosion. | ||
|} | |} | ||
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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 Bomb || {{AlgCtr}} | Ultra-Heavy || {{AlgCtr}} | Fusion Cutters, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Force Fields (for movement), Nuclear Explosions, Being Insta-Killed, Mines || {{AlgCtr}} | 0.1 Scout, 0.1 Command-Grade |
|}<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}} | 38,400 x ?? || {{AlgCtr}} | 3,000|| {{AlgCtr}} | 4 sec || {{AlgCtr}} | 2,000,000 || {{AlgCtr}} | 3,000 || {{AlgCtr}} | 38 || {{AlgCtr}} | Inf || {{AlgRgt}} | 9,600 dmg/sec @ 1 shot/salvo || {{AlgLeft}} | |
|- | |- | ||
− | | | + | | {{AlgCtr}} | II || {{AlgCtr}} | 76,800 x ?? || {{AlgCtr}} | 3,000|| {{AlgCtr}} | 4 sec || {{AlgCtr}} | 4,000,000 || {{AlgCtr}} | 6,000 || {{AlgCtr}} | 40 || {{AlgCtr}} | Inf|| {{AlgRgt}} | 19,200 dmg/sec @ 1 shot/salvo || {{AlgLeft}} | |
|- | |- | ||
− | | | + | | {{AlgCtr}} | III || {{AlgCtr}} | 115,200 x ??|| {{AlgCtr}} | 3,000|| {{AlgCtr}} | 4 sec || {{AlgCtr}} | 6,000,000 || {{AlgCtr}} | 9,000 || {{AlgCtr}} | 42 || {{AlgCtr}} | Inf|| {{AlgRgt}} | 28,800 dmg/sec @ 1 shot/salvo || {{AlgLeft}} | |
|- | |- | ||
− | | | + | | {{AlgCtr}} | IV || {{AlgCtr}} | 153,600 x ??|| {{AlgCtr}} | 3,000|| {{AlgCtr}} | 4 sec || {{AlgCtr}} | 8,000,000 || {{AlgCtr}} | 12,000 || {{AlgCtr}} | 44 || {{AlgCtr}} | Inf|| {{AlgRgt}} | 38,400 dmg/sec @ 1 shot/salvo || {{AlgLeft}} | |
|- | |- | ||
− | | | + | | {{AlgCtr}} | V || {{AlgCtr}} | 192,000 x ??|| {{AlgCtr}} | 3,000|| {{AlgCtr}} | 4 sec || {{AlgCtr}} | 10,000,000 || {{AlgCtr}} | 15,000 || {{AlgCtr}} | 46 || {{AlgCtr}} | Inf|| {{AlgRgt}} | 48,000 dmg/sec @ 1 shot/salvo || {{AlgLeft}} | |
− | |} <br/> | + | |}<br/> |
− | |||
== How to use in your fleet == | == How to use in your fleet == | ||
This unit is usable by the AI only. | This unit is usable by the AI only. | ||
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | + | The name of Carrier is perhaps misleading. This unit acts as a "combination" unit thanks to the scaling number of shots based on the units it carries. This is intended to reduce the load on your computers CPU by reducing the number of units involved in combat while not actually(significantly) reducing the firepower the AI is bringing to bear against you.<br/> | |
+ | Note that these units are only partially Force Field immune in that they can move through your Force Fields, but their shots do not ignore Force Fields so they are still effective protection.<br/> | ||
+ | Also note that Carriers are not EMP immune and so strategies involving [[EMP|EMP Warheads]] are viable, if tricky. | ||
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Revision as of 00:11, 7 February 2013
This page is up to date for version 6.009 |
Built by the AI to contain offline overflow units from its planets when it has too many units to keep online, and to then deliver those units as a payload to key human planets. Each carrier contains up to 1200 ships that will come active when the carrier deploys (or is destroyed). After a single barracks is built at a planet, the AI builds carriers instead.
Destroying a carrier while there are already many AI ships on the planet will cause the carrier to "combine" its contained units into a smaller number of more dangerous units. To represent the threat of the contained units, the more units inside a carrier the more shots it fires. For every 8 units inside a Carrier, it gets adds another shot to its salvo. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Energy Bomb | Ultra-Heavy | Fusion Cutters, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Force Fields (for movement), Nuclear Explosions, Being Insta-Killed, Mines | 0.1 Scout, 0.1 Command-Grade |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|
I | 38,400 x ?? | 3,000 | 4 sec | 2,000,000 | 3,000 | 38 | Inf | 9,600 dmg/sec @ 1 shot/salvo | |
II | 76,800 x ?? | 3,000 | 4 sec | 4,000,000 | 6,000 | 40 | Inf | 19,200 dmg/sec @ 1 shot/salvo | |
III | 115,200 x ?? | 3,000 | 4 sec | 6,000,000 | 9,000 | 42 | Inf | 28,800 dmg/sec @ 1 shot/salvo | |
IV | 153,600 x ?? | 3,000 | 4 sec | 8,000,000 | 12,000 | 44 | Inf | 38,400 dmg/sec @ 1 shot/salvo | |
V | 192,000 x ?? | 3,000 | 4 sec | 10,000,000 | 15,000 | 46 | Inf | 48,000 dmg/sec @ 1 shot/salvo |
How to use in your fleet
This unit is usable by the AI only.
How to counter when in the AI fleet
The name of Carrier is perhaps misleading. This unit acts as a "combination" unit thanks to the scaling number of shots based on the units it carries. This is intended to reduce the load on your computers CPU by reducing the number of units involved in combat while not actually(significantly) reducing the firepower the AI is bringing to bear against you.
Note that these units are only partially Force Field immune in that they can move through your Force Fields, but their shots do not ignore Force Fields so they are still effective protection.
Also note that Carriers are not EMP immune and so strategies involving EMP Warheads are viable, if tricky.