Difference between revisions of "AI War:Transport Ship"
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{{AIWarTableSSTransport}} | {{AIWarTableSSTransport}} | ||
== How to use in your fleet == | == How to use in your fleet == | ||
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The mark 2 transport is almost always a worthwhile use of knowledge. It's hard to overstate how valuable the ability to move your entire fleet around quickly and invisibly in enemy territory is. Skip through enemy systems to reach disconnected systems you own without provoking the AI guards. Zoom your fleet into close range of dangerous structures like ion cannons or mass drivers. Stuck in a losing battle? Just load your fleet back into the transports and leave. | The mark 2 transport is almost always a worthwhile use of knowledge. It's hard to overstate how valuable the ability to move your entire fleet around quickly and invisibly in enemy territory is. Skip through enemy systems to reach disconnected systems you own without provoking the AI guards. Zoom your fleet into close range of dangerous structures like ion cannons or mass drivers. Stuck in a losing battle? Just load your fleet back into the transports and leave. |
Revision as of 03:17, 8 March 2015
Carries up to 200 units (cannot carry certain very large units). Heavily armored and defensible, this is ideal for slipping past minefields, ion cannons, or high-level enemy planets. If the transport is killed, all of the ships inside are ejected safely just before the explosion. Every wormhole that the transport goes through outside of supply drains its health substantially, but it also regenerates health quickly on a friendly planet. Unloading is instant in friendly territory, but only 10 ships per second (20 for the Mk II) in hostile territory. Cannot be scrapped in hostile territory. Mark II transports cost far more energy to operate, but they slowly heal all ships contained within themselves and can cloak. Neinzul Younglings are healed faster. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
Per Mark | Scout | Dark Matter Ammo, Sniper Shots, Fusion Cutters, Minor Electric Ammo, Area Damage, Speed Boosts, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Being Insta-Killed, Mines, Repair |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 20 | sec | 4,000,000 | 0 | 258 | Inf | -- dmg/sec | -- dmg/sec | Regen Time 00:30, Transports 200 Ships, Attrition Per Wormhole Hop Outside Supply 35% | ||
II | 10 | 24,000 | 3,000 | 4 sec | 16,000,000 | 0 | 258 | Inf | 6,000 dmg/sec | 60,000 dmg/sec | Cloaking, Regen Time 00:30, Transports 200 Ships, Attrition Per Wormhole Hop Outside Supply 26% |
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 | -- | 10,000 | 6,000 | 16,000 | 2,000 | 00:01:30 | 200,000 | 120,000 | 320,000 | 40,000 | 00:30:00 |
II | 3,000 | 40,000 | 24,000 | 64,000 | 10,000 | 00:06:01 | 400,000 | 240,000 | 640,000 | 100,000 | 01:00:10 |
How to use in your fleet
The mark 2 transport is almost always a worthwhile use of knowledge. It's hard to overstate how valuable the ability to move your entire fleet around quickly and invisibly in enemy territory is. Skip through enemy systems to reach disconnected systems you own without provoking the AI guards. Zoom your fleet into close range of dangerous structures like ion cannons or mass drivers. Stuck in a losing battle? Just load your fleet back into the transports and leave.
Note that when powered down assault transports will not decloak to attack, making it ideal for flying through dangerous AI fleets.
How to counter when in the AI fleet
A human-only unit. The AI has its own transports which function very differently.