Difference between revisions of "AI War:Anti-Armor"
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Note: Anti-Armor does not have a Mark V version. | Note: Anti-Armor does not have a Mark V version. | ||
== How to use in your fleet == | == How to use in your fleet == | ||
− | + | Anti-armors are of most benefit when fighting heavier crafts and popping guardposts. Their stats suggests that players treat them as weak long-range [[Fighter]]s, so kiting would extend their short survival time. Even so, attrition rates will be high due to very low HP - they '''will''' be one-shot by [[Missile Frigate]]s. | |
− | + | Most leading ships in [[AI War - How Exogalactic Strikeforces Work|exogalactic strikeforces]] fall into one of the bonus categories, so anti-armors can help bring down the leading ships and scatter their followers. | |
+ | |||
+ | At 400*Mark minerals per craft, these are good complements to crystal-consuming vessels. | ||
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | In small-numbers anti-armor ships do not pose significant danger. If the AI unlocks anti-armor ships '''and''' is using them effectively, however | + | In small-numbers anti-armor ships do not pose significant danger. If the AI unlocks anti-armor ships '''and''' is using them effectively, however, strongly consider counter-missile turrets. Nullifying both these and [[Missile Frigate]]s will help your defense tremendously. |
− | Be aware that your close-combat Spirecraft and hardened | + | Be aware that your close-combat Spirecraft and hardened force fields have heavy hulls, which will take extra damage. |
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Revision as of 09:15, 24 February 2012
This page is up to date for game version 5.025 and should still be correct |
Excellent for attacking enemy armor and other targets at high range. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Missile | Light | 2.4 Heavy, 2.4 Ultra-Heavy, 2.4 Structural, 2.4 Polycrystal |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 196 | 3,800 | 8,000 | 5 sec | 28,000 | 300 | 68 | 100 | 760 dmg/sec | 148,960 dmg/sec | Armor Piercing 10,000 |
II | 176 | 7,600 | 8,000 | 5 sec | 56,000 | 600 | 68 | 100 | 1,520 dmg/sec | 267,520 dmg/sec | Armor Piercing 20,000 |
III | 156 | 11,400 | 8,000 | 5 sec | 84,000 | 900 | 68 | 100 | 2,280 dmg/sec | 355,680 dmg/sec | Armor Piercing 30,000 |
IV | 137 | 15,200 | 8,000 | 5 sec | 112,000 | 1,200 | 68 | 100 | 3,040 dmg/sec | 416,480 dmg/sec | Armor Piercing 40,000 |
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 | -- | 400 | 0 | 400 | 50 | 00:00:04 | 78,400 | 0 | 78,400 | 9,800 | 00:13:04 |
II | 2,500 | 800 | 0 | 800 | 100 | 00:00:07 | 140,800 | 0 | 140,800 | 17,600 | 00:20:32 |
III | 6,000 | 1,600 | 0 | 1,600 | 100 | 00:00:14 | 249,600 | 0 | 249,600 | 15,600 | 00:36:24 |
IV | Adv Fac | 2,400 | 0 | 2,400 | 100 | 00:00:20 | 328,800 | 0 | 328,800 | 13,700 | 00:45:40 |
Note: Anti-Armor does not have a Mark V version.
How to use in your fleet
Anti-armors are of most benefit when fighting heavier crafts and popping guardposts. Their stats suggests that players treat them as weak long-range Fighters, so kiting would extend their short survival time. Even so, attrition rates will be high due to very low HP - they will be one-shot by Missile Frigates.
Most leading ships in exogalactic strikeforces fall into one of the bonus categories, so anti-armors can help bring down the leading ships and scatter their followers.
At 400*Mark minerals per craft, these are good complements to crystal-consuming vessels.
How to counter when in the AI fleet
In small-numbers anti-armor ships do not pose significant danger. If the AI unlocks anti-armor ships and is using them effectively, however, strongly consider counter-missile turrets. Nullifying both these and Missile Frigates will help your defense tremendously.
Be aware that your close-combat Spirecraft and hardened force fields have heavy hulls, which will take extra damage.