Difference between revisions of "AI War:Tachyon Microfighter"
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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. | ||
− | What '''is''' useful about these ships is that they can clear [[Mine]]s with impunity. | + | What '''is''' useful about these ships is that they can clear [[Mine]]s with impunity. They are also surprisingly somewhat crystal intensive for a fighter. |
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == |
Revision as of 00:24, 21 March 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This page is up to date for game version 5.027 and is probably outdated |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 are also surprisingly somewhat crystal intensive for a fighter.
How to counter when in the AI fleet
Nothing special. Fight as normal and don't be dumb by flying your Scouts right through them on their way to the next planet.