Difference between revisions of "AI War:Attractor Drone"

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m (moved Deflector Drone to Attractor Drone: Unit renamed in patch 6/013)

Revision as of 14:35, 7 April 2013


This page is up to date for game version 6.013 and is probably outdated.


Deflector
Very long range electrical attack. Protects nearby allied ships by reducing the power of incoming lasers to 1/4 their normal power.


Base Stats


Ship Cap Ammo Type Armor Type Immunities Damage Bonuses
196 per Mark Energy Burst Swarmer 2.4 Artillery, 2.4 Neutron, 2.4 Ultra-Light, 2.4 Refractive


Mark Damage Attack Range Reload Health Armor Speed Engine Health Single Ship DPS Ship Cap DPS Abilities
I 5,600 13,000 10 sec 26,600 600 72 100 560 dmg/sec 109,760 dmg/sec Absorbs EMPs, Reduces Power Of Nearby Incoming Lasers
II 11,200 13,000 10 sec 53,000 1,200 72 100 1,120 dmg/sec 219,520 dmg/sec Absorbs EMPs, Reduces Power Of Nearby Incoming Lasers
III 16,800 13,000 10 sec 79,800 1,800 72 100 1,680 dmg/sec 329,280 dmg/sec Absorbs EMPs, Reduces Power Of Nearby Incoming Lasers
IV 22,400 13,000 10 sec 106,000 2,400 72 100 2,240 dmg/sec 439,040 dmg/sec Absorbs EMPs, Reduces Power Of Nearby Incoming Lasers
V 28,000 13,000 10 sec 132,000 3,000 72 100 2,800 dmg/sec 548,800 dmg/sec Absorbs EMPs, Reduces Power Of Nearby Incoming Lasers


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 -- 100 200 300 24 00:00:02 19,600 39,200 58,800 4,704 00:06:32
II 2,500 200 400 600 50 00:00:04 39,200 78,400 117,600 9,800 00:13:04
III 6,000 400 800 1,200 50 00:00:07 78,400 156,800 235,200 9,800 00:22:52
IV Adv Fac 600 1,200 1,800 50 00:00:10 117,600 235,200 352,800 9,800 00:32:40
V Core Fab 800 1,600 2,400 50 00:00:14 156,800 313,600 470,400 9,800 00:45:44

How to use in your fleet

Deflector Drones are brittle, longe-range artillery with mediocre damage bonuses against rarer hulls. Their weak health due to being swarmers will lead to consistent losses against most fleet ships, so it is best to simply add these to your fleet as a buffer and force-multiplier. Their long range usually lets them whittle down most enemies before they engage your higher health fleet ball.

Aside from obvious reductions against Laser Gatlings and Laser Guardians, its laser-reduction and long-range properties is also apparently designed to defend against the normal raiding ships: Raiders, Raptors, Space Planes, and Raid Starships. Players against a raiding AI can purposefully unlock these for a much easier time.

In a default game, the coverage really helps in direct combat with Laser Guardians but is otherwise very situational - Raid Starships are fortunately rare and counterable via Gravity Turrets. Although not a bad ship overall, there are more obvious initial unlocks for a player who isn't looking to micro a portion of their fleet.

The only other thing of note is that they are EMP-immune. With the hull-bonus and damage-reduction, half-a-cap will one-shot an intruding EMP Guardian of equivalent mark, so you probably won't go wrong intercepting one.

How to counter when in the AI fleet

A stand-alone AI wave consisting of these ships aren't particularly dangerous - MLRS Turrets, Flak Turrets and even Missile Frigates will win an engagement. Of note is that they reduce the damage of laser turrets - a player-staple in Fallen Spire games and the Laser Turret, which is your general anti-starship turret. Defending drones will also reduce the effectiveness of player raids against its neighbour, so be a little more picky about your target or simply lure them away.

NB: Riot-control lasers do little enough damage that the deflection is irrelevant.




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Experimental: Beam StarshipWarbird Starship

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General NebulaeEpsilon Eridani Remnant Found Shattered Pillar Zenith FoundNeinzul Mourner Wardens FoundGray Spire Cluster FoundShattered Pillar FoundHuman Resistance FoundIMT Needs Help AgainAllies Under AttackThe Battle RagesEmpty Nebula
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