Difference between revisions of "AI War:Spire Mini Ram"
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== How to use in your fleet == | == How to use in your fleet == |
Revision as of 19:18, 7 July 2013
This page is up to date for version 6.009 |
This miniature battering ram specializes in high-health targets, crashing into them for high damage and destroying itself in the process. Unable to hit smaller ships. Part of the Spire Fleet |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
40 | Ram | Heavy | Sniper Shots Tractor Beams Reclamation Paralysis Attacks Force Fields | 0.001 Command-Grade, 3 Structural |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap Damage | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 3,900 | 0 | 0 sec | 408,000 | 0 | 56 | Inf | -- dmg/sec | 156,000 damage | Target Seek Range 2,000, Attacks Are Self-Damaging |
II | 6,800 | 0 | 0 sec | 818,000 | 0 | 56 | Inf | -- dmg/sec | 312,000 damage | Target Seek Range 2,000, Attacks Are Self-Damaging |
III | 11,700 | 0 | 0 sec | 1,220,000 | 0 | 56 | Inf | -- dmg/sec | 468,000 damage | Target Seek Range 2,000, Attacks Are Self-Damaging |
IV | 15,600 | 0 | 0 sec | 1,630,000 | 0 | 56 | Inf | -- dmg/sec | 624,000 damage | Target Seek Range 2,000, Attacks Are Self-Damaging |
V | 19,500 | 0 | 0 sec | 2,040,000 | 0 | 56 | Inf | -- dmg/sec | 780,000 damage | Target Seek Range 2,000, Attacks Are Self-Damaging |
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 | -- | 3,000 | 0 | 3,000 | 100 | 00:00:25 | 60,000 | 0 | 60,000 | 2,000 | 00:08:20 |
II | 2,500 | 6,000 | 0 | 6,000 | 200 | 00:00:50 | 120,000 | 0 | 120,000 | 4,000 | 00:16:40 |
III | 4,000 | 12,000 | 0 | 12,000 | 200 | 00:01:40 | 240,000 | 0 | 240,000 | 4,000 | 00:33:20 |
IV | Adv Fac | 18,000 | 0 | 18,000 | 200 | 00:02:30 | 360,000 | 0 | 360,000 | 4,000 | 00:50:00 |
V | Core Fab | 24,000 | 0 | 24,000 | 200 | 00:03:20 | 480,000 | 0 | 480,000 | 4,000 | 01:06:40 |
How to use in your fleet
Mini Rams are a useful method eliminate large threats to the player's existence, albeit a little expensive. As long as one avoids Gravity Guardians, a cap of these ships can pick off Guardians, Starships, or emplacements that might cause trouble even if they're protected by a force-field. These combine well with Engineer-boosted Neinzul Enclave Starships to provide a mobile bomb factory against large ships, in the same way as Zenith Auto Bombs and Neinzul Youngling Nanoswarms provide counters to fleet-ships.
NB: Despite the structural bonus, there isn't much point using Mini-Rams against force fields. They are also very inefficient against Command Stations and Hunter/Killers.
How to counter when in the AI fleet
These Mini-rams are much slower than real Spirecraft Rams, so they can be kited easily on your systems. Conversely, if you don't pay periodic attention to your fleet, then starship losses are inevitable - with their health a few mini-rams will usually survive the charge. Therefore, do not send and forget your Transport Ships, or other such raiding contingents on an enemy planet; and consider carefully whether to unlock more starships once the AI has obtained Mini-Rams.