Difference between revisions of "AI War:Modular Fortress Command Station"
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== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | Congratulations, you are facing a [[ | + | Congratulations, you are facing a [[AI War:AI_Opponent_Types#Harder|Fortress King]]. Bring bombers, lots of bombers.<br/> |
More specifically, every command station belonging to the Fortress King, with the exception of systems adjacent to your homeworlds, will be replaced with this monster.<br/> | More specifically, every command station belonging to the Fortress King, with the exception of systems adjacent to your homeworlds, will be replaced with this monster.<br/> | ||
This is essentially a (slightly) scaled down version of the [[Modular Fortress]] and can indeed mount modules the same.<br/> | This is essentially a (slightly) scaled down version of the [[Modular Fortress]] and can indeed mount modules the same.<br/> |
Latest revision as of 14:37, 1 February 2015
This page is up to date for game version 6.010 |
Most AI command stations are relatively fragile targets. THIS command station is something else. It is big. It is modular. And it is not happy. Taking one down may require... experimentation. |
Modular Fortress Command Station
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Flame Wave | Ultra-Heavy | Blade Attacks, Fusion Cutters, Attack Boosts, Armor Boosts, Speed Boosts, Attrition, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs | 0.01 Polycrystal |
Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Abilities |
---|---|---|---|---|---|---|---|---|
30x160,000 | 18,000 | 6 sec | 100,000,000 | 2,500 | 0 | Inf | 800,000 dmg/sec | Radar Dampening Range 12,500, Regen Time 120:00, Counters Dark Matter, Warp Gate (Reinforce Only - AI ONLY), Gathers Scout Intel |
Modular Fortress Home Command Station
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Flame Wave | Ultra-Heavy | Missile Ammo, Antimatter Bombs, Mass Drivers, Artillery Ammo, Sniper Shots, Blade Attacks, Fusion Cutters, Attack Boosts, Armor Boosts, Speed Boosts, Attrition, Tractor Beams, Reclamation, Being Scrapped, Paralysis Attacks, Transport, Swallow, Nuclear Explosions, Being Insta-Killed, EMPs | 0.01 Polycrystal |
Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Abilities |
---|---|---|---|---|---|---|---|---|
30x160,000 | 18,000 | 6 sec | 100,000,000 | 2,500 | 0 | Inf | 800,000 dmg/sec | Warp Detection, Radar Dampening Range 12,500, Regen Time 120:00, Increases Ally Speed By 100%, Counters Dark Matter, Warp Gate (Full - AI ONLY), Gathers Scout Intel |
How to counter when in the AI fleet
Congratulations, you are facing a Fortress King. Bring bombers, lots of bombers.
More specifically, every command station belonging to the Fortress King, with the exception of systems adjacent to your homeworlds, will be replaced with this monster.
This is essentially a (slightly) scaled down version of the Modular Fortress and can indeed mount modules the same.
Regardless of the Mark level of the system, this command station will have up to 4 Large Mark III and 8 Small Mark III modules. These modules are identical to the same ones the player can build so please refer to the Modular Fortress page for more details on them.
Note that at least one Shield module is pretty much guaranteed, so that is another 25 million HP you have to knockdown in order to kill this unit.
Thankfully it has the 0.01 Polycrystal attack modifier so your Bombers will not die too fast. Note that the modules do not inherit this however and will do full damage to your bombers.
The Modular Home Command is almost identical to the regular Modular Command, it just has a few extra immunities and requirements as benefiting its status as the AI's Home Command Station.