Difference between revisions of "AI War:Neinzul Youngling Firefly"
(Removed part about Enclave spawning Younglings) |
m (Sk 2013 moved page Neinzul Youngling Firefly to AI War:Neinzul Youngling Firefly: Moving all AI war ships to new category.) |
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Latest revision as of 10:53, 16 February 2015
Small, short lived ship that builds up a charge as it successfully attacks other units. When it dies it explodes violently to damage up to 20 nearby enemy units. The explosion damgae done to each victim starts at one quarter the strength of the Firefly's normal shot, but increases with the charge the ship has accumulated, up to a maximum of 5 times the strength of Firefly's normal shot. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
96 | Minor Electric | Ultra-Light | Reclamation, Mines, Repair |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 7,480 | 2,500 | 3 sec | 124,000 | 0 | 300 | Inf | 2,493 dmg/sec | 239,360 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down |
II | 15,000 | 2,500 | 3 sec | 250,000 | 0 | 300 | Inf | 5,000 dmg/sec | 480,000 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down |
III | 22,400 | 2,500 | 3 sec | 374,000 | 0 | 300 | Inf | 7,467 dmg/sec | 716,800 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down |
IV | 30,000 | 2,500 | 3 sec | 500,000 | 0 | 300 | Inf | 10,000 dmg/sec | 960,000 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down |
V | 37,200 | 2,500 | 3 sec | 620,000 | 0 | 300 | 100 | 12,400 dmg/sec | 1,190,400 dmg/sec |
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 | -- | 50 | 50 | 100 | 50 | 00:00:01 | 4,800 | 4,800 | 9,600 | 4,800 | 00:01:36 |
II | 2,500 | 100 | 100 | 200 | 100 | 00:00:01 | 9,600 | 9,600 | 19,200 | 9,600 | 00:01:36 |
III | 4,000 | 200 | 200 | 400 | 100 | 00:00:02 | 19,200 | 19,200 | 38,400 | 9,600 | 00:03:12 |
IV | Adv Fac | 300 | 300 | 600 | 100 | 00:00:03 | 28,800 | 28,800 | 57,600 | 9,600 | 00:04:48 |
V | Core Fab | 400 | 400 | 800 | 100 | 00:00:04 | 38,400 | 38,400 | 76,800 | 9,600 | 00:06:24 |
How to use in your fleet
Since they are cheap, all Neinzuls act as effective screeners or throw-away forces at the head of a regular fleet.
The Firefly has the added bonus of exploding and doing AoE damage to the enemy when it dies. As this is a Neinzul Youngling it will be dying fast, and a lot, which increases its effectiveness.
NB: The formula is of the form: (normal_attack_damage / 4) * (build_points / normal_attack_power), with the second term capped between 1 and 20 to give the range in the description. What remains to be found is the 'normal_attack_power' constant (which is likely per mark similar to Viral Shredders).
How to counter when in the AI fleet
Neinzul combat forces can and should be delayed with gravitation or tractor beams as this exploits their self-attrition and low range. They are perfectly capable of picking out your weakpoints if they slip through, so do watch out. The high numbers will sometimes justify unlocking extra Force Fields or extra Tractor Beam Turrets to hold back the tide.
Try to take out the Firefly at range so it does not do additional damage to your forces when it dies.