Difference between revisions of "AI War:Protector Starship"
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== Base Stats == | == Base Stats == | ||
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{{AIWarTableProtectorStarship}} | {{AIWarTableProtectorStarship}} | ||
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== How to use in your fleet == | == How to use in your fleet == | ||
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Each mark gains an additional hardpoint, so a Mk II has two hardpoints, a Mk III has three, etc. | Each mark gains an additional hardpoint, so a Mk II has two hardpoints, a Mk III has three, etc. | ||
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== How to counter when in the AI fleet == | == How to counter when in the AI fleet == |
Latest revision as of 23:37, 7 March 2015
Small starship-class modular vessel designed to defend other ships via passive and active defensive systems.
Built from the PROT tab of the starship constructor. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
2 | Laser | Heavy | Armor Boosts Tractor Beams Reclamation Paralysis Attacks Swallow Nuclear Explosions
Being Insta-Killed EMPs ||align="center" style="border-collapse: collapse; border-width: 1px; border-style: solid; border-color: #000" | |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Ship Cap HP | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 1,600 | 10,000 | 2 sec | 135,000 | 0 | 84 | 300,000 | 800 dmg/sec | 1,600 dmg/sec | 270,000 | |
II | 3,200 | 10,000 | 2 sec | 270,000 | 0 | 84 | 300,000 | 1,600 dmg/sec | 3,200 dmg/sec | 540,000 | |
III | 4,800 | 10,000 | 2 sec | 405,000 | 0 | 84 | 300,000 | 2,400 dmg/sec | 4,800 dmg/sec | 810,000 | |
IV | 6,400 | 10,000 | 2 sec | 540,000 | 0 | 84 | 300,000 | 3,200 dmg/sec | 6,400 dmg/sec | 1,080,000 | |
V | 8,000 | 10,000 | 2 sec | 675,000 | 0 | 84 | 300,000 | 4,000 dmg/sec | 8,000 dmg/sec | 1,350,000 |
Mark | Knowledge | Metal Cost | Energy Cost | Build Time | Cap Metal Cost | Cap Energy Cost | Cap Build Time |
---|---|---|---|---|---|---|---|
I | -- | 100,000 | 5,000 | 00:13:54 | 200,000 | 10,000 | 00:27:48 |
II | 2,500 | 200,000 | 10,000 | 00:27:47 | 400,000 | 20,000 | 00:55:34 |
III | 4,000 | 400,000 | 10,000 | 00:55:34 | 800,000 | 20,000 | 01:51:08 |
IV | Adv Cons | 590,000 | 10,000 | 01:21:57 | 1,180,000 | 20,000 | 02:43:54 |
V | Core Fab | 800,000 | 10,000 | 01:51:07 | 1,600,000 | 20,000 | 03:42:14 |
How to use in your fleet
Protector starships work extremely well to counter difficult enemy compositions. The counter-laser modules are arguably the most useful early on, and allow Protectors to cancel out laser guardposts hiding under forcefields long enough for your bombers to take them down. These are excellent at buying time for your fleet, and can allow very small forces to defeat substantially larger ones, but beware ships that deal undefended damage types. Also note that Protectors will only counter rounds against ships in their area of protection at the moment of launch. As a result, they should be amongst the first units through a wormhole so that they may mitigate as much damage as possible.
Note the limitation of 100 shots, or 10 per second, per module. This makes Protector starships less-than-ideal against high volume weapons, such as the energy wave from Fortresses, against Armored Golems and Cursed Golems, and various guardposts.
Each mark gains an additional hardpoint, so a Mk II has two hardpoints, a Mk III has three, etc.
How to counter when in the AI fleet
The AI doesn't get these. Be thankful. Be very, very thankful.