Difference between revisions of "AI War:Spider Bot"
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Engine damage is one of the less common aspect of AI-war gameplay. A Ship's base speed is determined by a ratio of their engine health over max-health, with a minimum of 1. | Engine damage is one of the less common aspect of AI-war gameplay. A Ship's base speed is determined by a ratio of their engine health over max-health, with a minimum of 1. | ||
− | Noting that | + | Noting that many fleet-ships have an engine health of 100, [[Spider Bot]]-Is will disable such ships in two shots, which decreases to one shot for mark-II and above. This is very useful when planning defenses in which AI ships have to travel a large distance to reach their targets. With a cap of Spider-I plus Spider-IIs and a reload of 5 seconds, a player can theoretically completely disable early waves within two minute (this is unfortunately '''not''' the case as targeting is not fully optimal). A volley or two should also disable the engines of an average starship, although [[Bomber Starship]]s are more resistant. As engine health does not rise with mark-level, a full complement of Spider Bots will just as easily stop that core [[Raid Engine Guard Post|Raid-Engine]] wave as a mark-I wave. |
− | NB: | + | NB: Engine damage is not actually that effective with the addition of more expansions. Ships with "'''Inf'''" engine health are immune, so a Spider unlock isn't always effective. A v5.029 non-comprehensive engine health list is included here: |
+ | * '''Inf''' - [[Raid Starship]]s, melee ships, teleporting ships, Neinzul ships and all [[Neinzul Enclave Starship]]s. | ||
+ | * 600,000 - [[Spire Destroyer]]. | ||
+ | * 300,000 - [[Bomber Starship]]s, [[Riot Control Starship]]s-III (10,000*Mark), [[Spire Frigate]] | ||
+ | * 100,000 - Many Starships, Spire fleet-ships, [[AI-Neinzul Hybrid]]s | ||
+ | * 3,000 - [[Plasma Siege Starship]]s | ||
+ | * 2000 - [[Zenith Electric Bomber]]s | ||
+ | * 800 - [[Etherjet]]s, [[Zenith Chameleon]]s | ||
+ | * 200 - [[Fighter]]s, [[Bomber]]s, [[Tachyon Microfighter]]s | ||
+ | * 100 - Other fleet-ships | ||
+ | * 50 - [[Raptor]]s | ||
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == |
Revision as of 20:12, 11 March 2012
This page is up to date for game version 5.027 and is probably outdated |
Extremely effective at damaging the engines of enemy ships. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Shell | Light | 6 Light, 6 Swarmer, 6 Ultra-Light, 6 Close-Combat |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 98 | 4,000 | 10,000 | 5 sec | 100,800 | 300 | 72 | 100 | 800 dmg/sec | 78,400 dmg/sec | Engine Damage 60 |
II | 88 | 8,000 | 10,000 | 5 sec | 201,600 | 600 | 72 | 100 | 1,600 dmg/sec | 140,800 dmg/sec | Engine Damage 120 |
III | 78 | 12,000 | 10,000 | 5 sec | 302,400 | 900 | 72 | 100 | 2,400 dmg/sec | 187,200 dmg/sec | Engine Damage 180 |
IV | 68 | 16,000 | 10,000 | 5 sec | 403,200 | 1,200 | 72 | 100 | 3,200 dmg/sec | 217,600 dmg/sec | Engine Damage 240 |
V | 49 | 20,000 | 10,000 | 5 sec | 504,000 | 1,500 | 72 | 100 | 4,000 dmg/sec | 196,000 dmg/sec | Engine Damage 300 |
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 | -- | 0 | 240 | 240 | 30 | 00:00:02 | 0 | 23,520 | 23,520 | 2,940 | 00:03:16 |
II | 2,500 | 0 | 480 | 480 | 60 | 00:00:04 | 0 | 42,240 | 42,240 | 5,280 | 00:05:52 |
III | 6,000 | 0 | 960 | 960 | 60 | 00:00:08 | 0 | 74,880 | 74,880 | 4,680 | 00:10:24 |
IV | Adv Fac | 0 | 1,440 | 1,440 | 60 | 00:00:12 | 0 | 97,920 | 97,920 | 4,080 | 00:13:36 |
V | Core Fab | 0 | 1,920 | 1,920 | 60 | 00:00:16 | 0 | 94,080 | 94,080 | 2,940 | 00:13:04 |
Note: Spider Mk V used to be called the Anti-Starship Arachnid (patch 5.027)
How to use in your fleet
Engine damage is one of the less common aspect of AI-war gameplay. A Ship's base speed is determined by a ratio of their engine health over max-health, with a minimum of 1.
Noting that many fleet-ships have an engine health of 100, Spider Bot-Is will disable such ships in two shots, which decreases to one shot for mark-II and above. This is very useful when planning defenses in which AI ships have to travel a large distance to reach their targets. With a cap of Spider-I plus Spider-IIs and a reload of 5 seconds, a player can theoretically completely disable early waves within two minute (this is unfortunately not the case as targeting is not fully optimal). A volley or two should also disable the engines of an average starship, although Bomber Starships are more resistant. As engine health does not rise with mark-level, a full complement of Spider Bots will just as easily stop that core Raid-Engine wave as a mark-I wave.
NB: Engine damage is not actually that effective with the addition of more expansions. Ships with "Inf" engine health are immune, so a Spider unlock isn't always effective. A v5.029 non-comprehensive engine health list is included here:
- Inf - Raid Starships, melee ships, teleporting ships, Neinzul ships and all Neinzul Enclave Starships.
- 600,000 - Spire Destroyer.
- 300,000 - Bomber Starships, Riot Control Starships-III (10,000*Mark), Spire Frigate
- 100,000 - Many Starships, Spire fleet-ships, AI-Neinzul Hybrids
- 3,000 - Plasma Siege Starships
- 2000 - Zenith Electric Bombers
- 800 - Etherjets, Zenith Chameleons
- 200 - Fighters, Bombers, Tachyon Microfighters
- 100 - Other fleet-ships
- 50 - Raptors
How to counter when in the AI fleet
Coming soon