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 == | ||
− | + | Mini Rams are a useful method eliminate large threats to the player's existence, albeit a little expensive. As long as one avoids [[Gravity Guardian]]s, 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 Starship]]s to provide a mobile bomb factory against large ships, in the same way as [[Zenith Auto Bomb]]s and [[Neinzul Youngling Nanoswarm]]s 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 Station]]s and [[Hunter/Killer]]s. | ||
+ | |||
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
Coming soon | Coming soon |
Revision as of 00:00, 15 March 2012
This page was designed for release 5.026 and is likely extremely inaccurate. |
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
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Ram | Heavy | Sniper Shots Tractor Beams Reclamation Paralysis Attacks Force Fields Mines | 0.001 Command-Grade, 3 Structural |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 19 | 800,000 | 0 | 0 sec | 420,000 | 0 | 56 | Inf | 0 dmg/sec | 0 dmg/sec | Target Seek Range 2,000 Attacks Are Self-Damaging |
II | 17 | 1,600,000 | 0 | 0 sec | 840,000 | 0 | 56 | Inf | 0 dmg/sec | 0 dmg/sec | Target Seek Range 2,000 Attacks Are Self-Damaging |
III | 15 | 2,400,000 | 0 | 0 sec | 1,260,000 | 0 | 56 | Inf | 0 dmg/sec | 0 dmg/sec | Target Seek Range 2,000 Attacks Are Self-Damaging |
IV | 13 | 3,200,000 | 0 | 0 sec | 1,680,000 | 0 | 56 | Inf | 0 dmg/sec | 0 dmg/sec | Target Seek Range 2,000 Attacks Are Self-Damaging |
V | 9 | 4,000,000 | 0 | 0 sec | 2,100,000 | 0 | 56 | Inf | 0 dmg/sec | 0 dmg/sec | 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 | Ship Cap Build Time |
---|---|---|---|---|---|---|---|---|---|---|---|
I | -- | 3,000 | 0 | 3,000 | 100 | 00:00:25 | 57,000 | 0 | 57,000 | 1,900 | 00:07:55 |
II | 2,500 | 6,000 | 0 | 6,000 | 200 | 00:00:50 | 102,000 | 0 | 102,000 | 3,400 | 00:14:10 |
III | 6,000 | 12,000 | 0 | 12,000 | 200 | 00:01:40 | 180,000 | 0 | 180,000 | 3,000 | 00:25:00 |
IV | Adv Fac | 18,000 | 0 | 18,000 | 200 | 00:02:30 | 234,000 | 0 | 234,000 | 2,600 | 00:32:30 |
V | Core Fab | 24,000 | 0 | 24,000 | 200 | 00:03:20 | 216,000 | 0 | 216,000 | 1,800 | 00:30:00 |
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
Coming soon