Difference between revisions of "AI War:Translocator"
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== How to use in your fleet == | == How to use in your fleet == | ||
− | + | Translocators are usually best used as a response fleet for satellite or nearly unprotected colonies if you lack other teleporting ships for support. Turn on the alert if enemy present values for those systems, and keep your translocators on a rarely used hot-key (easily done by putting the fabricator itself on a hotkey). If an alert comes in, send in the translocators to delay any signficant attacks while your main response fleet arrives to finish cleanup. Particularly effective to help defend against CPAs, but beware they're useless against starship incursions. | |
− | + | The other usage for Translocators is when you are facing a threatball or other heavily grouped mass of enemy ships. Use them with your main fleet to: A) Quickly teleport to another section of the planet, drawing off the defenders and B) Then use with your main fleet ball to keep the volume of ships being handled to a minimum. Once you're content that the fleet can easily handle the leftovers, move the Translocators to another planet waiting for usage again. | |
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == |
Revision as of 14:48, 11 April 2012
This page is up to date for game version 5.032 and is likely out of date. |
Mid-power teleporting fighter that fires shots that cause enemy targets to be teleported far across the current planet when they are hit. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Minor Electric | Ultra-Light | Sniper Shots Tractor Beams |
Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
78 | 6,000 | 5,000 | 3 sec | 53,200 | 200 | 40 | Inf | 2,000 dmg/sec | 156,000 dmg/sec | Teleports |
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 |
---|---|---|---|---|---|---|---|---|---|---|
Ex Fab | 1,200 | 400 | 1,600 | 50 | 00:00:10 | 93,600 | 31,200 | 124,800 | 3,900 | 00:13:00 |
How to use in your fleet
Translocators are usually best used as a response fleet for satellite or nearly unprotected colonies if you lack other teleporting ships for support. Turn on the alert if enemy present values for those systems, and keep your translocators on a rarely used hot-key (easily done by putting the fabricator itself on a hotkey). If an alert comes in, send in the translocators to delay any signficant attacks while your main response fleet arrives to finish cleanup. Particularly effective to help defend against CPAs, but beware they're useless against starship incursions.
The other usage for Translocators is when you are facing a threatball or other heavily grouped mass of enemy ships. Use them with your main fleet to: A) Quickly teleport to another section of the planet, drawing off the defenders and B) Then use with your main fleet ball to keep the volume of ships being handled to a minimum. Once you're content that the fleet can easily handle the leftovers, move the Translocators to another planet waiting for usage again.
How to counter when in the AI fleet
Like flies, mostly just annoyances to deal with if you ever encounter them. Translocators require a critical number with respect to your fleet to effectively disperse your forces. It would definitely be not fun to see your fleet being divided and conquered due to a large number of Translocators.
If really problematic, they can be theoretically be eliminated by sending a throwaway cap of Missile Frigate-Is ahead of everyone else (sufficient to one-hit the critters), or goaded into attacking.