AI War:Speed Booster
This page is up to date for game version 5.032 and is likely out of date. |
Mobile ship that increases the speed of all friendly non-minor-faction ships in the current system by a small amount. This effect is cumulative when multiple speed boosters are present. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Dark Matter | Ultra-Light |
Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
78 | 8,400 | 4,000 | 2 sec | 8,800 | 7,800 | 136 | 100 | 4,200 dmg/sec | 327,600 dmg/sec |
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 | 3,000 | 700 | 3,700 | 800 | 00:00:25 | 234,000 | 54,600 | 288,600 | 62,400 | 00:32:30 |
How to use in your fleet
For a support ship, Speed Boosters are very keen to suicide themselves at maximum speed into the enemy on FRD-mode. Needless to say, never let this happen by sub-grouping the boosters with other things you'll never want to FRD (perhaps a Mobile Repair Station?). Using Speed Boosters effectively requires some coordination and a non-attacking control group as mentioned above. A full cap will reliably turn all of your low-speed juggernauts into high-speed killing machines. Just remember to keep the boosters at the back of the fleet where-ever you go, so that they will shepherd the last offensive ship out of each wormhole.
Alternatively, if you always group-move a long-ranged fleet (e.g. Missile Frigate+Plasma Siege Starship combo), adding Speed Boosters to that group will make kiting almost trivial. NB: They cannot boost Spirecraft.
How to counter when in the AI fleet
Coming soon