AI War:Neinzul Youngling Vulture
This page is up to date for game version 5.029 and should still be correct |
This low-powered ship does damage equal to (full damage * ( (101 - target health percentage) * 10 ) ). This makes it very effective at finishing off high-health targets when mixed into a regular fleet, but it's barely able to hurt enemy ships that aren't wounded.
Youngling ships are all exceedingly inexpensive and fast, with a very short life span (health automatically |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Shell | Neutron | Reclamation Mines Repair | 0.2 Command-Grade |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 98 | 308 | 6,000 | 5 sec | 215,600 | 900 | 300 | Inf | 62 dmg/sec | 6,037 dmg/sec | Self Attrition Time 04:00 Self Attrition Only When Not Low-Power Armor Piercing 999,999 |
II | 88 | 616 | 6,000 | 5 sec | 431,200 | 1,800 | 300 | Inf | 123 dmg/sec | 10,842 dmg/sec | Self Attrition Time 04:00 Self Attrition Only When Not Low-Power Armor Piercing 999,999 |
III | 78 | 924 | 6,000 | 5 sec | 646,800 | 2,700 | 300 | Inf | 185 dmg/sec | 14,414 dmg/sec | Self Attrition Time 04:00 Self Attrition Only When Not Low-Power Armor Piercing 999,999 |
IV | 68 | 1,232 | 6,000 | 5 sec | 862,400 | 3,600 | 300 | Inf | 246 dmg/sec | 16,755 dmg/sec | Self Attrition Time 04:00 Self Attrition Only When Not Low-Power Armor Piercing 999,999 |
V | 49 | 1,540 | 6,000 | 5 sec | 1,078,000 | 4,500 | 300 | Inf | 308 dmg/sec | 15,092 dmg/sec | Self Attrition Time 04:00 Self Attrition Only When Not Low-Power Armor Piercing 999,999 |
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 | -- | 50 | 50 | 100 | 50 | 00:00:01 | 4,900 | 4,900 | 9,800 | 4,900 | 00:01:38 |
II | 2,500 | 100 | 100 | 200 | 100 | 00:00:01 | 8,800 | 8,800 | 17,600 | 8,800 | 00:01:28 |
III | 6,000 | 200 | 200 | 400 | 100 | 00:00:02 | 15,600 | 15,600 | 31,200 | 7,800 | 00:02:36 |
IV | Adv Fac | 300 | 300 | 600 | 100 | 00:00:03 | 20,400 | 20,400 | 40,800 | 6,800 | 00:03:24 |
V | Core Fab | 400 | 400 | 800 | 100 | 00:00:04 | 19,600 | 19,600 | 39,200 | 4,900 | 00:03:16 |
How to use in your fleet
Neinzul Youngling Vulture are unique and likely always useful against any target (not just large ones): its cap-DPS starts at 60K*Mark/sec against an enemy with 100% health and skyrockets to 6M*Mark/sec at 0%. This is nothing to scoff at, even against Hunter/Killers with their Command-Grade hull. Since this scale is percentage-based, a single Vulture-I can KO a standard fleet-ship-I anywhere below ~60% health (which makes it scary if targeting is optimal).
Therefore, get them interspersed in your fleet, and watch as lower-mark opposition melts away. The key is to dish-out enough damage for the scaling to take over, perhaps something Spirecraft Attritioners and other AOE-effects might help accomplish. Conversely, against large targets Vultures' ideal companions are ships that have high-damage/long-cool down (and also Spirecraft Implosion Artillery, since they do maximum damage at full health).
How to counter when in the AI fleet
It's not that special a ship aside from the damage-scaling, and fairly useless on its own. Using ship-types with Neutron-bonuses will help you prevent the snowball-effect from taking place. Players might also watch out for their own Golems during battle, and retreat them before they fall into red health.