AI War:Munitions Booster
This page is up to date for version 6.009 |
Strong fighter in its own right, it also gives an attack bonus to nearby ships on your team. The Munitions Boost Calculation gives exact numbers but in-game the ships being boosted will be connected to the Munitions Booster by thin yellow lines. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
19 | Dark Matter | Refractive | 6 Artillery, 6 Refractive, 6 Composite |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 3x2000 | 6,000 | 2 sec | 259,000 | 300 | 56 | 100 | 3,000 dmg/sec | 57,000 dmg/sec | Attack Boost For Allied Ships (5000 Range, +80% Bonus) |
II | 3x4000 | 6,000 | 2 sec | 515,000 | 600 | 56 | 100 | 6,000 dmg/sec | 114,000 dmg/sec | Attack Boost For Allied Ships (6000 Range, +110% Bonus) |
III | 3x6000 | 6,000 | 2 sec | 770,000 | 900 | 56 | 100 | 9,000 dmg/sec | 171,000 dmg/sec | Attack Boost For Allied Ships (7000 Range, +140% Bonus) |
IV | 3x8000 | 6,000 | 2 sec | 1,030,000 | 1,200 | 56 | 100 | 12,000 dmg/sec | 228,000 dmg/sec | Attack Boost For Allied Ships (8000 Range, +170% Bonus) |
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 | -- | 100 | 800 | 900 | 100 | 00:00:07 | 1,900 | 15,200 | 17,100 | 1,900 | 00:02:13 |
II | 2,500 | 200 | 1,600 | 1,800 | 200 | 00:00:14 | 3,800 | 30,400 | 34,200 | 3,800 | 00:04:26 |
III | 6,000 | 400 | 3,300 | 3,700 | 200 | 00:00:28 | 7,600 | 62,700 | 70,300 | 3,800 | 00:08:52 |
IV | Adv Fac | 600 | 5,000 | 5,600 | 200 | 00:00:42 | 11,400 | 95,000 | 106,400 | 3,800 | 00:13:18 |
Note: Munitions does not have a Mark V version.
How to use in your fleet
Munitions Boosters provide substantial damage multipliers to nearby ships, and are more effective than fleet starships in this manner. They are particular well-suited to boosting heavy-hitting ships, as each is limited in the number of allies that it can boost. Therefore, more boosters will support a larger fleet. Higher marks provide greater damage multipliers to more ships at longer range.
Being slow, the best use for a lazy player is to utilise group-move until actual engagement happens, or combine these with vessels of similar speed. These can be incredibly effective in defense, as a single Munitions Booster can amplify the damage potential of a sizable cluster of turrets. Offensive equivalent to Armor Boosters.
How to counter when in the AI fleet
Bring out your Leech Starships and reclaim them! Even a few Munitions Boosters can augment your fleet tremendously.
If that's not possible, you will want to take these out without mercy. The contribution of one munitions booster is larger than any individual fleet ship in a large battle. A set of munition boosters in an attack wave on their own is a laughing stock (and a good reason to switch to schizophrenic waves), so don't let any survive to make matters worse another day.