AI War:Armor Booster
This page is up to date for version 6.009 |
Strong fighter in its own right, it also gives a 2x armor rating bonus to nearby ships on your team. The Armor Boost Calculation gives exact numbers but in-game the ships being boosted will have thin yellow lines connecting the Armor Booster and the ship being boosted. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
19 per Mark | Dark Matter | Refractive | 6 Light, 6 Ultra-Light, 6 Refractive, 6 Composite, 6 Polycrystal |
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 | 750 | 44 | 100 | 3,000 dmg/sec | 57,000 dmg/sec | Armor Boost For Allied Ships (3000 Range) |
II | 3x4000 | 6,000 | 2 sec | 515,000 | 1,500 | 44 | 100 | 6,000 dmg/sec | 114,000 dmg/sec | Armor Boost For Allied Ships (4000 Range) |
III | 3x6000 | 6,000 | 2 sec | 770,000 | 2,250 | 44 | 100 | 9,000 dmg/sec | 171,000 dmg/sec | Armor Boost For Allied Ships (5000 Range) |
IV | 3x8000 | 6,000 | 2 sec | 1,030,000 | 3,000 | 44 | 100 | 12,000 dmg/sec | 228,000 dmg/sec | Armor Boost For Allied Ships (6000 Range) |
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 | 250 | 00:00:07 | 1,900 | 15,200 | 17,100 | 4,750 | 00:02:13 |
II | 2,500 | 200 | 1,600 | 1,800 | 500 | 00:00:14 | 3,800 | 30,400 | 34,200 | 9,500 | 00:04:26 |
III | 6,000 | 400 | 3,300 | 3,700 | 500 | 00:00:28 | 7,600 | 62,700 | 70,300 | 9,500 | 00:08:52 |
IV | Adv Fac | 600 | 5,000 | 5,600 | 500 | 00:00:42 | 11,400 | 95,000 | 106,400 | 9,500 | 00:13:18 |
Note: Armor Boost does not have a Mark V version.
How to use in your fleet
Armor boosters are effective survival multipliers, and give players a larger advantage in long-running battles versus the AI. The actual armor mechanic in 5.02x is a flat reduction in damage, so armor-boosters shine most against enemies with weak individual attacks (admittedly not that many). Note that the maximum reduction in damage is 80%, so the player cannot create invincible armies. Note that each booster can only support a certain number of ships in its range.
Being slow, the best use a lazy player will get is to utilise group-move until actual engagement happens, or pair armour boosters with vessels of similar speed. Defensive equivalent to Munitions Boosters.
How to counter when in the AI fleet
In the current version 5.026, armor has only a small affect on general gameplay. Armor boosters will enhance the survival of all enemy ships by a small percentage, but is itself very weak in damage. They only become significant problems when combined with Armor Ships, Space Tanks, and other such crafts explicitly emphasising armor protection (1500+) - in these cases it is prudent to down them first.
This forum thread is a 5.02x discussion on armor mechanics and useful for further perusal.