AI War:Parasite
This page was designed for release 5.026 and is likely extremely inaccurate. |
Fires fairly powerful shots that do reclamation damage. An enemy ship with reclamation damage equal to or greater than its max health will be reclaimed when destroyed. The newly-reclaimed ship will have health = total reclamation damage it had taken. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Shell | Ultra-Light | Reclamation | 4 Medium, 4 Neutron |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 49 | 4,000 | 6,000 | 8 sec | 201,600 | 900 | 68 | 100 | 500 dmg/sec | 24,500 dmg/sec | Reclaims Enemy Ships Armor Piercing 750 |
II | 44 | 8,000 | 6,000 | 8 sec | 403,200 | 1,800 | 68 | 100 | 1,000 dmg/sec | 44,000 dmg/sec | Reclaims Enemy Ships Armor Piercing 1,500 |
III | 39 | 12,000 | 6,000 | 8 sec | 604,800 | 2,700 | 68 | 100 | 1,500 dmg/sec | 58,500 dmg/sec | Reclaims Enemy Ships Armor Piercing 2,250 |
IV | 34 | 16,000 | 6,000 | 8 sec | 806,400 | 3,600 | 68 | 100 | 2,000 dmg/sec | 68,000 dmg/sec | Reclaims Enemy Ships Armor Piercing 3,000 |
V | 24 | 20,000 | 6,000 | 8 sec | 1,008,000 | 4,500 | 68 | 100 | 2,500 dmg/sec | 60,000 dmg/sec | Warp Detection Reclaims Enemy Ships Armor Piercing 3,750 |
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 | -- | 20 | 1,200 | 1,220 | 400 | 00:00:10 | 980 | 58,800 | 59,780 | 19,600 | 00:08:10 |
II | 2,500 | 40 | 2,400 | 2,440 | 800 | 00:00:20 | 1,760 | 105,600 | 107,360 | 35,200 | 00:14:40 |
III | 6,000 | 80 | 4,800 | 4,880 | 800 | 00:00:40 | 3,120 | 187,200 | 190,320 | 31,200 | 00:26:00 |
IV | Adv Fac | 120 | 7,200 | 7,320 | 800 | 00:01:00 | 4,080 | 244,800 | 248,880 | 27,200 | 00:34:00 |
V | Core Fab | 160 | 9,600 | 9,760 | 800 | 00:01:20 | 3,840 | 230,400 | 234,240 | 19,200 | 00:32:00 |
How to use in your fleet
Parasites are utility ships that give the player the powerful ability to convert AI fleet-ships to their cause. They are not strong in general fleet combat, and should be escorted by Fighters and Bombers to maximise survival effectiveness - ships with sufficient reclamation damage to be converted must still be 'destroyed' first. If you unlock these, consider also unlocking Leech Starships as a complement.
Reclaimed ships will simply sit around by default, or they can path to a suitable rally point if you toggle the relevant controls. It is therefore a good idea to bring a Mobile Rally Point (plus Engineers) or Mobile Repair Station with you on offense. Also check your Command Station for strays after a defensive battle.
Due to the way reclamation damage is calculated (below), higher marks should be unlocked early. Snipers, Zenith Bombards and Sentinel Frigates are a personal favourite target, but some shepherding is required to capture ships with a retreat range. It should be noted that players cannot reclaim more ships than allowed by the ship-cap, e.g. if you already have the maximum of a cap (say, 98 Space Tank-Is) the next ship that would otherwise be reclaimed is destroyed instead.
The reclamation damage is calculated as follows (as of 5.001): If the reclamator is 4 mks higher than the target (mkV shooting mkI), multiply by 64. If the reclamator is 3 mks higher than the target, 48. If the reclamator is 2 mks higher than the target, 32. If the reclamator is 1 mk higher than the target, 16. If the reclamator is the same mk as the target, 8. If the reclamator is 1 mk lower than the target, 4. If the reclamator is 2 mks lower than the target, 2. If the reclamator is 3 mks lower than the target, 1.
How to counter when in the AI fleet
The general threat-level varies depending on when/where Parasites are encountered. An AI-waves with pure Parasites are of little threat, but if a number of parasites are interspersed amongst significant enemy firepower an avalanche will soon develop with a constant absorption of the player's fleet (unlike players, the AI has no regard for ship-caps).
Fighting with reclamation-immune assets is the only sure counter, with Starships, Turrets and some select fleet ships. In many offensive situations, however, there are not enough parasites+firepower present to justify a deviation in the general strategy.