AI War:Speed Booster
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
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
98 | Dark Matter | Ultra-Light |
Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|
8,400 | 4,000 | 2 sec | 8,800 | 7,800 | 136 | 100 | 4,200 dmg/sec | 411,600 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 | Cap Build Time |
---|---|---|---|---|---|---|---|---|---|---|
Exp Fab | 3,000 | 700 | 3,700 | 800 | 00:00:25 | 294,000 | 68,600 | 362,600 | 78,400 | 00:40:50 |
How to use in your fleet
For support ships, Speed Boosters are very keen to suicide themselves at maximum speed into the enemy on FRD mode. You can avoid this by sub-grouping the boosters with other support ships you'll never want to FRD. A full cap will reliably turn most of your low-speed juggernauts into high-speed killing machines, although all Spirecrafts are immune to speed boosts. Just remember to keep the boosters at the back of your fleet, 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.
How to counter when in the AI fleet
Speed Boosters are rarely encountered and do not generally pose a great threat. The AI will not micro them to prevent their ineffective kamikaze runs.
Watch-out for a lightning bombing run at your command stations, though.