AI War:Neinzul Youngling Vulture

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Neinzul Youngling Vulture
This low-powered ship does damage equal to base_damage * Max(10, Min(90, 100 - target_health_percentage)). This makes it very effective at finishing off high-health targets when mixed into a regular fleet, but it's weak against enemy ships that aren't wounded.

Youngling ships are all exceedingly inexpensive and fast, with a very short life span (health automatically drains when not in transports or other forms of storage).


Base Stats


Ship Cap Ammo Type Armor Type Immunities Damage Bonuses
96 Shell Neutron Reclamation, Mines, Repair 0.2 Command-Grade


Mark Damage Attack Range Reload Health Armor Speed Engine Health Single Ship DPS Ship Cap DPS Abilities
I 312 6,000 5 sec 220,000 900 300 Inf 62 dmg/sec 5,990 dmg/sec Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 999,999
II 628 6,000 5 sec 440,000 1,800 300 Inf 126 dmg/sec 12,058 dmg/sec Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 999,999
III 940 6,000 5 sec 660,000 2,700 300 Inf 188 dmg/sec 18,048 dmg/sec Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 999,999
IV 1,256 6,000 5 sec 880,000 3,600 300 Inf 251 dmg/sec 24,115 dmg/sec Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 999,999
V 1,560 6,000 5 sec 1,100,000 4,500 300 Inf 312 dmg/sec 29,952 dmg/sec Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, 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 Cap Build Time
I -- 50 50 100 50 00:00:01 4,800 4,800 9,600 4,800 00:01:36
II 2,500 100 100 200 100 00:00:01 9,600 9,600 19,200 9,600 00:01:36
III 4,000 200 200 400 100 00:00:02 19,200 19,200 38,400 9,600 00:03:12
IV Adv Fac 300 300 600 100 00:00:03 28,800 28,800 57,600 9,600 00:04:48
V Core Fab 400 400 800 100 00:00:04 38,400 38,400 76,800 9,600 00:06:24

How to use in your fleet

Vultures' DPS increases steadily as their targets weaken. For comparison, base and bonus cap DPS are shown for Fighters (blue) and Bombers (purple).

Neinzul Youngling Vulture are unique and likely always useful against any target (not just large ones): its cap-DPS starts at 640*Mark/sec against an enemy with 90% health or higher and skyrockets to 5760*Mark/sec for enemies with 10% health or lower. This is nothing to scoff at, even against Hunter/Killers with their Command-Grade hull. Moreover, as the scale is percentage-based, a single Vulture-I can KO any standard fleet-ship-I at low 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.








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