Search results

Jump to navigation Jump to search

Page title matches

  • ...wormholes into enemy planets, often I find these blue beams coming out of 'Tachyon Sentinels' and hitting my cloaked ships. What is that? ...tionary unit. To stop the AI from tachyoning your scouts, just blow up the Tachyon Sentinel at the wormhole
    1 KB (246 words) - 14:04, 29 October 2018
  • |[[File:AIWarTachyonBeamEmitter.png|left|Tachyon Beam Emitter]] || valign="top" | Immobile structure with the ability to rev The Mk. II Tachyon Beam Emitter provides a longer tachyon detection range as well as being cloaked for added survivability.
    535 bytes (73 words) - 03:50, 21 August 2016
  • |[[File:AIWarMicrofighter.png|left|Tachyon Microfighter]] || valign="top" | Tiny fighters best in swarms. Reveals any ...ps as [[Fighter]]s - no more, no less. They are stat-wise similar, and the tachyon beams have a practically useless range except to flush out AI ships that at
    1 KB (202 words) - 03:54, 21 August 2016
  • ...ent version of AI War, Tachyon Guardians are now [[AI War:Tachyon Sentinel|Tachyon Sentinels]], who are much weaker and easier to deal with.
    785 bytes (115 words) - 11:11, 26 October 2018
  • ...lign="top" | Does a small bit of localized damage and causes a planet-wide tachyon pulse when destroyed by enemy forces or by scrapping.<br/>Reveals several m The tachyon effect lasts for 5 minutes at MkI, 8 minutes ar MkII and 12 minutes at MkII
    4 KB (393 words) - 08:58, 25 July 2016
  • |[[File:AIWarTachyonDrone.png|left|Tachyon Drone]] || valign="top" | Weak, mobile ship reacts with nearby enemy [[AI W ...{AlgRgt}} | 0 dmg/sec || {{AlgRgt}} | 0 dmg/sec || {{AlgLeft}} | Cloaking, Tachyon Beam Emission (1500 Range), Blind
    2 KB (210 words) - 03:53, 21 August 2016
  • The other common method of a cloak not hiding a ship is Tachyon Beams.<br/> == Tachyon Beams (Stealth Detection) ==
    8 KB (1,435 words) - 14:11, 1 October 2017
  • #REDIRECT [[AI War:Tachyon Microfighter]]
    41 bytes (5 words) - 12:17, 16 February 2015
  • #REDIRECT [[AI War:Cloaking and Tachyon Beams(Stealth)]]
    56 bytes (8 words) - 20:45, 26 April 2015
  • #REDIRECT [[AI War:Tachyon Beam Emitter]]
    41 bytes (6 words) - 07:13, 16 June 2016
  • #REDIRECT [[AI War:AI Tachyon Sentinel]]
    40 bytes (6 words) - 03:00, 16 August 2016
  • .... Little more than a shadow of their former selves, the Tachyon Guardians, Tachyon Sentinels are a pushover, if barely, to keep scouts away from the AI's syst
    959 bytes (142 words) - 19:21, 26 October 2018
  • #REDIRECT [[AI War:Cloaking#Tachyon]]
    37 bytes (5 words) - 03:51, 21 August 2016
  • {{AI War 2 Ship:Tachyon Sentinel}}
    34 bytes (5 words) - 19:08, 25 October 2018
  • {{AI War 2 Ship:Tachyon Array}}
    76 bytes (10 words) - 16:37, 21 March 2020

Page text matches

  • The other common method of a cloak not hiding a ship is Tachyon Beams.<br/> == Tachyon Beams (Stealth Detection) ==
    8 KB (1,435 words) - 14:11, 1 October 2017
  • ...see it and can't shot at it. A cloaked unit is revealed when firing or by tachyon effects (see below). == Tachyon ==
    5 KB (849 words) - 02:35, 25 August 2016
  • * Fixed a boolean inversion that was causing tachyon beams, tractor beams, gravity generators, and similar to never show up in t ...forcefields, health, and shield health from modules. Weaponry, cloaking, tachyon, etc, all already work. Also some form of prefixing or name adjusting base
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • * The good news is that Core Eyes no longer have infinite tachyon. The bad news is that now the AI Home Command Station has it. * The Tachyon Guardian has been renamed to the Tachyon Sentinel
    209 KB (33,423 words) - 12:14, 16 September 2017
  • ...he guardians added in LotS are more special-purpose) and doesn't touch the Tachyon guardian since it's not really focused on combat. * Fighter (including tachyon-micro and bulletproof variants):
    407 KB (65,607 words) - 12:09, 16 September 2017
  • -The AI will no longer abandon its command posts to pursue tachyon warheads. 50: Sensors (tachyon drones, etc)
    47 KB (7,691 words) - 11:53, 16 September 2017
  • ...speed boosters are now capped at 10 per planet for the AI. Decloakers and tachyon drones are now capped at 4 and 2 per planet for the A (and the ship caps fo ...efore the AIs lost turrets. The difference now, however, is that if these tachyon guardians are destroyed, the AI is very unlikely to rebuild them (though it
    183 KB (30,714 words) - 11:55, 16 September 2017
  • ...you've got a big pile of cloaked things attacking you, you will find your tachyon emitters decloaking the attackers faster and faster as the fight goes on. ...tning Corvette MK I, Spider MK I, Starship Constructor, Sensor Array MK I, Tachyon Array, Fuel Generator, Assault Starship MK I, Sniper Starship MK I, Stealth
    123 KB (20,999 words) - 17:37, 25 October 2018
  • ...wormholes into enemy planets, often I find these blue beams coming out of 'Tachyon Sentinels' and hitting my cloaked ships. What is that? ...tionary unit. To stop the AI from tachyoning your scouts, just blow up the Tachyon Sentinel at the wormhole
    1 KB (246 words) - 14:04, 29 October 2018
  • * When planet-wide EMP or tachyon detonations occur, as from a warhead or an EMP guardian, a chat message is ** Lightning/Armored/EMP/Tachyon-warheads
    223 KB (36,110 words) - 11:56, 16 September 2017
  • * Planetary Controllers now have a very basic level of Tachyon output, so a defending planet will never be completely unable to decloak en ** It also has a strong tachyon emitter.
    161 KB (27,377 words) - 16:31, 24 April 2018
  • ...every so often in order to prevent their healing, as well as knocking off tachyon-revealed scouts, and similar. * Military command stations now have tachyon beams:
    151 KB (24,808 words) - 19:48, 1 February 2015
  • ...iss ships in cold storage. Since this bug could possibly also happen with tachyon warheads, a safety check was put in place to make sure that was prevented, * The tachyon drone's range has been doubled from 750 to 1500, and the decloaker's range
    367 KB (58,728 words) - 12:16, 16 September 2017
  • ** This prevents fields of Tachyon Sentinels from being build * The visuals for the various types of beams (tractor, tachyon, repair, claim) have all been redone to look nicer, and the beam weapon eff
    260 KB (44,014 words) - 13:36, 4 October 2018
  • * Sniper, Tractor, Tachyon, Artillery, and Laser guardian shots-per-salvo significantly reduced, damag * Tachyon Microfighter rebalanced in a similar fashion as the Bulletproof Fighter to
    245 KB (38,972 words) - 11:55, 16 September 2017
  • * '''Tachyon MicroFighters''' (I-IV variants) ** No combat value, but is cloaked, emits tachyon beams, fires counter-sniper flares, and acts as a scout.
    41 KB (6,447 words) - 19:47, 1 February 2015
  • * Fixed a bug where Tachyon Guardian MkIs were being seeded on all AI home and core worlds instead of M * Tachyon Guardians are now shown as icons on the intel summary for planets, as they
    165 KB (27,263 words) - 19:48, 1 February 2015
  • * '''Tachyon MicroFighters''' (I-IV variants) ** No combat value, but is cloaked, emits tachyon beams, fires counter-sniper flares, and acts as a scout.
    43 KB (6,703 words) - 19:47, 1 February 2015
  • * Minor factions are forbidden to kill Tachyon Sentinels, as it makes it too easy for the player to explore quickly * Player tachyon arrays now have the same icon as AI tachyon sentinels.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...e double tachyon sentinels when it recaptured a planet if all the previous tachyon sentinels hadn't been killed. * In new games, AI Tachyon Arrays will no longer be cloaked (so your own cloaked units won't seemingly
    105 KB (17,355 words) - 23:34, 5 March 2019
  • Aside from being revealed by enemy tachyon beams, the only other way that cloaked ships become visible is by firing th == Tachyon Field ==
    18 KB (3,012 words) - 21:16, 7 August 2022
  • * [[AI War:Tachyon Microfighter|Tachyon Microfighter]] * Cloaking, free reign in absence of tachyon
    28 KB (4,216 words) - 11:40, 4 February 2017
  • ...starship, have all been doubled to counter the effects of the much-larger tachyon beams that are now on planets. -Tachyon Drones and Decloakers no longer require supply.
    66 KB (10,612 words) - 11:54, 16 September 2017
  • | '''Tachyon Train (2):''' || Provides planet-wide tachyon coverage for the AI. | '''Tachyon Jammer (3):''' || Prevents human tachyon emitters from working on the planet it's on.
    12 KB (1,903 words) - 14:24, 17 January 2017
  • ** Also helps some on tachyon planning, tractor planning, and metal flow planning. But again, the help h ...UI, but it was misordering all their various other systems like cloakers, tachyon or tractor beams, etc.
    293 KB (50,070 words) - 11:33, 14 October 2020
  • ** The more of these a ship has, the longer it will take enemy tachyon beams to decloak them. == Tachyon Fields ==
    24 KB (4,001 words) - 10:09, 29 October 2022
  • ...ace tugs (all kinds), colony ships, science labs i and ii, decloakers, and tachyon drones. -All of the tachyon beam emitters, including the tachyon drone and the decloaker, now have mine avoidance to make them a bit more us
    107 KB (17,661 words) - 11:54, 16 September 2017
  • ** So are tractor and tachyon arrays, focused gravity generators, and minefields. These are so un-tempti * Tachyon Arrays, Sentry Frigates, and Focused Gravity Generators are now upgradeable
    287 KB (48,412 words) - 12:06, 3 July 2019
  • ==Tachyon Warheads== <big>'''How do I use tachyon warheads?'''</big>
    6 KB (1,154 words) - 14:06, 1 February 2015
  • ...chyon Warhead|Tachyon]] warhead delays the construction of every other non-tachyon warhead by an amount depending of its estimated power. Thus, warheads can b ...arhead]]<br/>Does a small bit of localized damage and causes a planet-wide tachyon pulse when destroyed by enemy forces or by scrapping.<br/>Reveals for 5 to
    4 KB (654 words) - 08:48, 25 July 2016
  • * Fixed AI Tachyon Sentinels being unable to actually decloak anything except Aggressors. ** Tachyon arrays: 6.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ** Also, tachyon beams can only hit units that are in the same state of matter. ...r_shots_against_allies feature, which should be a range specified like for tachyon or tractor or gravity, and which should be on its own system on a ship.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Also fixed the same darn issue in gravity planning and tachyon planning. ...n sustain the cloak with the current incoming tachyon radiation, and if no tachyon rays are incoming how long it takes until the ship replenishes its cloaking
    646 KB (109,259 words) - 11:44, 22 September 2021
  • *Regardless of AI difficulty the AI always gets tachyon guardians. ...ficulty 5 and below, the only guardians that the AI gets are the "freebie" tachyon guardians.
    4 KB (608 words) - 14:22, 16 June 2016
  • The Mark IV version is immune to Tachyon Beams. Note that because the Mark IV scout is immune to tachyon beams, it can never be directly targeted by the AI forces. It can only be h
    1 KB (203 words) - 13:51, 29 October 2018
  • ...ip so that it can not be revealed by [[Cloaking_and_Tachyon_Beams(Stealth)|Tachyon Beams]]. Note that when a ship is boosting another ship's cloak with this a ...Station Mk III]], this ability gives [[Cloaking_and_Tachyon_Beams(Stealth)|Tachyon Coverage]] of the entire star system it is in.
    17 KB (2,941 words) - 22:08, 1 February 2015
  • * Removed tachyon beams from astro trains (except the Tachyon Train, which still has planetary coverage). ** And a Mime will no longer throw back Tachyon warheads.
    177 KB (28,387 words) - 17:36, 25 October 2018
  • * Revealer Battlestation tachyon range now covers the entire planet. * Tachyon Array range increased 25%, now decloaks twice as fast.
    179 KB (30,218 words) - 23:28, 1 January 2020
  • ** Dreng have a base albedo of 0.8, however this breaks tachyon when it gains cloaking with the Spirited version. So now both the DZ Spirit ...he planet is Tachyon Blasted. When an entity is only remains, it loses the Tachyon Blast decloaking debuff.
    338 KB (54,548 words) - 10:53, 26 June 2023
  • -The range of all the tachyon beam emitter variants have been increased. ...ome of the scouts are likely to be picked off or at least damaged at every tachyon beam emitter that is passed. Higher-level scouts can boost multiple ships
    16 KB (2,780 words) - 11:51, 16 September 2017
  • ...ent version of AI War, Tachyon Guardians are now [[AI War:Tachyon Sentinel|Tachyon Sentinels]], who are much weaker and easier to deal with.
    785 bytes (115 words) - 11:11, 26 October 2018
  • ...ines]] can attack 16 times before being destroyed.<br/>Can be decloaked by Tachyon Beams and then destroyed by your ships the same as other cloaked units.<br/ ...se. A [[AI War:Scout Starship|Scout Starship]] or a [[AI War:Tachyon Drone|Tachyon Drone]] are always available to you.<br/>If you are not able to conquer the
    3 KB (458 words) - 03:57, 14 August 2016
  • * Sentinel Gunboat tachyon range 1,700 -> 3,200. * Ranger tachyon range 3,200 -> 5,000.
    186 KB (31,438 words) - 17:26, 13 July 2020
  • ** Same with Disable Tachyon Beam Visuals, it has become Draw Tachyon Beams and its description has been updated. ...all of these are functionally the same as the old versions except for the tachyon beams which are now off by default.
    394 KB (67,204 words) - 16:22, 13 April 2021
  • * [[AI War:Cloaking|Cloaking]] (and Tachyon) * Tachyon Beams: [[AI War:Tachyon Beams|Why Do Yellow Beams Come Out Of Nowhere And Hit My Ships?]]
    27 KB (4,189 words) - 11:36, 9 August 2021
  • '''''(Optional) Tactic 3: Kill Tachyon Guardians''''' Every AI planet not adjacent to a human homeworld has at least one [[Tachyon Guardian]] at every wormhole. These guardians are often the only ships tha
    6 KB (999 words) - 14:09, 1 February 2015
  • * '''Tachyon Warhead Mark III''' +3 AI Progress If Killed * '''Tachyon Warhead Mark II''' +2 AI Progress If Killed
    15 KB (2,573 words) - 15:05, 24 April 2015
  • ...ughout any AI system in which tachyon detection has been removed (mostly [[Tachyon Guardian]]s). In contrast it is usually more micro-intensive for a conventi ...d against, as they are immune to your long-range turrets. Placement of a [[Tachyon Beam Emitter (Stealth)]] and [[Gravitational Turret]]s near all hostile wor
    2 KB (295 words) - 11:40, 16 February 2015
  • ...ots. Also includes an onboard advanced warp sensor and a [[AI War:Tachyon|Tachyon]] coverage. ...tility functions to the player fleet: sniping, armour penetration, limited tachyon detection, and Insta-kill immunity. While none of these are essential, life
    2 KB (241 words) - 03:55, 21 August 2016
  • Tachyon detection ''should'' not be a problem unless the AI also possesses signific ...problematic, but for different reasons). Therefore it is important to have Tachyon coverage on all entry-points, and start working on them as soon as they are
    2 KB (403 words) - 12:15, 16 February 2015
  • ...ip type that requires the use of ''both'' [[Tachyon Beam Emitter (Stealth)|Tachyon Emitter]]s and [[Gravitational Turret]]s stationed at hostile wormholes, co ...claws are not '''too''' dangerous. It is more a matter of bringing mobile tachyon detection to prevent your ships from receiving a surprise attack. Note that
    2 KB (387 words) - 14:53, 17 February 2015
  • |[[File:AIWarTachyonBeamEmitter.png|left|Tachyon Beam Emitter]] || valign="top" | Immobile structure with the ability to rev The Mk. II Tachyon Beam Emitter provides a longer tachyon detection range as well as being cloaked for added survivability.
    535 bytes (73 words) - 03:50, 21 August 2016
  • ...lign="top" | Does a small bit of localized damage and causes a planet-wide tachyon pulse when destroyed by enemy forces or by scrapping.<br/>Reveals several m The tachyon effect lasts for 5 minutes at MkI, 8 minutes ar MkII and 12 minutes at MkII
    4 KB (393 words) - 08:58, 25 July 2016
  • ...000 dmg/sec || {{AlgLeft}} | Warp Detection, Increases Ally Speed By 100%, Tachyon Beam Emission (10000 Range), Attack Boost For All Allied Ships On Planet (+ ...gLeft}} | Warp Detection, Engine Damage 200, Increases Ally Speed By 100%, Tachyon Beam Emission (20000 Range), Attack Boost For All Allied Ships On Planet (+
    20 KB (2,345 words) - 12:52, 30 October 2018
  • * Firing a Tachyon Pulse to show all cloakers. ...uman ships on the planet the normal cloaking ability and suppresses all AI tachyon sources. All normal "must recharge cloak after firing" rules still apply.
    13 KB (2,173 words) - 05:59, 28 July 2016
  • ...- Describes ships having both cloaking and [[Ship Immunities|immunity]] to tachyon beams; see [[Cloaking_and_Tachyon_Beams(Stealth)#.22Perma-Cloaked.22|here]] '''Tachyon''' - Tachyon beams are emitted by certain ships and reveal cloaked ships for a few secon
    4 KB (585 words) - 15:37, 1 February 2015
  • ...st|Tachyon Guard Post]]<br/>In addition to its weaponry, mounts a powerful tachyon emitter for uncovering cloaked enemies.
    15 KB (2,291 words) - 05:52, 10 July 2016
  • ...d, a source of tachyon is required to destroy them. [[AI War:Tachyon Drone|Tachyon Drones]] and [[AI War:Scout Starship|Scout Starships]] can reveal minefield
    3 KB (448 words) - 14:05, 29 November 2016
  • .... Little more than a shadow of their former selves, the Tachyon Guardians, Tachyon Sentinels are a pushover, if barely, to keep scouts away from the AI's syst
    959 bytes (142 words) - 19:21, 26 October 2018
  • * Tachyon Sentinel mass up to 4, from 0.3. * Tractor, Gravity and Tachyon defense structures have had major cost increases and much lower self buildi
    50 KB (8,414 words) - 11:12, 15 October 2018
  • * fix to tachyon beams not being disabled by perf setting. * Reduced tachyon for guard posts.
    114 KB (18,064 words) - 16:22, 14 May 2024
  • ...ships that emit tachyon beams into range. Best mobile candidates are the Tachyon Drone (DEF tab of command stations), or the Scout Starship.
    4 KB (725 words) - 02:55, 14 August 2016
  • -The cost of tachyon beam emitters has been increased rather sharply. -Tachyon Drones have been added.
    3 KB (470 words) - 13:35, 1 February 2015
  • -Previously, it was possible for the lines between ships (tachyon, cloaking boost, munitions boost, tractor, etc) to keep displaying for a fr ...ly given an attack order. This was very problematic when they were hit by tachyon beam emitters, since they would then not defend themselves. Now they will
    18 KB (3,048 words) - 19:47, 1 February 2015
  • -New ship: A relatively inexpensive tachyon missile is now available in the missile silo. Setting these off reveals al ...immunity, for suggesting the demotion of backdoor hackers, for suggesting tachyon missiles.
    16 KB (2,661 words) - 13:39, 1 February 2015
  • -The range of tachyon beams emitted by astro trains and the scout starship has been increased. ...ships against certain targets, for suggesting the increase to the range of tachyon beams from scout starships.
    20 KB (3,494 words) - 13:39, 1 February 2015
  • ...rt Range turret, fast movement, and a really massive coverage area for its tachyon beams.
    29 KB (4,906 words) - 13:40, 1 February 2015
  • ...hidden. The cheapest/easiest way to deal with such a problem is to build a tachyon drone as well as a mobile forcefield. Send both through the wormhole at the
    9 KB (1,491 words) - 08:41, 28 May 2016
  • ...ked in this way cannot actually be uncloaked by Tachyon beams or any other tachyon weapons. The "surprise"-element is therefore assured until they move.''
    1 KB (216 words) - 12:29, 16 February 2015
  • ...dius is twice as large and it emits both a [[Gravity Effect]] and mounts [[Tachyon Beams]] in a limited range.<br/>You start the game with one of these coveri ...ce Fields left that do not seem to be protecting anything, sweep them with Tachyon Beams to reveal any cloaked units.''
    4 KB (605 words) - 00:13, 9 December 2013
  • ...ost extreme example of a glass cannon. For as long as you keep them out of tachyon coverage and out of range, they will inflict much general pain - on [[Fight ...roughout your systems, Space Planes will be hard to root out. Establishing tachyon coverage and gravity turrets will make everything a cake-walk, so it's impo
    2 KB (319 words) - 12:11, 16 February 2015
  • ...coverage, this is the best unit you've got.<br/>For comparison the 20,000 tachyon range on the Decloaker is half again as long as the attack range on your [[
    725 bytes (112 words) - 03:59, 21 August 2016
  • |[[File:AIWarMicrofighter.png|left|Tachyon Microfighter]] || valign="top" | Tiny fighters best in swarms. Reveals any ...ps as [[Fighter]]s - no more, no less. They are stat-wise similar, and the tachyon beams have a practically useless range except to flush out AI ships that at
    1 KB (202 words) - 03:54, 21 August 2016
  • ...they normally would be visible. They are also immune to tachyon beams and tachyon missiles.<br/>The Planetary Cloaker itself is not cloaked however and can b
    2 KB (189 words) - 11:39, 17 August 2016
  • ...hips parked even right on top of it and so required [[AI War:Tachyon Beams|Tachyon Beams]] of some sort to uncloak.
    1 KB (177 words) - 05:40, 10 July 2016
  • |[[File:AIWarTachyonDrone.png|left|Tachyon Drone]] || valign="top" | Weak, mobile ship reacts with nearby enemy [[AI W ...{AlgRgt}} | 0 dmg/sec || {{AlgRgt}} | 0 dmg/sec || {{AlgLeft}} | Cloaking, Tachyon Beam Emission (1500 Range), Blind
    2 KB (210 words) - 03:53, 21 August 2016
  • ...> || Renders a ship immune to [[AI War:Cloaking_and_Tachyon_Beams(Stealth)|Tachyon Beams]] which prevents them from being directly decloaked. Note that other
    8 KB (1,287 words) - 12:39, 4 November 2018
  • ...Scapegoat is worth thirty times more then a [[AI War:Tachyon Microfighter|Tachyon Microfighter]] in terms of resources saved.<br/>
    2 KB (257 words) - 17:13, 4 November 2017
  • |Tachyon, Gravity, ??? *Tachyon
    2 KB (251 words) - 06:52, 9 July 2016
  • ...amEmitter.png|50px|left|]] || valign="top" | [[AI War:Tachyon Beam Emitter|Tachyon Beam Emitter]]<br/>Immobile structure with the ability to reveal any nearby
    4 KB (667 words) - 16:16, 24 July 2016
  • ...ic Wormhole]]. The Home Command Station emits a planetary [[AI War:Tachyon|Tachyon]] field.
    2 KB (374 words) - 17:40, 26 October 2016
  • ...chyonSentinel.png|50px|left|]] || valign="top" | [[AI War:Tachyon Sentinel|Tachyon Sentinel]]<br/>Watches a wormhole and reveals scouts and stealth invaders.
    5 KB (680 words) - 11:53, 17 August 2016
  • ...king|Cloaking Booster]] ability when crossing [[AI War:AI Tachyon Sentinel|Tachyon Sentinels]].
    4 KB (691 words) - 02:56, 20 August 2016
  • ...) still cost power, as do non-turrets (grav generators, shield generators, tachyon arrays, beam cannons, etc). Tractors may be moved to the no-power list, we' * Tachyon emitters (decloaking) are now about 10x as powerful, meaning that you'll ra
    182 KB (30,453 words) - 13:10, 11 January 2018
  • ...isibility on all planets up to five hops out, as well a powerful planetary tachyon effect on it's own world. Uses a massive amount of energy. ...sibility on all planets up to eight hops out, as well a powerful planetary tachyon effect on it's own world. Uses a massive amount of energy.
    23 KB (4,043 words) - 14:00, 6 April 2022
  • * Fixed the Brutal Darkness Guardian being completely immune to tachyon beams instead of resistant. * Fixed a bug where tachyon planning could still have a cross-threading exception.
    126 KB (20,934 words) - 21:28, 22 April 2022
  • ...or beam turret. Adjust as needed, and feel free to experiment with mines, tachyon beams, etc.
    7 KB (1,144 words) - 09:10, 17 April 2015
  • ...basic, MLRS, tractor beam, or some more advanced turrets; counter-missile, tachyon beams, fortresses -- whatever makes sense. Check their hull-type bonuses a
    2 KB (317 words) - 13:47, 1 February 2015
  • ...since some of your services shut off if your energy goes negative, such as tachyon beams, force fields, tractor beams, etc).
    2 KB (386 words) - 19:49, 1 February 2015
  • * I c u (causes a tachyon pulse on the current planet)
    10 KB (1,688 words) - 10:27, 24 October 2018
  • ...erve themselves from potential passing astro trains or from fixed-position tachyon beam emitters at the wormhole. There is a Control Node that you can use to
    36 KB (6,383 words) - 10:23, 22 February 2015
  • ...be hit. And when they stop moving and firing, the camouflage instantly. Tachyon beams are useless against these since they aren't using traditional cloakin
    28 KB (4,560 words) - 19:50, 1 February 2015
  • -Tachyon MicroFighters, Autocannon Minipods, and Parasites now have twice the attack
    3 KB (612 words) - 11:52, 16 September 2017
  • -There used to be a slight delay in clearing the tachyon beam and munitions booster objects when the host craft switched planets. T
    14 KB (2,434 words) - 13:38, 1 February 2015
  • - Sentinel Frigates now have tachyon beams, range 1000 * ship level
    41 KB (6,639 words) - 19:47, 1 February 2015
  • ...Post''' is cloaked and has no guns. The only way to destroy it is to use a tachyon detector device to uncloak it. Usually discovered when a resource node is u
    8 KB (1,442 words) - 02:58, 17 June 2016
  • ...t take enough advantage of combined arms for these to be a thread. While [[Tachyon Beam Emitter (Stealth)]]s are recommended, unlocking [[Decloaker]]s is opti
    2 KB (385 words) - 22:19, 1 February 2015
  • ...be hit. And when they stop moving and firing, the camouflage instantly. Tachyon beams are useless against these since they aren't using traditional cloakin
    30 KB (4,946 words) - 14:07, 8 March 2015
  • ...thin their numbers before a full assault. This works best when the local [[Tachyon Guardian]] has been destroyed, and a damage soaker is available to divert e
    2 KB (374 words) - 11:40, 16 February 2015
  • Make sure to include Tachyon abilities in your arsenal to reveal these when they attack you.
    2 KB (411 words) - 11:43, 16 February 2015

View (previous 100 | next 100) (20 | 50 | 100 | 250 | 500)