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

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