Tech 1 Naval Units | ||||
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Attack Submarine | ||||
Frigate | ||||
Attack Boat |
Submarines | ||||
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Attack Submarine | ||||
T2/T3 Submarine Hunter | ||||
Destroyer | ||||
Strategic Missile Submarine | ||||
Experimental Submarine |
UEF T1 Attack Submarine: Tigershark | |
Low-end attack submarine.[ e ] | |
Build costs | -3200 -400 1600 |
---|---|
Max health | 600 |
Speed | 6 (SurfacingSub) |
Veterancy | 4 (+1/s) |
Intel (radius) | Vision: 32 Water vision: 32 Sonar: 60 |
Weapon: Angler Torpedo Anti Navy - Torpedo |
|
Damage per second | 38 |
Torpedo damage | 75 |
Salvo size | 2 Torpedos (in 0.7 s) |
Reload time | 4 seconds |
Range | 32 |
Weapon: Light Plasma Cannon Direct Fire Naval - Projectile |
|
Damage per second | 25 |
Projectile damage | 25 |
Reload time | 1 seconds |
Range | 32 |
Cybran T1 Attack Submarine: Sliver | |
Attack submarine. Armed with a Nanite torpedo launcher and a deck-mounted heavy laser.[ e ] | |
Build costs | -3200 -400 1600 |
---|---|
Max health | 525 |
Speed | 6 (SurfacingSub) |
Veterancy | 4 (+1/s) |
Intel (radius) | Vision: 32 Water vision: 32 Sonar: 60 |
Weapon: Nanite Torpedo Anti Navy - Torpedo |
|
Damage per second | 38 |
Torpedo damage | 50 (1s DoT) |
Salvo size | 3 Torpedos (in 1.4 s) |
Reload time | 4 seconds |
Range | 32 |
Weapon: Light Pulse Laser Direct Fire Naval - Projectile |
|
Damage per second | 20 |
Projectile damage | 10 |
Rate of fire | 2 Projectiles/s |
Range | 32 |
Aeon T1 Attack Submarine: Sylph | |
Low-end attack submarine.[ e ] | |
Build costs | -3200 -400 1600 |
---|---|
Max health | 550 |
Speed | 6 (SurfacingSub) |
Veterancy | 4 (+1/s) |
Intel (radius) | Vision: 32 Water vision: 32 Sonar: 60 |
Weapon: Chrono Torpedo Anti Navy - Torpedo |
|
Damage per second | 38 |
Torpedo damage | 75 |
Salvo size | 2 Torpedos (in 0.7 s) |
Reload time | 4 seconds |
Range | 32 |
Seraphim T1 Attack Submarine: Sou-istle | |
Low-end attack submarine.[ e ] | |
Build costs | -3200 -400 1600 |
---|---|
Max health | 400 |
Speed | 6 (SurfacingSub) |
Veterancy | 4 (+1/s) |
Intel (radius) | Vision: 32 Water vision: 32 Sonar: 60 |
Weapon: Uall Cavitation Torpedo Anti Navy - Torpedo |
|
Damage per second | 38 |
Torpedo damage | 75 |
Salvo size | 2 Torpedos (in 0.7 s) |
Reload time | 4 seconds |
Range | 32 |
Weapon: Ajellu Anti-Torpedo Defense Defense - Anti Torpedo |
|
Damage per second | 0 |
Anti Torpedo damage | 2 |
Reload time | 20 seconds |
Range | 32 |
Weapon: Oh Spectra Cannon Direct Fire Naval - Projectile |
|
Damage per second | 23 |
Projectile damage | 15 |
Rate of fire | 1.5 Projectiles/s |
Range | 32 |
T1 Submarines are available to all four factions, and always feature the standard torpedoes for their faction. All four fire salvos of torpedoes every four seconds, for a total of 150 damage or 37.5 DPS. Each submarine has certain perks and advantages.
Tactics[]
The main advantage of submarines is their ability to engage enemy submerged submarines for naval supremacy. Most direct fire naval units cannot automatically fire at submerged subs, especially with their deck guns. Thus those units rely on torpedoes, manual control with splash damage, or allied units to deal damage. However, compared to the frigate, subs have a third of the HP and cost 1.5x as much mass, while nominally dealing less damage while submerged. This is offset later in the game to some extent as they have no collision and can stack up on each other to deal more damage and become more mobile, although this makes the subs even more vulnerable to splash attacks.
Attack submarines can generally surface to engage targets, although due to their frailty this is generally best used against hover and land units only (with a surprisingly long range of 32 units, they technically outrange frigates). Three of the four have a deck gun for use while surfaced (the exception being the Aeon Sylph) which can outrange any other t1 surface weapon, though weaker than the cannons of frigates.
Factional differences[]
All factions have the same resource costs (400/3200), speed of 6 u/s, and 38 torpedo DPS at 32 range. The main differences are in health and alternative weaponry, such as deck guns and anti-torpedo. Most factions fire two torpedoes.
UEF Tigershark: The Tiger Shark is the toughest of the four subs, having a whole 600 HP. It fires salvos of two torpedoes doing 75 damage each. Its plasma cannon DPS of 25 is the highest in class and is useful on weakened units and hover units.
Cybran Sliver: Firing salvos of three torpedoes instead of two, and mounting a light laser, the Cybran submarine is a middle of the road unit. It has a marked advantage against anti-torpedo defenses--which it will likely encounter on Seraphim attack subs and Aeon frigates-- as it fires more torpedoes than its counterparts. It also has more HP than the Seraphim. It does less damage though when surfaced than the UEF submarine.
Aeon Sylph: The Sylph holds true to Aeon design and is useless against anything other than ships, because it can never surface. Thus it gains no advantage other than comfort that it will never surface. It features the second highest health and its torpedoes are equal to the other factions in DPS. Therefore it is basically a slightly weaker but equally expensive version of the UEF Tigershark, lacking a surface gun and has less hp than the UEF. However, it does have more hp than its Cybran and Seraphim counterparts.
Seraphim Sou-istle: The Sou-istle is somewhat lacking in HP. It does however have the most goodies. It features a Torpedo launcher identical to that of the UEF and Aeon. It also has a deck gun that is the middle ground between the UEF and Cybran submarines. It's biggest perk is an anti-torpedo charge. It does not fire fast enough though to give it a real advantage. It is still useful in naval engagements nonetheless.
Tips[]
Note that the mass costs are doubled in the Forged Alliance campaign (compared to those listed here), which makes them a pretty poor investment in that environment relative to just about any other naval unit.