Tech 2 Air Unit | ||||
---|---|---|---|---|
Fighter/Bomber | ||||
Torpedo Bomber | ||||
Gunship | ||||
Air Transport | ||||
Guided Missile |
Gunships | ||||
---|---|---|---|---|
Tech 1 Light Gunship | ||||
Tech 2 Gunship | ||||
Tech 3 Heavy/AA Gunship | ||||
Experimental |
UEF T2 Gunship: Stinger | |
Light gunship. Equipped with one riot gun and a single transportation clamp.[ e ] | |
Build costs | -6000 -300 2000 |
---|---|
Max health | 1100 |
Speed Fuel | 12 (Air) 6:40 |
Veterancy | 6 (+2/s) |
Intel (radius) | Vision: 32 |
Weapon: Hells Fury Riot Gun Direct Fire - Projectile |
|
Damage per second | 60 |
Projectile damage | 20 |
Rate of fire | 3 Projectiles/s |
Range | 22 |
Weapon: Air Crash Death |
|
Damage | 100 |
Damage radius | 1 |
Cybran T2 Gunship: Renegade | |
Fast-attack copter. Armed with twin rocket tubes.[ e ] | |
Build costs | -6000 -300 2000 |
---|---|
Max health | 1040 |
Speed Fuel | 12 (Air) 6:40 |
Veterancy | 6 (+2/s) |
Intel (radius) | Vision: 32 |
Weapon: Iridium Rocket Pack Direct Fire - Projectile |
|
Damage per second | 60 |
Projectile damage | 20 |
Damage radius | 3 |
Salvo size | 3 Projectiles (in 0.4 s) |
Reload time | 1 seconds |
Range | 22 |
Weapon: Air Crash Death |
|
Damage | 100 |
Damage radius | 1 |
Aeon T2 Gunship: Specter | |
Armored gunship. Quad-barreled light laser mounted on its underside.[ e ] | |
Build costs | -6000 -300 2000 |
---|---|
Max health | 1060 |
Speed Fuel | 12 (Air) 6:40 |
Veterancy | 6 (+2/s) |
Intel (radius) | Vision: 32 |
Weapon: Quad Light Laser Direct Fire - Projectile |
|
Damage per second | 65 |
Projectile damage | 13 |
Salvo size | 4 Projectiles (in 0.3 s) |
Rate of fire | 1.3 salvos/s |
Range | 22 |
Weapon: Air Crash Death |
|
Damage | 100 |
Damage radius | 1 |
Seraphim T2 Gunship: Vulthoo | |
Heavily armored gunship. Armed with four heavy Phasic autoguns.[ e ] | |
Build costs | -6000 -300 2000 |
---|---|
Max health | 1080 |
Speed Fuel | 12 (Air) 6:40 |
Veterancy | 6 (+2/s) |
Intel (radius) | Vision: 32 |
Weapon: Heavy Phasic Autogun x 2 Direct Fire - Projectile |
|
Damage per second | 30 |
Projectile damage | 12 |
Salvo size | 2 Projectiles (in 0.1 s) |
Rate of fire | 1.3 salvos/s |
Range | 22 |
Weapon: Air Crash Death |
|
Damage | 100 |
Damage radius | 1 |
Tech 2 Gunships are air units which make use of ventral-mounted weaponry to provide air-to-ground support, either to assist a land or naval army or raid an opponent's undefended mass extractors. The Tech 2 versions are the most general of the gunship type, being available to all factions.
Tactics[]
Having a modest price increase over T1 (although T2 power generators are still a necessity, with an unassisted energy drain from a T2 factory of 270 e/s for all factions), and with high DPS, gunships are a great way to leverage an air advantage gained at T1. They are positioned in cost between the cheaper T1 attack bombers and the more expensive T2 fighter/bomber.
Gunships are effectively the way for a player to leverage air superiority and air factory build power into anti-ground damage once they have established air superiority with T1 interceptors. They are low mass units making them almost as easy to mass as T1 bombers, but with far higher sustained DPS. This forces the enemy to make AA units at the expense of land armies, either anti-air units, defensive turrets, or interceptors.
The gunship player's situation will be impacted by the enemy's choice of defensive unit. For example, while flak turrets deny gunship presence, this also costs the enemy mass which they will be wasting more than the price of the gunships, once their damage has been accounted for. Additionally, gunships can simply run away if they are threatened by static defenses, and find a weak point or simply get reclaimed and recycled by their owner. Even so, a direct frontal assault on enemy bases is generally situational if not an outright risky idea because of the area effect damage. On the other hand, air-to-air fighter solutions are extremely effective at destroying and pursuing gunships, as even T1 Interceptors travel 25% faster than T2 gunships and the gunships lack defensive weaponry. They are likely to attract enemy fighter attention if left in hostile territory for any length of time.
Gunships have two other alternative niches: they can fire at enemy gunships (although not other planes) and can also be used to perform ACU assassination such as the Gunship kill strategy.
Factional Differences[]
Each faction has identical cost, speed, vision and range. There is slight variation in health and dps but it is generally around 1070HP/60DPS overall.
UEF[]
The Stinger utilizes a Hells Fury Riot Gun and features a transport clamp (which can carry a single tech 1 or tech 2 unit). This allows it to carry a Mech Marine for constantly increased DPS, or Sky Boxer to deploy into anti-air. It can also be used to ferry an army across obstructing bodies of water in-situ. It also features the highest armor level of any T2 gunship.
Cybran[]
The Renegade has the weakest armor of all of the gunships, however it is equipped with an Iridium Rocket Pack capable of dealing larger amounts of area damage, making it perfect for attacking clusters of units and shield-less bases.
Aeon[]
The Specter has average armor but it's weapon features both a slightly higher DPS and the fastest ROF of all of the gunships. It is thus reasonably effective in most combat situations.
Seraphim[]
The Vulthoo has the second highest armor of all gunships. It's weapon characteristics are similar to the Aeon's and thus has similar applications. Since the Seraphim lack a T3 Gunship, this ship is essential even into tech 3.
However, since it has no transport clamp, equal DPS, and less health, the Vulthoo is, like the Aeon T1 Attack Submarine, weaker but just as expensive as it's UEF counterpart.