m (→Tips: spell correction) |
No edit summary |
||
Line 19: | Line 19: | ||
Also, a useful tip for Atlantis is to have it construct a number of [[Stork]]s, in case of any superior naval attack force. |
Also, a useful tip for Atlantis is to have it construct a number of [[Stork]]s, in case of any superior naval attack force. |
||
==Tips== |
==Tips== |
||
− | 1. The Atlantis does not come with HP regeneration, and combined with the lack of anti-torpedo system means that at the beginning it is quite vulnerable to mass amount of submarine hunters. However, with a range of 80, it outranges all T2 torpedo launchers as well as all submarines, even the T3 Yathsou. Combined with on- |
+ | 1. The Atlantis does not come with HP regeneration, and combined with the lack of anti-torpedo system means that at the beginning it is quite vulnerable to mass amount of submarine hunters. However, with a range of 80, it outranges all T2 torpedo launchers as well as all submarines, even the T3 Yathsou. Combined with on-board radar and sonar this translates into guarantee first strikes against any battle, almost like an underwater sniper. However, it's greatest weakness, after an army of sub hunters, is the T3 HARMS from Cybran, since it has the same range as Atlantis and almost as much DPS. |
2. Always attempt to destroy as much as possible with the Atlantis, surface if have to. Veterancy is very important to the Atlantis as it provides HP regeneration which greatly increase it's toughness. |
2. Always attempt to destroy as much as possible with the Atlantis, surface if have to. Veterancy is very important to the Atlantis as it provides HP regeneration which greatly increase it's toughness. |
Revision as of 16:30, 7 January 2013
Experimental Units | ||||
---|---|---|---|---|
Direct Fire | ||||
Naval | ||||
Air | ||||
Indirect Fire | ||||
Other |
Submarines | ||||
---|---|---|---|---|
Attack Submarine | ||||
T2/T3 Submarine Hunter | ||||
Destroyer | ||||
Strategic Missile Submarine | ||||
Experimental Submarine |
Aircraft carriers | ||||
---|---|---|---|---|
Tech 3 Aircraft Carrier | ||||
Experimental Aircraft Carrier |
UEF Experimental Aircraft Carrier: Atlantis | |
Submersible aircraft carrier. Can store, transport and repair aircraft. Armed with torpedo launchers and AA weapons.[ e ] | |
Build costs | -150000 -12000 9000 |
---|---|
Build rate |
240/s |
Max health | 40000 |
Speed | 2.5 (SurfacingSub) |
Veterancy | 30 (+10/s) |
Intel (radius) | Vision: 100 Water vision: 100 Radar: 250 Sonar: 252 |
Weapon: Angler Torpedo Anti Navy - Torpedo |
|
Damage per second | 400 |
Torpedo damage | 200 |
Salvo size | 4 Torpedos |
Reload time | 2 seconds |
Range | 80 |
Weapon: Flayer SAM Launcher x 4 Anti Air - Projectile |
|
Damage per second | 140 |
Projectile damage | 280 |
Reload time | 2 seconds |
Range | 60 |
The UEF Experimental Aircraft Carrier, nicknamed the Atlantis, is an UEF experimental unit which is an underwater carrier, with torpedoes, air staging functions and build capability. It is the cheapest to build experimental unit in the game.
The Atlantis is both a Submarine and an Aircraft Carrier. It has a very large carrying capacity of 150 planes or gunships, a strong Flayer SAM Launcher array, and a powerful set of Angler Torpedo launchers. These factors combined make the Atlantis an extremely powerful and versatile naval unit, capable of single-handedly taking out entire fleets of enemy ships and submarines, as well as being able to surface temporarily to destroy any aircraft which may be a threat, before re-submerging into safety. It can also construct any UEF aircraft other than transports when stationary with exceptional speed. It can construct a T3 gunship in 30 seconds. To compensate for the fast build speed, the Atlantis uses up alot more mass and energy; much more than the standard T3 air factory. The overall energy and mass cost remains the same.
When submerged, strategic missiles, depth charges, and torpedoes are the only way to damage the Atlantis. While surfaced, the Atlantis can still fire its' torpedoes, and can attack enemy aircraft with its' SAM AA launcher. However it becomes vulnerable to surface attacks by enemy ships, bombers, and other land-based units.
With 40000 HP, the Atlantis is big trouble to enemy naval forces. The torpedoes of the Atlantis can easily sink a Tempest, provided that the Atlantis is submerged. The Atlantis can act as a super air factory, or an offensive submarine unit. A UEF commander that builds the first Atlantis in the game can easily gain naval supremacy.
There are only two effective ways to counter the submerged Atlantis effectively. The first, cheaper strategy is to build up a large defensive net made up of T2 torpedo launchers (however this could delay the assault at best since the Atlantis has longer range than the launchers in FA).The second alternative method is to attack the carrier using T2/T3 Torpedo Bombers. At this point the carrier can either continue to soak up the damage and eventually hit the bottom of the ocean, or it can surface to fire the SAM AA launchers to kill the bombers. The Atlantis is most vulnerable when surfaced, so if your torpedo bombers succeed in surfacing the Atlantis, its best to strike it with all you've got.
The Atlantis is the most powerful single naval unit in the game. However having one in the water does not guarantee naval supremacy. Other than another Atlantis, the Seraphim T3 Submarine Hunters-Yathsou are the most effective naval units to combat the Atlantis. The Atlantis can still effectively combat them, provided you keep them in your firing range.
A good strategy is to surface the Atlantis and have it deploy all its aircraft, using its powerful SAM AA to protect itself from enemy aircraft. After all aircaft deploy, submerge the Atlantis to safety.
Also, a useful tip for Atlantis is to have it construct a number of Storks, in case of any superior naval attack force.
Tips
1. The Atlantis does not come with HP regeneration, and combined with the lack of anti-torpedo system means that at the beginning it is quite vulnerable to mass amount of submarine hunters. However, with a range of 80, it outranges all T2 torpedo launchers as well as all submarines, even the T3 Yathsou. Combined with on-board radar and sonar this translates into guarantee first strikes against any battle, almost like an underwater sniper. However, it's greatest weakness, after an army of sub hunters, is the T3 HARMS from Cybran, since it has the same range as Atlantis and almost as much DPS.
2. Always attempt to destroy as much as possible with the Atlantis, surface if have to. Veterancy is very important to the Atlantis as it provides HP regeneration which greatly increase it's toughness.
3. CZAR is a deadly unit against the Atlantis, since it'll be forced to submerge to avoid the quantum beam, and thus is trapped and takes damage from the CZAR's depth charges without the ability to counter.
Template:-