Teleport Battle Station
|This page is up to date for game version 6.013|
|Teleporting battle station fires multiple lightning shots.|
|Ship Cap||Ammo Type||Armor Type||Immunities||Damage Bonuses|
|24 per Mark||Minor Electric||Medium||Tractor Beams||2.4 Light, 2.4 Swarmer, 2.4 Ultra-Light, 2.4 Polycrystal|
|Mark||Damage||Attack Range||Reload||Health||Armor||Speed||Engine Health||Single Ship DPS||Ship Cap DPS||Abilities|
|I||8x2,840||3,100||4 sec||400,000||900||84||Inf||5,680 dmg/sec||136,320 dmg/sec||Teleports, Armor Piercing 600|
|II||8x5,680||3,100||4 sec||800,000||1,800||84||Inf||11,360 dmg/sec||272,640 dmg/sec||Teleports, Armor Piercing 1,200|
|III||8x8,560||3,100||4 sec||1,200,000||2,700||84||Inf||17,120 dmg/sec||410,880 dmg/sec||Teleports, Armor Piercing 1,800|
|IV||8x11,400||3,100||4 sec||1,600,000||3,600||84||Inf||22,800 dmg/sec||547,200 dmg/sec||Teleports, Armor Piercing 2,400|
|V||8x14,200||3,100||4 sec||2,000,000||4,500||84||Inf||28,400 dmg/sec||681,600 dmg/sec||Teleports, Armor Piercing 3,000|
|Mark||Knowledge||Metal Cost||Crystal Cost||Total Cost||Energy Cost||Build Time||Cap Metal Cost||Cap Crystal Cost||Cap Total Cost||Cap Energy Cost||Ship Cap Build Time|
How to use in your fleet
So. Low damage, low cap health, teleporting. The main utility of these ships is on the defense, or buffing up other teleporting units should you be lucky to have them unlocked as well (Spire Teleporting Leech, Teleport Raiders). What the Battle Station excels at is intercepting AI units that have broken through your defenses, anywhere in the galaxy. The hull-bonuses reflect this (Raid Starships, Bombers, Space Planes, etc.). They may not be the most-damaging ship-type for the job, but they're certainly the fastest.
Teleporting ships do not combine well with an attacking fleet, unless they act independently and are micro'ed out of danger. Caps of all four marks will be required to fully exercise the strength of a secondary fleet-ball, and are best suited to chase and eliminate long-range ships such as Spire Blade Spawners, Snipers, etc. (NB: To be tested - will they survive better with an auto-kiting behaviour set to greater than Fighter ranges?)
How to counter when in the AI fleet
On the defense, it is best to place Mark III Logistics Command Stations on border planets to cancel the teleportation effect. Otherwise, the player must erect forcefields to protect all of their assets. However, it is possible to predict where most teleporting units will head after they enter the wormhole - they will target either the command station or a target of interest, and land at the closest possible region outside the forcefield forming an arc. Placing EMP Mines there will make an appropriate stop-gap.
(NB: Placement of Force Fields over friendly wormholes should prevent ships from exiting, a fact which may be useful in planning your defenses.)
Teleporting ships are generally hilariously ineffective when you're attacking a planet. When alerted, the ships will rush ahead and die, thus fulfilling 'defeat-in-detail' on the player's behalf. If there are actually sufficient teleporting units to mount an effective defense (Teleport Turtles AIs, say), the player may resort to sending small fleets instead so as not to wake up the entire planet.