Zenith Beam Frigate
|This page is up to date for version 6.009|
| Fires powerful high-range beam weapons that strikes up to 9 enemy ships in a line. If more than that many targets are on the line then the actually-damaged ones are picked randomly.|
Part of the Zenith Remnant
Zenith Beam: Picks a target and shoots a beam of energy at it. Strikes the target and up to 8 other ships touched by the beam for full damage listed.
|Ship Cap||Ammo Type||Armor Type||Immunities||Damage Bonuses|
|48 per Mark||Beam Weapon||Composite|
|Mark||Damage||Attack Range||Reload||Health||Armor||Speed||Engine Health||Single Ship DPS||Ship Cap DPS||Abilities|
|I||13,000||9,600||7 sec||314,000||300||56||100||1,857 dmg/sec||89,143 dmg/sec|
|II||26,000||9,700||7 sec||628,000||600||56||100||3,714 dmg/sec||178,286 dmg/sec|
|III||39,200||9,800||7 sec||940,000||900||56||100||5,600 dmg/sec||268,800 dmg/sec|
|IV||52,000||9,900||7 sec||1,250,000||1,200||56||100||7,429 dmg/sec||356,571 dmg/sec|
|V||65,200||10,000||7 sec||1,560,000||1,500||56||100||9,314 dmg/sec||447,086 dmg/sec|
|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
Zenith beam frigates create an AOE-capability in the player's fleet, as a ship that is capable of instantaneously vaporizing squads of enemy opposition. They are an awesome addition in ambushes on the friendly side of the wormhole. Alternatively, running battles and exo-wave invasion will tend to string AI ships into a line well-suited for its line-AOE. One can also intentionally activate all defenders on an AI world by sending in more than twice the firepower (FP) of the defenders combined, resulting in them streaming in for a perfect beam blast.
With such power, be ready to protect these ships from enemy fire. Missile Frigates now out-range beam frigates - hinting at their weaknesses against ship-types with even longer range.
How to counter when in the AI fleet
On wave-defense, ensure that your turret clusters are placed out of the effective range of the beams. They are only dangerous if you insist on engaging with short-range fleet ships.
Keeping your casualties down in an offensive situations likewise requires out-ranging the frigate. With the 7-second attack cool-down it is also possible to sneak in repairs, as long as the AI does not have sufficient firepower to kill ships outright.