Carrier | |
Product Information | |
Credits | 400 credits |
Length | 1,100 meters |
Technical Specifications | |
Drive | Warp |
Armament | |
Power | 12 |
Armor | 24 |
Shield | 24 |
Speed | 4 |
Hangar | 60 |
Shipyard | 12 |
Research Required | |
Armour | 10 |
Missiles | 6 |
Warp Drive | 4 |
Shielding | 2 |
Good Against: Nothing.
Bad Against: Everything!
Why use them? Use them to carry fighters, always send these things away before you have a battle otherwise they almost certainly will die. These things are very vulnerable against fighters, but are faster than their big brother, the Fleet Carrier.
Advanced tactics Carriers are only for carrying hangar units, such as fighters, bombers, heavy bombers, and ion bombers. They don't give as much carrying capacity per credit spent as Fleet Carriers, however - but they don't lag behind by very much. What they do have is speed. Most players use these for fast fighter resupply to their mobile fleet.
It is not wise to try a fighter drop on a player (who might be active) using carriers. Over an astro, an opponent can easily destroy your carriers with fighters backed by command centers. Only use carriers in this situation if you have no choice. Fleet carriers have enough shielding to destroy fighters even over 20+ command centers, so use them for drops if possible.
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