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Post In Depth Wild Bots Guide
Written primarily for Fleet Commanders, including characters who are leveling under the class, which most players do. Although all classes can use both combat bots and wild bots, some AI ships (especially high end ones) require FC exclusive radiation expert skill to capture. A simple way to tell if an AI requires this skill is to attempt docking with it. If it cannot dock, then it is locked to Fleet Commander.

Wild Bots Overview

-Wild slots = Remote Control level * 2 (+50% with Wild Man advanced skill)
-Bot PhD advanced skill and Bot Research skill do not affect the number of Wild slots
-To capture an AI ship, you must be able to pilot the ship itself and use all the gear its equipped with. So if you have enough wild slots to capture something but it has a tech 20 weapon and you only have weapons 15, you cannot capture it.
-For wild bots that require Radiation Expert to capture (i.e. only FCs can obtain them), Radiation Expert 1/3 allows up to tech 7 AI, 2/3 allows up to tech 14 AI, and 3/3 allows up to tech 20 AI. For example, if you have Radiation Expert 1/3 on your fleet commander, you cannot capture a Rosemary, but you can capture a Basil because Basils are not exclusive to fleet commanders.

Taking these facts into account, the maximum number of wild bot slots is 34 (51 with Wild Man) for free-to-play characters and 40 (60 with Wild Man) for premium characters.

The number of slots a wild bot occupies is equal to its tech level. For example, a Parsley takes 13 slots and a Big Green takes 20 slots.

Power level

Some AI ships are little more than peashooters, while others can strip half the shields of a durable ship in 1 pass or sustain loads of damage. This parameter shows how viable each wild bot is for a player. This does account for free-to-play or pay-to-play status as there's a tremendous power differential between the best AI ships a f2p character can radex and ones a p2p character can radex. In addition, if a stronger variant of the same hull is available (i.e. Multifiring basil vs regular basil), the weaker variant is also not worth considering.

1 star = Poor. Unless you encounter these enemies at the moment and urgently need extra firepower, turn a blind eye to them.

2 stars = Mediocre. Puts in enough work to get by, can potentially be strong with powerful augmenters. Keep them on a short leash.

3 stars = Respectable. Provides a resounding boost to your fleet strength, worth keeping.

4 stars = Fearsome. The bots that most likely mean the difference between succeeding and failing in a combat situation.

C = Overflowing hull. Requires a capacity augmenter(s) or transcendental modded gear to insert a Prism Controlbot for successful capture.

Part 1: Wild Bots Available to Free-to-Play Characters

Note: For brevity's sake, only tech 15 and higher AI will be covered. Discussing other AI is redundant since barring exceptions like Space Blue Betas and copper AI, lower tech ships are not worth considering.

Copperling Beta/Tech 15/**

This is arguably the most consistent radex target, as each ship is guaranteed to have a damage and hostility augmenter. They only fire one projectile. Their missiles are slow to fire and easy to outrun or shoot down en route. They sport 85% base resists to all non-energy weapons, but my wild bots rarely hold aggro over my other assets.

Basilus (MF Basil)/Tech 15/***

Popular capture targets for their gear and as a sniper ship. Although they deal decent damage, one should consider them for their utility. Basil chill ray lasers slow their targets by 15%, and Bacteria Blasters add damaging parasites, rendering their victim's shield bar visible. Parasites are useful in pvp as they counteract the effect of the Centered skill.

Space Blue Gamma/Tech 15/***

More durable than their peers, SBGs multifire 4 bullets at a slow rate. They come with a tech 13 fighter bay, but unfortunately do not regenerate fighters on their own. To circumvent this, equip a Vulcanite Hatchery or Ishi'ka Qo fighter bay to your main ship and toss fighters for the SBG to scoop. Other fighters from fighter generators cannot be tossed.

Jujuso'qi/Tech 15/*

This bana ship sports weak resists to everything except laser, low shields, and only fires 1 weak laser and a 2-shot. It also wields a tractor beam and a cloak which saps much needed electricity for powering weapons. The only situation where these can shine is against an enemy with only laser damage that's foolish enough to shoot these instead of another target.

Kalthi Avenger/Tech 16/**

Fires 2 Fire Beams and medium AP missiles. Really fragile except to Heat and Mining. Their heat damage could potentially be an anti-stealth measure especially with their guaranteed Good Range Augmenter.

Reconditioned Leviathan/Tech 16/*

Its combat specs is implicit in the ship's class. Industrial freighters like the leviathan are not designed for combat due to their slow speed, large hit box, and lack of resists. It also regenerates electricity extremely slowly resulting in poor sustain.

Reconditioned Sidhe/Tech 16/*

This is basically a weaker, stealth version of the Kalthi Avenger.

Awakened Slumberchrome (MF3 Slumberchrome)/Tech 16/***

Generally unfavorable due to the nature of Torpedo-type weapons. AI with torpedoes as their main weapon are scripted to behave like snipers, which is sit still and unleash payload. Once they fall under the umbrella of a Fleet Commander, they behave like Fleet Commander bots, flying towards and over their target. High durability and damage though, especially with a guaranteed Good Electric Augmenter to power their weapons.

Cleft Claw/Tech 16/**

Cleft claws can be found roaming in east Earthforce space or in dungeon galaxies at the danger factor Bigger Greens reside in. However, high danger factor classification is not synonymous with high performance. Cleft claws only deal good damage when they are in close proximity, a task compounded by their slow speed. Lastly, radexing them requires tractoring 16 which is extremely expensive for free-to-plays.

MF Nephil/Tech 17/****

Comes with an Assault Overloader giving them +100% damage and +50% range. They fire a single Ethereal Laser U and 2 Downtowns, granting them devastating damage and knockback against easy to hit targets. They are pretty durable, particularly to heat making them a decent counter to bana AI. Comes with a Good Electric Augmenter and 4 random augmenters. Finally, Nephils are tech 17 so 3 of them fit the f2p Fleet Commander's maximum 51 wild bot slots perfectly.

Oversized Tortoise/Tech 17/**

These ships are difficult to come by these days, as they do not exist in dungeon galaxies and are not fixed to a certain danger factor range or galactic territory. The patience required to find one is reimbursed by its durability, and only its durability. Oversized Tortoises deal little damage at short range.

Reconditioned Shrimp/Tech 17/**

This is similar to the MF nephil with its knockback, except worse. Missiles deal high damage but are easy to counter, and the shrimp does not sport any beam weapons to reliably tag fast moving targets. Reconditioned shrimps could prove valuable wild bots for a gunner though since they don't require Radiation Expert to capture.

Rosemaries (MF2 Rosemary)/Tech 18/****

I still believe these to be the ideal radex targets until the core skills are trained to tech 20. Rosemaries deal a lot of damage thanks to their Assault Overloaders, 2 Loving Cylinders, and 2 Ethereal Laser X. They also come with a Good Electric and Good Firing Augmenter, giving them a fast attack rate, plus 4 random augmenters. An overlooked trait these possess is their incredible radar, their Tunnel Visions can spot stealthy ships easily.

Copperite/Tech 19/***

Like its weaker predecessor, the Copperite's design flaw is that it is situational. Many AI have energy weapons, so Copperites will fall fast to Pulse weapons commonly seen in high Danger Factor enemies. The 3x More Molten Copper and 2 Ethereal Laser Us deal decent enough damage to consider for Copper runs.

Locution/Tech 19/*

I suppose these ships can be deployed as distractions considering their size and agility. I do not expect this tactic's outcome to be a success because of its low damage and consequently its inability to draw enemies' attention.

Massif III/Tech 19/**

Ever since the fighter rebalance, most high tech fighters have morphed from trivial nuisances to considerable threats. Massif IIIs can launch several Border Collie fighters that deal high damage and grem their targets. Unfortunately, unlike missiles fallen fighters are not replenished which means if the Massif III runs out of fighters, it serves little purpose other than a giant damage magnet in space. It has zero resistances, a massive hit box, and fires its energy consuming lasers which prevents it from sustaining fighter launches.

Reconditioned Behemoth/Tech 19/**

A weaker version of the Massif III that benefits from fleet commander auras.

Part 1.5: Miscellaneous Wild Bots

The Hanged Man/Tech 11/C

Found at the end of the Tortuga dungeon, Barbe Rouge (the name of the AI) emits an aura that impairs enemies' combat performance. The aura is weak though as it merely reduces shield recharge by 10 unless enemies come within 250 distance of the wild bot.

Rock Hudson/Tech 17

Even harder to find than normal Oversized Tortoises. It is more durable than its normal counterparts but deals less damage and does not deploy drones under a fleet commander's control.


Last edited by Valkyrie300 on Sat Feb 10, 2018 9:59 pm, edited 2 times in total.

Thu Jan 11, 2018 3:36 am
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Post Re: In Depth Wild Bots Guide
Part 2: Pay-to-Play Only Wild Bots

MF Jujuso'qii/Tech 15/*/C

The runt of the litter. They only carry 2-shots and Ethereal Laser IIIs and have the same weak shields as their single fire counterparts. Their laser immunity protects them from enemies with only laser damage but there are better Bana ships for that role.

Roused Slumberchrome (MF4 Slumberchrome)/Tech 16/*/C

Generally unfavorable due to the nature of Torpedo-type weapons. AI with torpedoes as their main weapon are scripted to behave like snipers, which is sit still and unleash payload. Once they fall under the umbrella of a Fleet Commander, they behave like Fleet Commander bots, flying towards and over their target. High durability and damage though, especially with a guaranteed Good Electric Augmenter to power their weapons.

Dark Transport/Tech 17/*

Fires a Dark Fist and launches Dark Fighter Defenders upon attacking. Not a popular radex target due to its low damage, non-renewable fighter supply, tech 18 tractor, and awkward resists. It is also painfully slow.

Shadow Turtle/Tech 18/*

These shady entities remind me of the pirate turtle power-up from Poptag. They move exceedingly fast and periodically fire projectiles in a 360 degree arc around them. As cool as their behavior and drop table are, they are too flimsy to be worth capturing.

Prog Rosemaries (MF4 Rosemary)/Tech 18/**

These ships inflict crushing damage and grem their targets with Loving Prognosticator Cylinders. Integrate these into your fleet if you don't have all t20 core skills yet and do everything within your power to keep aggro off them.

Snowflake/Tech 19/*/C

While they are purchased in Glass Matrix, AI versions are located at Vervaardiger Processing, mining asteroids. Equipped with mere mining beams, weak shields, and a crippling weakness to heat, relying on these to enhance your battle prowess ranks one step higher than negotiating with your attackers.

Big Green/Tech 20/*

A weaker version of Bigger Greens in every way. If your character has the skills needed to radex these, then it can also radex their stronger cousins. Even the high damaging Big Greens found in dungeon galaxies pale in comparison.

Copperage/Tech 20/*

Noticeably stronger than their tech 19 predecessors, Copperages can deal damage with impunity against enemies without energy damage. Unfortunately, these enemies will inevitably find another asset of yours to pelt mercilessly which they will considering the low damage these copper creatures inflict in return.

Equanimity/Tech 20/*

The crappiest tech 20 bot of them all. It deals dismal damage, is fragile, and is always cloaked which consumes much needed electricity. It is not worth turning an eye to, let alone capturing.

Scruple/Tech 20/*

These dragon-like constructs launch medium armor piercing missiles at a slow rate. However, their only real source of damage is their missiles which are less reliable than guns. Damage testing by Fleet Commanders consistently yield substandard results from Scruples compared to other common wild bots. Their Ungodly Lust tractors can come in handy...if they didn't deplete an ungodly amount of energy.

Inequanimity/Tech 20/*

Resembles an Equanimity in outward appearance, but not as bad. Fires 2 heat beams instead of a single Equalazer and fires missiles that sting but with the same weak shields and useless cloaking device.

Reaver/Tech 20/*

Only worth looking at for their gremming effect. Their shields are far too low and their reaver laser has a slow attack speed and mediocre range.

Bigger Green/Tech 20/***

These chlorophyll colored mutations were once the go-to wild bot for many serious Fleet Commanders as they exhibited solid all-round qualities (damage, durability, range, etc.). With the -36% damage and -50% resists from the Nerf Capacitor installed on them, they are no longer as oppressive. Bigger Greens still serve as filler wild bots as they only require t20 core skills and are common in DF 300+ DGs. Be aware that Multifiring Bigger Greens consume electricity quickly, so Damage and Electricity augmenters are better than Firing augmenters.

UnForgone (MF2 Forgone)/Tech 20/**

Most Fleet Commanders eschew forgones for the same reason as they eschew slumberchromes. Ships that shoot Torpedoes as their primary weapons require certain behavior to utilize them to their fullest potential. Fleet Commander controlled bots cannot, they will fly over their targets before the torpedoes loose resulting in lost DPS and wasted electricity. Requires tractoring 15 to radex due to their Holy Wards.

Angry Icepick (MF Icepick)/Tech 20/***

An alternative to Bigger Greens that recently saw a rise in popularity among mid-game Fleet Commanders. Their damage is similar to MF Bigger Greens, but more sustainable. What they trade-off in durability compared to Bigger Greens they make up for in agility. Bigger Greens have an edge against long ranged targets due to their MagCannons and Titan Lasers. All in all, Icepicks make for solid wild bots by the time they become available to FC. Carries the same tractor as Forgones and thus requires tractoring 15 to radex.

Green Battleship/Tech 20/**

The Nerf Capacitor they received did a number on their performance, reducing their range by 36% and durability by 50%. The fighter rebalance potentially compensates for this nerf to an extent, but the fighters themselves are unaffected by important boosts like augmenters and bot tweaking. Their main disadvantage is that they are capital ships, and thus require the Fleet Admiral skill for auras to extend to them.

Qokuji'qi/Tech 20/***

Bana spears are more tanky than their peers. Their laser immunity enables them to attack enemies like Emperor without repercussion, and are fairly agile as well. Although they deal less damage than their contenders, the fire parasites increase their target's visibility and denies recovery from the Centered advanced skill. Make sure your level in tractoring is high enough to radex these.

<<Aveksakan Vessels>>/Tech 20/****

When tech 22 is attained, these become go-to wild bots. Each of the highest tech aliens confer separate advantages to the commander. The Vazi'a launches devastating fighters and possesses immense durability, the Subhatta'a deals loads of burst damage, and the freighter inflicts high sustainable damage. These wild bots possess high shield bank, regeneration, damage, range, and low resists. Watch out for focused fire which can do a good number on their shields. Maintain aggro control and you will be all set.

That covers the remaining relevant AI in detail. There are additional miscellaneous enemies such as Barbe Rouge with his aura and Massif AI that I may write about in the near future. It depends on the playerbase that uses Fleet Commander class as well as the popularity of unconventional wild bot choices.

Note: AI with a "C" beside them require capacity aug(s) to capture.


Last edited by Valkyrie300 on Tue Jan 16, 2018 4:38 pm, edited 2 times in total.

Thu Jan 11, 2018 3:37 am
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Post Re: In Depth Wild Bots Guide
Valkyrie300 wrote:
Part 2: Pay-to-Play Only Wild Bots

<<Aveksakan Vessels>>/Tech 20/****

When tech 22 is attained, these become go-to wild bots. Each of the highest tech aliens confer separate advantages to the commander. The Vazi'a launches devastating fighters and possesses immense durability, the Subhatta'a deals loads of burst damage, and the freighter inflicts high sustainable damage. These wild bots possess high shield bank, regeneration, damage, range, and low resists. Watch out for focused fire which can do a good number on their shields. Maintain aggro control and you will be all set.


Good guide though the Aveksaka wild slaves are a lot more nuanced than this so I will add on to this part. First it should be noted there are two classes of Avek wild slaves you can cap, the level 1000'ish ones and the level 1500'ish ones. The level 1500'ish ones are significantly more powerful and you should always aim for those. You can also cap rare uber Avek slaves. These will usually have an extra overloader and/or capacitor making them even more powerful. Occasionally though you can get one that is a genetic defect with an item that reduces its abilities, this happened once to me.

The level 1500'ish slaves will have about 5000+ sps regen. If you get lucky with their augs and/or other items I have seen this has high as 10,000 sps regen. Also it's worth noting some uniqueness among the different slaves:

-Vazi does rad damage at long range as main weap. Also it's fighters are not sustainable. After the first launch it seems to never launch them again until next battle unless you get lucky with a regen aug because firing it's main weap will keep it banked. It also has a damage aura with a 1000 range that is usable on top of an FC ROF aura. Overall it's dps isnt that great but the aura helps out nicely (but doesn't affect cap ships). This is a good slave for capping other slaves though since it does rad damage only.

-Bhisaj freighter slave. Low surgical dps. But has a shield regen aura with 600 range. It doesn't regen much, I think 150 sps, but it helps a lot if you keep it in the middle of your fighters for their survival since fighters have almost no shield regen themselves.

-Subhatta does energy and laser damage. Probably best DPS wild slave there is and is relatively tanky due to both its agility moving around a lot and some shield/resist device it has when it gets low. Last time I DPS tested these it they were around 5k dps for normal level 1500'ish wild slaves and 6.5 to 7k for the uber ones depending on the aug setup (with FC aura up). This was around a year ago though, numbers might be out of date.

-Antu cap ship. Has heat and physical damage. Is PAINFULLY slow. You will pull your hair out waiting for these to catch up to your ship. I do not reccomend.

As a FC who plays solo most of the time my optimal wild slave setup is a vazi and bhisaj slave both set to passive so they never attack (I just use them for their auras). They usually die instantly if they attack and get aggro against hard AI such as in PPS or in t22 mini-boss fights. But they tend to last longer if set to passive and their auras are both worth it if you run a fighter boat based FC setup. I dont recommend the light fighter or the sniper Avek wild slave. They don't seem to be that useful.

Lastly the Avek wild slave dont have tractors which is a major positive since it means they won't enrage bosses. The Bigger Green Battleship/Spears/icepick slaves all have tractors which means they keep using them and keep the T22 minibosses and bosses like Kidd enraged (giving them the enraged buff which seems to improve their resistance) which makes them harder to kill than if you had no wild slaves based on my anecdotal testing.


Sun Jan 14, 2018 2:34 pm
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Post Re: In Depth Wild Bots Guide
dreadlordnaf wrote:

-Vazi does rad damage at long range as main weap. Also it's fighters are not sustainable. After the first launch it seems to never launch them again until next battle unless you get lucky with a regen aug because firing it's main weap will keep it banked. It also has a damage aura with a 1000 range that is usable on top of an FC ROF aura. Overall it's dps isnt that great but the aura helps out nicely (but doesn't affect cap ships). This is a good slave for capping other slaves though since it does rad damage only.

As a FC who plays solo most of the time my optimal wild slave setup is a vazi and bhisaj slave both set to passive so they never attack (I just use them for their auras). They usually die instantly if they attack and get aggro against hard AI such as in PPS or in t22 mini-boss fights. But they tend to last longer if set to passive and their auras are both worth it if you run a fighter boat based FC setup. I dont recommend the light fighter or the sniper Avek wild slave. They don't seem to be that useful.

Lastly the Avek wild slave dont have tractors which is a major positive since it means they won't enrage bosses. The Bigger Green Battleship/Spears/icepick slaves all have tractors which means they keep using them and keep the T22 minibosses and bosses like Kidd enraged (giving them the enraged buff which seems to improve their resistance) which makes them harder to kill than if you had no wild slaves based on my anecdotal testing.


These are also drawbacks associated with bots. On top of AI inability to use them well, tractor beams consume much needed electricity better served to power weapons. Most Fleet Commanders setup capital ships as aircraft carriers only to ensure they have enough electricity to launch fighters (not shooting usually keeps them from being shot in return). Unfortunately wild bots like Vazi and Massif IIIs cannot be ordered to do that.


Sun Jan 14, 2018 5:43 pm
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