Hyperion: Difference between revisions
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! style="background:lightblue;width:350px;font-size:10pt | ! colspan="2" style="background:lightblue;width:350px;font-size:10pt" | Hyperion | ||
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| style="text-align:center;font-size:7pt | | colspan="2" style="text-align:center;font-size:7pt" | [[File:PHC-Hyperion.jpg|center|200px|PHC-Hyperion.jpg]] | ||
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| style="background:lightblue;text-align:center;font-size:9pt | | colspan="2" style="background:lightblue;text-align:center;font-size:9pt" | General Data | ||
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| style="font-size:9pt" | Faction | | style="font-size:9pt" | Faction | ||
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| style="font-size:9pt" |100 Logistics, 4800 Metal, 2000 Radioactives, 400 seconds | | style="font-size:9pt" |100 Logistics, 4800 Metal, 2000 Radioactives, 400 seconds | ||
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| style="background:lightblue;text-align:center;font-size:9pt | | colspan="2" style="background:lightblue;text-align:center;font-size:9pt" | Statistics | ||
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| style="font-size:9pt" | Hit Points | | style="font-size:9pt" | Hit Points | ||
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*51 DPS per unit | *51 DPS per unit | ||
*800 meter range | *800 meter range | ||
== Game Usage == | |||
* The Hyperion can be treated as a tier 3 Zeus and Athena combined, although less so of the later. It can deal with most cruisers / frigates armies with ease, especially with supporting army and kiting. Once Regenerating Hull is acquired, it becomes almost impossible for cruisers / frigates armies to kill a kiting and well-controlled Hyperion and the situation would call for a Prometheus and/or Savager. | |||
* The Hyperion weaponry offers generic, but good damage, thus allowing it to engage almost any targets on the ground, posing serious threat if the opponent is ill-prepared for it. | |||
* Unlike what it seems to be a common misconception, the Hyperion deals with cruisers/frigates army not in a DPS powerhouse manner but in a out-lasting manner. Its weaponry can easily 2 shots cruisers, clear swarming frigates relatively quickly as well as overpowering low and mid tier defenses easily while being difficult to take down. It would only shy away from swarming Athenas, Nemesis-heavy armies, Sentinel Turrets, Pulverizer Turrets or their upgraded versions. | |||
* It's important to take favorable engagements with the Hyperion until Regenerating Hull is acquired as the damage taken is quite permanent and would take Medics and/or Repair Bays a long time to fully repair a Hyperion. | |||
* While it takes a long time for air armies to kill a Hyperion, it's still very unfavorable to take free damage and as thus, anti-air support should be provided. | |||
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Revision as of 09:19, 17 February 2019
Hyperion | |
---|---|
General Data | |
Faction | Post-Human Coalition |
Type | Dreadnought |
Cost | 100 Logistics, 4800 Metal, 2000 Radioactives, 400 seconds |
Statistics | |
Hit Points | 14000 |
Armor | 60% |
The Hyperion is a Dreadnought class warship for the Post-Human Coalition.
Background
The Hyperion was the first, and for a while, only, Dreadnought. It is an area superiority platform. Its array of weaponry will destroy virtually any army of any size on a given world largely without backup.
When first launched, it was simply referred to as “The Titan”. A doomsday weapon designed to make clear to any PHC renegades that their defiance and law breaking was futile.
An area dominance dreadnought, the Hyperion is a capital ship with superb staying power in the field. Its heavy armor that absorbs up to 60% of incoming damage and its high hit points make this dreadnought very difficult to take down.
In addition to its already solid defenses, the Hyperion’s WRX 1020 Pulse Cannons fire a stream of medium-range energized particles that break down the molecular bonds of the foes they impact. Its 8 Hercules MK-1 Dual Autocannons fire explosive shells at nearby targets and force them to give this massive ship a wide berth.
Weapon Specs
WRX 1020 Cannon
- 326 DPS per unit
- 700 meter range
Hercules MK-1 Dual Autocannon
- 51 DPS per unit
- 800 meter range
Game Usage
- The Hyperion can be treated as a tier 3 Zeus and Athena combined, although less so of the later. It can deal with most cruisers / frigates armies with ease, especially with supporting army and kiting. Once Regenerating Hull is acquired, it becomes almost impossible for cruisers / frigates armies to kill a kiting and well-controlled Hyperion and the situation would call for a Prometheus and/or Savager.
- The Hyperion weaponry offers generic, but good damage, thus allowing it to engage almost any targets on the ground, posing serious threat if the opponent is ill-prepared for it.
- Unlike what it seems to be a common misconception, the Hyperion deals with cruisers/frigates army not in a DPS powerhouse manner but in a out-lasting manner. Its weaponry can easily 2 shots cruisers, clear swarming frigates relatively quickly as well as overpowering low and mid tier defenses easily while being difficult to take down. It would only shy away from swarming Athenas, Nemesis-heavy armies, Sentinel Turrets, Pulverizer Turrets or their upgraded versions.
- It's important to take favorable engagements with the Hyperion until Regenerating Hull is acquired as the damage taken is quite permanent and would take Medics and/or Repair Bays a long time to fully repair a Hyperion.
- While it takes a long time for air armies to kill a Hyperion, it's still very unfavorable to take free damage and as thus, anti-air support should be provided.