Apollo: Difference between revisions

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== Weapon Specs ==
== Weapon Specs ==


=== Point Defense Laser [x4] ===
=== Point Defense Lasers [x4] ===
 
Versatile self-guided beam weapons designed to demolish enemy drones and air units.
*52 DPS per unit  
*59 DPS per unit  
*1000 meter range  
*1200 meter range  
*25% armor-piercing  
*25% armor-piercing  


=== Light Autocannon [x2] ===
=== Light Autocannon [x2] ===
 
Variant for the Apollo that specializes in anti-drone / anti-aircraft defense.
*14 DPS per unit  
*14 DPS per unit  
*1250 meter range  
*1200 meter range  
*25% armor-piercing  
*25% armor-piercing  


=== Flak Cannon ===
=== Flak Cannon ===
 
Fires barrages of explosive shards at enemy air units.
*44 DPS per unit  
*63 DPS per unit  
*800 meter range  
*1100 meter range  
*Area Effect Weapon
*Area Effect Weapon
*25% armor-piercing
*25% armor-piercing
== Game Usage ==
== Game Usage ==
* Apollo is the best ground anti-air unit in the game in various aspects (costs, build time, mobility and damage per cost) losing only to tier 2 anti-air defenses in terms of raw damage. For a non-endgame air army, a group of 4-5 Apollos is an extremely scary sight and a signal to retreat. While it is possible for an air army to win, it will come at great casualties as the Apollo AoE damage and weapon precision is extremely high.
* Apollo is the best ground anti-air unit in the game in various aspects (build time, mobility and damage per cost) losing only to tier 2 anti-air defenses in terms of raw damage. For a non-endgame air army, a group of 4-5 Apollos is an extremely scary sight and a signal to retreat. While it is possible for an air army to win, it will come at great casualties as the Apollo AoE damage and weapon precision is extremely high.
* Apollo has zero weaponry to deal with ground units and is completely helpless vs them. Due to this, it's important to not over-produce them as the opponent might benefit from it by doing a production switch from air to ground.
* Apollo has zero weaponry to deal with ground units and is completely helpless vs them. Due to this, it's important to not over-produce them as the opponent might benefit from it by doing a production switch from air to ground.
* Apollo is the quick and easy solution to deal with the [[Overmind]] dreadnought. Assuming equal upgrades, a group of 5 Apollos can severely negate casualties caused by the Overmind and a group of 8+ completely shutdown the Overmind's drones DPS. The same could be said about the [[Substrate Orbital Abilities|Drone Swarm]] orbital ability.
* Apollo is the quick and easy solution to deal with the [[Overmind]] dreadnought. Assuming equal upgrades, a group of 5 Apollos can severely negate casualties caused by the Overmind and a group of 8+ completely shutdown the Overmind's drones DPS. The same could be said about the [[Substrate Orbital Abilities|Drone Swarm]] orbital ability.
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Revision as of 13:47, 21 February 2019

Apollo
PHC-Apollo.jpg
PHC-Apollo.jpg
General Data
Faction Post-Human Coalition
Type Cruiser
Cost 5 Logistics, 350 Metal, 66 Radioactives, 34 Seconds
Statistics
Hit Points 820
Armor 20%

The Apollo is a cruiser class unit for the Post-Human Coalition.

Anti-air and anti-drone cruiser.

Background

The Apollo is the most recent of the “Olympus” project. Designed to counter the proliferation of the Hades bomber into the hands of the Renegades, the Apollo is absolutely devastating against both aircraft as well as drones, thanks to its high precision targeting system and the NT-301 flak cannon.

Weapon Specs

Point Defense Lasers [x4]

Versatile self-guided beam weapons designed to demolish enemy drones and air units.

  • 59 DPS per unit
  • 1200 meter range
  • 25% armor-piercing

Light Autocannon [x2]

Variant for the Apollo that specializes in anti-drone / anti-aircraft defense.

  • 14 DPS per unit
  • 1200 meter range
  • 25% armor-piercing

Flak Cannon

Fires barrages of explosive shards at enemy air units.

  • 63 DPS per unit
  • 1100 meter range
  • Area Effect Weapon
  • 25% armor-piercing

Game Usage

  • Apollo is the best ground anti-air unit in the game in various aspects (build time, mobility and damage per cost) losing only to tier 2 anti-air defenses in terms of raw damage. For a non-endgame air army, a group of 4-5 Apollos is an extremely scary sight and a signal to retreat. While it is possible for an air army to win, it will come at great casualties as the Apollo AoE damage and weapon precision is extremely high.
  • Apollo has zero weaponry to deal with ground units and is completely helpless vs them. Due to this, it's important to not over-produce them as the opponent might benefit from it by doing a production switch from air to ground.
  • Apollo is the quick and easy solution to deal with the Overmind dreadnought. Assuming equal upgrades, a group of 5 Apollos can severely negate casualties caused by the Overmind and a group of 8+ completely shutdown the Overmind's drones DPS. The same could be said about the Drone Swarm orbital ability.