Carrier: Difference between revisions
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Sync ship catalog stats (Carrier) |
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| realm = 3 | | realm = 3 | ||
| category = Support | | category = Support | ||
| role = Capital Support / | | role = Capital Support / Rapid Fire Screen | ||
| deployment = Space | | deployment = Space | ||
| attack = 1600 | | attack = 1600 | ||
| Line 15: | Line 15: | ||
| buildtime = 221600s | | buildtime = 221600s | ||
| cost = 50000 Steel, 20000 Gas, 20000 Iridium, 25000 Silicium, 14000 Elerium | | cost = 50000 Steel, 20000 Gas, 20000 Iridium, 25000 Silicium, 14000 Elerium | ||
| abilities = Launch Drones Fleet Anchor | | abilities = Launch Drones<br>Fleet Anchor | ||
| rapidfire = Fighter ×3<br>Kamikaze ×6<br>Large Shield Dome ×3<br>Small Shield Dome ×3 | | rapidfire = Fighter ×3<br>Kamikaze ×6<br>Large Shield Dome ×3<br>Small Shield Dome ×3 | ||
}} | }} | ||
== Overview == | == Overview == | ||
The '''Carrier''' | The '''Carrier''' is a Realm 3 capital support hull. It contributes combat power of its own, but its signature value is the '''rapid fire screen''' that protects friendly ships from enemy Rapid Fire — shown in-game as Rapid fire screen / cancel. | ||
== Special capabilities == | |||
=== Rapid fire screen === | |||
Each Carrier projects a screen over nearby friendly hulls: | |||
* Catalog values: '''2''' screen points with coverage of '''20''' friendly ships per Carrier (thins as Carriers are destroyed) | |||
* The screen reduces how hard enemy [[Rapid Fire]] can farm your screened ships | |||
* '''Guardian''' class commanders further amplify Carrier rapid-fire cancel on their own escorts | |||
Losing Carriers mid-fight weakens the screen — they are rear-line anchors, not disposable chaff. | |||
=== Launch drones / fleet anchor === | |||
Carriers fill a capital support niche: drone-assisted pressure plus holding a formation together in long engagements and FCS fights. Pair with frontline tanks and repair ships rather than sending Carriers alone. | |||
== Strategic Use == | == Strategic Use == | ||
* | * Bring Carriers when the enemy has strong Rapid Fire (light swarms, turret farms, RF-heavy capitals) | ||
* | * Guardian fleets get the most mileage from the cancel screen | ||
* | * Keep Carriers alive — the screen scales with surviving Carrier count and coverage | ||
== References == | |||
* [[Rapid Fire]] — how RF multipliers and screens interact | |||
* [[Player Classes]] — Guardian rapid fire cancel bonus | |||
* [[Fleet Combat]] — combat resolution overview | |||
* [[Support Vessel]] — field repairs for sustained fights | |||
* [[FleetCoordinationSystem(FCS)|FCS]] — coordinated capital strikes | |||
Latest revision as of 05:39, 13 September 2026
| Carrier | ||
|---|---|---|
| Realm | 3 | |
| Category | Support | |
| Role | Capital Support / Rapid Fire Screen | |
| Deployment | Space | |
| - | Combat Stats | |
| Attack | 1600 | |
| Defense | 12000 | |
| Shield | 1200 | |
| Speed | 95 | |
| Target Priority | 3 | |
| - | Logistics | |
| Cargo Capacity | 1000 | |
| Fuel Consumption | 90 | |
| - | Build Info | |
| Build Time | 221600s | |
| Cost | 50000 Steel, 20000 Gas, 20000 Iridium, 25000 Silicium, 14000 Elerium | |
| - | Special | |
| Special Abilities | Launch Drones Fleet Anchor | |
| Rapid Fire | Fighter ×3 Kamikaze ×6 Large Shield Dome ×3 Small Shield Dome ×3 | |
Overview
The Carrier is a Realm 3 capital support hull. It contributes combat power of its own, but its signature value is the rapid fire screen that protects friendly ships from enemy Rapid Fire — shown in-game as Rapid fire screen / cancel.
Special capabilities
Rapid fire screen
Each Carrier projects a screen over nearby friendly hulls:
- Catalog values: 2 screen points with coverage of 20 friendly ships per Carrier (thins as Carriers are destroyed)
- The screen reduces how hard enemy Rapid Fire can farm your screened ships
- Guardian class commanders further amplify Carrier rapid-fire cancel on their own escorts
Losing Carriers mid-fight weakens the screen — they are rear-line anchors, not disposable chaff.
Launch drones / fleet anchor
Carriers fill a capital support niche: drone-assisted pressure plus holding a formation together in long engagements and FCS fights. Pair with frontline tanks and repair ships rather than sending Carriers alone.
Strategic Use
- Bring Carriers when the enemy has strong Rapid Fire (light swarms, turret farms, RF-heavy capitals)
- Guardian fleets get the most mileage from the cancel screen
- Keep Carriers alive — the screen scales with surviving Carrier count and coverage
References
- Rapid Fire — how RF multipliers and screens interact
- Player Classes — Guardian rapid fire cancel bonus
- Fleet Combat — combat resolution overview
- Support Vessel — field repairs for sustained fights
- FCS — coordinated capital strikes
