Sins of a Solar Empire
Register
(added the new buff from Rebellion)
(should be negative since it's a DamageAsDamageTarget (shows up in red))
Line 39: Line 39:
 
|
 
|
 
*1200 damage (affected by Armor but not Shield Mitigation)
 
*1200 damage (affected by Armor but not Shield Mitigation)
*Rebellion only: 50% damage reduction for 15 seconds
+
*Rebellion only: -50% damage reduction on the target for 15 seconds
 
|}
 
|}
   

Revision as of 00:58, 11 May 2014

Ability User:

Arcova Scout Frigate

Ability Type:

Active

Target:

Enemy Structures

Antimatter Cost:

0

Cooldown Time:

900

Delay before explosion:

15

Range:

N/A

Effect(s):

  • 1200 damage (affected by Armor but not Shield Mitigation)
  • Rebellion only: -50% damage reduction on the target for 15 seconds


Places a high explosive charge on a target enemy structure, which will detonate after its timer expires. Extracted from the game.


TimedExplosion button

timed explosives icon

Tactics

Timed Explosives allows the Arcova to do a large amount of damage against a single enemy structure (other than starbases). However, the ability has a very long cooldown time of 15 minutes, and the Arcova must hover motionless over the target structure for a few seconds while planting the charges.

If you manage to get a good sized number of Arcovas behind enemy lines (10 or 20 or even more), you can easily destroy a few factories or research labs on one of the softer inner planets of an enemy, which can cripple their manufacturing capabilities for some time.

Given the ability's cooldown time, it is best to use it only against important expensive enemy structures such as factories, research labs, or trade ports. In the early game, five explosives are normally sufficient to destroy any unarmed structure, but once the enemy gets armor and hull upgrades, it can take seven or more explosives to entirely destroy one.

If the rest of your fleet is in combat and you want to prevent the enemy from building more high-tech cruiser reinforcements, you can use Timed Explosives to destroy the enemy's military labs and then use your scouts to attack enemy constructors to prevent the enemy from building more.

The large damage reduction added in Rebellion makes it a great opener versus a hardened structure, if you can have the rest of your fleet ready to wail on the target.