Difference between revisions of "Apollo Class Fighter"

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The Apollo is one of the most cost-effective —in terms of initial investment— offensive units in the game.
 
The Apollo is one of the most cost-effective —in terms of initial investment— offensive units in the game.
 
It has the highest ratio of Weapons rating to build cost ([[converted resources]]) of any ship (except the single-use [[Empusa]], where available).
 
It has the highest ratio of Weapons rating to build cost ([[converted resources]]) of any ship (except the single-use [[Empusa]], where available).
Consequently, 1000 Apollos will defeat or draw against the number of Artemis, [[Poseidon Class]], [[Athena Class]], or [[Prometheus Class]] units that can be purchased with the same resources expended to purchase the Apollos.
+
Consequently, with all military technologies being equal, 1000 Apollos will defeat the number of Artemis, [[Poseidon Class]], [[Athena Class]], [[Hades Class]], or [[Prometheus Class]] units that can be purchased with the same converted resources expended to purchase the Apollos.  (Given the rapid-fire of the Hades vs. the Apollo, this specific result is not intuitive, but it is so in actuality.)  Because of this, the Apollo appears to be one of the most resource-effective ships in the game for defending a point target, such as a planet or an [[Hephaestus Class Attack Platform]].  
  
 
The Apollo is an important complement to the Artemis because the presence of Apollos can break the rapid-fire chain of the Poseidon, which devastates pure-Artemis fodder.
 
The Apollo is an important complement to the Artemis because the presence of Apollos can break the rapid-fire chain of the Poseidon, which devastates pure-Artemis fodder.
Furthermore, unlike Artemis, the Apollo weapon is strong enough to hit the [[Large Decoy]] and [[Thanatos]].
+
Furthermore, unlike Artemis, the Apollo is strong enough to damage the [[Large Decoy]] and [[Thanatos]].
 
The [[Ineffectiveness Rule]] prevents the Artemis from doing any damage to these units, but a sufficient number of Apollos can defeat them.
 
The [[Ineffectiveness Rule]] prevents the Artemis from doing any damage to these units, but a sufficient number of Apollos can defeat them.
  
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'''DISADVANTAGES'''
 
'''DISADVANTAGES'''
  
The Apollo is one of the least cost-effective offensive units in terms of ongoing operations.
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Individual Apollos cannot stand against heavy fleet units. Although the Apollo has a heavier hull and shield than the Artemis, it is still the case that every other attack or defense unit can overcome its shield to damage its hull, and units heavier than the Poseidon will generally destroy an Apollo in one shot. So, to be effective vs. heavy units, Apollos must be used to swarm the opponent's fleet.  Apollo losses are to be expected
It is fodder; although it has a heavier hull and shield than the Artemis, it is still the case that every other attack or defense unit can overcome its shield to damage its hull, and units heavier than the Poseidon will generally destroy an Apollo in one shot.
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An Apollo is substantially more costly than an Artemis.  Each Apollo costs twice as much [[Ore]] and two and a half times as much [[Crystal]] as an Artemis, and each Apollo requires more than three times as much [[Hydrogen]] fuel to reach a target as an Artemis.
But it is expensive fodder; each Apollo sacrificed is a loss of twice as much [[Ore]] and two and a half times as much [[Crystal]] as an Artemis, and each Apollo requires more than three times as much [[Hydrogen]] fuel to reach a target as an Artemis.
+
Because of the relative costs of the Apollo and the Artemis, when used for fodder, it is common to predominate with Artemis and have a lesser number of Apollos.  When facing Poseidon-heavy forces, a  ratio of around 6 Apollos to 10 Artemis appears to be optimal with respect to minimizing resources lost due to Poseidon offensive fire.
As a result, when used for fodder, it is best to predominate with Artemis and have a lesser number of Apollos, only to break Poseidon rapid-fire chains.
 
  
A force that is heavily-weighted toward Apollos can fare especially poorly versus the popular [[Hades Class]], due to the Hades' rapid-fire vs. the Apollo.
+
A force that is heavily-weighted toward Apollos can suffer substantial losses vs. the popular [[Hades Class]], due to the Hades' rapid-fire vs. the Apollo.  As has been noted previously, a fleet of Apollos will defeat a converted-resource-equivalent fleet of Hades, in spite of this rapid fire effect.
  
Due to the Ineffectiveness Rule, Apollo cannot hit [[Zeus]] or [[Hephaestus Class Attack Platform]].
+
Due to the Ineffectiveness Rule, Apollo cannot damage [[Zeus]] or [[Hephaestus Class Attack Platform]].
  
 
==Statistics==
 
==Statistics==

Revision as of 21:41, 26 August 2012

Apollo class.png
Apollo Class Fighter
Production information
Ore Cost

6,000

Crystal Cost

2,500

Hydrogen Cost

0

Technical specifications
Cargo capacity

100

Base Speed

10,000

Engine unit(s)

Pulse Drive

Requirements
Shipyard

3

  [Source]

The Apollo Class Fighter is an upgrade to the Artemis Class with better defenses and a significantly more powerful weapons system. It also rapid fires against the Atlas Class, meaning that it can deter raids by very low-level players and it helps defeat players who use the Atlas for fodder.

Evaluation

ADVANTAGES

The Apollo is one of the most cost-effective —in terms of initial investment— offensive units in the game. It has the highest ratio of Weapons rating to build cost (converted resources) of any ship (except the single-use Empusa, where available). Consequently, with all military technologies being equal, 1000 Apollos will defeat the number of Artemis, Poseidon Class, Athena Class, Hades Class, or Prometheus Class units that can be purchased with the same converted resources expended to purchase the Apollos. (Given the rapid-fire of the Hades vs. the Apollo, this specific result is not intuitive, but it is so in actuality.) Because of this, the Apollo appears to be one of the most resource-effective ships in the game for defending a point target, such as a planet or an Hephaestus Class Attack Platform.

The Apollo is an important complement to the Artemis because the presence of Apollos can break the rapid-fire chain of the Poseidon, which devastates pure-Artemis fodder. Furthermore, unlike Artemis, the Apollo is strong enough to damage the Large Decoy and Thanatos. The Ineffectiveness Rule prevents the Artemis from doing any damage to these units, but a sufficient number of Apollos can defeat them.

Apollos conveniently travel at exactly the same speed as the upgraded Atlas for farming lightly defended planets.

DISADVANTAGES

Individual Apollos cannot stand against heavy fleet units. Although the Apollo has a heavier hull and shield than the Artemis, it is still the case that every other attack or defense unit can overcome its shield to damage its hull, and units heavier than the Poseidon will generally destroy an Apollo in one shot. So, to be effective vs. heavy units, Apollos must be used to swarm the opponent's fleet. Apollo losses are to be expected An Apollo is substantially more costly than an Artemis. Each Apollo costs twice as much Ore and two and a half times as much Crystal as an Artemis, and each Apollo requires more than three times as much Hydrogen fuel to reach a target as an Artemis. Because of the relative costs of the Apollo and the Artemis, when used for fodder, it is common to predominate with Artemis and have a lesser number of Apollos. When facing Poseidon-heavy forces, a ratio of around 6 Apollos to 10 Artemis appears to be optimal with respect to minimizing resources lost due to Poseidon offensive fire.

A force that is heavily-weighted toward Apollos can suffer substantial losses vs. the popular Hades Class, due to the Hades' rapid-fire vs. the Apollo. As has been noted previously, a fleet of Apollos will defeat a converted-resource-equivalent fleet of Hades, in spite of this rapid fire effect.

Due to the Ineffectiveness Rule, Apollo cannot damage Zeus or Hephaestus Class Attack Platform.

Statistics

Cost

Ore: 6,000
Crystal: 2,500
Hydrogen: 0

Specifications

Hull Rating: 850
Shield Rating: 25
Weapons Rating: 150
Cargo Capacity: 100
Base Speed: 10,000
Hydrogen Consumption: 75
Engine Type: Pulse Drive

Rapid Fire

On Others
Atlas Class x 3
Charon Class x 5
Hermes Class x 5
Solar Satellite x 5

Against Apollo
Hades Class x 4
Thanatos Class x 20
Zeus Class x 100


Requirements

    Research Lab 1
               
Capitol 2 Energy Tech 1 Research Lab 2 Research Lab 2
               
               
Shipyard 3   Pulse Drive 2   Armor Tech 2
               
         
      Apollo Class Fighter

Other Information

The logo on the left side of the ship is almost identical to the one seen on Federation starships in the Star Trek series and movies. The logo is almost identical in shape to that of the Macross Saga when turned sideways.

See Also

Ship List

Ships in Starfleet Commander

Other Utility Ships Dionysus Class Recycler - Gaia Class Colony Ship - Genesis Class Solar Satellite
Helios Class Solar Satellite - Hermes Class Probe - Shadow Probe - Triton Class Recycler - Zagreus Class Recycler
Transports Atlas Class Cargo - Carmanor Class Cargo - Charon Class Transport - Hercules Class Cargo
Starfighters Artemis Class Fighter - Apollo Class Fighter - Empusa Class Fighter - Erebus Class Fighter - Magnon Class Fighter - Mantus Class Fighter - Vortex Class Fighter
Light Capital Warships Cirrus Class Cruiser - Curetes Class Cruiser - Poseidon Class Cruiser - Typhon Class Cruiser
Medium Capital Warships Athena Class Battleship - Hades Class Battleship - Moros Class Battleship
Heavy Capital Warships Prometheus Class Destroyer - Thanatos Class Destroyer
Other Warships Ares Class Bomber - Hephaestus Class Attack Platform - Pallas Class Bomber - Zeus Class
[SOURCE] - [EDIT]