“ | Antimatter Warheads replace the conventional warheads used by Explosive weapons, increasing the detonation radius. | ” |
— In-Game Description |
Antimatter.Warheads | I | II | III | IV | V |
---|---|---|---|---|---|
Weight (% Weapon Mass) | 5% | 10% | 15% | 20% | 25% |
..AoE.Radius.increase.. | +50m | +100m | +150m | +200m | +250m |
Research | |||||
Tech Lab Required | VI | VIII | IX | X | X |
Time | 11h 41m | 1d 20h 02m 20s | 3d 23h 23m 06s | ||
Helium-3 | 3,523,696 | 13,314,484 | 28,956,750 | ||
Antimatter | 0 | 1,479,387 | 5,110,014 | ||
Build | |||||
Time | 3m | 10m 30s | 35m | 1h 28m | 2h 47m |
Helium-3 | 7,850 | 116,100 | 529,758 | 1,319,992 | 2,440,613 |
Antimatter | 0 | 6,111 | 58,862 | 329,998 | 813,538 |
General
Antimatter Warheads are a booster to explosive weapons. They are the counterpart of Antimatter detonators for base weaponry. They increase the area of effect of explosive ship weaponry - enhancing their ability to damage multiple ships with a single missile or bolt. They are commonly used amongst many players of all levels.
Strategy and Setup
Antimatter warheads serve well with just about any explosive weapon. Sweep launchers have minimal use in fleet vs. fleet combat, but antimatter warheads allow more splash damage to be inflicted. A good example of using this booster would be with the SICO missile, Hydra missiles or Arc missiles, due to its already large area of effect.
Hydra missiles mixed with antimatter warheads also are of plausible usage, as the splash damage and the tracking capabilities can work well. On bases, adding antimatter warheads mixed with Creeper torpedoes can flatten compact bases due to the already extremely high area of effect damage of Creeper torpedoes and its high impact damage per torpedo, negating the disadvantage of slow travel speed in base incursions. Also, in the case when a shot misses its target, the increased area of effect damage can still cause it to impact some other target nearby.
Gallery
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