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OOMARI
| Topic |
Start-Level |
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Species |
Habitation |
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Economic Attributes |
| Beams |
2 |
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Oomari |
100% |
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14% population growth |
| Missiles |
1 |
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Ji |
76% |
|
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| Fighters |
1 |
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Sirnef |
70% |
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Habitability |
| Hull |
1 |
|
Turians |
68% |
|
Temp 52% |
| Shields |
1 |
|
Drall |
66% |
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Atmosphere 27% |
| Engines |
4 |
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Gorgoth |
60% |
|
Water 100% |
| Sensors |
3 |
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Shydow |
46% |
|
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| Stealth |
2 |
|
Toags |
44% |
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Military Attributes |
| Research |
2 |
|
Kreel |
41% |
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30% More speed per engine slot |
| Economy |
2 |
|
Zeeb |
40% |
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30% Discount on cost of engines |
| Production |
1 |
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2 hr Minimum travel time for all alliance ships |
| Mining |
1 |
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| Nanotech |
1 |
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Oomari Warpship:
Requirements: Nanotech level 10, Engines level 16
- Affects up to 20 ships in the same fleet.
- Affected ships have a 20% chance of reflecting incoming missile or fighter fire back at the firing ship regardless of accuracy of incoming fire. Reflected shots always hit, but may be deflected (Turian deflection).
- Chance to warp is increased by 1% for each experience level of the affected ship.
- Chance to warp is decreased by 1% for each experience level of the firing ship.
- Retreat time is halved if full fleet is covered, and proportionately reduced if fleet has partial coverage.
- 5% decrease in accuracy for all weapons on affected ships.
Starting Out
- Oomari starting tech is Engine Construction.
- You will find very far below average hab on greys.
- This is compounded by the worst population growth rate (equal to Sirnef), and a malus to researching nanotechnology.
- Your best chance for a good start is to get into an alliance as early as possible. All alliances love oomari for the 2-tick travel times, so this isn't a problem.
- If your allies are intelligent, they will prioritise swapping good planets to you, so that you can be a strong force in the alliance.
- If you do not find an early alliance worth joining, concentrate more on beefing up your economy than your population, so that you can afford to colonise those expensive planets.
- You do have one early advantage, Oomari escorts and light destroyers are almost untargetable in the early stages of the game, since few players will have the nanotech to build heavy ships or the sensor tech to build very accurate ships.
Ideal Alliance Partners
- Zeeb: opposite hab, fast starter.
- Kreel: opposite hab, first strike bonus, complementary military style (steath, vs your speed).
- Toag: opposite hab, market discount, fast starter.
- Shydow: opposite hab, fast starter.
Military
- Go directly for the oomari unique (warpship).
- Build lots of warpships, no weapons, high evasion.
- Although all your speed and stealth bonuses are best exploited by escort ships, invest 80% of your resources into building capital ships.
- Put significantly more engines and shields on your capships than normal, and preferably use beam HBS or LAC. (beam HBS for minefields, and because they are cheaper) (LAC for the speed bonuses).
- In large alliance battles, both sides inevitably target capital ships first. An oomari who has built escort ships is thus useless to his alliance as no-one will be targeting them and no shots will be warped back.
- If you have a large volume of capital ships, you will attract a lot of fire, and warp this back at the enemy, essentially incurring free damage and at the same time providing impressive coverage for your allies.
- The 20% resources not allocated to capships may be used to build fast/evasive escorts to maximise speed bonuses and to provide coverage for your allies escort ships.
- An Oomari who builds an evasive swarm will be useless to his allies. Their capships will die quickly, and although you will have impressive warping once the enemy starts targeting escorts, by then you will have three dead allies.
- An oomari who grows to be powerful in the late game is almost unbeatable by anybody in combat, except a very good beam player, especially a Turian. Fortunately, very few play as a beam Turian.
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