Anti-air defense | ||||
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T1 anti-air turret | ![]() ![]() ![]() ![]() | |||
T2 anti-air flak artillery | ![]() ![]() ![]() ![]() | |||
T3 anti-air SAM launcher | ![]() ![]() ![]() ![]() |
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Anti-air tower. Designed to engage low-end aircraft.[ e ] | |
Build costs | ![]() ![]() ![]() |
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Max health | ![]() |
Veterancy ![]() |
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Intel (radius) | Vision: 24 |
Weapon: Linked Railgun Anti Air - Projectile |
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Damage per second | 69 |
Projectile damage | 23 |
Salvo size | 2 Projectiles |
Rate of fire | 1.5 salvos/s |
Range | 44 |
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Anti-air tower. Designed to engage low-end aircraft.[ e ] | |
Build costs | ![]() ![]() ![]() |
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Max health | ![]() |
Veterancy ![]() |
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Intel (radius) | Vision: 24 |
Weapon: Electron Autocannon Anti Air - Projectile |
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Damage per second | 70 |
Projectile damage | 14 |
Salvo size | 2 Projectiles (in 0.1 s) |
Rate of fire | 2.5 salvos/s |
Range | 44 |
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Anti-air tower. Designed to engage low-end aircraft.[ e ] | |
Build costs | ![]() ![]() ![]() |
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Max health | ![]() |
Veterancy ![]() |
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Intel (radius) | Vision: 24 |
Weapon: Sonic Pulse Battery Anti Air - Projectile |
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Damage per second | 67 |
Projectile damage | 14 |
Salvo size | 3 Projectiles (in 0.2 s) |
Rate of fire | 1.6 salvos/s |
Range | 44 |
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Anti-air tower. Designed to engage low-end aircraft.[ e ] | |
Build costs | ![]() ![]() ![]() |
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Max health | ![]() |
Veterancy ![]() |
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Intel (radius) | Vision: 24 |
Weapon: Shleo AA AutoGun Anti Air - Projectile |
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Damage per second | 70 |
Projectile damage | 10 |
Salvo size | 2 Projectiles |
Rate of fire | 3.5 salvos/s |
Range | 44 |
The tech 1 anti-air turrets are low-tech fixed base defenses. They are relatively cheap to build, and are effective against T1 attack bombers (and, in numbers, against the slower T2 and T3 aircraft).
As initial base defense[]
While T1 AA turrets provide decent protection against slow moving aircraft (such as T1 bombers, transports, or gunships), their muzzle velocity is too low to hit faster units. They are effective at hitting gunships, but their low DPS makes them somewhat unsuited for the task.
Most players prefer to build T1 mobile anti-air guns in some numbers for base defense instead. They provide an overall better DPS for lower costs, and are mobile. However this means they might leave the area if accidentally selected or miscontrolled, so be conservative with the most important vulnerable targets.
Furthermore, since the T1 AA turrets don't have a blast radius like T2 flak does, eventually switch to building T2 anti-air flak artillery, which is more effective for mass air defense and covers a larger area.
As late game defense[]
Once their economy is up and running, some players like to build batches of these anti-air turrets, as they are quite effective in groups against gunships. While this is somewhat effective against early snipes, T2 anti-air flak artillery (or multiple T2 mobile AA flak artillery) eventually becomes better suited and more cost effective for the task, because AOE hits multiple targets. Note that neither turret will be able to hit T3 air superiority fighters or spy planes effectively, nor will they have enough damage output to stop a T3 strategic bomber strike, requiring a more costly anti-air solution.
One of the two real reasons is to use these in the late game is a hasty defense set-up in a pinch. For example at new bases until better AA can be built, or when suddenly surprised. They can be built nearly instantly by high tech engineer units thanks to their build rate.
The other reason is that due to their low cost and build time, they may be built en masse to potentially whittle more tougher gunships or to provide anti-air protection to remote bases. outposts or mass extractors deep in friendly territory, distracting them away from the front lines or preventing them from dealing effective damage entirely. At their cost, if they can shoot down a single T2 gunship such as the stinger they will have done their job well, but quickbuilt turrets can also chip at certain slow floating experimentals, such as the soul ripper or czar and then be reclaimed once the threat passes.
Compared to point defense[]
Their surface/land counterpart is the T1 point defense. Typically these defences share a similar shape and have identical footprint which can be useful for deception. The AA version is cheaper however.
Factional differences[]
The four Tech 1 Anti-Air turrets are the UEF DA1 Railgun, the Cybran Tracer, the Aeon Seeker and the Seraphim Ialla. These turrets all have the same cost, health, range and weapon muzzle velocity. They do have a different rate of fire, but their damage per second is almost equal.