Wormship | |
---|---|
Faction | The Swarm |
Combat Class | Battleship |
Satellite Class | Heavy |
Base Hitpoints | 77 |
Base/Minimum Weight | 3200/1540 |
Workshop Level | 30 |
Crafting Cost | 177,825 |
Star Ingredient(s) | 13 |
The Wormship is the battleship of the Swarm. It is among the most powerful battleships in the game owing to its very large size and the tail feature it shares with the Jormungandr. Currently this the only non-capital ship able to equip the powerful Death Ray (after slot expansion).
The Wormship creates several small tail segments behind the ship, with each segment adding 10% of each resistance. When the Wormship's tail is fully intact, the head has full 100% resistance to all damage types except the special no-type damage, making them invulnerable to head-on attacks. Each tail segment has 30% of the HP of its head. This feature was previously implemented as an unremovable Worm Tail module, as seen in the AI builds below, but it is now innate.
In Frontier, this ship has a rare chance of dropping from its daily mission.
Player use[]
The AI won't target the tail directly, which allows ignoring most damage provided your foe isn't using an area of effect weapon. Ideally this should be armed with a Death Ray, but it can use a HLBM2, Heavy Lightning Cannon or Tachyon Beam to great effect. It is worth noting that the tail segments will respawn when the player changes ships, allowing for incredible longevity.
Players may find the Wormship more difficult to fly than other ships. It cannot easily spin in place as without forward momentum the head only has about 90 degrees of movement to each side from center. Beyond that, the tail will start wrapping around the head at a limited bend radius, and the turn rate will slow down drastically. If attempting to make a sharp turn for too long, the tail segments will become bugged, further turn commands will not register, and the ship can visually "pop" in and out of existence as the tail segments attempt to correct their position (this can sometimes be seen with enemy wormships as well). You will need to make longer wider turns, which takes some getting used to.
Strategy[]
With both variants you'll want AOE weapons. A Holy Cannon makes short work of them up close, or missiles take them from afar. Torpedoes can work well too.
- Non-veterans are armed with a single Heavy Laser Beam M2. They have medium speed but little energy which makes the weapon a small threat. At worst, one can out-range the laser.
- Veterans have similar speed but more than double the health, bonus range and are able to heal themselves with AI-only Vampiric Ray M2 or Repair Bot. These are best handled with a Heavy Missile Launcher M2 or M3.