Ashes of the Singularity: Classic

Ashes of the Singularity: Classic

Not enough ratings
Dreadnoughts Are Us
By Kongdej
A rundown of each dreadnought for both factions, including the levelup skills.
   
Award
Favorite
Favorited
Unfavorite
PHC - Hyperion
Hyperion


A capital ship with unsurpassed staying power in the field
http://wiki.ashesofthesingularity.com/index.php/File:PHC_Hercules_Fin_Layers.png (Wikilink)

Costs:

Time 180 seconds
Metal: 2940 (16.3 sec)
Radioactives: 544 (3 sec)
Logistics: 50
Tags:
Area Dominance
Dreadnought (Yes, we need a tag for being a dreadnought ^.^)
Starting loadout:
10000 HP
250 energy
Heavy armor 40% Damage
WRX 1020 Pulse Cannon (X2) 165DPS
Hercules Mk-1 dual auto-cannon (X8) 329 DPS

Abilities:
1: - Self Healing Hull: Slowly repairs damage to the Dreadnought as a permanent film of repair nanites seals the breaches caused by enemy weapons
2: - Healing Drones: Launches a self-replenishing swarm of hull-repair drones to support the Dreadnought and its army
- Healing drones gives the "Regeneration Field" skill, and doesn't actually seem to be a swarm of drones.
- Regeneration Field: 14 dps, armor piercing, requires energy, Long Recharge, Area Effect
- (dps? it's a healing module, but DPS means Damage per second, so it would be Hps if it would be healing stuff)

3: - Durantium Armor: Reduces incoming damage to the Dreadnought with a permanent coat of extra-hard Durantium alloy
- But how much? Doesn't seem to affect the armor entry, nor give a buff icon

1: - Assault Drones: Launches a self-replenishing swarm of offensive drones to harass any threats to the Dreadnought
2: - Disabling Bolts: Enemies struck by the Dreadnought's weapons have a small chance of being teporarily disables
- There is no indication as to what the percentage might be, nor how long "temporary" is
3: - Overload Engines: Increases the entire army's speed by 10% by dynamically evaluating reactor containment tolerances
PHC - Cronus
Cronus


Long-range indirect-fire capital ship. Deadly against buildings or on defense
http://wiki.ashesofthesingularity.com/index.php/File:PHC_Centaur_Web_Layers.png (Wikilink)

Costs:
Time 180 seconds
Metal: 2812 (15.6 sec)
Radioactives: 600 (3.3 sec)
Logistics: 50
Tags:
Siege Dreadnought
Starting loadout:
8000 HP
250 energy
Heavy armor 40% Damage
WM-205 Atropos Missile Battery (X2) 33DPS (Radar contacts, armor pierce, area damage, long recharge)
Mozart mk-1 Super-heated Railgun (X6) 67 DPS

Abilities:
1: - Orion Cascade: Long Recharge, Targets Radar Contacts, Adds a super-long-range missile battery to the Dreadnought that rains down terrifying streams of death from above
- Orion Cascade: 23 dps, area effect, requires energy, long recharge, attack radar contacts
2: - Armor Piercing Rounds: Infuses the entire army's weapons with armor-piercing capabilities
3: - Supersonic Demolisher: Adds a sonic anti-structure module to the Dreadnought capable of massive damage to all buildings in the area
- Subsonic Demolister: 8 dps, area effect, requires energy, long recharge

1: - Death Blossom: Long Recharge, Adds an emergency short-range targeting protocol to the Dreadnought's weapon systems which obliterates encroaching enemies
- Death Blossom: 189 dps, area effect, requires energy, long recharge
2: - Radar: Grants the Dreadnought a radar module
- See link below for a screenshot of the range
3: - Ionic Rangefinder: Grants the entire army additional attack range with centralized targeting routines
- I can't get this ability to work for the cronus' weapon systems.

Radar range: (With no radar upgrades from quanta)
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=735112034
PHC - Prometheus
Prometheus


Capital ship capable of incredible bursts of damage against single targets
http://wiki.ashesofthesingularity.com/index.php/File:Prometheus_Finished_Layers.png (Wikilink)

Costs:
Time 180 seconds
Metal: 3012 (16.7 sec)
Radioactives: 540 (3 sec)
Logistics: 50
Tags:
Dreadnought Killer
Starting loadout:
9000 HP
250 energy
Heavy armor 40% Damage
Quad pulse cannon 338DPS
Plasma cannon (X3) 9 DPS
Heavy Autocannon (X4) 24 DPS

Abilities:
1: - Main Battery Overload: Long Recharge, Adds a slow-recharge alternate firing mode to the Dreadnought's main cannon that shreds all but the hardest targets in a single activation
2: - Annihilate: Increases firing rate of entire army by 25% by centralizing weapons protocols within the Dreadnought's mainframe
3: - Superstructure Reinforcement: Grants the entire army additional hit points by injecting preframulated amulite into the support structures
- affects the prometheus as well
- from 18000 to 20700, which according to my calculator is a 15% increase

1: - Adds two health-draining beam modules to the Dreadnought. Their experimental nature only allows them to target enemy Dreanoughts
- Draining Beams: 16 dps, armor piercing, requires energy, long recharge
2: - Precision: Boosts the entire army's damage against Dreadnought-class enemies by 10% thanks to advanced superstructure analysis
3: - Durantium Armor: Reduces incoming damage to the Dreadnought with a permanent coat of extra-hard Durantium alloy
- But how much? Doesn't seem to affect the armor entry (Seems to be the same as hyperions)
Substrate - Overmind
Overmind


Capital ship that serves as an armed and mobile drone platform
http://wiki.ashesofthesingularity.com/index.php/File:Sub_dreadnought_overmind.jpg (Wikilink)

Costs:
Time 180 seconds
Metal: 3012 (16.7 sec)
Radioactives: 540 (3 sec)
Logistics: 50
Tags:
Support Dreadnought
Starting loadout:
3000 HP
8000 Shield
250 energy
Gentle Persuader level III Plasma Negotiator (X4) 44DPS (Armor pierce)
Drone Manufactory (houses 3 swarms) (Currently, I can't select drones, so I can't see their damage)

Abilities:
1: - Additional Drone Squadron: Gives the dreadnought another drone squadron with the addition of a secondary launch bay
2: - Durantium Armor: Reduces incoming damage to the Dreadought with a permanent coat of extra-hard Durantium alloy
- seems to be 20% damage reduction
3: - Drone Factory: Cuts the Dreadnought's drone respawn time in half with advanced nanoconstruction techniques

1: - Shield Projector: Adds a module that allows the Dreadnoought to quickly refill the army's shield with an energy pulse
- Shield Regeneration Field Projector: 16dps (Hps?) Armor piercing, area effect
2: - Static Charge: Long Recharge, Interrups all nearby enemy weapons and propulsion systems with a pulse of disabling radiation
- EMP Burst: Area Damage, Long Recharge
3: - Power Plant: Accelerates the Dreadnought's energy recharge speed with an additional internal reactor
Substrate - Retributor
Retributor


Offense-minded capital ship with a variety of weaponry
http://wiki.ashesofthesingularity.com/index.php/File:Sub_dreadnought_retributor.jpg (Wikilink)

Costs:
Time 180 seconds
Metal: 2995 (16.6 sec)
Radioactives: 540 (3 sec)
Logistics: 50
Tags:
Assault Dreadnought
Starting loadout:
6000 HP
5000 Shield
250 energy
Particle Beam Cannon (X4) 206DPS
Plasma Cannon (X6) 94DPS

Abilities:
1: - Backup Generator: Adds 50% more shield protection with an auxiliary reactor
2: - Nano-Reinforced Armor: Adds Heavy Armor (40% damage reduction) to the Dreadnought by reinforcing the hull on the molecular level
3: - Havoc: Long Recharge, Emergency weapons protocol lets the Dreadnought overcharge its weapons in a terrible display of power
- Havoc: 189 DPS, Long Recharge, Area Damage, Requires Energy

1: - Targeting Computer: Increases the entire army's rate of fire by 25% by slaving lesser units' targeting routines to the dreadnought
- seems to affect the retributor as well
2: - Energy Transfer: Strenghtens the entire army's damage by 10% by applying theoretical physics principles to all weapon systems
- seems to affect the retributor as well
3: - Inertial Dampeners: Speeds the entire army's movement by 15% by increasing stress tolerance of hull superstructures
Substrate - Savager
Savager


Capital ship with a tendency to quickly vaporize whatever it focuses on
http://wiki.ashesofthesingularity.com/index.php/File:Sub_dreadnought_savager.jpg (Wikilink)

Costs:
Time 180 seconds
Metal: 2860 (15.9 sec)
Radioactives: 580 (3.2 sec)
Logistics: 50
Tags:
Dreadnought Destroyer
Starting loadout:
9000 HP
3000 Shield
250 energy
Ion Cannon (X4) 158DPS
WMC 268DPS (Armor piercing, requires energy, area damage)

Abilities:
1: - Maneuvering Thrusters: Quickens the dreadnought's turning speed using additional lateral thrusters
2: - Scy Scouter: Enables additional anti-air beams on the Dreadnought which tear apart enemy fliers with ease
- Gives Polaron Beams: Polaron Beam: (X2) 198 DPS
3: - Demolish: Increases the Dreadnought's damage against structures by 50% by employing battle-adjusted targeting data

1: - Impenetrable Armor: Reinforces the Dreadnought with super-heavy armor (60% damage reduction) by adding ablative Durantium plating beneath its outer hull
2: - Shield Amplifier: Doubles the Dreadnought's shield recharge rate with advanced reactor design
3: - Executioner: Modulates the Dreadnought's main armament into an unrivaled destructive force.
- Executioner modifies the damage from the WMC from 268 to 402 DPS
Last Word
The guide was mostly created so I had somewhere to compare dreadnought stats and abilities. And so after I had bunched up a bunch of abilities in a notepad document I figured I'd share it.
If you have any relevant information, especially statistics about the vague abilities I'd be happy to hear them.
7 Comments
TAG_Utter 16 Sep, 2016 @ 10:00am 
Very good.

I can tell you that guides like this makes the modders job mush more easy, pls dont stop this keep it grow.
Ticktoc 1 Aug, 2016 @ 10:46am 
Ah cool, you found the energy requiring ones. I had wondered what determined how often the Death Blossom fired.
Kongdej  [author] 31 Jul, 2016 @ 10:03am 
I've updated some of the THC abilities with some more info, and added info to the 5-6 skills that requires energy.
Kongdej  [author] 31 Jul, 2016 @ 8:36am 
Some abilities claims to use energy in the tooltip, I've yet to see orion cascade actually use energy (or even fire actually, not sure how orion cascade is supposed to look, but it doesn't seem to actually attack. I may be missing something obvious.)
Ticktoc 31 Jul, 2016 @ 7:25am 
OK, I'll keep an eye on it too, I had thought energy was a purely Substrate mechanic.
Kongdej  [author] 31 Jul, 2016 @ 7:20am 
@Ticktoc I actually have to go through the dreadnoughts to find out which actually uses energy, for some I think it's just redudancy (unused), but that's just from not remembering what they used it for.
Ticktoc 31 Jul, 2016 @ 6:48am 
Nice write up. Despite having a lot of hours in the game I still learned things as I haven't seen all the possible upgrades in my play throughs. I hadn't realised the Retributor had all the PHC army upgrades all on one dreadnought. I hadn't even noticed PHC dreadnoughts had energy either. Is this used as part of their main weapon cool down mechanic? Or is it a redundant feature?