AI War:Infiltrator
Revision as of 19:55, 11 March 2012 by Jerith (talk | contribs) (→How to counter when in the AI fleet)
This page was designed for release 5.026 and is likely extremely inaccurate. |
Passes through force fields and fires small, armor-piercing shots. Best in huge swarms. |
Base Stats
Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|
Flare | Swarmer | Force Fields | 4 Heavy, 4 Ultra-Heavy |
Mark | Ship Cap | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 274 | 1,080 | 3,600 | 3 sec | 40,600 | 300 | 72 | 100 | 360 dmg/sec | 98,640 dmg/sec | Engine Damage 3 Armor Piercing 300 |
II | 246 | 2,160 | 3,600 | 3 sec | 81,200 | 600 | 72 | 100 | 720 dmg/sec | 177,120 dmg/sec | Engine Damage 4 Armor Piercing 600 |
III | 219 | 3,240 | 3,600 | 3 sec | 121,800 | 900 | 72 | 100 | 1,080 dmg/sec | 236,520 dmg/sec | Engine Damage 5 Armor Piercing 900 |
IV | 192 | 4,320 | 3,600 | 3 sec | 162,400 | 1,200 | 72 | 100 | 1,440 dmg/sec | 276,480 dmg/sec | Engine Damage 6 Armor Piercing 1,200 |
Mark | Knowledge | Metal Cost | Crystal Cost | Total Cost | Energy Cost | Build Time | Cap Metal Cost | Cap Crystal Cost | Cap Total Cost | Cap Energy Cost | Ship Cap Build Time |
---|---|---|---|---|---|---|---|---|---|---|---|
I | -- | 60 | 60 | 120 | 10 | 00:00:01 | 16,440 | 16,440 | 32,880 | 2,740 | 00:04:34 |
II | 2,500 | 120 | 120 | 240 | 20 | 00:00:01 | 29,520 | 29,520 | 59,040 | 4,920 | 00:04:06 |
III | 6,000 | 240 | 240 | 480 | 20 | 00:00:02 | 52,560 | 52,560 | 105,120 | 4,380 | 00:07:18 |
IV | Adv Fac | 360 | 360 | 720 | 20 | 00:00:03 | 69,120 | 69,120 | 138,240 | 3,840 | 00:09:36 |
Note: Infiltrator does not have a Mark V version.
How to use in your fleet
Largely harmless, with minor engine damage to slow enemies down. One of the candidates for re-balancing.
How to counter when in the AI fleet
Due to their large numbers and Force Field penetration, your initial defense should be a combination of Gravity Turrets and Tractor Beam Turrets, adding Spider Turrets and Riot Control Starships when necessary to disable engines. Pop Carrier Guardians whenever possible, since most Infiltrators will simply gun for your infrastructure and you do not want them in range when they appear. They are otherwise easy to defeat.