Difference between revisions of "AI War:Sniper"
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{{AIWarTableSniper}} | {{AIWarTableSniper}} | ||
== How to use in your fleet == | == How to use in your fleet == | ||
− | Instant damage at infinite range is an immensely satisfying asset to have at your disposal. Given their bonuses against [[Fighter]]s, [[Bomber]]s | + | Instant damage at infinite range is an immensely satisfying asset to have at your disposal. Given their bonuses against [[Fighter]]s, most guardians, most melee ships, and [[Bomber]]s, these ships are always attractive unlocks, and the AI does not use counter-snipe flares. Simply add to your fleet and watch the results. Since they won't be moving around in FRD, it is best to park your snipers in a safe place or near a friendly wormhole for a quick exit. |
− | Unlike [[Sentinel Frigate]]s, | + | Unlike [[Sentinel Frigate]]s, Snipers have a low base DPS and thus take some time to pick off a strategic emplacement on an AI world. |
== How to counter when in the AI fleet == | == How to counter when in the AI fleet == | ||
− | While it is wise to carry some counter-sniper flares with the main fleetball (in the form of [[Scout Starship]]s), the attrition caused by Snipers is not lethal, merely highly annoying. If you happen to meet a bunch on wave defense, however, remember that Snipers cannot penetrate [[Force Field]]s. This would also be a golden opportunity to park some reclaiming ships ([[Parasite]], [[Leech Starship]]) under a counter-sniper turret, and collect a cap | + | While it is wise to carry some counter-sniper flares with the main fleetball (in the form of [[Scout Starship]]s), the attrition caused by Snipers is not lethal, merely highly annoying. If you happen to meet a bunch on wave defense, however, remember that Snipers cannot penetrate [[Force Field]]s. This would also be a golden opportunity to park some reclaiming ships ([[Parasite]], [[Leech Starship]]) under a counter-sniper turret, and collect a cap for your own use. |
{{AIWarShips}} | {{AIWarShips}} | ||
{{AIWarRefNav}} | {{AIWarRefNav}} |
Revision as of 22:15, 15 December 2013
Great for weakening targets at extreme distances. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
40 | Railgun | Ultra-Light | 6 Light, 6 Medium, 6 Close-Combat, 0.1 Command-Grade, 6 Polycrystal |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Ship Cap HP | Abilities |
---|---|---|---|---|---|---|---|---|---|---|---|
I | 146 | 999,999,000 | 9 sec | 1,270 | 0 | 74 | Inf | 16 dmg/sec | 649 dmg/sec | 50,800 | Retreat Range 14,000 Armor Piercing 9,999 |
II | 290 | 999,999,000 | 9 sec | 2,550 | 0 | 74 | Inf | 32 dmg/sec | 1,289 dmg/sec | 102,000 | Retreat Range 14,000 Armor Piercing 9,999 |
III | 438 | 999,999,000 | 9 sec | 3,830 | 0 | 74 | Inf | 49 dmg/sec | 1,947 dmg/sec | 153,200 | Retreat Range 14,000 Armor Piercing 9,999 |
IV | 580 | 999,999,000 | 9 sec | 5,100 | 0 | 74 | Inf | 64 dmg/sec | 2,578 dmg/sec | 204,000 | Retreat Range 14,000 Armor Piercing 9,999 |
V | 730 | 999,999,000 | 9 sec | 6,350 | 0 | 74 | Inf | 81 dmg/sec | 3,244 dmg/sec | 254,000 | Retreat Range 14,000 Armor Piercing 9,999 |
Mark | Knowledge | Metal Cost | Crystal Cost | Total Cost | Energy Cost | Build Time | Cap Metal Cost | Cap Crystal Cost | Cap Total Cost | Cap Energy Cost | Cap Build Time |
---|---|---|---|---|---|---|---|---|---|---|---|
I | -- | 3,400 | 0 | 3,400 | 250 | 00:00:29 | 68,000 | 0 | 68,000 | 5,000 | 00:09:40 |
II | 2,500 | 7,000 | 0 | 7,000 | 500 | 00:00:59 | 140,000 | 0 | 140,000 | 10,000 | 00:19:40 |
III | 4,000 | 14,000 | 0 | 14,000 | 500 | 00:01:57 | 280,000 | 0 | 280,000 | 10,000 | 00:39:00 |
IV | Adv Fac | 21,000 | 0 | 21,000 | 500 | 00:02:55 | 420,000 | 0 | 420,000 | 10,000 | 00:58:20 |
V | Core Fab | 28,000 | 0 | 28,000 | 500 | 00:03:54 | 560,000 | 0 | 560,000 | 10,000 | 01:18:00 |
How to use in your fleet
Instant damage at infinite range is an immensely satisfying asset to have at your disposal. Given their bonuses against Fighters, most guardians, most melee ships, and Bombers, these ships are always attractive unlocks, and the AI does not use counter-snipe flares. Simply add to your fleet and watch the results. Since they won't be moving around in FRD, it is best to park your snipers in a safe place or near a friendly wormhole for a quick exit.
Unlike Sentinel Frigates, Snipers have a low base DPS and thus take some time to pick off a strategic emplacement on an AI world.
How to counter when in the AI fleet
While it is wise to carry some counter-sniper flares with the main fleetball (in the form of Scout Starships), the attrition caused by Snipers is not lethal, merely highly annoying. If you happen to meet a bunch on wave defense, however, remember that Snipers cannot penetrate Force Fields. This would also be a golden opportunity to park some reclaiming ships (Parasite, Leech Starship) under a counter-sniper turret, and collect a cap for your own use.