AI War:Sniper
This page is up to date for game version 6.013 and is probably outdated. |
Great for weakening targets at extreme distances. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
20 per Mark | Railgun | Ultra-Light | Mines | 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 | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 29,200 | 999,999,000 | 9 sec | 254,000 | 0 | 74 | Inf | 3,244 dmg/sec | 64,889 dmg/sec | Retreat Range 14,000, Armor Piercing 999,999 |
II | 58,000 | 999,999,000 | 9 sec | 510,000 | 0 | 74 | Inf | 6,444 dmg/sec | 128,889 dmg/sec | Retreat Range 14,000, Armor Piercing 999,999 |
III | 87,600 | 999,999,000 | 9 sec | 766,000 | 0 | 74 | Inf | 9,733 dmg/sec | 194,667 dmg/sec | Retreat Range 14,000, Armor Piercing 999,999 |
IV | 116,000 | 999,999,000 | 9 sec | 1,020,000 | 0 | 74 | Inf | 12,889 dmg/sec | 257,778 dmg/sec | Retreat Range 14,000, Armor Piercing 999,999 |
V | 146,000 | 999,999,000 | 9 sec | 1,270,000 | 0 | 74 | Inf | 16,222 dmg/sec | 324,444 dmg/sec | Retreat Range 14,000, Armor Piercing 999,999 |
Mark | Knowledge | Metal Cost | Crystal Cost | Total Cost | Energy Cost | Build Time | Cap Metal Cost | Cap Crystal Cost | Cap Total Cost | Cap Energy Cost | Ship 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 | 6,000 | 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, Bombers, and melee ships, 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-ful for your own use.