AI War:Infiltrator
This page is up to date for game version 6.013 and is probably outdated. |
Passes through force fields and fires small, armor-piercing shots. Best in huge swarms. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
160 per Mark | Dark Matter | Swarmer | Force Fields | 4 Medium, 4 Heavy, 4 Ultra-Heavy |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 2,600 | 3,600 | 3 sec | 93,000 | 300 | 84 | 100 | 867 dmg/sec | 138,667 dmg/sec | Cloaking, Engine Damage 3, Armor Piercing 300 |
II | 5,200 | 3,600 | 3 sec | 186,000 | 600 | 84 | 100 | 1,733 dmg/sec | 277,333 dmg/sec | Cloaking, Engine Damage 4, Armor Piercing 600 |
III | 7,800 | 3,600 | 3 sec | 280,000 | 900 | 84 | 100 | 2,600 dmg/sec | 416,000 dmg/sec | Cloaking, Engine Damage 5, Armor Piercing 900 |
IV | 10,400 | 3,600 | 3 sec | 374,000 | 1,200 | 84 | 100 | 3,467 dmg/sec | 554,667 dmg/sec | Cloaking, Engine Damage 6, Armor Piercing 1,200 |
V | 13,000 | 3,600 | 3 sec | 468,000 | 1,500 | 84 | 100 | 4,333 dmg/sec | 693,333 dmg/sec | Cloaking, Engine Damage 7, Armor Piercing 1,500 |
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 | -- | 100 | 100 | 200 | 20 | 00:00:01 | 16,000 | 16,000 | 32,000 | 3,200 | 00:02:40 |
II | 2,500 | 200 | 200 | 400 | 40 | 00:00:02 | 32,000 | 32,000 | 64,000 | 6,400 | 00:05:20 |
III | 6,000 | 400 | 400 | 800 | 40 | 00:00:04 | 64,000 | 64,000 | 128,000 | 6,400 | 00:10:40 |
IV | Adv Fac | 600 | 600 | 1,200 | 40 | 00:00:05 | 96,000 | 96,000 | 192,000 | 6,400 | 00:13:20 |
V | Core Fab | 800 | 800 | 1,600 | 40 | 00:00:07 | 128,000 | 128,000 | 256,000 | 6,400 | 00:18:40 |
How to use in your fleet
Individually weak, but with a ship cap half again as big as normal, these ships swarm their enemies to death.
They really shine when a Force Field-protected target needs to be taken down as they ignore enemy Force Fields and can fire right through them.
Their cloaking also allows them to sneak around enemy systems get the first shot off when combat starts. Even when an enemy target is covered by a Fortress, these can slip in and destroy it thanks to their Cloaking. Just expect to lose them all once they drop their cloak when they attack and the Fortress responds.....
Which is the biggest weakness of the Infiltrator. With their weak individual statistics and the nature of Cloaking to ignore other defenses while going after high-value target, you will find these ships have a high loss rate and will be replacing them much more frequently then your other ships.
However, weak individual statistics include the economic cost to replace them. At half the cost of the Fighter to build in terms of resources, they will not be a large strain on your economy.
Having said that, they are fair damage-soakers and will happily travel with your Fighters and Bombers to take down a Heavy/Ultra-Heavy target, just don't expect anything special from them when they do so.
Also note that because they are so cheap to replace, against a target with the Instal-Kill Ability, such as an Ion Cannon, you can simply swarm it to death and take a relatively small amount of resources to replace the ships lost.
How to counter when in the AI fleet
The Cloaking combined with the Force Field Immunity can make these a nasty combination, especially as they will have a tendency to swarm you.
Thankfully they will die fast, so AoE abilities such as a Gravity Turret to slow them, or a Lightning Turret to kill them will be effective.
Make sure to include Tachyon abilities in your arsenal to reveal these when they attack you.
Note that these ships fire Dark-Matter so units with the Counter Dark Matter Ability, such as the Counter Dark Matter Turret or the Cloaker Starship will render units near them immune to their attacks.