AI War:Raptor
This page is up to date for game version 6.013 and is probably outdated. |
Large, blazing-fast cloaked fighter good against lightweight ships, and excellent for kiting. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
96 per Mark | Laser | Refractive | Swallow | 1.8 Light, 1.8 Ultra-Light, 1.8 Refractive |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 4,080 | 12,000 | 3 sec | 51,000 | 0 | 316 | 50 | 1,360 dmg/sec | 130,560 dmg/sec | Cloaking, Retreat Range 9,000, Armor Piercing 500 |
II | 8,160 | 12,000 | 3 sec | 102,000 | 0 | 316 | 50 | 2,720 dmg/sec | 261,120 dmg/sec | Cloaking, Retreat Range 9,000, Armor Piercing 1,000 |
III | 12,200 | 12,000 | 3 sec | 154,000 | 0 | 316 | 50 | 4,067 dmg/sec | 390,400 dmg/sec | Cloaking, Retreat Range 9,000, Armor Piercing 1,500 |
IV | 16,200 | 12,000 | 3 sec | 204,000 | 0 | 316 | 50 | 5,400 dmg/sec | 518,400 dmg/sec | Cloaking, Retreat Range 9,000, Armor Piercing 2,000 |
V | 20,400 | 12,000 | 3 sec | 256,000 | 0 | 316 | 50 | 6,800 dmg/sec | 652,800 dmg/sec | Cloaking, Retreat Range 9,000, Armor Piercing 2,500 |
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 | -- | 160 | 800 | 960 | 100 | 00:00:07 | 15,360 | 76,800 | 92,160 | 9,600 | 00:11:12 |
II | 2,500 | 320 | 1,600 | 1,920 | 200 | 00:00:14 | 30,720 | 153,600 | 184,320 | 19,200 | 00:22:24 |
III | 6,000 | 660 | 3,200 | 3,860 | 200 | 00:00:27 | 63,360 | 307,200 | 370,560 | 19,200 | 00:43:12 |
IV | Adv Fac | 980 | 4,800 | 5,780 | 200 | 00:00:40 | 94,080 | 460,800 | 554,880 | 19,200 | 01:04:00 |
V | Core Fab | 1,300 | 6,600 | 7,900 | 200 | 00:00:56 | 124,800 | 633,600 | 758,400 | 19,200 | 01:29:36 |
How to use in your fleet
(Veloci-)Raptors: the fastest ships in the fleet, and cloaked. Out-range even Missile Frigates, although the Raptor's automatic retreat range will allow them to be hit so manual control is still preferred.
Raptors should be treated like the king of air-superiority: these ships will outfight most fleet ships by the virtue of speed and range. They are best suited to surgical strikes and Mongolian tactics as part of the fleet, and excel once tachyon-detectors are removed. Lacking radar dampening, they will be bit by long-range attacks after they start firing - so where you place your Raptors in the heat of battle is important.
How to counter when in the AI fleet
Raptors are highly annoying unlocks by the AI, as players will be forced to chase these around the system as well as decloak them. However, as long as you can reliably out-range them (by fighting outside the 9000 retreat range, with e.g. Missile Frigates) Raptors shouldn't be too much trouble. Just don't go issuing FRDs to your whole fleet and expect to get anywhere.
When a wave of Raptors comes in, catch as many as you can with tractors and damage their engines with Riot Control Starships. Fielding weapons with infinite range ( e.g. Sniper and Spider Turrets) will also reduce the amount of chasing required. That said, Military Command Stations are the best option against cloaked units.