|Scope Phantom||Scope Sentry|
|“||The Scope Phantom can be warped into combat to provide tactical reinforcements during battle by dealing Kinetic damage to enemies. These Scope Phantom are especially adept at hunting down enemy Titans.||”|
|— In-Game Description|
Stats[edit | edit source]
|Mass||3,000 t||4,100 t||5,250 t|
|Charge Time||0 s|
|Spawn Interval||5 s|
|Restricted to||Tier 9|
|Hull XP||35,200 XP||40,434 XP||49,780 XP|
|Firing Cycle||C: 0.0 / F: 0.0 / R: 1.0 / N: 1|
|Rear Speed||500 m/s|
|Priority Range||8,000 m|
|Force Target Range||4,000 m|
|Arms Lab Required||XI||XII||N/A|
|Arms Lab Required||N/A||N/A||XII|
|Time||6h 00m||9h 00m||13h 00m|
General[edit | edit source]
The Scope Phantom is a spawner that can be equipped to Tier 9 Spectre Hulls. It spawns a small ship that is equipped with a shield that resists Kinetic Damage. The ship has a single firing arc and shoots projectiles from relatively long range.
Its AI prioritizes attacking other titans, so it will try to engage them instead of other enemies unless there is a primary target selected.
Strategy and Setup[edit | edit source]
Advantages[edit | edit source]
Phantoms are even more tanky than Zealots (e.g. the Kinetic Zealot) and deal more damage. They also have an extremely high spawn rate that is on par with Myrs (e.g. the Kinetic Myr), so even if the enemy manages to destroy it, a new one would mostly like immediately spawn in.
The Scope Phantom's has longer range than any other Phantom, allowing it to stay further away from the action and thus get targeted less often. It deals more damage than individual Chase Phantoms and does not require the use of double firing arcs to maximize damage output (as is the case for the Blaze Phantom).
In PvP combat, Scope Phantom have a better chance of at least dealing some damage to the enemy before being taken out, due to their longer range.
The Scope Phantom is especially durable against enemies that deal Kinetic Damage due to its shield type. It also has resistance to the three RPS damage types - Alien Damage, Plasma Damage and Blight Damage.
Disadvantages[edit | edit source]
Its mobility is considerably worse than the Zealot so it takes longer to move between different targets.
The Scope Phantom has the worst potential damage output and durability out of the three Phantoms. Its projectiles are also quite easy to dodge by moving targets.
While its shield only resists one damage type (as opposed to the Zealot's four), the much greater amount of shield energy more than makes up for that.
Trivia[edit | edit source]
- Scope Phantoms resemble a mini Heretic Cruiser in appearance but have a destroyer firing arc (45 deg).
Gallery[edit | edit source]