Stingray

Missile Ship - Long range with radar. High damage anti-air and tactical missiles. Attacks land, sea, air, and orbital targets.

Overview

Blueprint
  • HP: 3000
  • Build cost: 3200 metal
  • Maximum range: 260
  • Total DPS: 1130.0

Physics

  • Max speed: 11
  • Acceleration: 30
  • Braking rate: 80
  • Turn rate: 45

Recon

  • Vision radius: 250
  • Underwater vision radius: 250
  • Radar radius: 350
  • Sonar radius: 350

Economy

  • Base energy consumption: 150 / s

Unit Types

  • Advanced
  • AirDefense
  • Custom58
  • FactoryBuild
  • Mobile
  • Naval
  • Offense
  • Radar
  • Tactical

Built By

Weapon #1

  • Blueprint
  • Range: 260
  • Damage: 250.0 DPS: 1000 damage every 4.00 seconds (0.25 shots per second)
  • Targets: LandHorizontal, WaterSurface, Orbital, Air
  • Ammo
  • Blueprint
  • Type: Projectile
  • Flight type: Staged
  • Damage: 1000
  • Burn damage: 15, radius 2
  • Muzzle velocity: 80.0
  • Max velocity: 80.0
  • Collision check: enemies
  • Collision response: impact
  • Target Priorities
    • Air & (Tactical | Heavy | MissileDefense)
    • Mobile - Air
    • Structure - Wall
    • Mobile & Air
    • Wall

Weapon #2

  • Blueprint
  • Range: 150
  • Damage: 800 DPS: 200 damage every 0.25 seconds (4 shots per second)
  • Targets: Air
  • Ammo
  • Blueprint
  • Type: Projectile
  • Flight type: Staged
  • Damage: 200
  • Splash: 10 damage, radius 0.75
  • Full damage splash radius: 0.75
  • Burn damage: 15, radius 2
  • Muzzle velocity: 25.0
  • Max velocity: 250.0
  • Turn rate: 360.0
  • Collision check: enemies
  • Collision response: impact
  • Target Priorities
    • Air & ( EnergyProduction | Transport | Bomber | Gunship | Titan )
    • Mobile & Air

Weapon #3

  • Blueprint
  • Range: 225
  • Damage: 80.0 DPS: 400 damage every 5.00 seconds (0.2 shots per second)
  • Targets: Orbital, Air
  • Ammo
  • Blueprint
  • Type: Projectile
  • Flight type: Seeking
  • Damage: 400
  • Burn damage: 15, radius 2
  • Muzzle velocity: 10.0
  • Max velocity: 400.0
  • Turn rate: 720
  • Collision check: target
  • Collision response: destroy
  • Target Priorities
    • Orbital
    • Structure - Wall
    • Mobile
    • Wall
    Anti Entity Targets