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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[ | ]

Scope Phantom I
ScopePhantom1
II
ScopePhantom2
III
ScopePhantom3
SPECIFICATIONS Notepad
Mass 3,000 t 4,100 t 5,250 t
Charge Time 0 s
Spawn Interval 5 s
Spawn Rate 1
Spawn Limit 1
Restricted to Spectre
Restricted to Tier 9, Tier 10
Hull XP 35,200 XP 40,434 XP 49,780 XP
SPECIFICATIONS Notepad
DPS 1,700 Kinetic 2,000 Kinetic 2,500 Kinetic
Range 0-5,000 m
Speed 3,000 m/s
Firing Cycle C: 0.0 / F: 0.0 / R: 1.0 / N: 1
SPECIFICATIONS Notepad
Health 12,500 15,000 17,500
SPECIFICATIONS Notepad
Energy 15,000 25,000 35,000
Defense 90%
Resists 10% Kinetic 25% Kinetic 50% Kinetic
SPECIFICATIONS Notepad
Speed 1,500 m/s
Turning 35.0 deg/s
Strafe 60 m/s
Rear Speed 500 m/s
Acceleration 2,000 m/s2
MODIFIERS Wrench
Priority Range 8,000 m
Force Target Range 4,000 m
Priority Target Titan
Resists 10% Alien 25% Alien 50% Alien
Resists 10% Plasma 25% Plasma 50% Plasma
Resists 10% Blight 25% Blight 50% Blight
BLUEPRINT CompleteBlueprint
Farming Tier Liberatus Engine Cargo (112)
Liberatus Sigil Cargo (116)
Liberatus Engine Cargo (112)
Liberatus Sigil Cargo (116)
N/A
Pieces 8 8 N/A
Arms Lab Required XI XII N/A
REUSABLE ITEM ReusableItem
Arms Lab Required N/A N/A XII
CRAFT Crafting
Workshop Required IX
Fragments Fragment N/A N/A 150
EQUIP ModuleRefit
Time Time 6h 00m 9h 00m 13h 00m
Helium-3 Helium3 13,884,600 20,132,670 32,628,810
Antimatter Antimatter 7,417,800 10,755,810 17,431,830


General[ | ]

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 that are within 8 km of the parent ship, so it will try to engage them instead of other enemies unless there is a primary target selected.

Strategy and Setup[ | ]

Advantages[ | ]

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[ | ]

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[ | ]

  • Scope Phantoms resemble a mini Heretic Cruiser in appearance but have a destroyer firing arc (45 deg).

Gallery[ | ]


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