
units · infantry
Far Sniper
A variant of the Sniper unit with exceptional range and damage, able to outrange every unit in its path and inflict incredible damage that one-shots some units, at the cost of high reload times and an inability to fire air targets.
Unit Overview
A variant of the Sniper unit with exceptional range and damage, able to outrange every unit in its path and inflict incredible damage that one-shots some units, at the cost of high reload times and an inability to fire air targets.
| Stat | Value |
|---|---|
| Structure | Special Operations |
| Life | 120 |
| Speed | 42px/s |
| Armor | Light |
| Build Time | 1 Second |
| Air | No |
| Healer | No |
| Self Heal | None |
| Unit Value | 5 |
| Unit Tier | 3 |
Weapons Systems
Far Snipers come equipped with a specialized Positron sniper rifle that can execute high-priority targets from a distance. Due to their specialization against ground units, Far Snipers cannot hit the more evasive air units with their sniper rifles.
| Stat | Ground Weapon | Air Weapon |
|---|---|---|
| Damage | 350 | — |
| Range | 618px | — |
| Weapon Type | Pulse/Positron | — |
| Cooldown | 11.33 seconds | — |
| AoE | None | — |
| Projectile Speed | 42px | — |
| Burst Weapon | No | — |
| Burst Count | 0 | — |
Construction Cost
| Resource | Amount |
|---|---|
| Money | 0 |
| Manpower | 0 |
| Energy | 0 |
| Influence | 40 |
Strengths
Extreme Range and Damage
Far Snipers are excessively powerful with how much of the field they control upon deployment. They easily outrange any opposing unit and are likely to execute them on first contact, including Chronite Tanks, Gröditz, and Sakata Spiders. Anything with Chronite armor at 350 health or below is dead if shot by a Far Sniper.
Effective Against
| Unit | Rating |
|---|---|
| Chronite Tank | +++ |
| Gröditz | +++ |
| Sakata Spider | +++ |
| Sakata Mk-II | +++ |
Weaknesses
Air Vulnerability
Far Snipers cannot target air units at all, making even a single Scout lethal for them. Far Snipers are expensive, so any care to keep air threats away from them should be given.
Weak Health and Armor
Far Snipers have less health than normal Snipers and not much more health than Marines. A single Chronite Tank shot will likely kill them, and they cannot make a presence in the front line for long without being slaughtered. Keep them close to the base and away from enemy fire.
Very Slow Firerate
Far Snipers take over 11 seconds to fire again after each shot. Although they can one-shot plenty of units, some like Mod. Sakatas will regenerate all the lost health quickly, or still be standing. Furthermore, Far Snipers are unlikely to be seen in multiples with how much Influence they cost, making every shot from them count. Avoid having their shots baited into infantry or ineffective targets.
Weak Against
| Unit | Rating |
|---|---|
| Saint | — |
| Black Queen | — |
| Scout | — |
| Phantom | — |
Combat Strategies
Field Chipping
Far Snipers have enough range to fire at the base from only halfway across the field. You can use this to set a firm pin within the field center and shut down new units from the enemy base, or whittle down the base bit by bit with their shots. More Influence can be gathered this way as well to fund more Far Snipers to strengthen the pin.
Pinpoint Unit Control
With proper micro, Far Snipers can be used to execute specific targets. Take control of one and use this to eliminate the targets they can one-shot immediately, focusing on Sakatas especially, whether normal or anti-air.