MK1 is unlocked from the start, MK2 is unlocked at captain level 10 for 175,000 gold, MK3 is unlocked at captain level 16 for 425,000 gold, MK4 is unlocked at captain level 21 for 1,500,000 gold, MK5 is unlocked at captain level 30 for 3,000,000 gold, MK6 is unlocked at captain level 40 for 4,000,000 gold, and MK7 is unlocked at captain level 48 for ? gold.
Base Stats[edit | edit source]
|MK||Health||Defence||Speed||Ship Agility||Turret Agility|
|1||650 HP||0 DMG||1.08 (Max: 1.38)||34.7° (Max: 71.3° at all levels)||32.5° (Max: 77° at all levels)|
|2||800 HP||5 DMG||0.89 (Max: 1.38)||28.7°||29°|
|3||1100 HP||10 DMG||0.78 (Max: 1.42)||24.3°||26°|
|4||1500 HP||15 DMG||0.74 (Max: 1.42)||21.3°||24.5°|
|5||2300 HP||20 DMG||0.7 (Max: 1.46)||20.4°||23.5°|
|6||25 DMG||(Max: 1.46)|
|7||30 DMG||(Max: 1.5)|
Slots and Slot Points[edit | edit source]
Note: Needs MK1, MK2, MK3, MK6, and MK7 information.
Patch History[edit | edit source]
- June 29, 2017, 2.4 update: MK7 added.
- November 14, 2017, 2.6 update: MK1 Red Slots: 2 → 3, MK1 Red Slot Points: 2 → 3, MK1 Health: 500 HP → 650 HP, MK2 Blue Slots: 1 → 2, MK2 Blue Slot Points: 1 → 2, MK2 Health: 700 HP → 800 HP, MK4 unlock level: 22 → 21, MK5 unlock level: 29 → 30, MK6 unlock level: 39 → 40.
Strategies[edit | edit source]
There are some roles a shooter can play:
Shooters have lots of weapon slots. This allows them to keep up a steady stream of damage output even with weapons that have long cooldowns. Weapons with short cooldowns, such as Cannon, generally don't work well with MK4 or higher Shooters, even though Cannon has a high DPS. This is because the cooldown is so short that you aren't utilizing the large number of weapon slots the ship has. For example, if a MK4 shooter equipped four Cannons, each Cannon would cooldown faster than you could cycle through them. You are better off equipping only one Cannon, and then three other weapons with long cooldowns so that you can use the Cannon while your heavier weapons are reloading.
Diversity is key to building a strong Shooter loadout. Since Shooters are a team's primary damage dealers, it is essential that they are able to inflict that damage no matter the situation. For instance, if the main engagement is occurring under a low obstacle, a Shooter with three different mortars will be virtually disabled. Typically, a Shooter will want at least one Cannon-type weapon (or other weapon that shoots a projectile straight forward), at least one Mortar-type weapon (anything from the Mortar family or the Fire Bomb), and at least one Torpedo-type weapon. This allows a Shooter to be useful in any engagement scenario.
For blue items, the best options are usually Shields, Turbos, or Bandages. Turbos are practically required in order to dodge torpedo and mortar fire, since Shooters are very slow without them. Bandages are useful when there are no Fixers on your team, and Shields work well in boosting durability. Gear Lube and Rudder generally aren't necessary because most combat for Shooters take place at long distances where a slow turret or ship rotation isn't too detrimental. A shooter is a mostly offensive-type ship, so players should take advantage of that.
Gallery[edit | edit source]