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Zarek Industrial
Enforcer
Medium Mobility
Enforcer
Details
Class Medium Mobility
Manufacturer Zarek Industrial
Crew 4,935
Length 910m
Base Hull Strength 9,000
Initial Max Speed 599
Credit Cost 240,000
Platinum Cost 990

In-Game Description[ | ]

Difficulty: Medium

Enforcers are designed for close range domination of important objectives. They can turn around capture disputes and engage and trap escaping enemies. Their primary system is the Escalate weapon system that increases damage with every shot landed.

Summary[ | ]

The Enforcer is all about closing the gap, and dealing massive amounts of damage at very close range. The powerful Escalate Weapons System sports the highest amount of burst damage of any weapon in the range, provided that the entire volley is landed within the Enforcer's very short optimal range. To this end, the Enforcer is equipped with multiple systems that facilitate this high-risk, high-reward playstyle. A powerful Boost system and a short-range targeted Blink allow for rapid movement, whether for attack or escape, and a Concussion system disables the target, leaving them vulnerable to the Enforcer's devastating weapon.

Outside of close range, however, the Enforcer lacks ability, especially against slippery and cloak-capable enemies. The strength of the Enforcer relies on it being at close range - if the enemy can stay out of this admittedly short range, the Enforcer can do little to counter.

Loadout[ | ]

Key Tier 1 Tier 2 Tier 3
LMB
Escalate
Range: 12 km
Optimal Range: 5000 m
Damage: 30 x (3 ppd +150 % per hit)
DPS: 227.5
Cooldown: 9 s
Escalate fires a volley of shots, each projectile hit increasing the damage of the next; land the full volley to deal maximum damage to the enemy.
RMB
Concuss Shot
Range: 12 km (12000 m/s x 1 s)
Duration: slow: 5 s/disable: 2 s
Cooldown: 30 s
Concuss Shot applies Slow and Ability Disable to the enemy target for a short time. Interrupt Blinks and block abilities to lock your enemy down.
Slow Shot
Range: 12 km (12000 m/s x 1 s)
Slow: 60 %
Duration: 5 s
Cooldown: 30 s
Slow Shot applies a heavy slow to an enemy ship, disrupting enemy movement and making them an easy target for Escalate and allied team fire.
Concuss Arc Shot
Range: 12 km (12000 m/s x 1 s)
Slow: 20 %
Duration: slow: 5 s/disbale: 3.5 s
Cooldown: 30 s
Concuss Arc Shot applies a lighter Slow but longer Ability Disable to the enemy target for a duration.
1
Boost
Duration: 6 s
Cooldown: 80 s
Max. Thrust Boost: 5000 %
Boost rapidly increases forward thrust, allowing the Enforcer to escape, catch enemies or capture objectives with ease.
Quick Boost
Duration: 5.0 s
Cooldown: 65 s
Max. Thrust Boost: 5000 %
Quick Boost rapidly increases forward thrust. A short duration and quick cooldown sacrifices mobility for more uptime of the ability.
Ranged Boost
Duration: 7 s
Cooldown: 100 s
Max. Thrust Boost: 5000 %
Ranged Boost rapidly increases forward thrust. A lengthy duration and cooldown means the Enforcer has increased sector mobility but will have to wait for longer to use the ability.
2
Target Blink
Range: 6.5 km (+/- 1.5 km)
Cooldown: 30 s
Target Blink instantly relocates the Enforcer to any targeted ship in range. This can be used to catch retreating ships or escape from enemies.
3
Cap Mod Buoy
Range: 5~6 km
Radius: 3000 m
Cooldown: 120 s
Capture Inhibit: -25 %
Capture Enhance: +25 %
The Cap Mod Buoy is surrounded by an AoE, increasing the capture rate of allies and reducing it for enemies.
Cap Mod Guard Buoy
Range: 5~6 km
Radius: 3000 m
Duration: 30 s
Cooldown: 120 s
Capture Inhibit: -40 %
The Cap Mod Guard Buoy is surrounded by an AoE that slows the enemies capture rate drastically.
Cap Mod Raid Buoy
Range: 5~6 km
Radius: 3000 m
Cooldown: 120 s
Capture Enhance: +40 %
The Capmod Raid Buoy surrounded by an AoE, increasing the capture rate of allies drastically.

Tips[ | ]

- Target Blink has a short range that belies its utility - not only can it target enemies, but it can also target allies. Use it as a chase tool as the enemy attempts to flee, or as a escape to flee from sticky situations.

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