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United Space Research
Ghost
Medium Attack
Ghost
Details
Class Medium Attack
Manufacturer United Space Research
Crew 4,185
Length 1,017m
Base Hull Strength 7,000
Initial Max Speed 667
Credit Cost 240,000
Platinum Cost 990

In-Game Description[ | ]

Difficulty: Hard

Ghosts use their cloak capability to move through the battlefield to reach isolated targets before decloaking and unleashing massive damage. Ghosts cannot withstand persistent fire and must withdraw as soon as their payload is delivered.

Summary[ | ]

The archetypical stealth ship, Ghosts are extremely focused, high-damage attack vessels built around surprise and very high burst damage. Ghosts excel at ambush and guerilla tactics, utilizing their Cloak and Decoy systems to slip behind enemy lines, then unleash a powerful barrage of Rockets when the enemy expects it least. A good Ghost pilot will exploit every opportunity to place himself into a better position, and is patient enough to wait until the exact right moment to unleash his payload - the fragile armor of the Ghost does little to keep it alive if an attack is botched.

Loadout[ | ]

Key Tier 1 Tier 2 Tier 3
LMB
Ghost Rockets
Range: 15 km (6000 m/s x 2.5 s)
Damage: 16 x (70 ppd)
DPS: 112
Cooldown: 10 s
Ghost Rockets release a barrage of rockets for impact damage. Fired in combination with Ambush these rockets cause heavy damage.
Plasma Caster
Range: 15 km (6000 m/s x 2.5 s)
Damage: 16 x (50 ppd +70 plasma over 5 s)
DPS: 192
Cooldown: 10 s
Plasma Caster deals low impact damage, causing the damage gain from ambush to be less effective. However, its non-ambush damage is increased due to plasma damage ignoring armor.
Heavy Rockets
Range: 15 km (6000 m/s x 2.5 s)
Damage: 8 x (150 ppd)
DPS: 120
Cooldown: 10 s
Heavy Rockets release a smaller high impact damage volley. Fired in combination with Ambush these rockets cause devastating damage.
RMB
Ambush
Duration: 8 s
Cooldown: 20 s
Damage Output: +200 %
Ambush is a hitscan weapon that massively increases impact damage done to the target for a short duration.
1
Cloak
Cooldown: 10 s
Cloak turns the Ghost invisible, causing energy to be used on movement. Sneak up on your enemies to unleash the Ghosts heavy burst damage. For more detailed stats see Cloak.
2
Target Blink
Range: 7.5 km
Cooldown: 20 s
Target Blink relocates the Ghost to a targeted ship or decoy ship on use. A useful tool to catch or escape from your enemies.
3
Decoy
Range: 5 km
Duration: 30 s
Health: 1000
Cooldown: 45 s
Decoy creates a copy of the Ghost at medium range from the Ghost. Use Target Blink on the decoy to escape from danger.
QuickDecoy
Range: 3 km
Duration: 20 s
Health: 500
Cooldown: 40 s
The Quick Decoy creates a copy of the Ghost at short range from the Ghost. Use Target Blink on the decoy to escape from danger.
Jump Decoy
Range: 7 km
Duration: 15 s
Health: 1000
Cooldown: 50 s
Jump Decoy creates a copy of the Ghost at long range from the Ghost, designed to be used as an escape tool for the Ghost.

Tactics[ | ]

When playing as a Ghost:[ | ]

A Ghost can, if you're careful and watch your energy levels, stay cloaked almost indefinitely. Take your time and pick your moment if things are quiet, but when a fight kicks off it can be very useful to help pour on the damage to key targets, often from behind the main enemy formation and therefore away from where most people are aiming. The Ambush ability can help bring a large defender ship like a Colossus or Gladiator down more quickly, and your main weapon systems all do a lot of damage. Your natural prey is obviously support ships like the Protector or the sniping ships like a Watchman or Overseer, but any ship that's strayed away from support can get seriously hurt if you catch them by surprise. Decoys are quite useful for a lot of things, like being a Blink target, or a distraction, or even in a pinch as an outright shield from fire when you've been targeted.

Keep relatively close to cover, and you can duck out of sight when spotted, coming out at any angle. People rarely expect you to reverse or duck up/down to get away from pursuers, and shots aimed to try and drop your cloak will usually be aimed at where you were going before. If you ARE caught short and don't have a decent place to run to, accept that fact that you're probably going to be destroyed and try and pack on a little extra damage.

Never be afraid to try and take the opportunity to do a sneaky push. A Ghost playing hide and seek in the enemy base can tie up half the enemy team for a while, and leave your team mates free on other objectives.

When playing with a Ghost:[ | ]

An odd tip: If playing support, pick your time to heal a Ghost carefully. A Protectors healing beam can mark where a stealthed Ghost is hiding for enemy fire.

When playing against a Ghost:[ | ]

Remember. Decoys can't move. A Ghost sat not moving is more likely a Decoy than the scoundrel who just took out your support. If playing any ship with a detect ability against a team with a Ghost (or any stealth ship for that matter) like a Pioneer, use it frequently. It can really ruin someones day when they get their cloak dropped front of a fleet of opponents. Also remember that dealing damage drops a cloak, most of the defense-type ships have a certain amount of scatter to their weapons, and this can be very useful in spraying an area where a stealthed ship may be hiding.

Tips[ | ]

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