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Oneye add that you can actually fire rail guns through a single layer of armor it’s a interesting thing that could be useful if you have some cash to spend on protecting the rail gun
I’m not kidding it’s very cool

Rougechicken Me and some others were researching that a while back, but we found that it makes the rail shots too weak for the little extra protection it gives.

Oneye could you do a section on Hitboxes? I mean, Cannons/Large Cannons seem pretty obvious, but "where the hitbox starts" is not quite as clear for the other weapons.

    newageofpower Good idea, I'll add that.

    14 days later

    how many PD per reactor ?

      DanielTheMooCow 4 directly connected if you need constant firing, flak is better for missile defense though, so PD is mostly for the rears of ships where you don't need to worry about its power consumption.

        Hmmm, nice guide but you didn't talk about nukes in your weapons section (but you did about mines oddly enough) or nuke flingers. (the current and most disgusting meta) but otherwise great guide! Hopefully this helps the people struggling with competitive ship designs!

          Northerner Oof, didn't see that, will add nukes to the weapons section. Also nuke flingers are going to be gone next update (mostly, they will still get 2x nuke range), but I'll add them anyway.

            Ok, updated with the spinner and MSF ship type and added nukes to the weapon section. also made a "balance news" section.

            Also added a part about thrusters in the design basics section, and 4 "challenge cards" with ships for players to test their skills against. I would love some feedback on the challenge cards though, are they too hard? too easy? what should I change about them if anything?

            Oneye might want an example of the more popular ships in the ship type section, if you do this i can contribute some ship files

            kieffer5101 Yeah, I should probably have a triangle or diagonal of some kind in there, many of the other ship types require player control to be effective though.

            Oneye i mean just as an general example

            not necessarily as a challenge

            kieffer5101 Yeah, I think examples of each ship type would be nice.

            Oneye I'd like to see some (more) lines about door placement. I've had many new players in the Building Academy make absolutely unnecessary door placement mistakes (not connecting ammo factories to cannons/shields to reactors, ...), that could've been avoided by some guiding words.

            Also feel like the ratios should be redone, the HE missile launcher/factory ratio seemingly dropped to 1:1 for constant fireing, LCs could need more than one factory by now, and some other stuff has changed too.

            Astrum Ok, I'll add them once/if Nord, oem, and Duke agree to let me use their ships as examples in some sections.

            • Edited

            CursedPh4nt0m The ratio for missiles has not changed, and 1 missile factory actually produces more than enough needed for 2 launchers. Cannon ratios are just what 90% of people use, as they are the most cost efficient, but yet they do not fire forever.

              Oneye Nevermind, the delay comes from crew not loading almost full missile tubes besides the launcher beeing ready....

              Edit: Feel like adding some thoughts about weapon combinations:

              Oneye Railguns are usually left alone but are sometimes found with missiles on large ships (3mill and over).

              LCs usually are a nice addition, some designs using flak work good too.

              Oneye EMP missiles can go good with HE missiles on missile barges, they can also be good with ion ships if you have enough of them

              I personally feel like EMP-missiles have replaced EB on larger ships, as they are less likely to get shot down by flak, have higher range, deal AoE damage, are faster and usually hit their target. They work good with anything but lasers, EB and nukes(/mines)

              You could also add a line on the ridiculous defensive bonus flak gives any kiter design.

              • Edited

              CursedPh4nt0m I'm stuck between trying to have weaknesses or using ships that are really hard to beat. I think the best option is to do what saris said on discord and have 2 ships to fight per card, and 1 ship to beat them both with, this will make it so they spend time building a good ship and not just a counter.
              Also the challenge cards are supposed to get harder the farther down the guide they are.