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Astrum I guess lasers on the back of the ship would also work... Another idea, maybe you can use a fast ship to lay mines in front of where the enemy ship is going.

    Bruce0206 Lasers on the back, flak, PD, cannons, normal missiles, shields... Almost anything would be better. Mines are under powered and hard to use. They also aren't a great damage source.

    Astrum Mines on front+tractor beams. Pull small ships in

      With the addition of the Ion Prism, Ion Beams can be more protected, like this:

        4 days later

        Ok, I've made some changes. First off, I have removed a lot of outdated peoples tips that I thought might confuse new players as they point out flaws in the guide that are no longer there, I have also added an aesthetic section so it doesn't tie in with the competitive suggestions. This also means that I removed some of your tips @BattleCruiserCommander but I guess I could split them into both of the sections.

        And lastly, I added a section in the weapon guide about flak cause idk how I forgot...

        Nitpick: I don't consider Flak excessively fragile. It has the same HP (21k) and frontal surface area (3) of the Large Cannon, or an effective ratio of 7000 hp/frontal tile, beating the Laser family and approaching vertically stacked armor.

        Of course, due to the volume/depth it's completely implausible to mount shields (and armor) behind it, as is the standard practice with cannons, but figure in its ability to shoot down incoming projectiles and they're reasonably survivable in sub 1.5m ship fights.

          13 days later

          I guess I need to play this game a lot to follow this entire guide.
          The new glory of Neo-Zeta awaits me!

            2 months later

            (sorry if this is considered necropost)

            @Oneye

            What about broadsiders? Why are they not listen in the ship type list?

              ComradeShiba This is a list of competitive ship types (although not that up to date), Broadsiders are an inherently flawed idea when it comes to MP, they die to 90+% of other ships their cost.

                Oneye

                Because one half of the ship is half the cost, right?

                And because to use the full cost you need to turn, and while turning you take damage, right?

                4 days later

                Oneye not sure if this counts as a necropost but I managed to use the rail gun to launch the ship from side to side may be useful for dodging shots?

                Ps if this counts as a necropost just tell me and I’ll delete it

                P.s.s I’ve also noticed a lack of stacking shields together in the guide I’ve found it very helpfull and can be used to beat ships over ten times it’s cost with layered shielding as I call it

                  a month later

                  I have updated the ship types section with more up-to-date examples and explanations where it needed it (probably should have quite a while ago).

                  Please @ mention me if you find something that is out-of-date and I will try my best to fix it.

                  14 days later

                  What you, guys, think about that one?
                  image https://forum.cosmoteer.net/assets/images/6493-aJXW81suhwwEdhDD.png

                    7 days later
                    13 days later

                    @Oneye I think you could Segregation types most easiest to build to the Hardest to build *and tell why is hard) It can help with rating what They can do I doesn't think newbie knows how hard is build a solid spinner or orbitter

                    *(not so inportant)

                      a month later
                      • Edited

                      Finally got around to updating this for 0.15.3-0.15.4. I have added a new section on logistics and damage control and hopefully adapted all previous sections for larger reactors. If you notice any mistakes or areas I forgot to update please tell me.

                      Enjoy!

                      2 months later

                      Can you make an instruction about where to place the FE?

                        dead Generally, outside the explosion radius of explosive parts while being near the crew pathways/critical parts you really don't want to stay on fire.

                        I personally find it worth putting 2-3 FEs per compartment on barge designs and up to 6 on wall designs. If that's insufficient to handle the incoming fire, the compartment is probably a lost cause anyways.

                          2 months later

                          Discord links approved to post.

                            2 months later

                            Updated for 0.15.8

                            This one's a big one!
                            After quite a long time I felt it was necessary to completely re-write most of the guide. The weapon guide and ship type section are mostly the same, but the rest of the guide has gotten a much-needed redo.

                            • Replaced the "Ship Design Basics" section with "Ship Design Tips"
                            • Added a Cost-Efficiency section
                            • Added a Practicality section
                            • Added a Summary section at the beginning
                            • Updated many of the example ships in the Ship Types section
                            • Removed many of the challenge cards for the time being and updated some of the ships.
                            • Removed the People's Tips section (it was too out-of-date)

                            Many of the pictures and challenge card ships were removed. I will add up-to-date pictures and examples throughout the next week when I have time. I am still waiting on some GESCUP (the project responsible for updating guide ships) submissions as well, so expect more ships to be added soon.