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thatPolarBear Well the same stuff applies for corridors.

    NOVA but conveyors cost more money you could use for more armor

      kieffer5101 Some ships may work way better with conveyors. Some of my ships just die against ships if they don't have conveyors.

      thank you

      14 days later
      a month later

      Tip 1 - In my opinion, you should flat out ignore the crew and power suggestions entirely. To determine if you need more crew, or power, simply pause, select everything using Ctrl A, Hit delete to delete everything, and then hit Ctrl Z to undo this delete. If done properly, the entire ship will now be reset to square one. Then you can simply time how long it takes for the crew to distribute power/ammunition throughout the ship/their module. This gives you a much better picture of your ship's "boot time" then the meters will ever be able to.

      Tip 2 - When building a ship of any kind, always check for possible weak locations, especially against railguns. Always check each section of the ship to make sure that a railgun can't make it to a reactor, at least on the first hit.

      Tip 3 - Always include more than one FE in a given module. If you end up with a fire that is too much for the crew to handle, opponents can simply flee, and let that section of the ship burn to death. Try to include 2-4 FE in regularly-sized modules if you can.

      Tip 4 - Make sure to do at least something about missiles. Every ship needs point defense, and it is easy to underestimate how much you really need. Also take note that missiles often loop around and behind ships (unless they are a wall), so you will want point defense there too.

      Tip 5 - When you are done creating a ship, make sure to test it against every other type of ship that you can think of. No matter what kind of ship you build, or how well you build it, it will always have a weakness, or counter of some sort. Figure out what your ship is weak to, then use that knowledge to pilot your ship in a such way that helps cover up your weakness.

      11 days later

      thatPolarBear Are you sure? The Gage's railgun fires really fast because of moving walkway. BTW, please tell me everything wrong with this, everyone.
      image https://i.imgur.com/TBqd3yW.png

      falcon500 https://forum.cosmoteer.net/d/7783-cosmoteer-ultimate-ship-design-and-part-guide/
      a lot of wasted space with corridors, fill them with structure if you have too. Use engine rooms. that's a lot of pointless missile launchers, they will never get filled.
      and I can guarantee you that that rail would fire just as fast without conveyors

      thatPolarBear Thank you, but you're wrong about the missiles, and after I added the moving walkway, it started firing a lot faster. The other tips are very helpful, though.

        falcon500 In general:

        Oneye Always make sure your ship uses internal armor to protect its sensitive components

        Oneye Modules (or something like them) are THE MAIN thing that will make your ships better

        Oneye Don’t use too many corridors

        Oneye Keep in mind that reactor efficiency also relies heavily on how distant the things that have to be powered are

        Oneye it is sometimes good to have your shields slightly forward so they can stop missile AOE from damaging the weapons underneath

        Oneye If you organize the 1x2 armor blocks in a similar way that bricks are organized in a wall (one’s middle goes on top of the edges of the two bicks below it) it’ll form what’s called a Interlaced Armor Design.

        Now that I'm finished with quoting from this guide, I'd like to point out:

        -The two ammo factories near the railguns tip seem pretty useless
        -The placement of your missile launchers usually is rather unbeneficial for the firerate. They'll also chain-explode should one get desroyed before the alpha strike
        -Forward missile launchers facing sidewarts rarely deal much damage due to the time missiles take to turn towards the target
        -One should never ever place a control room next to a reactor! (Unless you want said cr to blow up with the reactor for any reason...)

        (You might also want to look at

        Oneye list of many different weapon combos that are good together

        again)

        • Edited

        CursedPh4nt0m Well in a month or two I'll be updating my guide with changes from 14.5, so expect a lot of those quotes to change, or at least 3 of them.

          Oneye Guess that won't matter too much. Glad the guide will get another update soon.
          You wouldn't mind telling be which quotes you're referring to btw?

            CursedPh4nt0m Well, crew changes might make modules less necessary although they will probably still be more cost efficient. Missile AOE will no longer go through shields, and many good weapon combos will be added/changed with the addition of new missiles.

            5 days later

            Oneye I just tried some of the new stuff and ended up with this railfan-flakwall-hybrid:
            image https://i.imgur.com/E1imNtl.png

            Despite beeing able to beat all ingame ships, this things side is awfully vulnerable to missile attacks and the railguns firerate basically halfs after some time. Any idea on how to fix these problems without changing too much?

              • Edited

              CursedPh4nt0m I would get rid of the farthest side modules and pd. Then just add good armor there and you should be fine, you have flak for missile defense anyway.

              22 days later

              Could you more explicitly mention not using crew or armor as space-fillers? It's one thing on aesthetic builds, but I've been noticing a lot of people inflating their ship costs by 50-100% just with useless crew.

              Also related: compensating for crap internal layouts with armies of crew.

              a month later

              Oneye On the Nuke bomber part Ultralight is written wrong...

              Also a particular suggestion by on CR placement, I usually place CRs on a place that, if the enemy actually ever gets to it, I'm dead anyways, and it's beneficial for some reasons:

              It is considered that, a good strat to defeat a ship is usually targeting a ship's "weak angles", or be it, places that you'll do the most damage if you hit, they usually are places that have multiple reactors in sequence, split parts of the ship, or damage CRs, by placing the CRs on places that, if the enemy ever even gets to you're already dead, you're effectively eliminating potential "Weak angles", these places include:

              -Middle of the thrusters for walls (do not that I usually built Ultralights, a good analogy would be a flying flamethrower surrounded in C4, it can kill a lot but if it gets hit it's kaput)
              -Middle of the railguns for Railgun Barges (If the enemy gets there it means you lost your railguns, thus you're already dead)
              -Extreme ends of the arms on V ships (killing both extremes means that you likely heavily damaged the center as well, or be it, just killed all the modules composing the V ship)
              -Middle/back of Missile Barges (If an enemy flanked you it's likely they'll go for the CRs anyways, so placing them on the front only makes them more easy to be sniped by railguns)
              -With the Ions on Ion Rammers (Usually these designs are particularly explosive around that part, and if that part is ever destroyed you're already dead)

              Doing this, the enemy can't go for your CR, as "targeting" your CR will be as good as targeting anywhere else, making your ship overall stronger.