I guess I need to play this game a lot to follow this entire guide.
The new glory of Neo-Zeta awaits me!
Cosmoteer Ultimate Ship Design and Part Guide!
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(sorry if this is considered necropost)
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.
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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?
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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
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Please @ mention me if you find something that is out-of-date and I will try my best to fix it.
What you, guys, think about that one?
Atsibylko That is probably best put in the Building academy thread: https://forum.cosmoteer.net/d/8610-building-academy
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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!
Can you make an instruction about where to place the FE?
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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.
Discord links approved to post.
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.
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Oneye (The factory to launcher ratio is 1:2 or 1:3 )
Bolded section is most certainly not true.
newageofpower Fixed.
with the factory bonus, it's possible to get a 1:3 ratio
kwhwwymwn
If that ship works it works. I asked that submissions for the challenge cards to have a weakness exploitable by AI piloted ships so that new players can have a chance. You clearly have more shipbuilding knowledge and skill than most people who are reading this guide for the first time.
If i were ever featured in these things, it would be for what not to do