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● Accelerated Ammo Feeder – doubles the rate of fire of ballistic weapons while halving their flux use, effectively
doubling amount of guns you fire without raising the flux per second.
● Active Flares (short for “Active Flare Launcher”) – sends flares that distract and intercept missiles.
● Burn Drive – propels your ship forward at high speed for several seconds, but you can’t steer, stop it manually, or
use shields. Additionally, any big collision will cause flameout, disabling engines for a short duration.
● Damper Field – temporarily decreases damage received by 1/2 and disables weapon and shield, but not flux
dissipation.
● EMP Emitter – arc emitter that deals respectable amount of normal damage and lots of EMP damage.
● Entropy Amplifier – increases damage received by the target by 50%.
● Fast Missile Racks – reduces cooldown of missiles to 1s for some flux.
● Flares (short for “Flare Launcher”) – sends flares that distract incoming missiles.
● Fortress Shield – reduces incoming damage to shields by 90%, but shield generates hard flux while it’s active.
● High Energy Focus – has 3 regenerating charges, each lasts a short time and increases all energy weapons damage
by 50%, which increases both DPS and improves armour penetration.
● Interdictor Array – disables just under half the engines of the target ship, will not cause a flameout by itself. Unused
in 0.9.1a.
● Mine Strike – Teleports a heavy proximity mine to the target area. Can be used while phased.
● Maneuvering Jets – increase top speed by 50 as well as maneuverability (turn time, acceleration etc.).
● Missile Autoforge – uses a lot of flux, but instantly refills every missile mount on ship.
● Phase skimmer – teleports a ship in the direction it’s moving by a length of roughly two times the length of the ship.
● Phase teleporter – teleports a ship towards mouse position, has large range, but generates flux.
● Plasma Jets – maneuvering jets on steroids, increases top speed by 100, but gives less maneuverability than it.
● Plasma burn – short, extreme burst of speed, only forward.
● Quantum Disrupter – briefly overloads target ship.
● Recall Device – teleports all carrier’s fighters back to its hangar bays. Extremely effective with bombers (so they
don’t have to fly back to the carrier after bombing run).
● Reserve Deployment – temporarily increases number of fighters per wing by 2/3rds, rounding up.
● Targeting Feed – increases damage dealt by fighters by 50%.
● Temporal Shell – speeds up the flow of time on a ship by 3x, effectively slowing down everything else for user.
Shortcuts
big = large
bal = ballistic
eng = energy
mis = missile
hyb = hybrid (energy + ballistic)
com = composite (ballistic + missile)
syn = synergy (missile + energy)
uni = universal
SO = safety override
bays = short for “fighter bays”
Frigates:
Civilians: Dram is a tanker, absolutely necessary for any sort of survey work. Mudskipper is crew liner with a surprising
amount of cargo space. Kite (S) is a collector’s trophy. Ox is a tug (drinks lots of fuel and is loud as hell, but raises fleet burn
by 1). Shepherd is the most economical frigate freighter/scavenger and has fighter-like drones that are useful for fighter
distraction and missile elimination. All shuttles are redundant, but useful to scavenge if you need more cargo space.
>Mudskipper Mk. II – big gun with >Brawler – half of hammerhead, >Wolf – second of 2 most common
engines, really isn’t a good frigate without overwhelming firepower, but frigates, if you don’t give it flux-hungry
because it has very bad flux stats and with added tankiness even without weapons it is reliable in AI’s hands.
no shield. Don’t use this. No, PD. Pather version can bring more Faster and more sneaky than Lasher,
seriously, it’s a really bad ship used gun, while Tri-tachyon’s is faster (both is also more forgiving. Pirate version
only to farm big weapons. because of systems). doesn’t have 2 small side mounts and
System: maneuvering jets. System: damper field (normal), has a worse phase skimmer version.
Mounts: 1x large bal. plasma jets (TT), accelerated ammo System: phase skimmer.
feeder (LP). Mounts: 1x med eng, 2x small mis, 3x
Mounts: 2x med bal, 2x small uni small eng.
(normal and LP) OR 2x med eng, 2x
small syn (TT).
>Hound – less armed, shieldless >Centurion – has decent mounts, flux >Hyperion* – teleporting frigate with
combat freighter, but one of the and is built like a brick shithouse. insane supply upkeep and potential,
fastest frigates. If you need to make it System: damper field. don’t get this unless as a trophy or if
work give it kiting weapons. Mounts: 6x small hyb, 1x small you’re going to make use of it.
System: flares. missile. System: phase teleporter.
Mounts: 1x med bal, 1x small bal. Mounts: 2x med eng, 2x small mis, 2x
small eng.
>Cerberus – combat freighter, has no >Vigilance – A medium missile mount >Scarab* – somewhat better
shields and has to kite or dies with an engine on it. Isn’t bad per se, centurion, can mount more firepower,
otherwise. It’s better as a freighter but doesn’t have much potential but isn’t very strong against bigger
than as a combat ship. beyond missiles and escort detail. ships, though fun to fly.
System: burn drive. Sticking a Graviton on the medium System: temporal shell.
Mounts:1x med bal, 3x small bal. energy makes it a useful kiter. Mounts: 7x small eng, 2x small syn.
System: fast missile racks.
Mounts: 1x med eng, 1x med mis.
>Lasher – one of 2 most common >Wayfarer - Combat freighter with all >Omen* – technology package, has
frigates, fairly reliable in AI’s hands around, unwieldy coverage. The best ECM, ECCM and good sensors, in
and rewarding in player’s, especially combat freighter, but not as good as combat is useful for EMP-ing enemy
with SO and many dual machine guns. dedicated combat ships. ships.
System: accelerated ammo feeder. System: Flares. System: EMP emitter.
Mounts: 2x small mis, 5x small bal. Mounts: 2x small bal, 2x small hyb, 2x Mounts: 2x small eng, 1x small mis.
small uni
>Kite - small, nimble ship which is >Monitor – built like a goddamn brick >Tempest* – good frigate with good
best used for missile ambushes, but shithouse, thanks to its fortress shield flux stats, good mounts and useful
has nil staying power. (S) version does and flux shunt. built-in drones. Tied for fastest frigate
NOT have any weapons. System: fortress shield. with Hound, Hyperion and phase frigs.
System: maneuvering jets. Mounts: 2x built-in flaks, 2x small uni. System: high energy focus.
Mounts: 2x small mis, 1x small bal. Mounts: 2x med energy, 1x small mis.
>Gremlin – prototype phase ship, >Afflictor* – phase frigate with best >Shade* – sneaky omen, but as a
lacks in durability, phasing, mobility flux stats, you want this for shits, phase ship. More gimmicky/support
and offensive departments. giggles and alpha striking everything, than Afflictor. Pirate version sports
System: flares. but is very fragile. Pirate version less OP and mounts.
Mounts: 2x small bal, 2x small mis. sports less OP and mounts. System: EMP emitter.
System: entropy amplifier. Mounts: 2x small uni, 3x small eng.
Mounts: 4x small uni, 1x small eng.
*Those ships are really good and can punch above their weight, borderline always worth acquiring (buying or salvaging).
Destroyers:
Civilian: Buffalo – good, but defenceless freighter. Tarsus – bad defences, but has a burn drive, making escapes easy.
Nebula – destroyer-sized passenger liner. Phaeton – tanker. Salvage rig – defenceless ship that gives +25% to salvage, but is
dependent on fleet for cargo and fuel capacity. Valkyrie – troop transport, faster and stronger than Nebula, gives bonus to
ground operations.
>Enforcer – flying brick with many >Hammerhead – jack of all trades, >Medusa – the most mobile
guns, armoured but with bad flux combines decent speed, armour, destroyer, has very good shields and
stats. Decent both as AI and as shield and good firepower. AI handles bad armour, so it’s better to rely on
flagship, can be really deadly with SO. it a bit worse than enforcer, but it strike tactics than out-trading the
Missile mounts are best used to push doesn’t disqualify it. Also deadly with enemy. Railguns or needlers on
enemy high on flux over the edge. SO. universal mounts recommended.
System: burn drive. System: accelerated ammo feeder. System: phase skimmer.
Mounts: 5x med bal, 4x small mis. Mounts: 2x med bal, 2x small mis, 4x Mounts: 2x med eng, 2x small uni, 5x
small hyb. small eng.
>Mule – combat freighter of >Sunder – destroyer with highest >Harbinger* – phase destroyer with
somewhat small combat capabilities, destruction potential, but also a glass good frontal alpha strike capabilities
but it’s hard to kill by a lone frigate cannon - Really keep an eye on its flux and support potential in form of its
and is quite mobile. stats when using it. Can beamspam as system. It’s not very sturdy for its size,
System: maneuvering jets. support, but really shines when used though, so it you shouldn’t let enemy
Mounts: 1x med com, 2x small mis, aggressively. get free shots at you, be sneaky.
3x small bal. System: high energy focus. System: quantum disruptor.
Mounts: 1x large eng, 2x med eng, 2x Mounts: 3x med syn, 2x small eng.
small mis, 3x small bal.
>Condor – most economical >Gemini – support combat freighter, >Shrike – light destroyer with few
destroyer-sized carrier and can tries to be a bit of everything and ends mounts. Its strengths lie in mobility
provide ranged support with pilums, up being master of none. and medium missile mount.
but short on OPs, mounts, defences, System: reserve deployment. System: plasma burn.
speed and flux. Mounts: 2x med bal, 1x med mis. Mounts: 1x med eng, 1x med mis, 5x
System: fast missile racks. small eng.
Mounts: 2x bays, 1x med mis, 2x
small bal
>Buffalo Mk II – fragile support ship >Drover – more combat capable
commonly employed by pirates. carrier. Has more OP than Condor and
Doesn’t have a shield or armour and is its system is very useful for remaining
very fragile, but if it keeps away from in combat. Can’t defend itself well.
the front line it can be an efficient System: reserve deployment.
support ship. Mounts: 2x bays, 4x small mis, 2x
System: flare launcher. small ball.
Mounts: 1x med mis, 3x small mis, 2x
small bal, 2x small eng.
*Those ships are really good and can punch above their weight, borderline always worth acquiring (buying or salvaging).
Cruisers:
Civilian: Colossus is a freighter and Starliner is a passenger liner. Both are more economical than their smaller cousins.
>Dominator – heavy armour, heavy >Eagle – well rounded midline cruiser >Aurora* – speedy high-tech cruiser
frontal firepower and vulnerability at with frontal focus and good mobility, with good flux stats and shield, but
the rear. Pick if you want stuff to go
while both shields and armour are asymmetrical turret coverage. Best
bang. Not very good at support. decent. One of few ships that can suited for strike attacks and exploiting
System: burn drive. beamspam decently on its own. opportunities.
Mounts: 2x big bal, 2x med bal, 3x System: maneuvering jets. System: plasma jets.
med mis, 9x small bal. Mounts: 3x med bal, 3x med eng, 2x Mounts: 2x med eng, 2x med syn, 4x
small mis, 5x small eng. small syn, 5x small eng.
>Venture – a bit less armoured than >Falcon – design-wise smaller eagle, >Apogee* – armed exploration and
dominator and a lot less armed, but is is faster and less armed but retains its surveying cruiser, has awkward mount
a decent missile boat and can support durability. Use as support cruiser, placement, which themselves are
ships with its drones. Has a hullmod strike flagship or destroyer/frigate decent. Low armour for a cruiser, but
useful for surveying. hunter. good flux stats and shield. Also has
System: fast missile racks. System: maneuvering jets. sensor and surveying hullmods.
Mounts: 1x built-in mining pods, 2x Mounts: 2x med bal, 2x med eng, 2x System: active flares.
med mis, 2x small mis, 1x med eng, 2x small mis, 4x small eng. Mounts: 1x big eng, 1x big mis, 2x
med bal. med eng, 4x small eng, 1x small mis.
>Mora – distracting/support carrier, >Gryphon – missile boat cruiser, >Doom* – phase cruiser with good
firepower-wise, but still not something depending on weapon choice can frontal firepower and armour, but it’s
the enemy can just ignore. Has better provide fire support or snap ships in bad at defence. Its system is very
armour, but worse shields than half. For its potential it’s very fragile. versatile, both in offence and defence.
Heron, which doesn’t matter because System: missile autoforge. System: mine strike.
of Mora’s system, which increases Mounts: 1x big mis, 2x med mis, 3x Mounts: 2x med mis, 2x med eng, 4x
durability a lot. small mis, 1x med bal, small uni, 4x small eng.
System: damper field.
Mounts: 3x bays, 2x med mis, 8x
small bal.
>Colossus mk II – luddic path >Colossus mk III – pirate carrier >Heron – fast carrier with better
modification, adds more small guns modification. Bad defences, but this shield and flux stats, as well as system
and a built-in hammer barrage, but one doesn’t have to fight directly. supporting its fighters. Mounts limit
ill-advised modifications make it break Includes ground operations-boosting its fire support ability.
apart mid-fight. hullmod. System: targeting feed.
System: burn drive. System: flares. Mounts: 3x bays, 1x med uni, 6x small
Mounts: 12x small bal, 1x built-in Mounts: 12x small bal, 2x bay. eng.
hammer barrage.
*Those ships are really good and can punch above their weight, borderline always worth acquiring (buying or salvaging).
Capital ships:
why the fuck does this page exist