![]() ![]() Remember that the railgun and javelin missiles completely ignore armor’s effects. The actual algorithm that regards how much damage is reduced is unknown, but it will help nonetheless. ![]() Remember that clicking on a room shows how much the room is being defended in yellow text. (Tip: beacons act as level 3 armor and cannot be upgraded)Įvery time you upgrade an armor block, it will defend the rooms it’s touching more. Here is an example of where armors will affect the rooms and where they won’t. It has no effect on the entire ship hull’s health, or defense provided equally for every room. These tips apply towards combat based rooms.įirst, let’s understand what Armor actually does.Īrmor reduces damage done to any room that it’s sides are touching. Tip: the primary interaction of lifts above mean you can sneak in an extra armor block above the lift if needed.Īrmor is not something you should not overlook, unless if you’re a frigate (at that stage, armor barely makes a difference). But at higher level play (lv5+) two shafts is the usual minimum that allows best access to all rooms without clogging one shaft with crew. If you are a frigate (lv1-3 ship), one shaft is plenty. Upgrading lifts (to the maximum level available currently) is of highest priority above and below lv6, if you want crew to be able to get to different ship levels fast, let alone having them at all. (Upgrading just one lift block won't determine the speed alone) ![]() The elevator’s speed moving up and down will be determined based on the level of shaft block it’s currently inside. When in battle, any upward chain of shafts creates one elevator that can board only one crew at a time. The lift “blocks” you place are just like elevator shafts. Lifts will only work if they are at least placed on these areas of the room’s ends: If your ship has a Command Center, you can program crew to move out of the Gym and Academy even if they are still training, take this into consideration when placing the Gym and Academy rooms alike.įirst of all, lets understand how these work. Knowing where to move Armor will give your crew an upper-hand on your opponents. (See picture) Optimizing micro interactions gives lot's of leeway for space. Rooms like Gas Collector should be kept out of crew's way. You don’t need to make all non combat based rooms accessible at all. Especially if you’re in the Qtarian Faction. Make sure to place your rooms in way that your lifts will be short as possible for quicker room access for when needed. Any good player will take advantage of a poor placement choice. An awkward layout is still better than inaccessible rooms. When setting up combat based rooms, they should be accessible to crew. This doesn’t mean putting all the non combat based rooms on a single side of the ship, but don't put them in the way of a crew running to repair his destroyed Mineral Mining Laser. Everything that has those green rectangles next to the room’s name is combat based. You must place your rooms so that your crew can access each one, but it’s a little more complicated than that.įirst, seperate your combat based and other rooms apart. Room placement is a dificult task for new players. Read thoroughly to get a better understanding of this usually confusing topic. This page is a basic guide on how to improve your ship’s layout and make it more combat-ready. ![]() 7 Questions, Comments, Concerns, Suggestions, Gobledeygook?Īre you one of those people who get really negative feedback on your ship layout when you post them? Is your ship fighting other ships with lower level facilities or hulls than you? Or do you simply seek advice to improve your ship’s layout? If so, this is the page for you!. ![]()
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