Sunday, March 4, 2012

Tip #1 - Ship Modules' Order of Sequence


If you think you have designed the most awesome, powerful ships, then think again. I was told by certain top level players that there should be a sequence to follow the way you build your ships. You need to start with the engines. For apparent reasons, because engines define the ship's movements and in order for your ships to attack, it should be equipped with the best engines around. More of the order by which BPs are arranged below. Tell me if you think there is a better way, we can always update this list and make it more effective, accurate and helpful...

Tips courtesy of some friends at the US server....

Order things should be Placed, First to Last

1. Engines (Super Transmission engine, Team Combat Engine and Anti-Matter Engine)
AUX modules (Agility Booster, Infrared Scanner, ECM, Auto target System)
Gravity Maintenance Facility
Ship Reinforcement Facility
Shield Regenerator
Hull Maintenance Mechanic

2. Reflective Plating

3. Anti-Aircraft Cannon
Missile Interception
Fighter Interception Cabin
Powered Pulse Cannon
Ship based Weapons - Note that Ship based weapons act like interception modules with last tech

4. Daedalus Control System

5. Quick Reaction Armor

6. Extreme Counterattack
Energy Armor
Shield Modules (EOS, Heat... etc)

7. Energy Shield Booster

8. All Weapons Except Ship-Based Weapons which should be placed before reflective

*Modules Unaffected By Placement order:
Nano Station Warehouse
Station Warehouse
Atomic Framework
Orbital Shield

Order of placement of the modules is important due to the order of the calculations. For example the Daedulus module goes on before the EA module because it will negate 40% of damage whereas the EA module negates 45 points of damage. So it is more effective to have the daedulus negate 40% of total damage first, then the EA negate 45 points of damage per EA module.

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