![]() ![]() If you’re building a tournament ship, you can easily double that and more.Īdd as many damage amplifiers as you can afford. That will give you enough to hit most everything on-screen. If you’re playing in a regular game, you probably don’t need any more that five or six Range amplifiers. This will determine how you construct your gun/guns. Building Your Gunsĭecide what you want out of your ship. Having thrusters just on the base structure will move it forward-backward and side to side, but corner steering and thrusters on attached blocks will help with a good pivoting motion to align your gun to a moving target at range. You might also need to add extra blocks to the corners of your ship to aid in steering and aiming. The smaller thrusters respond faster to small adjustments and engage quicker, whereas the larger thrusters are a bit slower and give larger movements. Depending on your desired range, you might actually want smaller thrusters instead of the large ones. When you have a longer ship, you’ll need thrusters on the front and rear of the ship, not just for motion, but also to aim the thing. Because the formula for a tournament ship is so simple, the difference between a winner and loser comes down to aiming and AI. The hitting the target part comes in when you look at aiming. You might give-or-take these things to reach a different balance, but this is the basic formula for a tournament winning ship. The tweak here is how big do you want to make your gun, and can you hit a target? The typical faction 4 ship has a big modular gun, some drones to harass the enemy and score cheap points, at least a forward facing shield or two to take a hit, and defensive lasers to prevent opposing missiles and drones from scoring damage. If you’re planning on entering a tournament, then power at range is the key. ![]() You can have ships that hammer enemies with a powerful main gun, and swarm them with masses of drones. Power is important, and you only need enough range to hit things on-screen, so a lot more P can be placed into drones. You want a strong gun, but you also need to turn quickly to bring it to bear, and you need plenty of shielding to make sure you don’t get clobbered if enemies get close. Taste my gooeyness!įor an in-game build, it makes more sense to focus on shields and maneuverability. To try it out, you can download my ship here – 3,000P worth of deadliness. Just spray everything with your gooey gunfire until it dies. With a fast/maneuverable ship, you can solo Agent fleets easily. A well-designed ship should have no problem liquefying entire sectors. With the modular guns, you can build a weapon as powerful, or as long-ranged as you can afford. The solution comes down to making sure enemies can’t get near you. However, once a ship gets to about 3,000P or higher, they can liquidate enemies with the quickness. Everything needs power, so you need lots of generators … and unfortunately, generators explode. If you build light and add thrusters, they’re pretty hard to nail-down. Shields add armor, drones distract enemies, and defensive lasers exceed at eliminating missiles and opposing drones. However, the faction has an excellent balance defensively. The shields also add cost, thus making smaller ships in-efficient. The basic blocks are lower health-wise than most factions, so Tinkrell ships are fairly weak once their shields are down. Let’s take a closer look at beating the game. Instead of finding ways to survive, this is more a matter of optimizing for ultimate killing power. Everyone thinks this faction is overpowered, it’s not so much a question as a statement. ![]()
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