Unnamed Space Idle

Unnamed Space Idle

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Arugela Apr 12, 2024 @ 2:21pm
how is my ship build?
Is this an ok build? Not sure if i"m jipping myself or not. I'm around lv 73 atm.
2x Missile Launcher(4.0)(all bottom choices)
2x Disruption Charge(4.0)(all bottom choices)
2x Bomb Laucher(4.0)(all bottom choices except Propelled bombs)
1x Continuous shield(4.0)(all bottom choices)
1x Bulk Generator(4.0)(all bottom choices except Bulwark)
1x Deflector Shield (all bottom choices except Extra Charge)

Ideally I would have 2x continuous generators 1x bulwark and 1x deflector shield.

And does placement matter of the guns. I put the shortest range on top so it would be closer.
Last edited by Arugela; Apr 12, 2024 @ 2:24pm
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Showing 1-6 of 6 comments
Hunu Apr 12, 2024 @ 2:47pm 
There are a few builds on here somewhere!

I guess you should always remember that you can push back-up and then test any theories you have an undo them for no time lost by reloading the backup if you're not happy.
m662 Apr 13, 2024 @ 6:04am 
Shield setups at that stage are mostly just personal preference. The use of Deflector however becomes almost 0 after some time because your going to face one shot enemies but 2 at a time so your 1 deflector is not enough and it is instead better to just tank it normally.
Your going to lose 1 shield slot really soon after which it is a better strategy to go for two of the same types. It will happen when you unlock capital ships but modules will quickly make up for any loss of 1 slot so don't worry.

Weapons depends on what are the enemies you are facing at that stage of the game. If you are going to run into a lot of shielded units and using a lot of kinetic based weapons you might lose some progress speed. Which is fine if you just enjoy playing this style it just won't be optimal. While running into only armor units you would dip in damage on laser based weapons. I almost never bother switching weapons after unlocking the capital ship at that stage the game becomes really slow progress regardless.

Placement of weapons matters a little. Use the RI button at the left side of your ship you will see the line showing the range than simply follow the line till you hit your weapon module.
For example for the capital ship first set of weapons is at 150 range second set at 100 last set at 50.
Elgareth Apr 13, 2024 @ 10:29am 
Originally posted by m662:
Shield setups at that stage are mostly just personal preference. The use of Deflector however becomes almost 0 after some time because your going to face one shot enemies but 2 at a time so your 1 deflector is not enough and it is instead better to just tank it normally.
Your going to lose 1 shield slot really soon after which it is a better strategy to go for two of the same types. It will happen when you unlock capital ships but modules will quickly make up for any loss of 1 slot so don't worry.

I disagree on the deflector part. Removing a deflector for another shield makes not much difference, as you "only" double your shields going from 1 shield, 1 deflector to 2 shields, or go from 2/3 to 1 if you have three slots. That doesn't really matter too much, but the deflector with double stacks and improved recharge time can easily keep you farming in a sector you wouldn't be able to otherwise, as often 2 snipers spawn, shoot once, get destroyed by you, the deflects recharge and are ready for the next sniper spawn again.
If you have 1e70 max shields or 2e70 on the other hand may get you 400 distance more or something, and might get you over the line in fringe cases, but overall you can probably farm further on with a deflector.

I personally have better experiences with bulk shields instead of continuous, but sector 73 might be the beginning of those untargettable turrets that disable the bulk regeneration constantly, so continuous are more useful there.

I would ditch one of the disruptors in favour of a standard kinetic cannon, the x1.3 damage of it in support mode is worth it IMHO, and you don't need two disruptors for anything but some very specific bosses.
I personally don't like kinetic setups, as the projectile travel time always causes so much overflow / missing damage that my killspeed even against all armored enemies was always more consistent/better with a full laser (+1 disruptor) setup, but I never tested kinetic later on, so maybe it works better in some stages.
(Just as info on how I played through pretty much the entire game once I got the 6 weapon slots: 1 gatling on snipe mode against barriers, 1 beam laser on damage as main damage weapon, 1 charge laser for range/barrier support, 1 disruptor on max targets for phasing, 2 laser cannons on full support. With perma laser boost the beam lasers lock on and damage instantly, zapping small fighters instantly with no cooldown/downtime, and quickly burning down bigger enemies. Before barriers I had 2 beam lasers instead of the gatling.)
my build
1 Disrupter
5 charge lasers

disupter : -,buttom, Buttom, buttom, top, -, top, buttom,-
targeting set to phasing that's the only reason it's there so it better do it's job!
rest do not matter to much

CL1 : -, top, rest buttom
targeting no barriers. prioty furthest, change target, and allow overlap
CL2-3 -, all buttom. But 7th slot can be changed to rapid prep when encountering barriers(2 shots to 4.05)
targets barriers, prioty damage, change target, overlap
CL 4-5: all buttom. again can change 1 to faster shotting but not needed really
targeting -, priotity closets, keep target, do not allow overlap.

now pushing numbers this isn't great, This is 1600 range 1 shot fast clearing build and really wants you to one shot stuff to work.

shield Bulk / deflector

but i've used it to push anyway because that is what i wanted to do. and it worked.
Last edited by best bulliet target; Apr 13, 2024 @ 2:31pm
Hunu Apr 14, 2024 @ 9:00am 
Personally I'm pleased to see people with varying ideas about how to spec your ship/weapons. It goes to show that there's multiple viable strategies, even if one of them is optimum, you'll still progress either way.
Dragon Apr 14, 2024 @ 12:18pm 
The best strategy post sector 75 is just overpowering it:P everyone keeps saying it in a round about way though. weapon/shield types matter significantly less at that point as long as you can disable to annoying stuff like barrier/phasing which can still be overpowered by just specs in the later reinforces.

I 100% agree with always using a deflector and bulk shields. Bulk in particular has the fast regeneration time with a larger capacity compared to continuous regen shielding that takes a horrendously long time to recharge unless you are running a shield synth mod. i normally just run the 1st and 3rd on the regen speed/delay and one bulk does the job. if you can't survive like that continuous won't help except fringe cases and that only really applies because you are not killing fast enough.

Deflector I always run with 2 shield charges and faster buildup as everything post sector 75 won't burn through more then 2.

I have been playing around with some different weapon combos to try and take advantage of both kinetic and laser boosts, turns out Disruption charge with reduced tick times does wonders against armored units as long as you run them at your highest tier. not sure when they made the tweeks but i run 2 disruption charges and it clears out fighters/swarms and keep up kinetic charge 10 of 19 second cooldown. still gives me enough for 2charge lasers, beam laser, and laser canon (for barriers).

for whatever reason i found the gats don't work well on barriers anymore as they don't switch between barriers and fire about 20shots until it breaks and the laser canons do just as well while giving a better boost in damage and 2 of the 4 laser boost cooldown reductions.

Maybe i'm the only one but missile launchers give me a headache as they never seen to target correctly even against swarms no matter how i fiddle with them.

I may try out bulliets weapon combo because i have thought about it before, multiple range extensions with charge lasers, as they fire fast enough while under laser boost.

-I also tried 2 bomb, 2 disruption, 2 laser canons which was ok. it left a lot to be desired as you run into alot of regen and targeting issues even if you get the 100% uptime on both kinetic and laser boosts.
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Date Posted: Apr 12, 2024 @ 2:21pm
Posts: 6