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Here is a brief tutorial on Synergies and why you should use them: https://www.youtube.com/watch?v=YHNuypZnEBY
When ramming, you want a nose with lots of armor that is on a fast ship (synergies are good for this) It is important to soften a part before knocking it off too. I usually ram off enemy engines while I am reloading my capacitor.
Zombie wise, they are tougher than they used to be. It is ok to drop the difficulty down a notch as well. SPAZ 2 is a hard game so don't feel bad about that.
If you post a picture of your ship, people may be able to give suggestions. There are also multiple threads where people talk about ship designs.
It sounds like it has been a while since you played. The new weapons are quite strong since v0.8. The plasma discharger is pretty devastating against slow moving targets, so try one of those out as well. If it has been a really long time since you played, the strike craft system also got a big upgrade. You can customize them with pretty nasty weaponry, especially the big ones.
Good luck :)
In other words speed, turn rate, and engine boost pool are always hugely important. DON'T upgrade your capacitor with perks! Let your modules do that (it just makes reloads take longer anyway) and save your perks for better things...
Second, in light of your given taste for ramming, I'd place shields and armor as a (rough) tie. Reload speed, weapon damage, and weapon recycle times all place third.
Of course, your individual taste and playstyle is most important, but I think that general philosophy will help a bit.
Some other tips (as they come to mind ^^'):
Here's an example of a late-game synergy build (my current ride, in fact, so of course I wanna pimp it a bit xD). I've used this overall design off and on since I got to 21 cores:
http://steamcommunity.com/sharedfiles/filedetails/?id=1161405562
(By turret: 4x Sniper, 2x Plasma, 2x Flak, 2x Zapper Hangar; all subcores,engines, and the small nose are "perfect" 6-star custom kit)
At 21 cores, that build is literally the strongest, fastest and most maneuverable thing in the galaxy, including ALL ships, drones, and weapons fire (hell, it has been for a long time - lol). Remember, even though that *looks* like a weaker ship than a "stick" with, say, 10-13 3-slot modules — the max possible with 21 cores is 14 13-slot modules + 2 1-slot modules — my weapons receive anywhere from 54% more damage and 23% faster recycle (the Snipers in the wings) to 115% more damage and 50% faster recycle (the Flaks in the small nose and engine). The Plasmas and Zappers (big noses and engines) get 84% more damage and 34% faster recycle. SO, you can consider my weapons as the (very rough) equivalent of 9-12 3-slot modules, if that makes sense.
Note: Any module I place across the vertical middle of this design would get that largest bonus, so putting the 1-slot nose and engine in the middle is merely an aesthetics decision; the ship is plenty strong enough, as it is.
To contrast, here's an older, but strong "partial synergy" build (still perfect subcores, but 2 to 5-star weapons):
http://steamcommunity.com/sharedfiles/filedetails/?id=1124794833
(7x Sniper, 2x Plasma, 3x Flak, 2x Zapper Hangar, Zapper Pod; final design has the 2-slot nose on the right)
While the numbers make it *look* more maneuverable than the synergy "brick", it's far heavier so that's not close to the case. It's still quite agile, however. Its threat is also pretty equivalent to my current ship; I was quite a few levels lower at the time of that screenie. I used it until very recently, in fact.
Notice, by the way, that I use *almost* all Snipers, with a Plasma "punch" (and Zapper support)? In my opinion, any more than 2-3 Plasmas is overkill, to be honest.