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I often use the design below / some of its variations. :D The idea is to link everything on the ship quickly & flexibly based on the tactical situation / mission at hand. :P
http://steamcommunity.com/sharedfiles/filedetails/?id=715883402
Do you use small boosters only at that ship size?
Do you mean I only use the 5 small thrusters? They're my standard game-starter, provide lots of initial thrust & hexnuts at first. I add the big thrusters later (1-3 of them, with 3 being overkill). :P
My ships aren't as big as yours yet so it's hard to place the 3 tile shield and that thing together.
Let me see if I can reconfigure your ship for more efficient use of hexes & your preference for ion cannons. :P
Looks like what i try to achieve to do.
May copy a bit :)
Found that a super charger helps a lot beating some boss type enemy ships.
But in such scenario it also must be combined with a tier 2 shield + cooldown ability.
Maybe not necessary anymore when someone is using multiple tier 2 shields though.
http://steamcommunity.com/sharedfiles/filedetails/?id=715883439
fully loaded ;)
anh. except the fact that I don't have nearly as many yellow connectors as you use in that pic I've switched to a larger ship since.
Start out in the bottom left with ions. I can get 4x of them connected to blue modules and overcharged fairly cheaply, and then start building out engines for focus. Mostly play it by ear after that based on the level, usually I'll be going straight for red modules and another overcharger, as that puts the ions into one-shot territory for many enemy types.
All cargo goes toward the front of the ship. Depending on the level, I'll ring connectors around it to provide protection, or just fill it up and rely on killing enemies very quickly to keep the cargo alive.
It ends up looking a little like this (final level, so fairly conservative for cargo):
http://steamcommunity.com/sharedfiles/filedetails/?id=715503269