Void Warfare

Void Warfare

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Void Warfare Strategy Guide
By xmxstudios
This guide covers the specifics of the Ships in the game Void Warfare, Achievements, Leaderboards, Strategies of the AI and things to be aware of during game play.
   
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Game Overview - Achievements and Leaderboards
The basics of Void Warfare is the playing of space battles chosen from a game mode.

Controller or Keyboard/Mouse controls are both native in game. Pause the game play to see either from the menus under controls. Remapping and Sensitivity are available in the Pause Menu under Controls.

Game modes are broken down between 4 general areas - though their separation in the menus differ to organize them into their proper Ship Sectors.

1 Vs 4: These are all of the Small and Large Missions - pitting you against 4 ships.
1 Vs 8: These are all of the Death Match Missions - pitting you against 8 ships.
1 Vs 8 X 5 Waves: Wave Endurance pits you against all 5 Ship Lines one after another.
1 Vs 40: Battle Royale - You vs every Ship in the game! Enemies in this mode dislike each other also!

Leaderboards are as follows:
Gun Kills - Registers all kills made by the player ship using Gun Weapons.
Missile Kills - Registers all kills made by the player ship using Missile Weapons.
Total Kills - Combines all kills made by the player ship using Gun and Missile Weapons.

Achievements are as follows:
Every Game Mode has a Minor Achievement for completing the Mode. Larger Achievements can be gained by completing all of the Minors in it's category.

For example - Hunter of the Elusive requires Ascik Small, Ertin Small, Ogin Small, Ralloz Small and Zela Small Achievements to Unlock.

Hunter of the Mighty requires all Large Game Modes completed/Achieved to Unlock.

Master Hunter for all Death Match Game Modes completed/Achieved to Unlock.

Survivor is attained only after defeating the Ogin wave in Wave Endurance Game Mode.

I find your lack of Defense disturbing... is attained after defeating the Planetary Defense Station Game Mode while the Ascik line defends it.

To Hell in Space and Back Again - Surviving the Battle Royale Game Mode as the last ship to coast the void.

Below shows a comparison of sizes amongst all of the playable ships in the game. In the section for Ship Lines, each Line will be gone over and a picture will clearly show and name each ship in question.

Ship Lines
This Section will cover the different ships in each of their Lines. Information about each will be detailed as well as weapon counts.

Quick Guide to Terms:
Hull = Ship Armor - if it reaches 0 your ship explodes and you die.
Shields - Deflection Shielding - can recharge and takes damage before Hull.
Primary Guns = How many Guns can be used with the ship. (Projectile, Pulse Beam or Beam)
Missile Bays = How many Missile bays each ship has. Each Bay has a 5 missile payload.
General Assessments made for Speed, Size, Armaments and Health.

ASCIK SHIPS:


Ascik Seeker
Hull: 8k. Shields: 12k. Primary Guns: 1. Missile Bays: 1.
Fastest and Smallest, Poorly Armed and Armored.


Ascik Fighter
Hull: 20k. Shields: 10k. Primary Guns: 2. Missile Bays: 1.
Very Fast Speed and Very Small Size, Weakly Armed and Armored.


Ascik Carrier
Hull: 15k. Shields: 25k. Primary Guns: 3. Missile Bays: 1.
Fast Speed and Small Size, Acceptably Armed and Armored.


Ascik Freighter
Hull: 30k. Shields: 20k. Primary Guns: 4. Missile Bays: 1.
Quick Speed and Medium Size, Moderately Armed and Armored.


Ascik Cruiser
Hull: 25k. Shields: 35k. Primary Guns: 6. Missile Bays: 2.
Nimble Speed and Big Size, Well Armed and Armored.


Ascik Annihilator
Hull: 40k. Shields: 30k. Primary Guns: 8. Missile Bays: 2.
Average Speed and Large Size, Greatly Armed and Armored.


Ascik Destroyer
Hull: 35k. Shields: 45k. Primary Guns: 10. Missile Bays: 2.
Slow Speed and Very Large Size, Heavily Armed and Armored.


Ascik Behemoth
Hull: 50k. Shields: 40k. Primary Guns: 12. Missile Bays: 2.
Slowest Speed and Largest Size, Maximum Armed and Armored.


ERTIN SHIPS


Ertin Seeker
Hull: 12k. Shields: 15k. Primary Guns: 1. Missile Bays: 1.
Fastest and Smallest, Poorly Armed and Armored.


Ertin Fighter
Hull: 22k. Shields: 14k. Primary Guns: 2. Missile Bays: 1.
Very Fast Speed and Very Small Size, Weakly Armed and Armored.


Ertin Carrier
Hull: 18k. Shields: 28k. Primary Guns: 3. Missile Bays: 1.
Fast Speed and Small Size, Acceptably Armed and Armored.


Ertin Freighter
Hull: 34k. Shields: 22k. Primary Guns: 4. Missile Bays: 1.
Quick Speed and Medium Size, Moderately Armed and Armored.


Ertin Cruiser
Hull: 28k. Shields: 38k. Primary Guns: 6. Missile Bays: 2.
Nimble Speed and Big Size, Well Armed and Armored.


Ertin Annihilator
Hull: 42k. Shields: 34k. Primary Guns: 8. Missile Bays: 2.
Average Speed and Large Size, Greatly Armed and Armored.


Ertin Destroyer
Hull: 38k. Shields: 48k. Primary Guns: 10. Missile Bays: 2.
Slow Speed and Very Large Size, Heavily Armed and Armored.


Ertin Behemoth
Hull: 55k. Shields: 41k. Primary Guns: 12. Missile Bays: 2.
Slowest Speed and Largest Size, Maximum Armed and Armored.


ZELA SHIPS


Zela Seeker
Hull: 11k. Shields: 22k. Primary Guns: 1. Missile Bays: 1.
Fastest and Smallest, Poorly Armed and Armored.


Zela Fighter
Hull: 26k. Shields: 16k. Primary Guns: 2. Missile Bays: 1.
Very Fast Speed and Very Small Size, Weakly Armed and Armored.


Zela Carrier
Hull: 20k. Shields: 32k. Primary Guns: 3. Missile Bays: 1.
Fast Speed and Small Size, Acceptably Armed and Armored.


Zela Freighter
Hull: 36k. Shields: 26k. Primary Guns: 4. Missile Bays: 1.
Quick Speed and Medium Size, Moderately Armed and Armored.


Zela Cruiser
Hull: 32k. Shields: 40k. Primary Guns: 6. Missile Bays: 2.
Nimble Speed and Big Size, Well Armed and Armored.


Zela Annihilator
Hull: 46k. Shields: 36k. Primary Guns: 8. Missile Bays: 2.
Average Speed and Large Size, Greatly Armed and Armored.


Zela Destroyer
Hull: 40k. Shields: 52k. Primary Guns: 10. Missile Bays: 2.
Slow Speed and Very Large Size, Heavily Armed and Armored.


Zela Behemoth
Hull: 56k. Shields: 46k. Primary Guns: 12. Missile Bays: 2.
Slowest Speed and Largest Size, Maximum Armed and Armored.


RALLOZ SHIPS


Ralloz Seeker
Hull: 16k. Shields: 24k. Primary Guns: 2. Missile Bays: 2.
Fastest and Smallest, Poorly Armed and Armored.


Ralloz Fighter
Hull: 30k. Shields: 20k. Primary Guns: 3. Missile Bays: 2.
Very Fast Speed and Very Small Size, Weakly Armed and Armored.


Ralloz Carrier
Hull: 25k. Shields: 35k. Primary Guns: 4. Missile Bays: 2.
Fast Speed and Small Size, Acceptably Armed and Armored.


Ralloz Freighter
Hull: 40k. Shields: 30k. Primary Guns: 6. Missile Bays: 2.
Quick Speed and Medium Size, Moderately Armed and Armored.


Ralloz Cruiser
Hull: 35k. Shields: 45k. Primary Guns: 8. Missile Bays: 3.
Nimble Speed and Big Size, Well Armed and Armored.


Ralloz Annihilator
Hull: 50k. Shields: 40k. Primary Guns: 10. Missile Bays: 3.
Average Speed and Large Size, Greatly Armed and Armored.


Ralloz Destroyer
Hull: 45k. Shields: 55k. Primary Guns: 12. Missile Bays: 3.
Slow Speed and Very Large Size, Heavily Armed and Armored.


Ralloz Behemoth
Hull: 50k. Shields: 40k. Primary Guns: 10. Missile Bays: 3.
Average Speed and Large Size, Greatly Armed and Armored.


OGIN SHIPS


Ogin Seeker
Hull: 20k. Shields: 30k. Primary Guns: 3. Missile Bays: 2.
Fastest and Smallest, Poorly Armed and Armored.


Ogin Fighter
Hull: 35k. Shields: 25k. Primary Guns: 4. Missile Bays: 2.
Very Fast Speed and Very Small Size, Weakly Armed and Armored.


Ogin Carrier
Hull: 25k. Shields: 35k. Primary Guns: 6. Missile Bays: 2.
Fast Speed and Small Size, Acceptably Armed and Armored.


Ogin Freighter
Hull: 45k. Shields: 35k. Primary Guns: 8. Missile Bays: 2.
Quick Speed and Medium Size, Moderately Armed and Armored.


Ogin Cruiser
Hull: 40k. Shields: 50k. Primary Guns: 10. Missile Bays: 3.
Nimble Speed and Big Size, Well Armed and Armored.


Ogin Annihilator
Hull: 55k. Shields: 45k. Primary Guns: 12. Missile Bays: 3.
Average Speed and Large Size, Greatly Armed and Armored.


Ogin Destroyer
Hull: 50k. Shields: 60k. Primary Guns: 14. Missile Bays: 3.
Slow Speed and Very Large Size, Heavily Armed and Armored.


Ogin Behemoth
Hull: 65k. Shields: 55k. Primary Guns: 16. Missile Bays: 3.
Slowest Speed and Largest Size, Maximum Armed and Armored.


PROTOTYPE SHIPS


Helino Decimator
Hull: 125k. Shields: 125k. Primary Guns: 20. Missile Bays: 5.
Average Speed and Large Size, Ridiculously Armed and Armored.


Modra Decimator
Hull: 115k. Shields: 135k. Primary Guns: 20. Missile Bays: 5.
Average Speed and Large Size, Ridiculously Armed and Armored.


Xeosi Decimator
Hull: 135k. Shields: 115k. Primary Guns: 20. Missile Bays: 5.
Average Speed and Large Size, Ridiculously Armed and Armored.
Weapons
Weapons in Void Warfare are divided into two types, Guns and Missiles.

Guns are divided into 3 sub-types; Projectile, Pulse Beam and Beam.

Projectile Weapons:
Pros: Quick and constant Damage, uses less power to keep active.
Cons: Harder to aim than Beam Weapons.
Speed: 500 M/S
Range: 1500 M
Armor Damage: 1333 DPS
Shield Damage: 1333 DPS

Pulse Beam Weapons:
Pros: Easier aim, decent damage for power draw.
Cons: Damage pulses, can take longer to down an enemy.
Speed: N/A
Range: 1500
Armor Damage: 600 DPS
Shield Damage: 600 DPS


Beam Weapons:
Pros: Easiest to aim, great damage when held on target.
Cons: Drains weapon power significantly faster than other Gun weapons.
Speed: N/A
Range: 1500
Armor Damage: 600 DPS
Shield Damage: 600 DPS

Guns can be mixed and used as the player sees fit based on their play style. If they like to tail gate, having the Projectile Weapons might do more damage consistently. If you have a harder time keeping the sights aimed on the target, Beam weapons have a minor auto aim assist.

Missiles:
Pros: Heat Seeks, Aim Locking, can be fired in volleys of 5 Missiles per Bay on ship.
Cons: Takes some time to reload, will not reload bay unless empty. Different bays can lock at different times - more bays need a hair of delay for multi-lock on confirmation.
Speed: 333 M/S
Range: 225 M -1500 M (Any Closer than 225M No lock starts, Further than 1.5M Lock stops.)
Armor Damage: 2500 DMG
Shield Damage: 2500 DMG

Over all, Missiles are the bread and butter of major damage in Void Warfare. AI has been designed to be flighty when fired at, some faster ships can do hair pin turns to evade missiles fired in volleys - though not always. Missiles require careful checking on the ship distance in front of you, you need to remain with the Range sweet spot of distance from the enemy to get Missile Lock on the target. Gun Barrages are also highly effective if the enemy is lining up

Further information about Combat Ranges and tactics will be covered in the Combat and AI area,
Combat and AI
The Combat and AI Section will cover the ins and outs of Combat vs the AI in the game.

First to consider, distances between you and the ship ahead, speeds of both are needed to be considered. If you chase too fast you will often be too close to get a missile lock on the ship, as well you may end up ramming them and taking unwanted collision damage with them. Very much like driving on a road, keep aware of your surroundings - try to keep mental tabs on where the other enemies are. Keep your speed in check with the enemy you chase. Often 500-1200 M is solid for distances as if they slow down or boost forward you get time to adjust also without losing your lock on time so far.

The AI itself is programmed to try various tactics in a Squad style effect. The largest and most armed of the vessels tends to be the one who will fly out to about 1500 M away then turn back and let loose a long volley of missiles and a raining of gun fire. Some will go beyond 1500 M to shed lock before turning back. The next largest ships tend to try to Joust or play Chicken with the Player. These ships on occasion will also Ram the player - a knack for doing so if you are lining up a kill shot to save a team mate on their side. The smaller ships are annoying pests, they tend to circle about behind the player and stay on them like Vultures. Deciding which of these ships to remove first can be tricky.

If left alone, the far bomber large ship will end up ripping your ship apart. It is often the easiest to assault as it tries to fly away to the largest distance before turning to fire again giving lots of time to chase it and destroy - the issue becomes the other 3 ships following you following the large ship. Due to the long range bombing of the large ship, the middle Jousters tend to be the better go first - at least one of them. They move around a lot, so the Vulture smaller ship will not have a usual straight line firing path. This also makes the long bomber have difficulties as you move too much to line up from a distance. Most of the pain of this strategy comes from the 2nd Jouster who tends to join the Vulture to keep the player moving too much to get a long time in for missile locks.

Flying sideways with boost is very helpful - along with up or down. If you find your are being lined up by a larger ship; they often miss the initial spray of beams on fire and then correct their aim quickly. This does give you a brief window to react. If you see a battery of lasers over the top of your ship, boost downwards and to the side to get away from it's correction immediately.

Do not be afraid to Boost away from thick combat - you shields will regenerate if you do not use Boosts or Gun weapons which both draw off the energy reserves and stop recharging. Also, if you are down to a 1 vs 1 but are deathly low; engage the back of the enemy with a cautious approach. Do not run away - likely one or two hits will kill you and you can't see what is coming running away nor can you regain any Shields if you are Boosting to run away. Instead, don't go nuts on your gun weapons and use them when you feel you have the best chance of doing some damage. Your shields will start going up which will allow you those free hits randomly that can't be avoided but also buy you the time you need to wipe out the enemy. Even if they are full and you have a tick left - stay on the enemy to get shields back. I have beaten many 1 vs 1's this way and lost a few when I tried to evade or escape to get shields back.

In the Wave Endurance mode, your best method of approach would be one that you are most comfortable with from your play during Death Match game modes. After the 8 Ascik ships are down, the 8 for the Ertin line spawn. After them, Zela then Ralloz then Ogin. When all 40 ships are defeated, you complete the game mode. Because of this, being defensive while offensive is very key. Picking your chosen opponent might need several dumps of that target for another if the field changes to your choice defensively. This game mode is very strategic. Keeping shields higher is a priority here. Take out the larger ships with more Weapons first from each line. When you're down to just a few, switch to mostly gun fire chase to regenerate your Hull and Shields again before you kill the last one and spawn in the next wave,

Planetary Defense Station Mode is a fun battle against the Defense Station hovering over the planet. The entire Ascik ship line is guarding this station but are unnecessary to complete the mission - destruction of the Planet Defense Station is the way to win. It has 500k Shields and then 500k Hull. Pressure will need to be kept up on it. Missile lock on such a large target isn't required at all, just aim at any broad side of the Station and let loose as long as you are between 225 M and 1000 M from it. Circle the Station, fly up and down as needed to avoid the barrages of weapon fire after you. This mode can be completed in a variety of ways, though pressure on the station directly is often the best result.

Battle Royale Game Mode is for those who want the absolute mayhem of 40 ships at once in 5 groups of 8 all at war with each other and you at the same time. Each faction of ships has a hate list that includes the player, but differing in order of distaste. When you start this mission, a great idea is to go evasive immediately. Don't fire guns right away or missiles - boost any direction but forward into the thick of it all and get some distance. Some of the initial ships will spot you and chase you - this is what you are looking for. Bring them out some away from the main cluster if possible; not always easy as the other 36 ships are going crazy on each other like a cloud of death beams and missile fire. Try to draw a few away at a time if possible and remove them. Keep shields up just like Wave Endurance - evade if you have to and don't be scared to get some distance to slowly slip back into the thick. Enemies will destroy each other through missiles, guns as well as collisions with each other and asteroids. Often in this mode, staying alive will gain you more than trying to kill everyone. Enemies can whittle down your opposing side with you; trying to stay off their radar and aiding them will propel you further into the final few remaining more often than an aggressive approach will. Using the new Prototypes, this Mode can be taken on more directly from inside, though the above strategy is still largely desirable. It keeps the enemies on you to a lower limit and not public enemy #1.