Polaris Sector

Polaris Sector

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Ship design handbook for Polaris Sector
By Canek
Charts containing different values to help design ships, not available in game: DPS on weapons, Energy per space used, etc.
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Introduction
***WORK IN PROGRESS***

First off, I will apologize in advance if there are grammatical errors. English is not my native language and even if I pride myself in expressing correctly, I am sure errors will happen. If you notice any of these, please comment on it and I will gladly amend them.

What is this guide about?

A simple (I hope), guide with charts to help while designing ships in Polaris Sector. I will assume you know your way around and as me, you're tired of calculating specific data for components in every ship you design. I couldn't find anything like this at the time of creation of this guide, so if you know of a better place to see this information, let me know so I can stop doing tables and get back to playing.

All data was taken directly from the game, at the first iteration of this guide I have yet to finish it so there are a few missing end-modules. Bear with me, they will be added as soon as these dreaded Logans stop being a threat and I can spare all my research into the final modules.

I also suspect this will be a guide that will need constant updating, so I will do my best to keep it up to date. I think Polaris Sector is truly a jewel, and it is one of these games we will keep playing even after several hardware upgrades. As such, a guide for it is wortwhile. Feedback is not only accepted but encouraged, so thank you in advance.
Weapons
What is this?

Weapons are reported as single gun data in the game. It means you seldom have the full information to have an impact on your design; the purpose of this chart is to give you the actual information of the turret plus weapon of choice and to compare it against other options, for every available turret. What will you find in the charts here:

Aug 2024 update: There is something like armour threshold (since active reidium) which blocks 2 points of damage from each hit (for a fighter), so, does not matter how much DPS paired laser have, even in 4x (in 6x6 turret) because all of that will be blocked by armour. Not even saying about blocking dmg for ships (blocking 5 points) which makes ion cannons completely obsolete. (Credit to lukasz.poczciwy)

Ship classes

Ships are divided in sizes:

Light ships are pretty much fighters: Fighter, Interceptor, Heavy Fighter and Gunboats.
Medium ships are Corvette, Frigate, Destroyer and Freighter.
Heavy ships are Cruiser, Battleship, Battle Satellite and Battle platform.

Range

This is the reported range of the weapon plus the effect of the turret, varying from 3% to 5%. Missiles have this estimation applied too, until proven otherwise.

DPS

Damage per second; this is important specially on missile batteries and weapons with shotgun effects: the DPS reported here estimates a 100% impact of all the shells of the salvo. In example, a weapon with reported damage of 10x12 is accounted as 120 damage and divided between the recharge rate for calculation purposes. This is not expected to be realistic on missiles. Nevertheless, is still an useful tool to compare against other weapons.

*Please be aware that as fighters don't reload missiles outside their mothership, DPS data for fighter pylons is just their payload reported, not an actual DPS.

Power

How much power does the weapon actually need? This accounts the number of barrels + turret consumption. Suffice to say, this is the actual number you'll see while designing your ship.

Energy Efficiency

Want to run a power-efficient ship? This is for you! This column shows how much energy is required for every point of damage-per-second, to standarize and compare between weapons. Just remember, the lesser the number, the less cost per damage you inflict. Not surprisingly, Missiles are by far the best in this category.
Light ship 1 x 10 small pylon
Range
DPS
Power
Energy Efficiency
Comments
Ion Gun
1000
2.3
50
22
Your average Joe gun, fighter size
Heavy Ion Gun
1200
3.8
60
16
This might be the best choice to use on your standard fighter, during the whole game. You see, even if you tink there will be somewhat better guns ahead, they tend to become increasingly expensive, and the motto of mass producing is go cheap. Alas, the thing about all this is that... there aren't really better guns after this, comparing DPS and Range
Three-beam Ion Gun
1000
4.0
70
18
This might be the best choice to use on your standard fighter... as well. For the same reasons listed above, pick either this or the Heavy Ion gun and stick with it
Plasma Mini-gun
1300
2.3
250
108
Way too much energy for a mere 100 increase in range, with almost half the DPS. Stick with the Heavy Ion
Gravitation Micro-gun
1200
2.7
75
28
I really don't see any reason to use this other than the homing shell, which isn't that much of an advantage on a fighter. Stick with the Heavy Ion
Laser
450
2.0
25
13
Paired Laser
450
3.0
30
10
If for some reason you choose to use a beam instead of guns, this could be your option. Still, you need to counter somehow its short range
Heavy Laser
525
2.5
40
16
Plasma Missile
700
25.0
0
0
First option for a hunter if you want to use missiles, with homing capabilites. (Fighter vs Fighter)
AP-Torpedo
1400
192.0
0
0
First option if you intend to design a fighter-bomber (Fighter vs Ships)
AP-Missile
800
40.0
0
0
Better version of the Plasma Missile (Fighter vs Fighter)
Thermonuclear Torpedo
2000
288.0
100
1
Your weapon of choice for fighter bombers. (Fighter vs Ships)
Light ship 2 x 9 medium pylon
Range
DPS
Power
Energy Efficiency
Comments
Ion Gun
1000
2.3
50
22
Your average Joe gun, fighter size
Heavy Ion Gun
1200
3.8
60
16
This might be the best choice to use on your standard fighter, during the whole game. You see, even if you tink there will be somewhat better guns ahead, they tend to become increasingly expensive, and the motto of mass producing is go cheap. Alas, the thing about all this is that... there aren't really better guns after this, comparing DPS and Range
Three-beam Ion Gun
1000
4.0
70
18
This might be the best choice to use on your standard fighter... as well. For the same reasons listed above, pick either this or the Heavy Ion gun and stick with it
Plasma Mini-gun
1300
2.3
250
108
Way too much energy for a mere 100 increase in range, with almost half the DPS. Stick with the Heavy Ion
Gravitation Mini-gun
1300
3.2
90
28
I really don't see any reason to use this other than the homing shell, which isn't that much of an advantage on a fighter. Stick with the Heavy Ion
Gravitation Micro-gun
1200
2.7
75
28
I really don't see any reason to use this other than the homing shell, which isn't that much of an advantage on a fighter. Stick with the Heavy Ion... just in case the message hasn't gotten trough
Laser
450
2.0
25
13
Paired Laser
450
3.0
30
10
If for some reason you choose to use a beam instead of guns, this could be your option. Still, you need to counter somehow its short range
Heavy Laser
525
2.5
40
16
IR Laser
1500
1.2
60
50
Very nice range... with low DPS. This could have been love...
Maser
675
3.2
120
37
Shortish range, goodish DPS, horrible energy efficieny. Just.. meh
Plasma Missile
700
25.0
0
0
First option for a hunter if you want to use missiles, with homing capabilites. (Fighter vs Fighter)
AP-Torpedo x2
1400
384.0
0
0
First option if you intend to design a fighter-bomber; now with two torps! (Fighter vs Ships)
AP-Missile
800
40.0
0
0
Better version of the Plasma Missile (Fighter vs Fighter)
Thermonuclear Torpedo x2
2000
576.0
100
1
Your weapon of choice for fighter bombers, twice the punch! (Fighter vs Ships)
Thermonuclear Missile
900
60.0
0
0
I suposse this is an upgrade for the AP-Missile, but you should use the missile below at this stage(Fighter vs Fighter)
Thermonuclear MIRV 5 mini
600
75.0
0
0
It seems there is consenus on steam forums about the MIRV being the better Point-Defense weapon... still, I would use it on capital ships only. If you want to use it in on a fighter, here's your weapon of choice for massive fighter battles, Macross/Robotech style (Fighter vs Fighters)
Photon Missile
1000
80.0
0
0
Fast as the AP-Missile, but with twice the punch (Fighter vs Fighter)
Light ship 3 x 8 large pylon
Range
DPS
Power
Energy Efficiency
Comments
Ion Gun x2
1050
4.5
100
22
Your average Joe gun, fighter size. This is, however, a quite though Joe.
Heavy Ion Gun x2
1260
7.5
120
16
Time to retrofit your fighters... with this baby. Hands down the best choice for a fighter. To put it in perspective, it has a better DPS than all but one capital ships 3x3 turret weapons, cheaper than all of them, the best energy efficiency and even the range is not too shabby, either. The only other weapon that could improve the offensive stats for your fighters is... three single-barrel Heavy Ion Guns glued togheter
Three-beam Ion Gun
1050
4.0
70
18
At this size, it is no longer a good option. the humble Ion Gun is better with the extra barrel
Plasma Gun
1575
3.5
500
144
Not too bad but not too good, either. It sucks energy like if there's no tomorrow
Plasma Mini-gun
1365
2.3
250
108
Way too much energy for a mere 105 increase in range, with almost half the DPS. Stick with the Heavy Ion, now with two barrels!
Gravitation Gun
1785
4.3
120
28
Very good range, homing shell, affordable energy efficiency and decent DPS. A rasonable option at this size if you're tired of Heavy Ions or want better range in your fighters
Gravitation Mini-gun
1365
3.2
90
28
I really don't see any reason to use this other than the homing shell, which isn't that much of an advantage on a fighter, the full Grav gun is better.
Gravitation Micro-gun
1260
2.7
75
28
I really don't see any reason to use this other than the homing shell, which isn't that much of an advantage on a fighter, the full Grav gun is better
Laser x2
473
4.0
50
13
The 2-barrel version gives you the best DPS among beam weapons... with one inch range
Paired Laser
473
3.0
30
10
Use common Laser instead, if you absolutely must
Heavy Laser
551
2.5
40
16
IR Laser
1575
1.2
60
50
Very nice range... with lowest DPS. This could have been love...
Concentrated IR Laser
1733
1.3
80
60
Very nice range... with low DPS. This could have been concentrated love...
Maser
709
3.2
120
37
Shortish range, goodish DPS, horrible energy efficieny. Just.. meh
Heavy Maser
788
3.6
180
50
Shortish range, goodish DPS, horrible energy efficieny. Just.. heavier meh
Plasma Missile x2
700
50.0
0
0
First option for a hunter if you want to use missiles, with homing capabilites. (Fighter vs Fighter)
AP-Torpedo x3
1400
576.0
0
0
First option if you intend to design a fighter-bomber; the three-torp arrangement allows you to use it instead of Thermonuclear... same punch with more chances, at a lower range. Choices, choices... (Fighter vs Ships)
AP-Missile
800
40.0
0
0
Better version of the Plasma Missile (Fighter vs Fighter)
Thermonuclear Torpedo x2
2000
576.0
100
1
Your weapon of choice for fighter bombers, best range of them all and draw-best DPS as well (Fighter vs Ships)
Plasma MIRV 6
600
90.0
0
0
An improvement over the Thermo MIRV5 mini, but it gets late to the party. Use Thermo MIRV 6 instead (Fighter vs Fighters)
Thermonuclear Missile
900
60.0
0
0
I suposse this is an upgrade for the AP-Missile, but at this stage you are in the MIRV era (Fighter vs Fighter)
Thermonuclear MIRV 6
800
108.0
0
0
Better than the MIRV5-mini. Here's your weapon of choice for massive fighter battles, Macross/Robotech style (Fighter vs Fighters)
Thermonuclear MIRV 5 mini
600
75.0
0
0
Do not use this. Let me elaborate: do not use this on this size, what about using a 1x9 weapon paired with a 2x8 of this one? (Fighter vs Fighter)
Photon Missile
1000
80.0
0
0
Fast as the AP-Missile, but with twice the punch (Fighter vs Fighter)
[/table]
Light ship 3 x 3 turret
Range
DPS
Power
Energy Efficiency
Comments
Ion Gun
1000
2.3
150
67
Your average Joe gun, undersized and underpowered
Heavy Ion Gun
1200
3.8
160
43
Still good DPS... but I wouldn't suggest to use this on a turret. As the main weakness of a fighter is its point-Defense, this turret of your gunboat should be used with beam weapons, always
Three-beam Ion Gun
1000
4.0
170
43
Same as above. Really
Plasma Mini-gun
1300
2.3
350
152
Gravitation Micro-gun
1200
2.7
175
66
Homing shots... why are you still here? Use Lasers in this turret!
Laser
450
2.0
125
63
When I said to use lasers in this turret... I didn't mean this one
Paired Laser
450
3.0
130
43
Now this is what I was talking about. Rate of fire is best at this size and DPS is good, too. Hopefully if you have a squad of gunboats armed with these, no one should die from missile attacks, if they remain close enough
Heavy Laser
525
2.5
140
56
Longer, slower, heavier shots do not justify to use this instead of a paired laser
Plasma Missile x18
700
54.0
100
2
There are no MIRVs for this turret, so this is your weapon of choice if you want a spitfire on space
AP-Torpedo x12
1400
197.4
100
1
Mixed feelings about this. It would work as a gunboat vs Capital Ships, but it feels like an overkill, at the expense of the gunboat versatility. I suposse it depends on your tastes
AP-Missile x12
800
57.6
100
2
It might help when enemy fighters are shielded, versus the humble plasma missile. Less missiles, with more punchy heads
Thermonuclear Torpedo x9
2000
222.1
100
1
Mixed feelings about this. It would work as a gunboat vs Capital Ships, but it feels like an overkill, at the expense of the gunboat versatility. I suposse it depends on your tastes
Medium ship 3 x 3 turret
Range
DPS
Power
Energy Efficiency
Comments
Ion Gun
1900
4.5
1100
244
Your average Joe gun
Heavy Ion Gun
2100
6.0
1400
233
Overweight average Joe gun
Laser
800
4.3
400
94
Paired Laser
800
9.1
600
66
Best Point-Defense, cost wise. Useful vs both Missiles and Fighters
Heavy Laser
950
6.7
700
105
UV Laser
600
3.7
700
189
Excimer Laser
600
5.0
1100
220
One of these can shot down and entire missile salvo by itself; not very good vs fighters, resource and energy expensive
Plasma Missile x5
1300
30
100
3
AP-Torpedo x3
2100
98.7
100
1
Good DPS but it feels like launching torpedos from a sub
AP-Missile x3
1800
28.8
100
3
Best Point-Defense Missile, above this and missiles are slow, below this and they are expensive and too few
Thermonuclear Torpedo x2
3500
98.7
100
1
Don't be fooled by the DPS and range, most missiles won't hit unless they overwhelm the enemy ship defenses
Plasma MIRV 6
1300
21.6
100
5
Thermonuclear Missile
2000
14.4
100
7
Thermonuclear MIRV 6
2000
25.9
100
4
Photon Missile
2200
19.2
100
5
Fast as the AP-Missile, but with less overall power. Bad idea (Fighter vs Fighter)
Medium ship 4 x4 turret
Range
DPS
Power
Energy Efficiency
Comments
Ion Gun x2
1957
9.0
2200
244
With two barrels, this is your best choice at early game for this size
Heavy Ion Gun
2163
6.0
1500
250
Overweight average Joe gun
Three-beam Ion Gun
1957
8.0
1700
212
This one will give you a slight advantage in the early-to mid game
Plasma Gun
2575
6.9
2200
318
The first good choice if you intend to build fast ships that kill from afar
Gravitation Gun
2781
6.7
2200
326
Homing shots and decent DPS. However this is the most energy hungry weapon at this size. (Power per effective damage)
Anti-Meson Gun
1339
30.0
2450
82
Very good DPS, feels like loading a sail-vessel cannon, and shortest range at this turret size, though
Concentrated Anti-Meson Gun
1339
45.0
2700
60
50% more damage than its predecessor, but more energy efficient. Shares the same other flaws
Anti-proton Gun
3296
13.4
3000
224
First good range gun for this turret size. Energy consumption is still affordable
Laser x2
824
8.5
800
94
Paired Laser x2
824
18.2
1200
66
Best Point-Defense, cost wise. Useful vs both Missiles and Fighters; this 2-barrel version rocks at this turret size vs every other beam weapon.
Heavy Laser
979
6.7
800
120
UV Laser
618
3.7
800
216
Excimer Laser
618
5.0
1200
240
One of these can shot down and entire missile salvo by itself; not very good vs fighters, resource and energy expensive
IR Laser
3193
3.0
1700
568
This laser will be your weapon of choice of you prefer sniping ships. However, you need a lot to destroy anything larger than a corvette
Concentrated IR Laser
3270
3.3
1800
540
IR Laser on steroids
Maser
1133
17.1
2200
128
Plasma Missile x9
1339
54
200
4
AP-Torpedo x6
2163
197.4
200
1
Good DPS but it feels like launching torpedos from a sub, this 6-salvo version starts being useful
AP-Missile x6
1854
57.6
200
3
Best Point-Defense Missile, above this and missiles are slow, below this and they are expensive and too few
Thermonuclear Torpedo x4
3605
197.4
200
1
Don't be fooled by the DPS and range, most missiles won't hit unless they overwhelm the enemy ship defenses
Plasma MIRV 6 x3
1339
64.8
200
3
Thermonuclear Missile x3
2060
43.2
200
5
Thermonuclear MIRV 6 x2
2060
51.9
200
4
Photon Missile x2
2266
38.4
200
5
Fast as the AP-Missile, but with less overall power. Bad idea (Fighter vs Fighter)
Medium ship 5 x 5 turret
Range
DPS
Power
Energy Efficiency
Comments
Ion Gun x2
1976
9.0
2400
267
5 x 5 turrets are too valuable to use with this gun, unless you're playing swarm, cheap ships
Heavy Ion Gun x2
2184
12.0
3000
250
This might be an option; watch the energy consumption
Three-beam Ion Gun
1976
8.0
1900
237
This one will give you a slight advantage in the early-to mid game
Plasma Gun
2600
6.9
2400
347
The first good choice if you intend to build fast ships that kill from afar
Gravitation Gun
2808
6.7
2400
356
Homing shots and decent DPS
Anti-Meson Gun
1352
30.0
2650
88
Very good DPS, feels like loading a sail-vessel cannon, and shortest range at this turret size, though
Concentrated Anti-Meson Gun
1352
45.0
2900
64
50% more damage than its predecessor, but very energy efficient. Shares the same other flaws.
Baryon Gun
3640
12.0
2900
242
Way better at sniping than the IR laser, but with increased energy cost per damage point
Anti-proton Gun
3328
13.4
3200
239
Keep using Baryon instead
Boson Gun
1872
10.5
20400
1943
Do not be scared by the energy consumption, this is a very special weapon. If you are getting beaten by swarms of enemy fighters, use just one of these in your ships. I repeat, JUST ONE. Then watch the fireworks!
Laser x2
832
8.5
1000
118
Paired Laser x2
832
18.2
1400
77
Best Point-Defense, cost wise. Useful vs both Missiles and Fighters. However, why would you want to use a PD weapon on a large turret?
Heavy Laser x2
988
13.3
1600
120
The 2-barrel version improves the DPS quite a bit, but still not the best idea to use a laser on one of these turrets
UV Laser x2
624
7.4
1600
216
Excimer Laser x2
624
10.0
2400
240
One of these can shot down and entire missile salvo by itself; not very good vs fighters, resource and energy expensive. Not a very good choice for a 5x5 turret
IR Laser
3224
3.0
1900
635
This laser will be your weapon of choice of you prefer sniping ships. However, you need a lot to destroy anything larger than a corvette. Use in smaller turrets if possible
Concentrated IR Laser
3270
3.3
1800
540
IR Laser on steroids, same recommendations as above
Maser
1144
17.1
2400
140
Heavy Maser
1222
18.4
3400
185
Plasma Missile x12
1352
72
400
6
AP-Torpedo x8
2184
263.2
400
2
Good DPS but it feels like launching torpedos from a sub. Use clusters instead of turrets
AP-Missile x8
1872
76.8
400
5
Best Point-Defense Missile, above this and missiles are slow, below this and they are expensive and too few. Use clusters instead of turrets for this
Thermonuclear Torpedo x6
3640
296.1
400
1
Don't be fooled by the DPS and range, most missiles won't hit unless they overwhelm the enemy ship defenses
Plasma MIRV 6 x4
1352
86.4
400
7
Thermonuclear Missile x4
2080
57.6
400
7
Thermonuclear MIRV 6 x3
2080
77.8
400
5
Photon Missile x3
2288
57.6
400
7
Fast as the AP-Missile, but with less overall power. Bad idea (Fighter vs Fighter)
Medium ship 6 x 6 turret (Energy Guns)
Range
DPS
Power
Energy Efficiency
Comments
Ion Gun x4
1995
18.0
4500
250
6 x 6 turrets are too valuable to use with this gun, unless you're playing swarm, cheap ships... even so, use the heavy version instead
Heavy Ion Gun x3
2205
18.0
4400
244
Like mounting a machine gun on the Big Bertha barrel... I suposse this might be an option
Three-beam Ion Gun x2
1995
16.0
3500
218
Mmh.... no. use Heavy Ion if you have to. Or better yet, spend more research on guns!
Plasma Gun x2
2625
13.8
4500
325
25% more range than the Heavy Ion... with worse DPS and more energy per damage point
Gravitation Gun x2
2835
13.5
4500
334
Homing shots, but DPS falls short compared to Heavy Ion more barrel. Good range
Anti-Meson Gun x2
1365
60.0
5000
83
Now we're talking: the 2-barrel version makes this is the weapon of choice for DPS, if you can survive long enough to get that close to an enemy vessel
Concentrated Anti-Meson Gun x2
1365
90.0
5500
61
Anti-Meson on steroids. The best energy per damage point amongst energy weapons. Sadly, the range is as bad as the previous one
Baryon Gun
3675
12.0
3000
250
Lowest damage of energy weapons for this size, but longest range. Reasonable energy consumption
Heavy Baryon Gun
3990
30.0
25500
850
Yes, this has even more DPS and range than the regular one, but... the energy consumption skyrockets, and the final DPS is just half of the Anti-Meson... go figure
Anti-proton Gun x2
3360
26.8
6100
228
Energy-efficient heavy Baryon substitute
Boson Gun
1890
10.5
20500
1953
Do not be scared by the energy consumption, this is a very special weapon. If you are getting beaten by swarms of enemy fighters, use just one of these in your ships. I repeat, JUST ONE. Then watch the fireworks!. Try mounting this on a 5 x 5 turret
Heavy Boson Gun
2100
16.2
100500
6222
I honestly don't know. I haven't dared to equip this in a capital ship yet. Energy consumption is just insane, and not the DPS nor range are particularly impressive. Exclusive for this turret size
[/table]
Medium ship 6 x 6 turret (Beam & Missile)
Laser x4
840
17.0
1700
100
Paired Laser x4
840
36.4
2500
69
Best Point-Defense, cost wise. Useful vs both Missiles and Fighters. If you absolutely have to use a beam weapon on the largest turret... let it be this one. It's final DPS is even better than the maser, and the range of the maser doesn't compensate the extra cost
Heavy Laser x3
998
20.0
2300
115
The 3-barrel version also improves the DPS quite a bit, but still not the best idea to use a laser on one of these turrets
UV Laser x3
630
11.1
2300
207
Excimer Laser x3
630
15.0
3500
233
One of these can shot down and entire missile salvo by itself; not very good vs fighters, resource and energy expensive. Not a very good choice for a 6 x 6 turret
IR Laser x2
3255
6.0
3500
585
This laser will be your weapon of choice of you prefer sniping ships. However, you need a lot to destroy anything larger than a corvette. Use in smaller turrets if possible
Concentrated IR Laser x2
3334
6.7
3700
555
IR Laser on steroids, same recommendations as above. However, this might make sense in this turret if you're overloading the whole ship with this type of weapon
Maser x2
1155
34.3
4500
131
Heavy Maser
1234
18.4
3500
190
Plasma Missile x18
1365
108.0
500
5
AP-Torpedo x12
2205
394.9
500
1
Good DPS but it feels like launching torpedos from a sub. Use clusters instead of turrets
AP-Missile x12
1890
115.2
500
4
Best Point-Defense Missile, above this and missiles are slow, below this and they are expensive and too few. Use clusters instead of turrets
Thermonuclear Torpedo x9
3675
444.2
500
1
Don't be fooled by the DPS and range, most missiles won't hit unless they overwhelm the enemy ship defenses. As the IR laser, makes sense to use in here if you're swarming this type of weapon on the ship, still... use a cluster instead of this
Plasma MIRV 6 x6
1365
129.7
500
4
This missile splits into 6 lesser missiles each (36 total), and each one acquires a new target. I am not too conviced beacuse before splitting they first need to go thru the PD defenses and then the damage output of every small missile is the lowest
Thermonuclear Missile x6
2100
86.4
500
6
Thermonuclear MIRV 6 x4
2100
103.7
500
5
This missile splits into 6 lesser missiles each (24 total), and each one acquires a new target. I am not too conviced beacuse before splitting they first need to go thru the PD defenses and then the damage output of every small missile is lower compared to their couunterparts.
Photon Missile x4
2310
76.8
500
7
Fast as the AP-Missile, but with less overall power. Bad idea (Fighter vs Fighter)
Medium ship 4 x 4 missile cluster
Range
DPS
Power
Energy Efficiency
Comments
Plasma Missile x18
1300
108.0
10000
93
AP-Torpedo x12
2100
394.9
10000
25
Good DPS but it feels like launching torpedos from a sub. This is as powerful as a 6 x 6 turret
AP-Missile x12
1800
115.2
10000
87
Best Point-Defense Missile, above this and missiles are slow, below this and they are expensive and too few
Thermonuclear Torpedo x9
3500
444.2
10000
23
Don't be fooled by the DPS and range, most missiles won't hit unless they overwhelm the enemy ship defenses. As the IR laser, makes sense to use in here if you're swarming this type of weapon on the ship
Plasma MIRV 6 x6
1300
129.7
10000
77
This missile splits into 6 lesser missiles each (36 total), and each one acquires a new target. I am not too conviced beacuse before splitting they first need to go thru the PD defenses and then the damage output of every small missile is the lowest. Use it as Point-Defense, Ideally.
Thermonuclear Missile x6
2000
86.4
10000
116
Thermonuclear MIRV 6 x4
2000
103.7
10000
96
This missile splits into 6 lesser missiles each (24 total), and each one acquires a new target. I am not too conviced beacuse before splitting they first need to go thru the PD defenses and then the damage output of every small missile is lower compared to their counterparts.
Photon Missile x4
2200
76.8
10000
130
Fast as the AP-Missile, but with less overall power. Bad idea (Fighter vs Fighter)
Medium ship 6 x 6 missile cluster
Range
DPS
Power
Energy Efficiency
Comments
Plasma Missile x54
1300
324.1
25000
77
AP-Torpedo x36
2100
1184.6
25000
21
Good DPS but it feels like launching torpedos from a sub
AP-Missile x36
1800
345.7
25000
72
Best Point-Defense Missile, above this and missiles are slow, below this and they are expensive and too few
Thermonuclear Torpedo x27
3500
1332.6
25000
19
Don't be fooled by the DPS and range, most missiles won't hit unless they overwhelm the enemy ship defenses. As the IR laser, makes sense to use in here if you're swarming this type of weapon on the ship
Plasma MIRV 6 x18
1300
389.0
25000
64
This missile splits into 6 lesser missiles each (108 total), and each one acquires a new target. I am not too conviced beacuse before splitting they first need to go thru the PD defenses and then the damage output of every small missile is the lowest. Still, if you think on swarming missiles, this is the way to go
Thermonuclear Missile x18
2000
259.3
25000
96
Thermonuclear MIRV 6 x13
2000
337.1
25000
74
This missile splits into 6 lesser missiles each (78 total), and each one acquires a new target. I am not too conviced beacuse before splitting they first need to go thru the PD defenses and then the damage output of every small missile is lower compared to their counterparts.
Photon Missile x13
2200
249.7
25000
100
Fast as the AP-Missile, but with less overall power. Bad idea (Fighter vs Fighter)
Heavy Ship Weapons (Cruiser, Battleship, Stations).
(Pending).
Engines
Power Output per energy spent Unit

Simply put, you want to know how fast your ships will be depending on how much energy they consume. Usually, as engine spaces are fixed, the constraint is not space, but energy spent on engines. The higher, the better.

Light Ship Engines (Fighters, Interceptors, Heavy Fighters, Gunboats)

(Pending).

Medium Ship Engines (Corvettes, Frigates, Destroyers, Freighters)

Power per energy spent
Thermonuclear Rocket Engine (TRE)
1.19
Dual TRE
1.38
Ion Engine (IE)
1.71
Impulse Rocket Engine
1.16
Magnetic Force Engine (MFE)
1.10
Inertial Propulsion Unit (IRU)
0.88
Anti-gravity Engine (AGE)
0.76

Heavy Ship Engines (Cruisers, Battleships, Stations)

(Pending).
Generators
Energy Output per Area Unit

Simply put, you want to compare the reactor that gives you the must bang for your buck; as area is the usual scarce commodity in design, this factor compares how much energy you will get per unit assigned. The more, the merrier!

Aug 2024: Important to note is that Thermonuclear reactor is by far the heaviest one, and if energy amount is not the problem (carefully planned design), to get more speed for specific design, it is sometimes more useful to sacrifice raw amount of energy generated for lower weight (sacrificing sometimes one turret, or one fuel tank) (Credit to lukasz.poczciwy)

Light Ship Generators (Fighters, Interceptors, Heavy Fighters, Gunboats)

(Pending).

Medium Ship Generators (Corvettes, Frigates, Destroyers, Freighters)

Energy per area unit
Nuclear Reactor
83.33
Thermoelectric Generator
133.33
Thermonuclear Reactor
209.88
Muon Fusion Reactor
172.22
Chromoplasma Reactor
180.56
Field Energy Generator
194.44
Gravitational Energy Generator (GEG)
244.44

Heavy Ship Generators (Cruisers, Battleships, Stations)

(Pending).
Shields
Shield points per energy spent

Shields are tricky in Polaris. In one hand, you have the raw point that actually stop damage from hitting the ships' hull, but in other they also stop a percentage of missiles & torpedos actually hitting. For the purposes of this handbook, I am ignoring completely the percentage of missiles, as a couple of lasers will perfectly make short work of these. In here, you will see how much shields you get compared against energy invested, as once again it seems to be the limiting factor. Once again, the more, the merrier!

Light Ship Shields (Fighters, Interceptors, Heavy Fighters, Gunboats)

(Pending).

Medium Ship Shields (Corvettes, Frigates, Destroyers, Freighters)

Shield points per energy spent
Electromagnetic Shield
0.09
Two-phase Shield
0.10
Ion Shield
0.15
Proton Shield
0.07
Warp Shield
0.05

Heavy Ship Shields (Cruisers, Battleships, Stations)

(Pending).
Specials
(Pending)
34 Comments
Chetanoo Apr 7 @ 1:05pm 
Thanks
Canek  [author] Aug 16, 2024 @ 8:17pm 
It's been such a long time... I'll ad your comments into the guide, thank you for the feedback.
Xantus Aug 15, 2024 @ 3:12pm 
About reactors - important to note is that Thermonuclear reactor is by far the heaviest one, and if energy amount is not the problem (carefully planned design), to get more speed for specific design, it is sometimes more useful to sacrifiec raw amount of energy generated for lower weight (sacrificing sometimes one turret, or one fuel tank).

By the way, great idea about such nicely provided chart.
Xantus Aug 15, 2024 @ 3:02pm 
You have completely forgot that there is something like armour threshold (since active reidium) which blocks 2 points of damage from each hit (for a fighter), so, does not matter how much DPS paired laser have, even in 4x (in 6x6 turret) because all of that will be blocked by armour. Not even saying about blocking dmg for ships (blocking 5 points) which makes ion cannons completely obsolete.
Canek  [author] Mar 7, 2021 @ 8:33am 
Certainly! Eventhough I find it very enjoyable it seems it didn't really went well for the devs. One can only hope...
Pengan Mar 6, 2021 @ 10:07pm 
I went bananas on this game after realising that there were no fuel-tankers from start, and the ship design system was unintuitive as hell with no ingame help. No fuel-tankers ? Why make game super-hard on normal???? This game might be good when a total-conversion-mod comes out.
Canek  [author] Jul 14, 2016 @ 8:47pm 
Running another game already! I should have a spreadsheet this month.
Alice Jul 14, 2016 @ 5:03pm 
Im sorry to hear that.:steamfacepalm: I wish you the best! and take your time. <3
Canek  [author] Jun 27, 2016 @ 8:26pm 
Will try. I have to say the original file was lost so I need to redo the sheet again.
Alice Jun 27, 2016 @ 7:51am 
Okay! I guess um armor point per weight maybe? I just wanted to see the different stats of the armor. Keep up the good work! ;3