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- 1Slots
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Slots[edit | edit source]
(Picture is not up to date but still gives good info, please see table for up to date information)
ECM: Electronic Counter Measure (Gives evasion bonsues)PD: Point defence turret
Slot | weapon | ECM & PD | Storage | normal modules | Bridge | Warp Drive | Engine | Capital Missile | Ship HP Bonus | Upgrade Cost | Downgrade refund |
---|---|---|---|---|---|---|---|---|---|---|---|
Weapon Slot | yes | yes | yes | yes | no | no | no | no | 0 | can not be upgraded | 500 Metal 200 Synthetics5 Exotics |
Hybrid Slot | no | yes | yes | yes | no | no | no | no | 0 | 100 Fuel 900 Metal500 Synthetics10 Exotics | can not be downgraded |
Core Slot | no | no | yes | yes | no | no | no | no | 1HP | 100 Fuel 800 Metals400 Synthetics10 Exotics | 100 Metal 20 Synthetics |
Normal Slot | no | no | yes | yes | no | no | no | no | 0 | 50 Fuel 120 Metal100 Synthetics1Exotics | can not be downgraded |
Storage Slot | no | no | yes | no | no | no | no | no | 0 | can not be changed | can not be changed |
Bridge Slot | no | no | no | no | yes | no | no | no | 0 | can not be changed | can not be changed |
Warp Drive Slot | no | no | no | no | no | yes | no | no | 0 | can not be changed | can not be changed |
Engine Slot | no | no | no | no | no | no | yes | no | 0 | can not be changed | can not be changed |
Capital Missile Slot | no | no | no | no | no | no | no | yes | 0 | can not be changed | can not be changed |
How to up/downgrade slots?[edit | edit source]
Modules[edit | edit source]
Have a look at all different types of modules and their descriptions here.
All modules are operated either automatically (A) or remotely by the bridge (B) - look for a green or symbol on the right top corner.
That’s why it’s important to always have somebody controlling the bridge room.
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If modules are operated by the bridge - weapons, for example -, means they are working, but without accuracy and & recharge bonus from the crew. Which is why weapons, point-defences and shield must be operated with crew during battle, or sensor during travel.
How to craft modules?[edit | edit source]
How to turn off modules?[edit | edit source]
How to repair modules?[edit | edit source]
Tips from players[edit | edit source]
1. Gardens
You want a few of these housing roughly 5-10 crew members which are better than Cryosleep as you can use food to heal and just sell off the excess and there is no cool down time to be combat ready if caught off guard.
2. Cryosleep modules
Aim for 4 or bigger modules. The 4 slot biotech one that generates credits is best for the economy. Other smaller ones can be used but is a waste to purchase.
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Last resort for economy due to the fact you consume food to produce income is less efficient and food is of more importance. If you’re full on food these are more beneficial otherwise just use gardens. The only real benefit here is you are uncapped on the amount of xeno data you can carry.
4. Point-Defence turrets
You want roughly 3 PD turrets and eventually 4 late game. Commercial and Bio are the best but you’re more likely to find Terran ones that are just are just about as good. The importance of these at specific stages of the game is unforeseen by many.
5. Shields
Ideally get either a secondary shield module or battery as soon as possible to tank early game lasers. Dual shield modules are better and more sustaining for longer fights if you are weaker on the DMG output. Sky shield module and the T1 are most efficient for energy:shield ratio.
6. Weapons
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Regardless of your ship early game you want to rush a 5th weapon to have shorter battles to reduce damage intake and conserve resources. You roughly want 1-2 Shield damaging lasers and 4-6 regular. Top laser weapons are the insectoid laser (20hp module), medium laser 3 and Intellipoint lasers that only cost 1/2 energy that are 2x1 4 second cd time. If opting for Projectile weapons, the 5x2 Intellipoint platform or any fast projectiles with 19+ accuracy are ideal.
7. Storage modules
I usually have 2 ESM-2 and a FEO + one other of any type to have a decent pool of metal/synthetics/fuel/organics to sell off at stations.
8. Power Modules
The most important of all, ideally you want to hit 80+ energy for a easy ride late game. Aim for fusion reactors whenever possible but do not be afraid to use common biotech reactors that give +20 as you can just swap them out if in danger.
8. Bridges
Opt for highest amount of crew members always, get the biotech bridges that gives +3 armor and has the lowest energy usage if available.
9. ECM turrets
The most important module of all but not as important early game as your absorbing weaker fire early on. Aim for the ECM turret 3 which gives ship HP and 7% evasion each. If energy is an issue aim for the 6% 1 energy biotech module. These stack and you can get 100+% evasions and watch enemy ships kill each other.
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10. Engine
The Unknown biotech engine is one of the best in the game. I think only one other engine beats its evasion. Equip something around 15% evade and 35 or less consumption. The higher evasion or ship HP is mega not worth the higher fuel consumption in most cases.
11. Any other modules
Nukes are on demand for harder fights, any healing modules are on demand, sensors should be a priority early on depending on your economy as it helps you find resources but I do not see it as a necessity as most late game instances I found myself in abundance of resources.