![]() ![]() LevelĪctive ships are maintained by the repair yard, whether returning from a mission of preparing for launch. You can rotate the factory by using the arrow keys. Factories that sustain damage will pause whatever ship construction, refits or upgrades they are currently performing until fully repaired. Some players choose to place the factory near the centre of their base in an attempt to protect it however, this is not recommended because of the Ship Factory's huge Collateral Damage . Ship factories are instant repair when equipped with no defensive upgrades regardless of level. Generally, players don't protect their factory and fit no armor plating or shield slots on the factory. Building ships is one of the main sources of experience points. The ship factory is responsible for building ships in the game. New ships are designed and constructed at the ship factory, making it a critical part of a base's operations. Base weapons should have a mix or long range and close range weapons, with their firing arcs overlapping so that multiple turrets can fire simultaneously. What is equiped on them, as well as their positioning, is key to a successful defence. The combat module supports many components, and attaching a turret is the best way to protect a base.Ĭombat Module, as the name suggests, is a turret designed for destroying attacking ships. It is the only module that takes up a 2x2 tile area.Ĭombat Module X with Kinetic Driver Turret V.Many have tried to the reason there isn't a massive power failure when the Bridge is destroyed as being due to hidden emergency generators inside each module.It is the only building that maxes out at level V.Its name was changed from The Outpost to The Bridge late into Closed Beta.Take this into consideration when building your base. One thing to be careful about is the Bridge's huge Collateral Damage it can seriously damage or even destroy anything directly next to or diagonal to the bridge. Most people do not move The Bridge if asteroids start moving farther away, instead opting to use Power Pylons instead. The Bridge makes up the center of the core while key buildings are usually placed near it with Combat Modules adding further support to the core. Generally, most base designs place The Bridge at the center of the available build space, this allows modules to extend equally in all directions. The Bridge is a Storage Module and a Combat Module mixed it can also carry a massive amount of armor and weapons, making it by far the strongest combat module in your base.Īs you upgrade the bridge, you can field more fleets, up to a maximum of 7 fleets at Bridge level V.Īs you upgrade the bridge, you can also build additional modules such as storage, miners, combat modules and Terminus Mines, and allow existing ones to be upgraded an additional 2 levels for every bridge level. The Bridge, unlike other buildings cannot be upgraded past level V. Despite it being a source of power, immediately targeting and destroying will not cease the functionality of Combat Modules. The Bridge provides power to all your modules and is a behemoth to take down in base hits. Modules draw their power from the Bridge's reactor. ![]() The Antimatter Silo had its build and upgrade times reduced by 30% up to level XIV in the late April 2020 update.Bridge lev el V with Kinetic Driver Turret VĪll base operations are directed from the Bridge.The Antimatter Silo XV was released in the late March 2020 update.All Miner Rebellion modules (except Terminus Mines) received Anti-Pierce in the mid-January 2020 update which is basically infinite Counter Pierce.Additionally, the quantity of Antimatter stored in these modules, as well as the amount required for the various tasks in the game, are more than sufficient to destroy a planet.(The amount of Collateral Damage is merely that of ordinary Storage Modules) Oddly enough, when destroying Antimatter Silos, no such explosion occurs. Antimatter colliding with ordinary matter is known to explode in cataclysm.Do note that Antimatter Silos get extra health but lower maximum mass than Storage Modules at levels XIII and above. Note that merely damaging this module does not result in any resource transfer it must be fully destroyed for resources to be stolen.īasically the same as that of the Storage Module. Attacking fleets can store up to 500% of the normal cargo capacity this way. Wen destroyed, the defender loses a hefty amount of its stored resources, with the attacker gaining the same amount plus a bonus that is based on the time passed since the previous incursion. The Antimatter Silo is a specialized Storage Module designed to hold Antimatter instead. ![]()
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