Gameplay / Unit Tips

This page is for tips on playing the game, certain units, factions, or other things.

This page is free for addition of tips.

Gameplay

 * Pause the game frequently.
 * The game will advance by 1 frame for every action you do while the game is paused.
 * Cloud will freeze ships without shields, and have insanely high shield capacity.
 * Infest can instantly kill unshielded ships, do damage over time, and constantly heal themselves.
 * Red will spam Tridents at higher levels.
 * Orange will try to rush Goliaths and Scorpions.
 * Yellow uses Phalanx units and will spam Grendels, Falcons, or Mastodons.
 * Green uses Rapier carriers at high levels, and spams Legions.
 * Purple will spam projectiles with Scorpion, Minotaur, and Hammerhead.
 * Area-of-effect attacks, like Pandemic and Biohazard's acid missiles, still explode when shot by Phalanx.
 * Area-of-effect attacks also effect asteroids.
 * Self-Destruct and Shields prevent infestation.
 * Beam weapons will ignore Area Shields and Phalanx.
 * Shields take more damage from EMP, Iridium, Neutron, and Force Rounds, and takes less damage (without effects) from Fusion, Acid, and Freeze Rounds.
 * Armor takes more damage from Fusion, Thermal, Neutron, and Force Rounds, and takes less damage (with effects) from Acid and Freeze Rounds.
 * Cloaked units are invincible to all damage sources except for nuclear missiles.
 * Repair removes Acid and Freeze effects.
 * The maximum rate of fire for all units is once per frame.

Ships

 * Miners are more efficient than Extractors.
 * Miner and Exhumer placement matters.
 * Cobra will annihilate Cloud.
 * Hades and Archangel can be used to kill threatening targets in no time at all.
 * Cutlass excels with Cloaking.
 * Spores produced by Biolab or Biohazard cannot receive cloak mods.
 * Carriers with Sapphire Hangar can overwhelm Phalanx defenses.
 * Mosquito, Athena, and Artillery-Halo will target only structures.
 * Goliath will instantly kill all structures and turrets (except for stations) without any Armor mods or technology equipped.
 * Ragnarok will end stalemates if you can't get through the enemy's turrets.
 * Artillery-Halo can penetrate enemy defenses if there isn't enough Phalanxes.
 * Cataclysm with Fusion Rounds and rate of fire upgrades can annihilate enemy defenses.
 * Spartan can snipe turrets from long-range with range upgrades.
 * Carriers with Fury Hangar and Self-Destruct will make for a deadly surprise.
 * Biohazard with a Shield mod will allow the spores it produces to survive the acid missiles that it fires.
 * Engineers can revert damage dealt to your base after a comeback, and heal units on the frontline.
 * Tyrant can freeze ships and turrets, and the freeze effect lasts longer than normal.
 * Exhumers with +50% rate of fire mine continuously.
 * Tyrant and Cobra work great when used together.

Turrets

 * Void Lance can instantly kill high-threat targets.
 * A single +20% Fire-Rate mod on Phalanx will max out its firing speed.
 * Use Phalanx at all times.
 * Quad Micromissiles and Laser with Range upgrades can be used as cheap artillery.
 * Mjolnir with EMP Rounds can wreak havoc on Shields.
 * Apocalypse, Artillery, and Mjolnir will target only structures.
 * Hyper Repair can counter the damage dealt by most ships.
 * Apocalypse is a great turret for ending stalemates at the enemy's base.
 * Place Apocalypse to the side of your base.

Auxiliaries

 * Processor is more energy-efficient than Generator, but consumes Metal.
 * Barricade excels at tanking damage.
 * Tactical and Mega Shields can block black-hole weapons while the shield is up.
 * Biolab works well with freeze attacks.
 * Naval Yards are more efficient versions of the Stardock.
 * Cloak Field can cloak your main station, drawing fire away from it.
 * Constructor can be used to expand your base if you run out of build room.
 * Fighter Yards build fighters significantly faster than Fighter Bays.

Technologies

 * Supplies can be used to rush powerful equipment, including Artillery and certain Mediums.
 * Base Cannons can help you allocate more resources to your economy.
 * Battery Packs are great for short-term use; Power Cores for long-term use.
 * Although the technology doesn't say so, Fighter Yards get an Autocannon from Base Cannons.
 * Flash Charge doesn't benefit area shields.
 * Mining units don't benefit from Primer or Heatsink.
 * Expansion benefits Constructor.
 * Munitions technologies change all projectile weapons to fire that type of munition.
 * Munitions mods override munitions technologies.
 * Self-Destruct mods will follow munitions technologies.
 * Plasma Mastery doesn't benefit boomerang weapons, such as Edgeslasher.

Other

 * The higher the level, the better the rewards, like Red units.
 * Nuclear Weapons never appear in the store. However, their sell value suggests that the credit price is 3,000.
 * Extractor can be used as a turret when there are no more nearby asteroids to mine.
 * Don't build too many Reactors or Miners.
 * Rarity isn't everything; a green ship might be more powerful than a red one.
 * Each upgrade triples the credit price. Red units sell for 27 times more credits than a blank one.
 * Fusion Rounds modded ships work well with EMP Rounds munitions, and vice versa.
 * If you treat others badly, you're going to be treated badly by others as well.