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Is it worth adding all 6k decks for all the mods? I want to know if it's better to stay at a certain number of decks (say, for example, 2k decks) to limit the damage you can take? Instead of decks, I'm adding all points to tactical officers until I have 1k of them (at 720 now).

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Fri Jun 01, 2012 9:41 am
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Some will say yes, some will say no

The way im doing it : Energy + attack + shield + hull + defense are the only module im doing space for.

Thats probably only because im a pvper but anyway decide what fit you the most : big ship (high damage cap) with everything , small ship (low damage cap) with only TO and some module or mid ship (average damage cap) .


Fri Jun 01, 2012 11:27 am
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If I had it to do over, I would probably try to do what Atlas is doing. I'd go attack/energy/defense/hull. Cloak and scan would only be installed as needed. Shields, I'm not sure about.


Fri Jun 01, 2012 11:44 am
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I'm not going to get the top tier of modules. They aren't too cost effective. So I'm going to limit myself to Heavy Thetacrons, Supernovas Mk4, Syncopates (Need as much hull as possible), and Exergonic Converters. I'll let my Artifact take me further then that, and hopefully only need my ship for scan and cloak as my crew gets bigger.
Yesterday, me and 2 others got into a conversation about the usefulness of the highest tier of weaponry: me and someone else argued how your crew should be the bulk of your power. The third guy swears by the top-tier mods. He has all the best gear equipped, and has proven to be a great fighter in both PvP and bases. He's builder, but he says he's working his mining up to a higher level, so he can switch to Excavator.

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Fri Jun 01, 2012 12:13 pm
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Bluecifer wrote:
I'm not going to get the top tier of modules. They aren't too cost effective. So I'm going to limit myself to Heavy Thetacrons, Supernovas Mk4, Syncopates (Need as much hull as possible), and Exergonic Converters. I'll let my Artifact take me further then that, and hopefully only need my ship for scan and cloak as my crew gets bigger.
Yesterday, me and 2 others got into a conversation about the usefulness of the highest tier of weaponry: me and someone else argued how your crew should be the bulk of your power. The third guy swears by the top-tier mods. He has all the best gear equipped, and has proven to be a great fighter in both PvP and bases. He's builder, but he says he's working his mining up to a higher level, so he can switch to Excavator.



thats been a crutch of many people outfitting their ships, and to me in seems like a waste. if your going to be any race/profession, only talth excacator makes any sense for increases in the long run.
Or if your not there yet, aerlen for PvP, because of the def bonus, or kongul for the att bonus. But i honestly think the def bonus trumps the attack one.. having played both now. a little more costly in energy for npcs, but PvP is a breeze.

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Fri Jun 01, 2012 1:27 pm
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I have a lot of defense/shield modules uninstalled because they would weaken me if i put them on (take less shots to kill me XD)
thou all of those modules have scan on the side... so if you want to have high scan at all times they aren't bad

But i really feel that somethings are just unnessairy.

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Fri Jun 01, 2012 1:28 pm
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I have close to 10k hull unbuffed. So I expect roughly 20k hull when Lazuli, and then with Syncopate's and low damage cap, I should be considerably more difficult to kill. What's even better is, I expect to have my second Velox by then, which should give me defence somewhere in the 10k range (fingers crossed)

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Fri Jun 01, 2012 1:39 pm
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One of my personal goals for this game was to have every mod installed, however at the rate that they come out, i may have to think that over. And while i do agree that quasi's are not worth it i think entropy field is.

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Fri Jun 01, 2012 2:10 pm
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2k decks is what i run, and it works fairly well.

2k decks means your defence will be roughly three times as effective as the same defence on a 6k decks ship.
3k decks means your defence will be roughly double as effective as the same defence on a 6k decks ship.

Basically, there are 4 primary ways to ship build.

Micro-ship build. No decks other than what your level damage cap allows you. Near impossible to kill, but low energy/scan/cloak/guns/everything but health.

Small/Medium ship build. A minor amount of decks, such as 2k, to allow you to switch between needed tasks while maximising defence. Generally can not have hull/shields installed, and only minimal cloak/scan etc. However, enough space to install max of anything, for missions and scan runs.

Efficient/large ship build. Enough decks to fit on all the powerful and researched decks, but no decks wasted on dodgy hybrid modules to improve defence efficiency. Probably possible on 3kdecks, I dont know

Maximum Size build. 6k+ decks. Install everything. Fastest route to power, and can do any task, but takes most damage.

Each has their advantages and disadvantages. Only you can choose ;)

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Wed Jun 06, 2012 4:46 am
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Golgotha wrote:
2k decks is what i run, and it works fairly well.

2k decks means your defence will be roughly three times as effective as the same defence on a 6k decks ship.
3k decks means your defence will be roughly double as effective as the same defence on a 6k decks ship.

Basically, there are 4 primary ways to ship build.

Micro-ship build. No decks other than what your level damage cap allows you. Near impossible to kill, but low energy/scan/cloak/guns/everything but health.

Small/Medium ship build. A minor amount of decks, such as 2k, to allow you to switch between needed tasks while maximising defence. Generally can not have hull/shields installed, and only minimal cloak/scan etc. However, enough space to install max of anything, for missions and scan runs.

Efficient/large ship build. Enough decks to fit on all the powerful and researched decks, but no decks wasted on dodgy hybrid modules to improve defence efficiency. Probably possible on 3kdecks, I dont know

Maximum Size build. 6k+ decks. Install everything. Fastest route to power, and can do any task, but takes most damage.

Each has their advantages and disadvantages. Only you can choose ;)


Vouche he was one of the toughest kills I had to actually debuff him.

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Wed Jun 06, 2012 9:01 am
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Golgotha wrote:
2k decks is what i run, and it works fairly well.

2k decks means your defence will be roughly three times as effective as the same defence on a 6k decks ship.
3k decks means your defence will be roughly double as effective as the same defence on a 6k decks ship.

Basically, there are 4 primary ways to ship build.

Micro-ship build. No decks other than what your level damage cap allows you. Near impossible to kill, but low energy/scan/cloak/guns/everything but health. Too late for that lol.

Small/Medium ship build. A minor amount of decks, such as 2k, to allow you to switch between needed tasks while maximising defence. Generally can not have hull/shields installed, and only minimal cloak/scan etc. However, enough space to install max of anything, for missions and scan runs.This is what I'm going with. 8 guns, 5 hulls, 4 defence mods, and 3 reactors. The all fit in to under 2k decks (not the most expensive ones, mind). I'll slowly swap out mods for scanners and cloak.

Efficient/large ship build. Enough decks to fit on all the powerful and researched decks, but no decks wasted on dodgy hybrid modules to improve defence efficiency. Probably possible on 3kvdecks, I dont know. If it doesn't work, or my growth is stunted by my decks-space, I might go for this.

Maximum Size build. 6k+ decks. Install everything. Fastest route to power, and can do any task, but takes most damage. Which will always leave me th option of going the whole hog :) .

Each has their advantages and disadvantages. Only you can choose ;)

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Fri Jun 08, 2012 10:06 pm
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rank393

860.9M

1020 Decks
1002 Engineers
2006 Tactical Officers
843 Helmsmen
494 Scientists

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Wed Jul 11, 2012 2:13 pm
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So it's purely deck size and not your ship's class is it?


Sat Oct 20, 2012 1:54 am
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if you want a truly SSB, dont install hull/weapons/def, other then what your rank damage cap works out to be. and then i would suggest ONLY weapons, since more attack means easier planet thefts.
this WILL leave you with some bad looking stats because everyone and their dog will disable you early on, but stick it out, and youll be the least attractive girl at the party in no time.

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Sat Oct 20, 2012 1:58 am
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For PVP dont add decks its SUCKS!!!!

But it is nice to have every thing installed.

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Sat Oct 20, 2012 2:51 am
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It's really a matter of convenience i was running 2k decks for a fair while but i decided to add more simple because the switching off modules every time i wanted to base take an npc etc i had to switch everything around to fit atm i run 3.5k decks which allows me all weps,defense and energy mods limited hull mods and for shield only running my aegis

It's still annoying with this number as i need to keep adjusting scan for all these new elites requiring 4.5k scan + whenever i want to scan i have to gut my hull/defense to fit the modules

So you have to decide if you want a very strong ship and are prepared to constantly rework your modules to optimize it or if you want to be lazy and just install everything you need.

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Sat Oct 20, 2012 3:50 am
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the formula to calculate the domage cap it is
your number of deck/2
so if it is 2000 deck it is 1000 domage cap

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Sat Oct 20, 2012 11:09 am
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Bluecifer, also many small ship-medium ship builds recommend removing all researched hull mods eventually. I just reached 19k hull without those installed and have under 2k decks.

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Sat Oct 20, 2012 11:45 am
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Thanks for the formula. So I think I'll probably stop adding hull at 3K and see how that goes... But then again, I suppose in the future, I'll be putting tons more prisoner points into helmsmen, would it matter that much in the future?

I see people with 35K base attack and defense. So with that type of defense and attack, does deck really matter that much?


Sat Oct 20, 2012 9:48 pm
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tankerdude wrote:
I'll be putting tons more prisoner points into helmsmen


No, Prisoners go into either TO officers or Engineers. Helmsmen come from androids.

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Sat Oct 20, 2012 9:59 pm
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