Medium and large reactors are much more cost-efficient than smalls, use them when you can. Try to make the most of your engine rooms by surrounding them in thrusters on as many sides as possible. They give a 50% thrust force buff to all thrusters that are directly adjacent (touching) and will automatically distribute power to them. Using ion prisms is significantly better than not using prisms if adequately protected.Įngine rooms are very useful. An inefficient ion combination can lead to significantly less damage. When using ion prisms always try to combine two beams of equal strength. For example, a ship with some missiles and some cannons will have its missiles shot down by a small number of flak, leaving its few cannons to do most of the work. Ships that focus on one or two weapon types will be more effective against more types of ships. Ships that are fast will be able to take advantage of piloting more easily and catch kiters. Ships with weapons able to all fire on one target at the same time are much more practical than ones with weapons that aren’t. Certain ships are going to be more effective than others, and all ships have counters. Weapons that can be placed behind layers of armor or in armor “tunnels” like ions, rails, and missiles are generally the most practical at price points higher than 1mill credits because they make damage control easier. Flak is the best missile defense and good vs projectiles. Armor gives much more protection per credit spent than shields, so use it when possible. Efficiency should generally be considered before damage control (like in the case of missiles next to factories) but you should always try to place things in such a way that they can be easily protected. This is called cost-efficiency.ĭamage control is extremely important. The more unnecessary stuff you remove the more necessary stuff like weapons, armor, or thrusters your ship can have. You can see what you can remove by watching your ship during battle. Anything not completely necessary should be removed, this means most storages, crew that sit in their quarters, and reactors that aren’t almost running out of power. How effective your ship is heavily depends on how much “bang for your buck” it gives you. When your reactors get too far away to power something try using power storage. Less travel time means less crew required to do the same task. Using moving walkways to power things throughout your ship will also reduce travel time. For example, missile factories should be next to launchers, ammo next to cannons. The distance from suppliers to consumers should be as short as possible. The most important takeaways from this guide: This summary should give you the information you need to beat your friends in a casual game or two, but I highly recommend reading the entire thing if you want to improve further. So, I know that many people probably don’t have the time or determination to read through the whole guide. Anyone can participate in meta development and share their ideas and innovations for everyone's benefit. The Excelsior server includes everything from a large database of competitive ships you can drag in-game to a classroom channel where you can ask expert players for advice.One of these, Excelsior, is the competitive community hub. The Cosmoteer community also has multiple sub-servers for different purposes. The official Cosmoteer Discord server is what I would consider a necessity for any player wanting to join the community. Reading at least part of Captian Redstone's Ultimate Guide to Prisms is a must if you're interested in making large ships with ions. My post on The Meta is a good place to learn more about building a practical ship. My Introduction to Crew Management is a good way to improve on your logistics and efficiency knowledge from this guide. My introductory video on power, logistics, and crew management is good for those who prefer a video format, though it is no replacement for this guide.
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