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 Namekians ship log 
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Thought I make a new thread to show my progress on this game, :mrgreen:

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Attack Buffed: 1130 (Unbuffed ?)
Modules that are offline are
Weapons Crimson Auto-Phaser (x2), Domination Cannon (x3), Light Antiproton Cannon (x8)
Energy All online
Sensors Decryption Quad-Frame, Sha'din Al Core, Sha'din Supercomputer (x3) Stryll Hunt Sensor (x2), Stryll Transponder, Tetra-Seek Targeter (x2), X-Manifold Detector (x5),
Hull All Online
Shields Light Rift Shield (x5)
Cloaking Quantum Jammer, Zolazin Jammer (x2)
Defence All online

Badge count: 84 Red, 31 Blue, 80 Yellow, 5 Green, 23 Silver, 52 Black

Ship Crew & Size
982 Decks
6730 Cargo
400 Engineers
421 Tactical Officers
471 Helmsmen
510 Scientists

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Fri Nov 29, 2013 5:22 pm
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I think you can get enough engineersthat you don't need reactors anymore and just relays. If you're able to do this, then you can easily put all your weapons back on and make one scary looking ship.

Your ship is very good because a great defence is a great offence. I think you got the idea of making people have to hit your more to kill you. Why not make them take the same amount damage from you if you were to attack them with weapons on?

Three modules I highly recommend on your ship. One, a merged data node because it gives you 4% extra defence when fully upgraded and gives you a good amount of scans and cloak. Two, velox thrusters because, they give 5% overall defense and 250 defense. Three, Aegis capacitors because they give you 5% overall shields and 300 shields. These mods have higher ratios, since they take up less deck space for great stat boosts.

How are you doing on medals though?


Fri Nov 29, 2013 8:36 pm
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Take off your reactors unless you're about to level or your energy will cap while you're asleep or out of the house. I'm also not seeing any relays.

Take off the megapulsers. People aren't going to take so long to disable you that these will help more than one extra shield tick.

Take off the bane emitter unless you are invading a planet. There are far mre efficient mods you can use.

Your ship seems a bit big and your base attack seems pretty low. I'd suggest sticking to T.O.s and engineers for your rankpoints and letting deck come by ship bots.

Continuum parsers are nice and cheap but you should be getting close to the point where your npc and researched mods are more space efficient.

What are your planet structures at, because your mining and arti production are a bit ow. I'd advise getting +12s asap given that they give the best long-term gain. Also, remember to stop pulling artifacts after you drop bellow 4k to make sure you maximize prisoners.

Don't bother upgrading mods until you get the full tier (heavy singularity launcher to heavy antiproton not heavy to light to medium to heavy)

Wait until you need more planets and then go on a scan run. Keeping scanners around is more expensive than just re-buying them when you need them and selling them afterwards. (right now almost 30% of your upkeep is coming from unused scanners)

Ludis wrote:

Three modules I highly recommend on your ship. One, a merged data node because it gives you 4% extra defense when fully upgraded and gives you a good amount of scans and cloak. Two, velox thrusters because, they give 5% overall defense and 250 defense. Three, Aegis capacitors because they give you 5% overall shields and 300 shields. These mods have higher ratios, since they take up less deck space for great stat boosts.

How are you doing on medals though?


The Merged datanode would be nice, but he'd need put all his energy into that mission for the next 40 levels just to get it, and there's better things he could be doing with that energy and xp (low rank pvp while its easy). Also, the thrusters are good to get right away, but the Aegis requires that you already have 4k shield to become an increase over just using the xcharges and ~7k shield before they become more space efficient than the top researched shields.

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Sat Nov 30, 2013 1:08 am
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We're in badge range of one another, so I figured I'd give you my stats so you could compare:


Rank 149
Size Class: Heavy Titan
Space: 800 / 802
Attack: 5159
Defense: 1551
Scan: 166
Cloak: 165
Cargo: 6915 / 8315
Upkeep: 612.6M
Konqul: Attack +20%
Fixer: Hull +30%

470 Engineers
1326 Tactical Officers
788 Helmsmen
798 Scientists

Ships/Allies Apparitious II, Bane Familiar (he's rank 8)
Weapons Heavy Null Ray x6, Dominion Cannon - Mark III x4, Vortul Blast Phaser x4, Radiant Surge Cannon, Prototype Mech XV
Energy F.A.T.H.E.R. x2, Omicron Injector
Sensors Continuum Parser x2, AI Supercomputer
Hull Perfect Fermionic Armor x4, Protean Armory x3
Shields Harvest Shield II, T.O. Harmonic Pulser, Harmonic Resonator
Cloaking offline
Defenses BM50 Convoy Shuttle x3, Dark Ring Thruster x4, Trinity-Core Drive x2, Thrust Stabilizer

Battles 31139 (Grand Master)
Player Kills 1032
Deaths from Players 172
Non-Player Kills 679
Planets Found 282
Planets Occupied 36
Planets Captured 20
Missions Completed 240
Scans Performed 930
Successful Hacks 401
Successful Raids 747


Production:
Minerals 2203 units / hour
Artifacts 4184 points / hour
Research 4984 research / hour


Total Energy: 470 (all from engineers)
Hull: 8208
Shields: 1359


My .02 cents:
-First, I'd most definitely take off the reactors and the surge plexus for that matter, as that is space you can be using for weapons and defense mods (take advantage of that aerlen bonus!). You can make up for the energy lost with engineers. Although it may take some time to gain all that energy back, you will have given yourself a LOT of deck space you can work with. Just keep the energy mods in your cargo, and put them back on before you rank.

-Try to bring up your arti production and research production as well. Buy or earn a few GP, and go through your planets and get rid of ones that you colonized at a lower rank, and colonize more efficient ones. You can either scan for them, purchase them, or ask your legionmates. I recently purged most of my crappy planets, and it made a big difference in my production numbers by becoming more finicky about planet choices! (and in the process you may rank your bane as well!)


BTW: as much of a pain in the butt as I can be PvPing, your ship was pretty annoying to bring down, which is a good thing!


Sat Nov 30, 2013 1:54 am
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Glaxor wrote:

The Merged datanode would be nice, but he'd need put all his energy into that mission for the next 40 levels just to get it, and there's better things he could be doing with that energy and xp (low rank pvp while its easy). Also, the thrusters are good to get right away, but the Aegis requires that you already have 4k shield to become an increase over just using the xcharges and ~7k shield before they become more space efficient than the top researched shields.


The merged datanode takes around 11 ranks at his rank. That is not much and I did the mission for it around rank 137 and could still slow rank afterwards. If he can wait out those x charge cells, then it's ok for him to have those aegis capacitors, which I agree with you, but aegis capacitors are much more space efficient then what he has on right now.


Sat Nov 30, 2013 2:17 am
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Glaxor wrote:
Take off your reactors unless you're about to level or your energy will cap while you're asleep or out of the house. I'm also not seeing any relays. Forgot to include them :oops:

Take off the megapulsers. People aren't going to take so long to disable you that these will help more than one extra shield tick. I like leaving them on while pvping so I have less repairs on hull :mrgreen:

Take off the bane emitter unless you are invading a planet. There are far mre efficient mods you can use. ha, ha Its merely a trophy, :mrgreen:, It is usually offline most the time

Your ship seems a bit big and your base attack seems pretty low. I'd suggest sticking to T.O.s and engineers for your rankpoints and letting deck come by ship bots. I switch attack for defence when in offensive mode

Continuum parsers are nice and cheap but you should be getting close to the point where your npc and researched mods are more space efficient.
I am at 8's, luckily I have a nice legion base to stay at though ;) Always on the look out for decent planets though
What are your planet structures at, because your mining and arti production are a bit ow. I'd advise getting +12s asap given that they give the best long-term gain. Also, remember to stop pulling artifacts after you drop bellow 4k to make sure you maximize prisoners.

Don't bother upgrading mods until you get the full tier (heavy singularity launcher to heavy antiproton not heavy to light to medium to heavy) I don't mind paying the extra unkeep :)

Wait until you need more planets and then go on a scan run. Keeping scanners around is more expensive than just re-buying them when you need them and selling them afterwards. (right now almost 30% of your upkeep is coming from unused scanners) I only keep them so I can hack people with low (or lower) chance at failure :mrgreen:

Ludis wrote:

Three modules I highly recommend on your ship. One, a merged data node because it gives you 4% extra defense when fully upgraded and gives you a good amount of scans and cloak. Two, velox thrusters because, they give 5% overall defense and 250 defense. Three, Aegis capacitors because they give you 5% overall shields and 300 shields. These mods have higher ratios, since they take up less deck space for great stat boosts.

How are you doing on medals though?


The Merged datanode would be nice, but he'd need put all his energy into that mission for the next 40 levels just to get it, and there's better things he could be doing with that energy and xp (low rank pvp while its easy). Also, the thrusters are good to get right away, but the Aegis requires that you already have 4k shield to become an increase over just using the xcharges and ~7k shield before they become more space efficient than the top researched shields. Yeah will do, as soon as I can be bothered :)

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Sat Nov 30, 2013 12:08 pm
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xmoonxlitxwalkx wrote:
We're in badge range of one another, so I figured I'd give you my stats so you could compare:


Rank 149
Size Class: Heavy Titan
Space: 800 / 802
Attack: 5159
Defense: 1551
Scan: 166
Cloak: 165
Cargo: 6915 / 8315
Upkeep: 612.6M
Konqul: Attack +20%
Fixer: Hull +30%

470 Engineers
1326 Tactical Officers
788 Helmsmen
798 Scientists

Ships/Allies Apparitious II, Bane Familiar (he's rank 8)
Weapons Heavy Null Ray x6, Dominion Cannon - Mark III x4, Vortul Blast Phaser x4, Radiant Surge Cannon, Prototype Mech XV
Energy F.A.T.H.E.R. x2, Omicron Injector
Sensors Continuum Parser x2, AI Supercomputer
Hull Perfect Fermionic Armor x4, Protean Armory x3
Shields Harvest Shield II, T.O. Harmonic Pulser, Harmonic Resonator
Cloaking offline
Defenses BM50 Convoy Shuttle x3, Dark Ring Thruster x4, Trinity-Core Drive x2, Thrust Stabilizer

Battles 31139 (Grand Master)
Player Kills 1032
Deaths from Players 172
Non-Player Kills 679
Planets Found 282
Planets Occupied 36
Planets Captured 20
Missions Completed 240
Scans Performed 930
Successful Hacks 401
Successful Raids 747


Production:
Minerals 2203 units / hour
Artifacts 4184 points / hour
Research 4984 research / hour


Total Energy: 470 (all from engineers)
Hull: 8208
Shields: 1359


My .02 cents:
-First, I'd most definitely take off the reactors and the surge plexus for that matter, as that is space you can be using for weapons and defense mods (take advantage of that aerlen bonus!). You can make up for the energy lost with engineers. Although it may take some time to gain all that energy back, you will have given yourself a LOT of deck space you can work with. Just keep the energy mods in your cargo, and put them back on before you rank.

-Try to bring up your arti production and research production as well. Buy or earn a few GP, and go through your planets and get rid of ones that you colonized at a lower rank, and colonize more efficient ones. You can either scan for them, purchase them, or ask your legionmates. I recently purged most of my crappy planets, and it made a big difference in my production numbers by becoming more finicky about planet choices! (and in the process you may rank your bane as well!)


BTW: as much of a pain in the butt as I can be PvPing, your ship was pretty annoying to bring down, which is a good thing!


Thanks, your ship was a pain too :D, I am currently Pvping for domination Cannons -Mark III, Finishing easy missions for cheap 'no cost in space' modules for my ship,

As much I love to take down the energy modules I will unfortunately have no energy to pvp with doing that. So the only solution I have is to add more decks, or *shudders* slow rank.

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Sat Nov 30, 2013 12:22 pm
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Namekian wrote:
xmoonxlitxwalkx wrote:
We're in badge range of one another, so I figured I'd give you my stats so you could compare:

BTW: as much of a pain in the butt as I can be PvPing, your ship was pretty annoying to bring down, which is a good thing!


Thanks, your ship was a pain too :D, I am currently Pvping for domination Cannons -Mark III, Finishing easy missions for cheap 'no cost in space' modules for my ship,

As much I love to take down the energy modules I will unfortunately have no energy to pvp with doing that. So the only solution I have is to add more decks, or *shudders* slow rank.


You'll be able to kill the weakest of the weak and slow rank at the same time with low energy. I did that and got 1k kills at rank 100 from waiting for the weakest laughables to pop out. I'm sitting at 1501 kills atm at rank 182. It's good that you're doing easy missions though because that's what I did. Drop your energy reactors, put up relays and all your weapons back on while you wait for engineers.

Well here are my stats:

Rank 182
Size Class: Heavy Battleship
Space: 480 / 480
Attack: 3690
Defense: 3350
Scan: 271
Cloak: 380
Cargo: 8738 / 19840
Upkeep: 326.7M
Aerlen: Defense +30%
Fixer: Hull +30%

19840 Cargo
775 Engineers
2665 Tactical Officers
1678 Helmsmen
1498 Scientists

Ship Design Sarkonis
Size Class: Heavy Battleship
Ships/Allies: Apparitious II, Bane Familiar
Weapons: Dominion Auto-Blaster x4, Combat Analyzer, Prototype Mech XV
Energy: Surge Plexus x3, HyperChannel Relay x4, F.A.T.H.E.R. x2, Exotic Dynamo, Chron-Transistor, Omicron Injector
Sensors: Merged DataNode, AI Supercomputer, Tachyon Router
Hull: Perfect Fermionic Armor x2, Protean Armory x3, Impact Absorber (Will Switch Fermionic armor for Kalvium Fortified Platings.)
Shields: Mega-Coil Repulsor x3, T.O. Harmonic MegaPulser, Q-Phase Battery Array, Harmonic Resonator (Might swap mega-coil for aegis capacitors.)
Cloaking: Gamma Channeler
Defenses: BM50 Convoy Shuttle x3, Dark Ring Thruster x4, Auto-Evasion Node, Trinity-Core Drive x2, Thrust Stabilizer, Subspace Compressor (Will take out dark ring thrusters and leftover space from second fermionic to put velox thrusters.)

505 / 505 Energy (With 4 Hyperchannel Relays)
7799 / 7799 Hull
2324 / 2324 Shield

Battles 23041 (Grand Master)
Player Kills 1501
Deaths from Players 42
Non-Player Kills 287
Planets Found 515
Planets Occupied 46
Planets Captured 6
Missions Completed 579
Scans Performed 3015
Successful Hacks 2190
Successful Raids 3171

Minerals 2069 units / hour
Artifacts 2570 points / hour
Research: 5184 research / hour (Dropping this for Artifact producion and depending on scientists only later on)

555 Medal Points


Sat Nov 30, 2013 8:30 pm
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Ludis wrote:
Namekian wrote:
xmoonxlitxwalkx wrote:
We're in badge range of one another, so I figured I'd give you my stats so you could compare:

BTW: as much of a pain in the butt as I can be PvPing, your ship was pretty annoying to bring down, which is a good thing!


Thanks, your ship was a pain too :D, I am currently Pvping for domination Cannons -Mark III, Finishing easy missions for cheap 'no cost in space' modules for my ship,

As much I love to take down the energy modules I will unfortunately have no energy to pvp with doing that. So the only solution I have is to add more decks, or *shudders* slow rank.


You'll be able to kill the weakest of the weak and slow rank at the same time with low energy. I did that and got 1k kills at rank 100 from waiting for the weakest laughables to pop out. I'm sitting at 1501 kills atm at rank 182. It's good that you're doing easy missions though because that's what I did. Drop your energy reactors, put up relays and all your weapons back on while you wait for engineers.


Tied it for 1 day and struggled :roll:, I only had 200 energy with relays then. My plan of switching weapons and defences around might be a better for now.

However there is an update to defending mode 8-) 8644 hull unbuffed and 1069 shields (No changes) unbuffed with 3667 defence.
I've also added 84 engineers in that time and added (a few) decks, currently at 992.

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Tue Dec 03, 2013 8:16 pm
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How far are you in researching planet structures?

I believe 200 energy is still good enough to have in conjunction with your weapons to snap those balloon ships that go down in 1 or 2 hits. If you're still wasting energy on strong ships that are well defended, then you're wasting your time for a single red. Use your energy efficiently because you have a priority and chance to kill weaker ships at your rank that are easier than ones when you get to higher ranks.


Tue Dec 03, 2013 9:23 pm
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Ludis wrote:
How far are you in researching planet structures?

I believe 200 energy is still good enough to have in conjunction with your weapons to snap those balloon ships that go down in 1 or 2 hits. If you're still wasting energy on strong ships that are well defended, then you're wasting your time for a single red. Use your energy efficiently because you have a priority and chance to kill weaker ships at your rank that are easier than ones when you get to higher ranks.


I am currently at 8's, :mrgreen:. I am currently researching shielding to unlock oblivion barriers for my planets. This should free up some space on my planets and help me defend the ones that really need it!

200 just is not realist as how am I going to activate my bane ability I spend so much on :cry:. I am keeping the reactors on because I feel the Scrugge is coming this week, however it is getting more doubtful as the week progresses :( :!: I WANT HYPERNODES :!:

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Wed Dec 04, 2013 5:16 pm
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Just take them off and replace them with engineers. I did it and although I was running with a pretty small amount of energy, my ship became so much stronger that I made up for the lack of energy, with the fact PvPing was much more energy efficient. When you need to do your bane ability, just put your reactors back online and take off defense or weapons for a few, then activate, remove reactors, and go back to normal setup. Just be creative.


Besides you'll make up the energy lost from the reactors sooner then you think. In my personal opinion, you can make up for lack of energy through the efficiency and strength of your ship!


Instead of doing say 150-200 damage, you start doing 400-500 damage, and you are saving A LOT of energy just by doing so.


Wed Dec 04, 2013 5:33 pm
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Just take them off and replace them with engineers. I did it and although I was running with a pretty small amount of energy, my ship became so much stronger that I made up for the lack of energy, with the fact PvPing was much more energy efficient. When you need to do your bane ability, just put your reactors back online and take off defense or weapons for a few, then activate, remove reactors, and go back to normal setup. Just be creative.


Besides you'll make up the energy lost from the reactors sooner then you think. In my personal opinion, you can make up for lack of energy through the efficiency and strength of your ship!




Ha, ha I don't think a few weapons will make that much of a difference :lol:, I will need increase my energy through engineers and researching.
my TO count before I start demolishing my energy supply... Plus when I am online the defences go down and I switch in the weapons instead... It might be worth the space for a few shields however ill remove two reactors for now as it will still take 14 hours to regenerate.

Buffed Hull and Shields MAX
13025 hull
6048 shields
19873 total health

Will go up once I obtain other modules

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Wed Dec 04, 2013 8:28 pm
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Namekian wrote:
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Just take them off and replace them with engineers. I did it and although I was running with a pretty small amount of energy, my ship became so much stronger that I made up for the lack of energy, with the fact PvPing was much more energy efficient. When you need to do your bane ability, just put your reactors back online and take off defense or weapons for a few, then activate, remove reactors, and go back to normal setup. Just be creative.


Besides you'll make up the energy lost from the reactors sooner then you think. In my personal opinion, you can make up for lack of energy through the efficiency and strength of your ship!




Ha, ha I don't think a few weapons will make that much of a difference :lol:, I will need increase my energy through engineers and researching.
my TO count before I start demolishing my energy supply... Plus when I am online the defences go down and I switch in the weapons instead... It might be worth the space for a few shields however ill remove two reactors for now as it will still take 14 hours to regenerate.

Buffed Hull and Shields MAX
13025 hull
6048 shields
19873 total health

Will go up once I obtain other modules


In that case, why not research supernova generator mark 4 and just plug one of those in for just 45 space and 405 energy and be able to reequip your weapons. You're using 99 space for only 525 energy and that's not very space efficient. I know you lose a little bit of energy just putting one of these on, but you will be able to place your other mods in without needing to increase your decks even further. You can probably just keep this energy reactor as a temporary crutch on your ship while you increase your engineers. It does not make sense why you would need all that energy right now though, unless you want to auto rank. Auto ranking is the devil.


Wed Dec 04, 2013 9:48 pm
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