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Posted (edited)

I'm tired of all newbs asking "OMG WHAT TO BUY OMGZOMGZ *orgasm*" all the time so I thought I'd make a simple guide for them.

 

NOTES:

If you're going to buy something for your ship, think of these two things:

- What ship am I using?

- What will I use my ship for?

 

These are really important, since each ships have different stats and can only have certain items.

 

 

NOTE: The ships below may not suit your type of playing. You can just experiment with items to find the ones that suits you best. The list below is just to give you a thought of how to mix items, and such.

 

Warbird

- Pulse Laser

- Falcon Missile

- Maneuvering Fins

- Ion Drive

- Tokamak/Quantum Reactor

 

Javelin

- Flechette Gun

- HE Missile

- Tokamak

- Retro Rockets

- Maneuvering Fins

 

Spider

- Phaser/Shredder

- Space Mines/String of Pearls

- Tokamak

- Mezon Capacitor

- Shock Matrix/Solid Nutronium

 

Leviathan

- Beam Array/Shredder

- TacNuke

- Tokamak/ZPM

- Nuclear Booster/SemiWarp Burners

- Solid Nutronium/Slipstream

 

Terrier

- Beam Array

- Space Mines/String of Pearls

- Tokamak/Mezon Capacitor/ZPM

- H2 Ramscoop

- Solid Nutronium/Slipstream

 

Weasel

- Flechette Gun

- Stingray Torpedo

- Quantum Reactor

- H2 Ramscoop

- Solid Nutronium

 

Lancaster

- Pulse Laser

- Falcon Missile

- Tokamak/ZPM

- H2 Ramscoop

- Shock Matrix/Slipstream

 

Shark:

I have completely no idea about Shark. XD

 

 

I haven't added any Utilities because it depends on what the player wants so they can have whatever. And Alien Technology and other stuff are too expensive and too advanced for me, I have no idea what they do other than the description in ?buy.

 

But I might update this later with other stuff.

 

I may be off with the items on the list but if you find something that should be changed, feel free to reply here and tell what and why. Thank you.

Edited by Hiperiberia
Posted (edited)

SHARK GUIDE

-Posted April 22, 12:41

 

I'll post a guide for Sharks here. :D But remember, this is what I think is good, so don't start a flame war if you don't agree with me.

 

GUNS

 

First, we look at the guns they have. There are 3 guns they can get: Pulse Laser, Flechette Gun, and Beam Array. Pulse is as good as useless for these guys with only 1 pod and no multifire. So we'll put that aside. Flechette is the best for center, and Beam Array is the best for bases (bounce). They got limited choices here, and it's not the only category like this.

 

In Short:

Center: Flechette Gun

Basing: Beam Array

 

BOMBS

 

Wait, they have none. Moving on...

 

REACTOR PLANTS

 

Resonance Sphere. End of story. Why? First of all, Sharks have excellent recharge even with no upgrades, competing with a Warbird that uses a Quantum Reactor. Second, the sphere gives a +4 Energy boost, which is vital. Instead of a pathetic 600 NRG, you now got 920. The movement goes down, but you're so small it barely makes a difference. Plus, certain armors can raise the movement back up. So, I would pick the sphere.

 

In Short:

All: Resonance Sphere

 

SUBLIGHT DRIVES

 

Shark can get all drives except the H2 Ramscoop. I'd want to increase speed here, to make the shark expand on it's tininess, one of it's few strengths. I'm not for thrust here, so it leaves Icefire and Ion Drive.

 

Ion Drive ($2000):

Speed +2

Thrust +2

Rotation +2

 

IceFire ($20000):

Speed +5

Thrust +1

Rotation -1

 

As I said, I'm for more speed than thrust when it comes to a shark, so I'd pick IceFire. I don't see rotation as a major problem. However, Ion Drive is far cheaper, so get the Ion Drive first. If the rotation boost doesn't impact your gameplay style too much, get IceFire later.

 

In Short:

All: Ion Drive or IceFire

 

SENSORS

 

All of the current ones look fine for a Shark. However, the Energy Scanners could help you decide what ships look weak enough for your little ship to charge at with guns blazing. This strategy would be the most effective if you had IceFire, with it's high speed. All in all, just pick what you like.

 

In Short:

All: Any Sensors

 

UTILITIES

 

I use my Shark for basing purposes, so let's assume that first. I'd pick Gravity Trap, Siege Pack, and a Close Combat. If they ever let Sharks use Active Camo someday, I'd buy a converter for that too. yes.gif In basing, I would have Beam Array and try to stay safe. This works efficiently enough, as they have low energy, so they should keep from getting hurt in the first place. Siege Pack gives you something to do while you're in the back lines, and Close Combat gives you essential Repels to work with.

 

In Short:

Basing: Gravity Trap, Siege Pack, Close Combat

Center: Close Combat X2, Tunnel Runner

 

BRICKS

 

The Shark is small, so I'd think they could use the Cage brick better than anyone else. For center play, if you manage the cash and the 15000 EXP requirement, there is the Poacher Box. The Poacher Box could allow vets to trap their weak targets and gun them down while they're trapped.

 

In Short:

Basing: Cage

Center: Cage, Poacher Box

 

ARMOR

 

Maneuvering Fins. The Shark's NRG is so small that the other types of armor barely make a difference besides one or two more blows. Slipstream may look good for those with plenty of money, but it increases the dmg from a bomb from 750 to 1000, which makes instant death for even the 920 NRG sharks. So, Maneuvering Fins.

 

In Short:

All: Maneuvering Fins

 

CONVERTERS

 

I think that the Extra Utility spot would be more useful here, but what do I know? If you highly value large amounts of sensors, then go ahead and get a sensor pod. Pick what you want.

 

In Short:

All: Either

 

ALIEN TECHNOLOGY

 

Antideath. After that, all the 10m items, the Supercomputer over others. Why? Only way for Sharks to Cloak/Stealth ATM, and we all know that's good, right?

 

In Short:

Center: 10m items

Basing: Antideath, 10m items

 

FTL ENGINES

 

Whatever fits your budget. Not much to say here.

 

In Short:

All: Any items

Edited by Relos
Posted
I disagree with some of both of these posts =/. I think a better guide would mix reactors/subs etc. and give diff choices and define what those choices do and what they are best for. However, I'm way to lazy to do that=D

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