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Summary
it is really the modules that go on the ships that should be the focus for best strategy.
For instance, cannons shoot particles but can miss. Missiles shoot particles but can hunt them down. Missiles might always be preferred except only cannons can also shoot at struc (the stuff that grows in space) and at mired land (red covered land). But, Emergent (those cubes that move around in space leaving trails) are best controlled by missiles since cannons miss them a lot and a pack of missiles can really keep emergent at bay. Then there are particle beams that slow incoming particles and rebuild plasma (the cloud like stuff in space that slows down particles). So ships with only, or combinations, of cannons, missile launches, and particle beams become more or less useful for certain tasks.
A Marauder ship is sort of a mix of all three of these things. A jack of all trades. But, you'll find that you'd much rather have a wolf (mostly missiles) on the front line when a horde of emergent head your way.
And none of that factors in enemy ships and that missiles can only be shot down by defense lasers ( and slowed by particle beams) but cannon shots can be shot down with other cannon shots
Reactors create a small amount of energy for a ship https://steamcommunity.com/app/422900/discussions/0/350543738454699475/
Friendly Weapon Modules
Laser |
|
Cost | 10 |
Range | 10 |
Range with AmpGem | 13 |
Power | ? |
Size | 1×1 |
Fire Speed | ? |
Description | Slowly shoots down one particle at a time at close range. |
Cannon |
|
Cost | 15 |
Range | 39 |
Range with AmpGem | 48 |
Power | ? |
Size | 2×2 |
Fire Speed | ? |
Description | Can fire a white shot to hit particles, or a blue shot to hit mire. |
Missile Launcher |
|
Cost | 20 |
Range | 44 |
Range with AmpGem | 54 |
Power | ? |
Size | 2×2 |
Fire Speed | ? |
Description | Shoots a missile that follows particles. The missile has more knockback than the cannon. |
Fighter Base |
|
Cost | 100 |
Range | 80 |
Range with AmpGem | 80 |
Power | ? |
Size | 15×3 |
Fire Speed | ? |
Description | Makes one tiny invincible fighter plane that flies around shooting at stuff. |
MK7 |
|
Cost | 100 |
Range | 60 |
Range with AmpGem | 73 |
Power | ? |
Size | 5×5 |
Fire Speed | ? |
Description | Fires three shots at a time in a cluster that pierces through multiple particles. |
Friendly utility modules
Command Module |
|
Cost | N/A |
Size | 3×3 |
Description | It's where the ship gets its energy. If this module is outside the range of an energy mine or a port, the ship won't get any energy even if the rest of it is in the radius. Also, if this is destroyed, the ship dies instantly. |
Engine |
|
Cost | 20 |
Size | 2×3 |
Power | ? |
Description | Makes the ship move. More engines = faster movement. Ships can still move without an engine, just really slowly. |
Lathe |
|
Cost | 25 |
Range | 20 |
Range with AmpGem | 23 |
Power | ? |
Size | 3×3 |
Fire Speed | ? |
Description | Destroys enemy structures, collects items, and charges up things. |
Particle Beam |
|
Cost | 15 |
Range | 30 |
Range with AmpGem | 40 |
Power | ? |
Size | 1×1 |
Fire Speed | ? |
Description | Fires at one thing at a time, but moves to other things very quickly. Slows particles to a near-stop, removes red plasma, and restores depleted blue plasma. Deals no damage though. |
Discharger |
|
Cost | 40 |
Range | 55 |
Range with AmpGem | 55 |
Power | ? |
Size | 3×3 |
Fire Speed | ? |
Description | Does nothing to particles, but it slowly shrinks Stunners fired from Stunner Spawners until they disappear. Smaller Stunners stun for less time. |
Energy Tank |
|
Cost | 5 |
Storage | 500 |
Storage with AmpGem | |
Size | 3×3 |
Description | Stores extra energy for use away from energy sources or if the ship is firing more weapons than it can request energy for. |
Port |
|
Cost | 30 |
Range | 50 |
Range with AmpGem | 50 |
Size | 3×3 |
Description | Gives the ship's energy to other ships around it. |
Guppy |
|
Cost | 30 |
Range | |
Range with AmpGem | |
Speed | ? |
Size | 3×3 |
Description | Flies to the nearest energy mine (the guppy has infinite range), grabs some energy, and flies it back to the ship. |
Shield |
|
Cost | 20 |
Upkeep/Sec | ? |
Size | 3×3 |
Description | If a particle hits the ship, it deals reduced damage when the shield is up. |
Grabber |
|
Cost | 40 |
Range | ? |
Range with AmpGem | ? |
Size | 3×3 |
Description | Moves benign particles in the direction the ship is pointing. |
Enemy Units
Emitter |
|
Health | ? |
Size | 2×3 |
Description | Emits particles. |
Stunner Spawner |
|
Health | ? |
Size | 5×5 |
Description | Fires balls of energy called Stunners that stun your ships or your energy mines if it hits them. Stunners follow the ship they're targeting until they stun the ship or the stunner is destroyed. Stunners can only be damaged by Discharger modules. |
Doppel Spawner |
|
Health | ? |
Size | 6×6 |
Description | Creates big masses of particles in the shape of your ships. These masses have a core that you can damage by shooting. The doppel will regenerate constantly as long as the core is active. |
Ship Spawner |
|
Health | ? |
Size | 9×9 |
Description | Creates enemy ships exactly like yours, but redder. They do everything a normal ship would do if it were allied with the particles - fire at your ships and benign particles, remove blue plasma and restore red plasma, etc. |
Progenitor |
|
Health | ? |
Size | 9×9 |
Description | If destroyed, all enemies are also destroyed. Basically an Inhibitor from CW3. |
PRPL Core |
|
Health | ? |
Size | 2×3 |
Description | It does whatever you program it to. |
Enemy Weapons
Laser
Cannon
Missile Launcher
Fighter Base
Grabber
MK7
Enemy Modules
Command Module |
|
Cost | ? |
Size | 3×3 |
Engine
Lathe
Discharger
Energy Tank
Shield
Port
Guppy