Ship Building Megaguide: Difference between revisions
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== mounts == | == mounts == | ||
why do you take mounts from some category? in each page: | |||
what is each component good at? what isn't it good at? what are its advantages within its class? if its class is unique (masq) is it good at all? | what is each component good at? what isn't it good at? what are its advantages within its class? if its class is unique (masq) is it good at all? | ||
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== compartments == | == compartments == | ||
what does each compartment category broadly do? in each page: | |||
what does each compartment do? why do you take each compartment? where should each compartment be? are there any special considerations to make for this compartment? | what does each compartment do? why do you take each compartment? where should each compartment be? are there any special considerations to make for this compartment? | ||
=== link to guide pages by category === | === link to guide pages by category === | ||
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== craft == | == craft == | ||
why do you take craft of each category? how many do you take? in each page: | |||
what do you take each craft to do? what is each craft good or bad at? why do or don't you take x amount of craft? why do you take some modules but not others? | |||
=== link to guide pages by category(?) === | === link to guide pages by category(?) === | ||
'support' craft | |||
ASF craft | |||
strike craft | |||
== missiles == | == missiles == | ||
Revision as of 20:44, 24 October 2026
this page exists as an index for build guides pertaining to anything you can really make a build choice in this game about as well as for containing short build guides when relevant
ships
practical notes for building *any ship at all in this video game* as well as:
ideally these are shortened versions of the advice given on each page with an overview of what the underlying hull can and can't do, further reading at each ship's page
link to guide pages by category
beginner's guide (basic shipbuilding)
all ships
mounts
why do you take mounts from some category? in each page:
what is each component good at? what isn't it good at? what are its advantages within its class? if its class is unique (masq) is it good at all?
link to guide pages by category
comms/ewar/sensors
flight support
missile launchers
pdts
projectile weapons
energy weapons
spinal weapons
integrated
compartments
what does each compartment category broadly do? in each page:
what does each compartment do? why do you take each compartment? where should each compartment be? are there any special considerations to make for this compartment?
link to guide pages by category
command
DC
flight support
misc
modules
the same as compartments, except talking about modules
link to guide pages by category
radars
powerplants
propulsion
weapon support
misc
integrated
craft
why do you take craft of each category? how many do you take? in each page:
what do you take each craft to do? what is each craft good or bad at? why do or don't you take x amount of craft? why do you take some modules but not others?
link to guide pages by category(?)
'support' craft
ASF craft
strike craft
missiles
what can each missile body be used for? what defines a good versus bad tuning for some missile? what defines good versus bad seekers?
link to guide pages by category(?)
misc
anything i forgot idk


