The Armors. (Reactive, Ablative, Layers and Compound)
You can only have one of these armors equipped per ship. They provide protection against specific types of weapons depending on the armor equipped.
The protection reduces damage done from certain weapons respectively. 50% protection means half damage and thus you'll survive for twice as long. 66% protection means only taking 1/3 damage and thus you'll survive for 3 times as long as you would without the armor. These only effect the weight of any armor placed on the ship.
Reactive armor (RA) - This protects against all types of missiles weapons, including:
Cutlass, Rapier, Sentinel, Strike, Assault and Siege Missiles.
Layered armor (LA) - This protects against all types of ballistic weapons, including:
Thud, Ripper, Howitzer, Impact, Assault and Siege Cannons.
Ablative armor (AA) - This protects against all types of explosive weapons, including:
Diplomat, Peacemaker, Victory, Shockwave, Assault and Siege Mortars.
Hydra, Maelstrom, Cerberus, Firestorm, Assault and Siege Rockets. Plus all rockets from launch pad.
Compound armor (CA) - This protects against all of the above but will give a smaller amount of protection.
Note: This was given out as a quota prize for the Base Invaders event and is yet to be released as a blue print. |
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Speed and Evade.
Guidance Scrambler. (GS)
This is one where the description can be misleading. Yes it increases the change of evading a missile, but what it doesn't say in the description is that it increases the chance to evade ballistics as well. It will increase the weight of all items on the ship.
Evade makes a % of what would hit, miss. For example a howitzer lvl4 has an accuracy of 66%, so 66% would hit. So an overall evade of 50% would make half of the 66%, miss. So Only 33% of shots would hit. Please do not think that the accuracy is reduced from 66% to 16%, as that is not correct.
How to calculate a ship's evade is as follows. Take the difference between the evade and 100. Then reduce that by the percentage Guidance scrambler effects evade. Take the result away from 100 and you now have the new evade.
Thrusters.
These will greatly increase your turn rate for a small increase of weight to your whole ship.
It has the second small bonus of an evade increase. Great for quickly getting round corners in bases or sharp turns in fleet battles while also decreasing the amount of enemy shots that'll hit you.
Engine Upgrade. (Engines)
This will increase the speed of all ships, increase the weight of items on the ship and reduce weapon accuracy.
This is very straight forward and shouldn't need an explanation.
Some of it's uses would include being able to chase down and get in range of enemy ships. Be able to keep out of the enemy's range. It would also be used in blitz fleets to run through bases much quicker. |
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Specials for Mortars/Rockets.
Electric Range Finder. (ERF)
This will reduce the spread of all Mortar and Rocket weapons (as listed under ablative armor). The effect of which will concentrate the damage done into a smaller area so that more damage is done to your target of choice, but less done to the surrounding targets.
It will increase the weight of any weapon on the ship.
High Explosive shells. (HES)
Splash can be deadly. It allows a mortar shell or a rocket's rocket to miss by a small distance and still do damage. HES increases the area the splash covers allowing a single shell or rocket to do damage to a larger area. It could have the effect of dramatically increasing the damage you deal out. Best used in combination with Siege Mortar D75-S for massive splash that'll damage a lot of turrets at once.
It will increase the weight of any weapon on the ship.
Note: HES also effects Siege cannon D35-S which is the only non-rocket/mortar to have splash. |
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Specials for Missiles.
Enhanced Warheads. (WE)
In case your missiles don't do enough damage already, then increase the damage with EW to deal out more destruction. You'll get a decent damage increase of missiles for a small increase in weapon weight of any weapon on the ship.
Laser Targeting. (LT)
No missile is 100% accurate as they are. Yet you can increase their accuracy with LT. It'll allow more shots to hit and therefore more damage.
As a bonus, if the target the missiles are heading for it killed, they will re-target to another ship/building.
A hidden extra not shown in the stats or description, is that missiles with LT will still hit subs even when they are submerged!
Again, just like the others, it'll increase the weight of any weapon placed on the ship.
Solid Fuel Booster. (SFB)
Missiles without specials are only out-ranges by mortars, sentinel missiles and howitzers. Yet SFB increases their range allowing them to out-range all fleet weapons. That allows you to keep out of range of any enemy ship and kill them without taking damage yourself.
The price is an increase of weapon weight for any weapon placed on the ship. |
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Specials for Cannons.
Auto-Loader. (AL)
With this you can increase the reload rate of cannons to well over double if you fact in the elite rank bonus as well. Such a rate of fire on an already high DPS (damage per second) weapon put cannons for sure as the highest damaging weapons able to destroy ships devastatingly fast. Yet the down side is that unlike other weapon specials, this has a much higher weight increase which will effect any weapons on the ship. If you can spare the weight then it's well worth the gain.
Hardened Barrels. (HB)
This increases ballistic range just like SFB does for missiles. It allow thuds to have the same range as missiles with SFB, which the thuds having a higher DPS means they'll win.
In base attacks, normal ballistic weapons can't reach most buildings that are placed further inland. This will allow you to take them out!
Again a heavy weight increase that'll effect any weapon placed on the ship. |
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Sub Warfare.
Sonar Pod. (SP)
Subs can be trick to fight against when you can't see them. SP allows you to detect them from a further distance, yet even if you do, you can't hit them unless they are surfaced or you have LT missiles. All ships have a base detection range of 25 apart from the Stalker and battlecruiser which have 50.
Tip: A stalker/battlecruiser with SP3 will have a detection range of 75. Therefore a sub can't get within range of it without being detected and fired upon.
Concussion Warhead. (CW)
If your torpedoes aren't doing enough damage, then these will give you that extra firepower you need. A 33% damage increase for 10% weapon increase sound fair enough to me.
Nautilus Batteries. (NB)
It's hard to hit subs as you can't see them while they are submerged. NB allows them to stay under water for longer and therefore deal out more damage before the enemy has a chance to hit back. The weight increase effects all items on the ship, yet I think it's work it for the extra cloak time.
Caterpillar Drive. (CD)
The last special in the lab. If you find yourself being shot at and detected from a distance, it's easy to solve it with the Caterpillar Drive. To be honest it's also the only solution and way to defeat stalkers that have Soner3 on them.
This will decrease the range of which you are detected at by up to 60%. |
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