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** In a more meta sense, pirated copies of the latest alpha (.53.1a at this writing) will occasionally display messages like "Food for thought: The RNG knows you're playing a pirated copy of the game. Enjoy the paranoia!".
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** The Burn Drive system is this trope taken to an extreme. It disables shields and steering while active, but allows the normally glacier-slow Onslaught to outrun most non-frigates in the game. You never forget the first time you run into a Hegemony Defense Fleet and [[OhCrap see two or three Onslaughts come screaming in]].

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** The Burn Drive system is this trope taken to an extreme. It disables shields and steering while active, but allows the normally certain glacier-slow Onslaught low-tech ships to temporarily outrun most non-frigates ships in the game. You never forget the first time you run into a Hegemony Defense Fleet and [[OhCrap see two or three Onslaughts come screaming in]].

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** When a ship is in extreme danger, it can go into 'panic fire' mode, where it launches most of its missiles
in quick succession. The Buffalo Mk II, which was in previous versions something of a JokeCharacter, has become fairly dangerous due to this change (as lacking shields, it almost always registers as in mortal danger).

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** When a ship is in extreme danger, it can go into 'panic fire' mode, where it launches most of its missiles
missiles in quick succession. The Buffalo Mk II, which was in previous versions something of a JokeCharacter, has become fairly dangerous due to this change (as lacking shields, it almost always registers as in mortal danger).



** The Burn Drive system is this taken to an extreme. It disables shields and steering while active, but allows the normally glacier-slow Onslaught to outrun most non-frigates in the game.

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** The Burn Drive system is this trope taken to an extreme. It disables shields and steering while active, but allows the normally glacier-slow Onslaught to outrun most non-frigates in the game. You never forget the first time you run into a Hegemony Defense Fleet and [[OhCrap see two or three Onslaughts come screaming in]].

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Fixed some very out-of-date examples, removed a few things, started adding new systems


** Wasps have crew now, but that same update also introduced true drone systems. A few ships can now summon a swarm of tiny drones to defend them. The drones can be repaired if recalled, but unlike fighters, they are lost for the rest of the battle if destroyed. The sole exception is the Tempest, which can summon a single very powerful attack drone that will eventually regenerate if destroyed.



** The Tachyon Lance, which is basically a sniper rifle [[RecycledInSpace IN SPACE]]. First, the downsides: it's a large weapon, costs 30,000 credits[[hottip:*:a third the cost of just the empty hull of the cheapest capital ship]], and requires an astounding 32 build points. That said, it's a borderline GameBreaker if used properly. It does very high damage (1,500, with an extra 500 EMP on top of that, so it is also likely to cripple anything it hits), though the rate of fire is somewhat low (six and a half seconds between shots). Each shot is enough to destroy a single ship in a squadron, or cause massive flux buildup in a frigate. It has a range of 5,000 su (half that of a LRM, and more than quintuple the range of most other weapons), and this can be boosted to 7,500 with a single hull mod. As it's a beam weapon, it has perfect accuracy, infinite ammo, and virtually instant travel time, negating every disadvantage most other long range weapons have. If fitted to a turret and set to autofire, the AI will be able to snipe at ships with pinpoint accuracy from across the entire map, usually hitting them several times before they get close enough to retaliate. Did we mention that the Odyssey has ''three'' large energy turrets?
*** An Odyssey set up this way is still vulnerable to other capital ships (which have the flux stats to absorb the beams harmlessly). The primary GameBreaker aspect of an Odyssey fitted with Tachyon Lances is that it makes all other fire support ships obsolete - often outperforming several lesser ships at once. It can destroy most squadrons from across the map in two broadsides, meaning the enemy never gets to capture a single control point, which in turn means they can't bring in any larger ships that could stand a chance of countering the Odyssey.



** Ships with 360 degree shield coverage are worse, since they're immune to flanking. Have fun trying to take down that [[ThatOneBoss Paragon]] before it wipes out half of your fleet![[hottip:*:The Paragon has an exceptionally efficient 360-degree shield emitter that only takes 60% flux from incoming attacks, a 25,000 point flux pool, and dissipates 1,250 points of flux per second. It's also an omni-shield, so if it goes down, it can immediately be raised again to confront directional threats. Even if you manage to get past the shield, it's only slightly less durable physically than the Onslaught. Not to mention it has ''twenty-three weapon mounts'', so you're taking a beating the entire time you're trying to get past its defenses. To top it all off, in the next update it will acquire a ship system allowing it to temporarily increase its shield efficiency tenfold, while still being able to drain soft flux. This will be fun...]]

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** Ships with 360 degree shield coverage are worse, since they're immune to flanking. Have fun trying to take down that [[ThatOneBoss Paragon]] before it wipes out half of your fleet![[hottip:*:The Paragon has an exceptionally efficient 360-degree shield emitter that only takes 60% flux from incoming attacks, a 25,000 point flux pool, and dissipates 1,250 points of flux per second. It's also an omni-shield, so if it goes down, it can immediately be raised again to confront directional threats. Even if you manage to get past the shield, it's only slightly less durable physically than the Onslaught. Not to mention it has ''twenty-three weapon mounts'', so you're taking a beating the entire time you're trying to get past its defenses. To top it all off, in the next update it will acquire also has a ship system allowing (Fortress Shield) that allows it to temporarily increase its shield efficiency tenfold, while still being able to drain soft flux. This will be fun...flux.]]



* ForMassiveDamage: Reaper torpedoes, at 4,000 high explosive damage a pop. For reference: the Onslaught, the most durable ship in the game, only has 1,750 armor (and high explosive does 200% damage to armor). Nothing in the game even comes remotely close in terms of pure per-shot damage (runners up are the Tachyon Lance at 1500, or the Plasma Cannon at 750x3; and both of those are large weapons). It has a variant for each mount size, from a single torpedo for small mounts to twenty torpedoes fired in pairs for the large one. They are also one of only three missiles with a travel speed described as 'very fast', so they aren't easy to shoot down or avoid either. There's a squadron that mounts these, the Dagger-class, which consists of three ships armed with a single torpedo each. They are somewhat fragile, but the ability to do 12,000 damage in one run (and being able to rearm at a carrier to do so again) makes them amazingly devastating strike craft.

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* ForMassiveDamage: Reaper torpedoes, at 4,000 high explosive damage a pop. For reference: the Onslaught, the most durable ship in the game, only has 1,750 armor (and high explosive does 200% damage to armor). Nothing in the game even comes remotely close in terms of pure per-shot damage (runners (the closest runner up are the Tachyon Lance at 1500, or is the Plasma Cannon at 750x3; 750x3, and both of those are that's a large weapons).weapon). It has a variant for each mount size, from a single torpedo for small mounts to twenty torpedoes fired in pairs for the large one. They are also one of only three missiles with a travel speed described as 'very fast', so they aren't easy to shoot down or avoid either. There's a squadron that mounts these, the Dagger-class, which consists of three ships armed with a single torpedo each. They are somewhat fragile, but the ability to do 12,000 damage in one run (and being able to rearm at a carrier to do so again) makes them amazingly devastating strike craft.



* GuideDangIt: Some mechanics are very poorly explained in-game, and many aren't even mentioned in the manual. The most frequently cited example is the concept of hard flux vs soft flux. Normal (soft) flux is generated by firing weapons and will dissipate over time, even if shields are active. However, damage against a ship's shields creates hard flux that will never drain as long as the shields are active (represented by a vertical line in the flux bar). This prevents shielded ships with high venting speeds from being completely invincible, but is never explained in-game.

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* GuideDangIt: Some mechanics are very poorly explained in-game, and many aren't even mentioned in the manual. The most frequently cited example is the concept of hard flux vs soft flux. Normal (soft) flux is generated by firing weapons and will dissipate over time, even if shields are active. However, damage against a ship's shields creates hard flux that will never drain as long as the shields are active (represented by a vertical line in the flux bar). This prevents shielded ships with high venting speeds from being completely invincible, but is never explained in-game.



** When a ship is in extreme danger, it can go into 'panic fire' mode, where it launches most of its missiles
in quick succession. The Buffalo Mk II, which was in previous versions something of a JokeCharacter, has become fairly dangerous due to this change (as lacking shields, it almost always registers as in mortal danger).
** The new Fast Missile Rack subsystem takes this to a whole new level. It allows you to almost eliminate the cooldown between launches, meaning ships with this system can fire almost a dozen salvos in the time a normal ship could fire ''two''.



** The Burn Drive system is this taken to an extreme. It disables shields and steering while active, but allows the normally glacier-slow Onslaught to outrun most non-frigates in the game.



** Ironically, the pirates are the ''least'' technologically stagnant of the factions, having several unique ships that are crudely refitted combat versions of the cargo haulers they steal from traders.

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** Ironically, the pirates are the ''least'' technologically stagnant of the factions, having several unique ships that are crudely refitted retrofitted combat versions of the cargo haulers they steal from traders.



* StarterEquipment: Other than the armaments of the frigate you start with, none. You buy ships as empty hulls, then have to track down the weapons separately. If you want the good stuff this means a trip to the hidden pirate base.

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* StarterEquipment: Other than the armaments of the frigate you start with, none. You buy ships as empty hulls, then have to track down the weapons separately. If you want the good stuff this means a trip to the hidden well-defended pirate base.outpost.


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** A new addition is the Phase Cloak, which allows you to pass through solid objects at the cost of constant flux buildup. It replaces shields on ships that have it, though, so you'd better have good timing!
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(minor)


** Ironically, the pirates are the ''least'' technologically stagnant of the factions, having several unique ships that are crudely refitted versions of the cargo haulers they steal from traders.

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** Ironically, the pirates are the ''least'' technologically stagnant of the factions, having several unique ships that are crudely refitted combat versions of the cargo haulers they steal from traders.
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** Ironically, the pirates are the ''least'' technologically stagnant of the factions, having several unique ships that are crudely refitted versions of the cargo haulers they steal from traders.
Is there an issue? Send a MessageReason:
(minor)


** Ships with 360 degree shield coverage are worse, since they're immune to flanking. Have fun trying to take down that [[ThatOneBoss Paragon]] before it wipes out half of your fleet![[hottip:*:The Paragon has an exceptionally efficient 360-degree shield emitter that only takes 60% flux from incoming attacks, a 25,000 point flux pool, and dissipates 1,250 points of flux per second. Even if you manage to get past the shield, it's only slightly less durable physically than the Onslaught. Not to mention it has ''twenty-three weapon mounts'', so you're taking a beating the entire time you're trying to get past its defenses.]]

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** Ships with 360 degree shield coverage are worse, since they're immune to flanking. Have fun trying to take down that [[ThatOneBoss Paragon]] before it wipes out half of your fleet![[hottip:*:The Paragon has an exceptionally efficient 360-degree shield emitter that only takes 60% flux from incoming attacks, a 25,000 point flux pool, and dissipates 1,250 points of flux per second. It's also an omni-shield, so if it goes down, it can immediately be raised again to confront directional threats. Even if you manage to get past the shield, it's only slightly less durable physically than the Onslaught. Not to mention it has ''twenty-three weapon mounts'', so you're taking a beating the entire time you're trying to get past its defenses. To top it all off, in the next update it will acquire a ship system allowing it to temporarily increase its shield efficiency tenfold, while still being able to drain soft flux. This will be fun...]]
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* FlechetteStorm: The Needler family of weapons, which fire concentrated bursts of [[ExactlyWhatItSaysOnTheTin large needles]]. They excel at dropping shields and overloading targets due to the high burst damage.
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Moved some things to the YMMV tab


* DemonicSpiders: Some squadrons rival frigates in terms of durability and firepower. Since they also have the ability to be replaced during battle if a carrier is present, they don't have to worry as much about damage or ammo limits. As counter-intuitive as it seems, if there's a nearly depleted squadron nearby, ignore all other threats to finish them off.
** Wasps are this trope to a frigate due to their high speed, large squadron size, and decent weapon (you're being targeted by what amounts to six shorter-ranged Tactical Lasers). They also have a tendency to fly right through your shields and disable half of your weapons in a single pass. A design that can handle several squadrons of Talons simultaneously can be shredded in seconds by a single Wasp group.



* GoddamnedBats: Interceptor squadrons. They are usually rather weak, but their high speed and maneuverability makes them excel at flanking. Ignore them at your peril.
** Pilum [=LRMs=]. These missiles do a decent amount of damage, but are slow and have terrible tracking. They remain a threat because they fire in salvoes of three every five seconds, the missiles fly for almost a minute before burning out, and most ships carrying them have multiple launchers. If you spend any time piloting a fast frigate, you quickly get used to the sight of twelve or more of these on your tail.
** For the very early portions of the game, the GoddamnedBats would be anything with omni-shields, since it takes a significant investment in firepower to max their flux meter. Not to mention that they tend to drop their shields for a few moments to recharge, undoing a portion of your damage. On the other hand, it's a harsh lesson for newbies on why flanking is so important.

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Some fighter tropes


* DemonicSpiders: Some squadrons rival frigates in terms of durability and firepower. Since they also have the ability to be replaced during battle if a carrier is present, they don't have to worry as much about damage or ammo limits. As counter-intuitive as it seems, if there's a nearly depleted squadron nearby, ignore all other threats to finish them off.
** Wasps are this trope to a frigate due to their high speed, large squadron size, and decent weapon (you're being targeted by what amounts to six shorter-ranged Tactical Lasers). They also have a tendency to fly right through your shields and disable half of your weapons in a single pass. A design that can handle several squadrons of Talons simultaneously can be shredded in seconds by a single Wasp group.



* GoddamnedBats: [[invoked]] An intentional example, and a rare case where they are just as useful on your own side: squadrons, several identical tiny ships fighting in formation. They are usually rather weak, but their high speed and maneuverability makes them excel at flanking. Not to mention the low crew requirement means it's very easy for them to have Elite status. ItGetsWorse if there is a carrier in the enemy fleet, as if even one member of the squadron survives to make it back to the carrier, the entire squadron is rebuilt and rearmed. This is the main trait that makes the otherwise pathetic [[MiniMook Talon interceptors and Wasp drones]] a threat, as their large squadron size and lightning fast speed mean it's very likely that at least one fighter will survive to resurrect the entire squadron. As counter-intuitive as it seems, if there's a nearly depleted squadron nearby, ignore all other threats to finish them off.

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* GoddamnedBats: [[invoked]] An intentional example, and a rare case where they are just as useful on your own side: squadrons, several identical tiny ships fighting in formation.Interceptor squadrons. They are usually rather weak, but their high speed and maneuverability makes them excel at flanking. Not to mention the low crew requirement means it's very easy for Ignore them to at your peril.
** Pilum [=LRMs=]. These missiles do a decent amount of damage, but are slow and
have Elite status. ItGetsWorse if there is terrible tracking. They remain a carrier threat because they fire in salvoes of three every five seconds, the enemy fleet, as if even one member of the squadron survives to make it back missiles fly for almost a minute before burning out, and most ships carrying them have multiple launchers. If you spend any time piloting a fast frigate, you quickly get used to the carrier, the entire squadron is rebuilt and rearmed. This is the main trait that makes the otherwise pathetic [[MiniMook Talon interceptors and Wasp drones]] a threat, as their large squadron size and lightning fast speed mean it's very likely that at least one fighter will survive to resurrect the entire squadron. As counter-intuitive as it seems, if there's a nearly depleted squadron nearby, ignore all other threats to finish them off.sight of twelve or more of these on your tail.


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* SpaceFighter: Squadrons are the only unpilotable ships in the game, being multiple tiny ships fighting in formation. They have two unique abilities. First, they can fly through (technically over) other objects, including your shields. Second, they can revive and rearm the entire squadron in the middle of battle if any member manages to make it back to a friendly carrier. These can make fighting them [[{{Understatement}} somewhat frustrating]].

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* GuideDangIt: Some mechanics are very poorly explained in-game, and many aren't even mentioned in the manual. For instance, flux buildup from beam weapons against shields drains over time, unlike any other weapon damage in the game (which require the shields to be lowered before the flux will dissipate).

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* GuideDangIt: Some mechanics are very poorly explained in-game, and many aren't even mentioned in the manual. For instance, The most frequently cited example is the concept of hard flux buildup vs soft flux. Normal (soft) flux is generated by firing weapons and will dissipate over time, even if shields are active. However, damage against a ship's shields creates hard flux that will never drain as long as the shields are active (represented by a vertical line in the flux bar). This prevents shielded ships with high venting speeds from being completely invincible, but is never explained in-game.
** The above has a further GuideDangIt to it, as
beam weapons are exempt. They only generate soft flux against shields drains over time, unlike any other weapon damage in their target, balancing out their long range and constant fire. Unlike the game (which require the shields to be lowered before the flux will dissipate).above, this isn't immediately obvious while playing.

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* TheBattlestar: A given, as the gameplay intentionally resembles modern naval combat [[RecycledInSpace in space]]. The Astral and the Odyssey in particular combine flight decks with massive levels of firepower.



* HeroTrackingFailure: The most visible symptom of low-level crew is the complete inability to accurately lead their target. You can fly in circles around them for eternity; they will ''never'' adjust their aim the few degrees it would take to hit you.



* PointDefenseless: ''Strongly'' averted. A good point defense system can usually take out the majority of missiles in a salvo, as well as wreak havoc against fighter squadrons. Most capital ships have several of them. With a certain hull mod, even small weapons not tagged as point defense can auto-target missiles. This includes tactical lasers, whose long range, high accuracy, and decent damage make them very useful for this purpose.
** Crew level has a noticeable effect on point defense. Since crew experience affects accuracy[[hottip:*:more specifically, the ability to accurately lead a target, so crew level mostly affects ballistic weapons, and beams are completely exempt (being nigh-instantaneous)]], and missiles are small and hard to hit, an unskilled crew is very vulnerable to missile strikes. And since large ships have crew requirements an order of magnitude higher than frigates, they tend to be staffed with cheap rookies. This makes assigning point defense frigates as escorts very useful.
** Played straight with certain point defense weapons like the [[MoreDakka Vulcan Cannon]]. Sure, it spews a ton of bullets at targets, but the accuracy is so terrible that it's actually less effective than systems rated at half the DPS.

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* PointDefenseless: ''Strongly'' averted. A good point defense system can usually take out the majority of missiles in a salvo, as well as wreak havoc against fighter squadrons. Most capital ships have several of them. As a consequence, missiles are highly situational, and are usually only fired at disabled targets.
** This is one category where the low-tech ballistics have a distinct advantage. Flak cannons have an area-of-effect, rendering any ship that carries them almost immune to bombs, interceptors, and missile spam. The low-tech Gemini freighter is considered a capable combat carrier solely because it can be fitted with two dual flak cannons.
**
With a certain hull mod, even small weapons not tagged as point defense can auto-target missiles. This includes tactical lasers, whose long range, high accuracy, and decent damage make them very useful for this purpose.
** Crew level has a noticeable effect on point defense. Since crew experience affects accuracy[[hottip:*:more specifically, the ability to accurately lead a target, so crew level mostly affects ballistic weapons, and beams are completely exempt (being nigh-instantaneous)]], exempt]], and missiles are small and hard to hit, an unskilled crew is very vulnerable to missile strikes. And since large ships have crew requirements an order of magnitude higher than frigates, they tend to be staffed with cheap rookies. This makes assigning point defense frigates as escorts very useful.
** Played straight with certain point defense weapons like the [[MoreDakka Vulcan Cannon]]. Sure, it spews a ton of bullets at targets, but the range and accuracy is are so terrible that it's actually less effective than systems rated at half the DPS.



* TacticalRockPaperScissors: Ships have up to three layers of defense: [[{{Hitpoints}} hull]], armor plating, and [[DeflectorShields shields]]. Only hull damage affects the ship, so most of a fight is spent breaching the other ship's defenses to get to the vulnerable crew inside. There are four types of weapons to help with this: [[ArmorPiercingAttack high explosive]], which is excellent against armor but very weak against shields; [[KineticWeaponsAreJustBetter kinetic]], which is the opposite; [[EnergyWeapons energy]], which is [[JackofAllStats somewhat effective against all types of defense]], and fragmentation, which does little damage against any defense, but will tear hulls to shreds once those defenses are gone (and is also good against missiles and squadrons, since they rarely have much defense). There are also EMP weapons, which raise the target's flux levels and can disable ship systems, but do minimal damage.

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* TacticalRockPaperScissors: Ships have up to three layers of defense: [[{{Hitpoints}} hull]], armor plating, and [[DeflectorShields shields]]. Only hull damage affects the ship, so most of a fight is spent breaching the other ship's defenses to get to the vulnerable crew inside. There are four types of weapons to help with this: [[ArmorPiercingAttack high explosive]], which is excellent against armor but very weak against shields; [[KineticWeaponsAreJustBetter kinetic]], which is the opposite; [[EnergyWeapons energy]], which is [[JackofAllStats somewhat effective against all types of defense]], and fragmentation, which does little damage against any defense, but will tear hulls to shreds once those defenses are gone (and is also good against missiles and squadrons, since they rarely have much defense). There are also EMP weapons, which raise the target's flux levels and can easily disable ship systems, systems but do minimal damage.damage otherwise.
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* {{Expy}}: The Hound, a converted cargo freighter with two wide-spaced engines, with the main armament being a huge gun bolted to the top of the ship. [[{{Series/Firefly}} Sound familiar?]]
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* {{DRM}}: None attached to the game, thankfully, but in-universe it is largely responsible for why everything has gone to hell. The only remaining way to produce advanced technology is with an autofactory, and they can only function if a Universal Access Chip containing the relevant blueprints is inserted. The ancient corporations that produced these chips included specialized code and circuits that made unauthorized duplication next to impossible, and very few were shipped into the sector before the Collapse. The end result is that required technology like ''tractors'' became increasingly rare, and every autofactory or UAC lost is a permanent blow to the sector's [[TechnologyLevels tech level]].

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* {{DRM}}: None attached to the game, thankfully, but in-universe it In-universe, DRM is largely responsible for why everything has gone to hell. The only remaining way to produce advanced technology is with an autofactory, and they can only function if a Universal Access Chip containing the relevant blueprints is inserted. The ancient corporations that produced these chips included specialized code and circuits that made unauthorized duplication next to impossible, and very few were shipped into the sector before the Collapse. The end result is that required technology like ''tractors'' became increasingly rare, and every autofactory or UAC lost is a permanent blow to the sector's [[TechnologyLevels tech level]].
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** Easy enough: the faster you go, the more energy you need to go faster, and engines have a limit to how much thrust they can output.
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(minor)


** Ships with 360 degree shield coverage are worse, since they're immune to flanking. Have fun trying to take down that [[ThatOneBoss Paragon]] before it wipes out half of your fleet![[hottip:*:The Paragon has an exceptionally efficient 360-degree shield emitter that only takes 60% flux from incoming attacks, a 25,000 point flux pool, and dissipates 1,250 points of flux per second. Even if you manage to get past the shield, it's only slightly less durable physically than the Onslaught. Not to mention it has ''[[MoreDakka twenty-three weapon mounts]]'', so you're taking a beating the entire time you're trying to get past its defenses.]]

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** Ships with 360 degree shield coverage are worse, since they're immune to flanking. Have fun trying to take down that [[ThatOneBoss Paragon]] before it wipes out half of your fleet![[hottip:*:The Paragon has an exceptionally efficient 360-degree shield emitter that only takes 60% flux from incoming attacks, a 25,000 point flux pool, and dissipates 1,250 points of flux per second. Even if you manage to get past the shield, it's only slightly less durable physically than the Onslaught. Not to mention it has ''[[MoreDakka twenty-three ''twenty-three weapon mounts]]'', mounts'', so you're taking a beating the entire time you're trying to get past its defenses.]]
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A few corrections


** The Tachyon Lance, which is basically a sniper rifle [[RecycledInSpace IN SPACE]]. First, the downsides: it's a large weapon, costs 30,000 credits[[hottip:*:a third the cost of just the empty hull of the cheapest capital ship]], and requires an astounding 32 build points. That said, it's a borderline GameBreaker if used properly. It does very high damage (1,500, with an extra 500 EMP on top of that, so it's even good against shields), though the rate of fire is somewhat low (six and a half seconds between shots). Each shot is enough to destroy a single ship in a squadron, or cause massive flux buildup in a frigate. It has a range of 5,000 su (half that of a LRM, and more than quintuple the range of most other weapons), and this can be boosted to 7,500 with a single hull mod. As it's a beam weapon, it has perfect accuracy, infinite ammo, and virtually instant travel time, negating every disadvantage most other long range weapons have. If fitted to a turret and set to autofire, the AI will be able to snipe at ships with pinpoint accuracy from across the entire map, usually hitting them several times before they get close enough to retaliate. Did we mention that the Odyssey has ''three'' large energy turrets?

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** The Tachyon Lance, which is basically a sniper rifle [[RecycledInSpace IN SPACE]]. First, the downsides: it's a large weapon, costs 30,000 credits[[hottip:*:a third the cost of just the empty hull of the cheapest capital ship]], and requires an astounding 32 build points. That said, it's a borderline GameBreaker if used properly. It does very high damage (1,500, with an extra 500 EMP on top of that, so it's even good against shields), it is also likely to cripple anything it hits), though the rate of fire is somewhat low (six and a half seconds between shots). Each shot is enough to destroy a single ship in a squadron, or cause massive flux buildup in a frigate. It has a range of 5,000 su (half that of a LRM, and more than quintuple the range of most other weapons), and this can be boosted to 7,500 with a single hull mod. As it's a beam weapon, it has perfect accuracy, infinite ammo, and virtually instant travel time, negating every disadvantage most other long range weapons have. If fitted to a turret and set to autofire, the AI will be able to snipe at ships with pinpoint accuracy from across the entire map, usually hitting them several times before they get close enough to retaliate. Did we mention that the Odyssey has ''three'' large energy turrets?



* ForMassiveDamage: Reaper torpedoes, at 4,000 high explosive damage a pop. For reference: the Onslaught, the most durable ship in the game, only has 1,750 armor (and high explosive does 150% damage to armor). Nothing in the game even comes remotely close in terms of pure per-shot damage (runners up are the Tachyon Lance at 1500+500 emp, or the Plasma Cannon at 750x3; and both of those are large weapons). It has a variant for each mount size, from a single torpedo for small mounts to twenty torpedoes fired in pairs for the large one. They are also one of only three missiles with a travel speed described as 'very fast', so they aren't easy to shoot down or avoid either. There's a squadron that mounts these, the Dagger-class, which consists of three ships armed with a single torpedo each. They are somewhat fragile, but the ability to do 12,000 damage in one run (and being able to rearm at a carrier to do so again) makes them amazingly devastating strike craft.

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* ForMassiveDamage: Reaper torpedoes, at 4,000 high explosive damage a pop. For reference: the Onslaught, the most durable ship in the game, only has 1,750 armor (and high explosive does 150% 200% damage to armor). Nothing in the game even comes remotely close in terms of pure per-shot damage (runners up are the Tachyon Lance at 1500+500 emp, 1500, or the Plasma Cannon at 750x3; and both of those are large weapons). It has a variant for each mount size, from a single torpedo for small mounts to twenty torpedoes fired in pairs for the large one. They are also one of only three missiles with a travel speed described as 'very fast', so they aren't easy to shoot down or avoid either. There's a squadron that mounts these, the Dagger-class, which consists of three ships armed with a single torpedo each. They are somewhat fragile, but the ability to do 12,000 damage in one run (and being able to rearm at a carrier to do so again) makes them amazingly devastating strike craft.



* TacticalRockPaperScissors: Ships have up to three layers of defense: [[{{Hitpoints}} hull]], armor plating, and [[DeflectorShields shields]]. Only hull damage affects the ship, so most of a fight is spent breaching the other ship's defenses to get to the vulnerable crew inside. There are four types of weapons to help with this: [[ArmorPiercingAttack high explosive]], which is excellent against armor but very weak against shields; [[KineticWeaponsAreJustBetter kinetic]], which is the opposite; [[EnergyWeapons energy]], which is [[JackofAllStats somewhat effective against all types of defense]], and fragmentation, which does little damage against any defense, but will tear hulls to shreds once those defenses are gone (and is also good against missiles and squadrons, since they rarely have much defense). There are also ion weapons, which greatly raise the target's flux levels but do minimal damage.

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* TacticalRockPaperScissors: Ships have up to three layers of defense: [[{{Hitpoints}} hull]], armor plating, and [[DeflectorShields shields]]. Only hull damage affects the ship, so most of a fight is spent breaching the other ship's defenses to get to the vulnerable crew inside. There are four types of weapons to help with this: [[ArmorPiercingAttack high explosive]], which is excellent against armor but very weak against shields; [[KineticWeaponsAreJustBetter kinetic]], which is the opposite; [[EnergyWeapons energy]], which is [[JackofAllStats somewhat effective against all types of defense]], and fragmentation, which does little damage against any defense, but will tear hulls to shreds once those defenses are gone (and is also good against missiles and squadrons, since they rarely have much defense). There are also ion EMP weapons, which greatly raise the target's flux levels and can disable ship systems, but do minimal damage.
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** The Tachyon Lance [[JustifiedTrope justifies this]] by saying that, despite the weapon's theoretically unlimited maximum range, the projectile is 'hardcoded' to disintegrate and become harmless beyond a certain distance in order to reduce the chances of severe collateral damage. Several projectiles remain dangerous beyond their listed range -- missiles in particular can still damage anything they collide with even after they run out of fuel.
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Adding examples related to the game lore

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* AfterTheEnd: While the game's lore is only explained in [[http://fractalsoftworks.com/2011/02/21/the-state-of-affairs/ blog]] and [[http://fractalsoftworks.com/forum/index.php?topic=437.0 forum]] posts at the moment (and subject to change if/when the devs decide on something better), this is the current state of things. The sector of space where the game takes place was in the process of being colonized by the Domain of Man[[hottip:*:the ruling government of Old Earth and its colonies]] when every jump gate connected to the Domain shut down simultaneously. Most of those living in the sector were simple colonists, completely reliant on technology yet lacking any understanding of it. Many planets were only partially terraformed, and the collapse of the gate network left them borderline unliveable[[hottip:*:such as farmworlds without farms or even ''soil'']]. Everything quickly got [[ItGotWorse much, much worse]]. It's now been just over two hundred years since the Collapse, and ever-increasing amounts of technology have become LostForever due to the constant conflict.


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* CrapsackWorld: Constant war, loads of piracy, and planets that can't survive without trade (which tends to get disrupted by the previous). Not a fun place to live. Even ignoring the immediate threats, the entire sector is in a downward spiral due to the gradual decline of technology.


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* {{DRM}}: None attached to the game, thankfully, but in-universe it is largely responsible for why everything has gone to hell. The only remaining way to produce advanced technology is with an autofactory, and they can only function if a Universal Access Chip containing the relevant blueprints is inserted. The ancient corporations that produced these chips included specialized code and circuits that made unauthorized duplication next to impossible, and very few were shipped into the sector before the Collapse. The end result is that required technology like ''tractors'' became increasingly rare, and every autofactory or UAC lost is a permanent blow to the sector's [[TechnologyLevels tech level]].


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* TheEmpire: The Hegemony, founded by a Domain of Man military task force that coincidentally arrived in the sector just after the Collapse. They tend to use ancient, battle-tested designs, and favor large fleets, heavy armor, and lots of ballistic and missile weapons. The Hegemony control some of the best worlds and have plenty of resources, but it's hinted that the gradual loss of technology is starting to take its toll on them.
** While the Hegemony is neutral towards the player, the task force that founded the Hegemony was mainly composed of disgraced soldiers being used for a glorified science experiment, and the devs have said that they aren't nearly as nice as they appear. Hence them being listed under this trope instead of TheFederation.


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* MegaCorp: The Tri-Tachyon Corporation, which predates the Collapse. They have extremely high-tech ships (with matching high prices), and favor fast ships, energy weapons, and powerful shields.
* OneNationUnderCopyright: Tri-Tachyon Corporation's eventual goal.
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* PointDefenseless: ''Strongly'' averted. A good point defense system can usually take out the majority of missiles in a salvo, as well as wreak havoc against fighter squadrons. Most capital ships have several of them. With a certain hull mod, even small weapons not tagged as point defense can auto-target missiles. This includes tactical lasers, whose long range, high accuracy, and decent damage make them [[{{Understatement}} very useful]] for this purpose.

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* PointDefenseless: ''Strongly'' averted. A good point defense system can usually take out the majority of missiles in a salvo, as well as wreak havoc against fighter squadrons. Most capital ships have several of them. With a certain hull mod, even small weapons not tagged as point defense can auto-target missiles. This includes tactical lasers, whose long range, high accuracy, and decent damage make them [[{{Understatement}} very useful]] useful for this purpose.
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* LethalJokeCharacter: The Hound. It's one of the pirate faction's basic frigates, and is so ridiculously easy to kill that most players never even consider piloting one themselves. Just looking at the stats paints a pretty bleak picture: it has a flux pool a third the size of the average frigate, one small ballistic turret with a massive blind spot[[hottip:*:before a balance patch, the turret only covered a third of the ship; now it's a tolerable 290 degree arc]], a single medium ballistic forward facing mount that will max out your flux meter in about seven seconds of sustained firing, two very large and easy to hit engines, and to top it all off, it's completely unshielded. But then you realize it's tied for the top speed of any pilotable ship in the game - with the 'augmented engines' hull mod, it [[BeyondTheImpossible outruns interceptor squadrons]]. The AI just doesn't know how to play to the Hound's strengths; it's pretty much built for kiting ([[FragileSpeedster being made of paper doesn't matter when the enemy can't hit you in the first place]]). It really shines when you rip out the default assault chaingun and install a long range, slow firing weapon such as a Hypervelocity Cannon or a Heavy Mauler, both of which deal significant amounts of damage and come with plenty of ammunition. The Hound is fast and maneuverable enough to run ahead of a target, spin around to fire a shot, then turn and keep running, and your high speed means the single turret has plenty of time to take out any missiles they send your way. It takes a while, but you can eventually whittle down even destroyers [[OneManArmy singlehandedly]] with this tactic.

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* LethalJokeCharacter: The Hound. It's one of the pirate faction's basic frigates, and is so ridiculously easy to kill that most players never even consider piloting one themselves. Just looking at the stats paints a pretty bleak picture: it has a flux pool a third the size of the average frigate, one small ballistic turret with a massive blind spot[[hottip:*:before a balance patch, the turret only covered a third of the ship; now it's a tolerable 290 degree arc]], a single medium ballistic forward facing mount that will max out your flux meter in about seven seconds of sustained firing, two very large and easy to hit engines, and to top it all off, it's completely unshielded. But then you realize it's tied for the top speed of any pilotable ship in the game - with the 'augmented engines' hull mod, it [[BeyondTheImpossible [[UpToEleven outruns interceptor squadrons]]. The AI just doesn't know how to play to the Hound's strengths; it's pretty much built for kiting ([[FragileSpeedster being made of paper doesn't matter when the enemy can't hit you in the first place]]). It really shines when you rip out the default assault chaingun and install a long range, slow firing weapon such as a Hypervelocity Cannon or a Heavy Mauler, both of which deal significant amounts of damage and come with plenty of ammunition. The Hound is fast and maneuverable enough to run ahead of a target, spin around to fire a shot, then turn and keep running, and your high speed means the single turret has plenty of time to take out any missiles they send your way. It takes a while, but you can eventually whittle down even destroyers [[OneManArmy singlehandedly]] with this tactic.
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* TakingYouWithMe: Large ships go out in absolutely massive explosions when they die, dealing heavy damage to other nearby ships. Capital ships are easily capable of [[OneHitKill one-hit killing]] frigates when they blow. Thus, it's beneficial to get as close as possible to your enemies when you realize the battle is a lost cause to at least inflict some damage as you go.
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** Next to nothing meaning about [[ScratchDamage 2-20 damage]]. They really are almost harmless.

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** Next According to nothing meaning the developer, collision damage is based on relative mass, and the largest asteroids are only about [[ScratchDamage 2-20 damage]]. They really are almost harmless.the size of the smallest frigates. Collision damage also seems to be kinetic, so it's greatly reduced while you have armor remaining. It's still probably not a good idea to ram something with, say, a Hyperion.
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* GuideDangIt: Some mechanics are very poorly explained in-game, and many aren't even mentioned in the manual. For instance, flux buildup from beam weapons against shields will not drain over time, unlike any other weapon damage in the game (which require the shields to be lowered before the flux will dissipate).

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* GuideDangIt: Some mechanics are very poorly explained in-game, and many aren't even mentioned in the manual. For instance, flux buildup from beam weapons against shields will not drain drains over time, unlike any other weapon damage in the game (which require the shields to be lowered before the flux will dissipate).
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** Also applies with crew, where even having one less than the skeleton crew required makes a ship completely unusable in combat. It makes sense with frigates where that one person could be ten percent of the entire crew. When you can't use your Onslaught because you are missing one person out of the needed five hundred, less so. [[JustifiedTrope Justified]], however, as this is the ''skeleton crew''. Most ships can hold around twice that many people, this number is just the bare minimum needed to run all systems.
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** The Tachyon Lance, which is basically a sniper rifle [[RecycledInSpace IN SPACE]]. First, the downsides: it's a large weapon, costs 30,000 credits, and requires an astounding 32 build points. That said, it's a borderline GameBreaker if used properly. It does very high damage (1,500, with an extra 500 EMP on top of that, so it's even good against shields), though the rate of fire is somewhat low (six and a half seconds between shots). Each shot is enough to destroy a single ship in a squadron, or cause massive flux buildup in a frigate. It has a range of 5,000 su (half that of a LRM, and more than quintuple the range of most other weapons), and this can be boosted to 7,500 with a single hull mod. As it's a beam weapon, it has perfect accuracy, infinite ammo, and virtually instant travel time, negating every disadvantage most other long range weapons have. If fitted to a turret and set to autofire, the AI will be able to snipe at ships with pinpoint accuracy from across the entire map, usually hitting them several times before they get close enough to retaliate. Did we mention that the Odyssey has ''three'' large energy turrets?

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** The Tachyon Lance, which is basically a sniper rifle [[RecycledInSpace IN SPACE]]. First, the downsides: it's a large weapon, costs 30,000 credits, credits[[hottip:*:a third the cost of just the empty hull of the cheapest capital ship]], and requires an astounding 32 build points. That said, it's a borderline GameBreaker if used properly. It does very high damage (1,500, with an extra 500 EMP on top of that, so it's even good against shields), though the rate of fire is somewhat low (six and a half seconds between shots). Each shot is enough to destroy a single ship in a squadron, or cause massive flux buildup in a frigate. It has a range of 5,000 su (half that of a LRM, and more than quintuple the range of most other weapons), and this can be boosted to 7,500 with a single hull mod. As it's a beam weapon, it has perfect accuracy, infinite ammo, and virtually instant travel time, negating every disadvantage most other long range weapons have. If fitted to a turret and set to autofire, the AI will be able to snipe at ships with pinpoint accuracy from across the entire map, usually hitting them several times before they get close enough to retaliate. Did we mention that the Odyssey has ''three'' large energy turrets?
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** The Tachyon Lance, which is basically a sniper rifle [[RecycledInSpace IN SPACE]]. First, the downsides: it's a large weapon, costs 30,000 credits, and requires an astounding 32 build points. That said, it's a borderline GameBreaker if used properly. It does very high damage (1,500, with an extra 500 EMP on top of that, so it's even good against shields), though the rate of fire is very low. Each shot is enough to destroy a single ship in a squadron, or cause massive flux buildup in a frigate. It has a range of 5,000 su (half that of a LRM, and more than quintuple the range of most other weapons), and this can be boosted to 7,500 with a single hull mod. As it's a beam weapon, it has perfect accuracy, infinite ammo, and virtually instant travel time, negating every disadvantage most other long range weapons have. If fitted to a turret and set to autofire, the AI will be able to snipe at ships with pinpoint accuracy from across the entire map, usually hitting them several times before they get into range for their own weapons. Did we mention that the Odyssey has ''three'' large energy turrets?
*** The primary GameBreaker aspect of an Odyssey fitted with Tachyon Lances is that it can destroy most squadrons from across the map in two broadsides, meaning the enemy never gets to capture a single control point, which in turn means they can't bring in any larger ships that could stand a chance of breaking the Odyssey's control of the map.

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** The Tachyon Lance, which is basically a sniper rifle [[RecycledInSpace IN SPACE]]. First, the downsides: it's a large weapon, costs 30,000 credits, and requires an astounding 32 build points. That said, it's a borderline GameBreaker if used properly. It does very high damage (1,500, with an extra 500 EMP on top of that, so it's even good against shields), though the rate of fire is very low.somewhat low (six and a half seconds between shots). Each shot is enough to destroy a single ship in a squadron, or cause massive flux buildup in a frigate. It has a range of 5,000 su (half that of a LRM, and more than quintuple the range of most other weapons), and this can be boosted to 7,500 with a single hull mod. As it's a beam weapon, it has perfect accuracy, infinite ammo, and virtually instant travel time, negating every disadvantage most other long range weapons have. If fitted to a turret and set to autofire, the AI will be able to snipe at ships with pinpoint accuracy from across the entire map, usually hitting them several times before they get into range for their own weapons.close enough to retaliate. Did we mention that the Odyssey has ''three'' large energy turrets?
*** An Odyssey set up this way is still vulnerable to other capital ships (which have the flux stats to absorb the beams harmlessly). The primary GameBreaker aspect of an Odyssey fitted with Tachyon Lances is that it makes all other fire support ships obsolete - often outperforming several lesser ships at once. It can destroy most squadrons from across the map in two broadsides, meaning the enemy never gets to capture a single control point, which in turn means they can't bring in any larger ships that could stand a chance of breaking countering the Odyssey's control of the map.Odyssey.
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(minor)


** Not nearly as annoying after the introduction of the Abandoned Storage Facility in version .52a. Now when you wipe, you just need to make your way to Corvus I and grab whatever supplies and ships you have mothballed there (provided, of course, that you ever reached a fleet size where you needed to store some of your ships in the first place).

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** Not nearly as annoying after the introduction of the Abandoned Storage Facility in version .52a. Now when you wipe, you just need to make your way to Corvus I and grab whatever ships and supplies and ships you have mothballed stored there (provided, of course, that you ever reached a fleet size where you needed it was necessary to store mothball some of your ships in the first place).
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** Not nearly as annoying after the introduction of the Abandoned Storage Facility in version .52a. Now when you wipe, you just need to make your way to Corvus I and grab whatever supplies and ships you have mothballed there (provided, of course, that you ever reached a fleet size where you needed to store some of your ships in the first place).

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Fixed an example I put in the wrong category, expanded it a bit


* BoringButPractical: Energy weapons. They bypass the TacticalRockPaperScissors used by other damage types entirely. They tend to have decent range, and there are multiple cheap hull mods to boost this further. Most energy weapons don't use ammo or recharge over time, making them very useful for protracted engagements. The only real downsides are that they generate more flux and are somewhat micromanagement-heavy due to the gameplay mechanic mentioned under ChargedAttack below.

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** The Tachyon Lance, which is basically a sniper rifle [[RecycledInSpace IN SPACE]]. First, the downsides: it's a large weapon, costs 30,000 credits, and requires an astounding 32 build points. That said, it's a borderline GameBreaker if used properly. It does very high damage (1,500, with an extra 500 EMP on top of that, so it's even good against shields), though the rate of fire is very low. Each shot is enough to destroy a single ship in a squadron, or cause massive flux buildup in a frigate. It has a range of 5,000 su (half that of a LRM, and more than quintuple the range of most other weapons), and this can be boosted to 7,500 with a single hull mod. As it's a beam weapon, it has perfect accuracy, infinite ammo, and virtually instant travel time, negating every disadvantage most other long range weapons have. If fitted to a turret and set to autofire, the AI will be able to snipe at ships with pinpoint accuracy from across the entire map, usually hitting them several times before they get into range for their own weapons. Did we mention that the Odyssey has ''three'' large energy turrets?
*** The primary GameBreaker aspect of an Odyssey fitted with Tachyon Lances is that it can destroy most squadrons from across the map in two broadsides, meaning the enemy never gets to capture a single control point, which in turn means they can't bring in any larger ships that could stand a chance of breaking the Odyssey's control of the map.
* BoringButPractical: Energy weapons. They bypass the TacticalRockPaperScissors used by other damage types entirely. They tend to have decent range, and there are multiple cheap hull mods to boost this further. Most energy weapons either don't use ammo or recharge over time, making them very useful for protracted engagements. The only real downsides are that they generate more flux and are somewhat micromanagement-heavy due to the gameplay mechanic mentioned under ChargedAttack below.



** The Tachyon Lance, which is basically a sniper rifle [[RecycledInSpace IN SPACE]]. First, the downsides: it's a large weapon, costs 30,000 credits, and requires an astounding 32 build points. That said, it's a borderline GameBreaker if used properly. It does very high damage (1,500, with an extra 500 EMP on top of that, so it's even good against shields), though the rate of fire is very low. Each shot is enough to destroy a single ship in a squadron, or cause massive flux buildup in a frigate. It has a range of 5,000 su (half that of a LRM, and more than quintuple the range of most other weapons), and this can be boosted to 7,500 with a single hull mod. As it's a beam weapon, it has perfect accuracy, infinite ammo, and virtually instant travel time, negating every disadvantage most other long range weapons have. If fitted to a turret and set to autofire, the AI will be able to snipe at ships with pinpoint accuracy from across the entire map. Did we mention that the Odyssey has three large energy turrets?

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