SpaceMyths, VOL 4
Guides
July 22

👨‍🚀 Greetings, Commanders!

💬 We continue the “SpaceMyths” segment, where we fact-check popular myths among players regarding the mechanics of the shields and the Repair Bay module.

💡 Today we got three proposed myths to check. The first myth was suggested by Commander Leonid Tsapenko.

Here are the conditions we need to follow:

❓ How many repair modules would function simultaneously on the board? For example, is it possible to put 10 modules and repair the ship very quickly, or is there a maximum amount of these modules?

To check this myth, a ship with a large number of cells was chosen to place up to 10 Repair Bays nodules at the same time – Centurion with all the Celestium modifications. The parameters of the module had not been upgraded: one Repair Bay module is capable of simultaneously repairing three modules with a Regen Speed parameter of 9 per second. The Maximum Regenerate parameter equals 2500. We conducted three battels using the “turtle” type build.

In the first battle, the ship had only one Repair Bay module on the board, in the second battle three such modules, and in the third – all ten. During the battles, it was necessary to consider whether all the Repair Bays would function and how quickly they would repair the ship.

In the first battle, it was pretty obvious – one Repair Bay сould repair only 3 modules at a time. It was also noted that it takes about 35 seconds for Medium Reactive Armor with 6.225 armor and 854.55 durabilities to be able to go from the “orange” state to the “green” state, that is, to fully recover.

During the second battle, all Repair Bays were also functional. At the same time, it was noticeable that several of these modules can simultaneously repair the same module, which significantly speeds up the repair time.

The final battle revealed the following: all installed Repair Bay modules have functioned. The repair time of one module with minor damage (that means the module remained in a “green” state after the received damage) was instantaneous. It has to do with the Repair Bay module features mechanics: such modules are capable of repairing the same module at once.

It is possible to make the following assessment: the number of Repair Bay modules that can be installed on a board is unlimited. The more Repair Bays are installed on the ship, the faster the modules are repaired. Repair Bay module efficiency depends on the parameters that can be upgraded using common and overlocking chips.

Myth №1 is confirmed!

The second myth was suggested by Commander EnderRobo.

We need to follow the conditions:

❓ Do shields behind modules protect the ship after those modules are destroyed? To do this we will take a ship and give it thick but weak frontal armor, so large solar armor. Then, place many shields so their radius connects more or less in the middle of the armor modules. Behind the armor place, there are many fragile modules, so we will see if they get damaged. After the frontal armor is destroyed the modules behind it should not take any damage as they are still covered by shields, but does it really work that way?

So, we need to test the effectiveness of shields against ballistic weapons with penetrating damage effects using a specific build. If the 1×1 Chaingun modules that are placed behind the frontal armor start taking damage we can say that shields are rather ineffective against ballistics weapons with penetrating damage.

We conducted several battles against an enemy who uses the Capital Cannon and Quantum Turret MK II modules with a high penetration damage rate.

The outcome of those test fights had been the following: the layers of placed shields really absorbed damage from ballistics with penetrating damage for a short time (that means the damage parameter at that time was close to the 0 indexes). It is because damage generally depends on the Health and Armor modules parameters.

During the battles, the shields progressively began to lose their strength, and the penetrating damage index began to increase. The damage started to pass through the armor, destroying the small chainguns that were placed behind the frontal armor.

These battles have been summarized as follows: shields can save from ballistics with penetrating damage but for a short period of time. It is possible only if the ship will have sizable numbers of shields placed on the board (approximately 10-15).

Myth №2 is confirmed!

The final third myth, sent by Commander Konstantin Mingalimov, was also related to the shields’ mechanics features.

We need to follow the conditions:

❓ If two or three shields are placed next to each other behind a module, will they tank damage longer than one placed shield behind this module?

Based on the experience of the previously verified myth and the official answer from the development team, we can assert that everything is correct. Several placed shields next to the module look more effective than placing only one of them. If a shot moves through all shields, they reduce this damage, acting on the principle of multi-layered wall: a shot -> shield radius number 1 -> shield radius number 2 -> shield radius number 3, and so on. These radiuses function as invisible shells that strengthen each other.

Myth №3 is confirmed!

💬 That’s all for today, Commanders! What kind of myths would you like to see the next time? You can suggest your ideas here.

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