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  • Hi all, I understand the game is kind of old and no longer updated, but I've recently started playing and am enjoying it.

    What is the point of critical hits. I can't tell that they do anything. I had a critical hit module on a gatling gun, and I could see that I had 100 or so critical hits in a game, but I didn't notice any effect at all in the game. Do they do more damage, do they make blackwater ships crash or die faster or slow down or something?

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    • Originally posted by elttaes View Post
      Hi all, I understand the game is kind of old and no longer updated, but I've recently started playing and am enjoying it.

      What is the point of critical hits. I can't tell that they do anything. I had a critical hit module on a gatling gun, and I could see that I had 100 or so critical hits in a game, but I didn't notice any effect at all in the game. Do they do more damage, do they make blackwater ships crash or die faster or slow down or something?
      Critical hits should deal 2x damage. So, basically every 1% crit chance is a 1% (average) damage increase. 30% crit chance is +30% damage, 100% crit chance is +100% damage, 130% crit chance is +100% damage. Also, it is possible to get over 100 crit chance as seen here

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      • It looks like no one really uses this anymore, but in case someone picks up the game and starts playing it, I'll put some information here that they might find useful.

        Big, important tip:
        When making a tower or a bridge blueprint, you have the option to upgrade an already existing one (if you have, for example, a lower-level version of the same item.) BE VERY CAREFUL WHEN DOING THIS! It may change the number of slots you have available for modules!

        Missions tips:

        San Francisco: You can push the data ark. (The ship that you are escorting.) This will move it faster and make it easier to play. I still find this one to be the hardest of the missions.

        Tokyo: I find this one to be the best combination of low time and high reward in terms of modules/towers/hulls.

        Weapons Tips:

        Buckshot 12 with shock spike is incredibly powerful, but it doesn't show the shock spike damage on the damage screen. It does show the number of kills accurately, so you can use that to estimate how good it is.

        Critical Hits: I'm not sure the game shows the extra damage from critical hits, but each critical hit does double damage. So a 14% critical hit increase is basically a 14% damage increase. Again, look at number of kills, not damage to rate the effect of these.

        Blast/Shrapnel damage: This is a huge component of how effective a weapon is. Equipping some sort of "damage to nearby targets" is a much larger boost than just more damage. With the exception of the bosses, all the other ships are mostly pretty little, and so is the plasticyte, so doing area damage in one way or another is huge. Some weapons have this built in, which tends to make them more effective, even if they have lower overall DPS.

        Armor-piercing is probably useful against the boss ships, but it seems to be nearly useless against the little ones that make up most of the enemies. Only equip it if you have lots of trouble with bosses and no trouble with the little ones. On the flip side, that means that Gatling guns (very little damage per shot) have a really hard time with the high-end bosses. So if you are relying on Gatlings, you might need armor-piercing.

        Target type: pay attention to what targets your weapons can shoot. Most cannons, for example, can't fire on air targets. So you might equip a ship with all cannons and absolutely rock against ships and towers, but you will be murdered by helicopters and fighters.


        Blueprints tips:

        Better blueprints: Higher-level ships get higher level blueprints, so you may want to farm blueprints with a higher-level ship to put on the ships you are still working on getting to 40.

        Different blueprints: Not all high-level towers are the same. They may have 1, 2, or 3 slots, so be careful which ones you choose to sell. Also, I think that sometimes there are special versions of a tower that have some added damage type. I haven't confirmed this, but keep an eye out for the possibility.

        Farming Blueprints: What works best for me is running Tokyo over and over. It seems to give me the best return for my time, and I can nearly always get the fleet admiral award for 2 bonus blueprints, instead of just one. It's usually also worthwhile running the hot spots that are more difficulty and more reward, and the hot spots that give bonus modules.

        Bridge modules: Use these to help out whatever weaknesses your ship has, or to add to it's strengths. I find some sort of speed boost to be very useful, especially on slower ships. I've even equipped 2 speed boosts on a ship, so that I can use one while the other is cooling down. I've also used double shields on a Battle Cruiser that used the Vicious Ironsides module on it's weapons. (Bonus damage while shielded, so I make sure I can maintain the shield at all times.) Lightning Ram is great at clearing out tightly packed enemies and plasticyte. Chain Lightning is a great bug-swatter to take out swarms of helicopters and fighters.

        Change Note: I've heard that the game hasn't been updated in years, but last week (beginning of April, 2019) there was a change. Basically, it changed something about how it counts up the damage toward commander/Admiral/Fleet Admiral bonuses, and how long you have to fight the boss on a level.

        I used to go through Tokyo and clear all the reactors, then avoid the boss and go back through and clear all the plasticyte and any towers or ships that I missed before taking on the boss to get the Admiral bonus.

        Now if I do that, once I reach 1200 damage points (which is well before clearing all the extra towers and ships and plasticyte) it starts a countdown timer. If I kill the boss before the timer runs out, I get the Fleet Admiral bonus (2 blueprints) instead of just the Admiral bonus. I'm not sure why it changed, or if that means anything for the future of the game, but it's interesting.
        Last edited by elttaes; 10-04-19, 06:57 AM.

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