TerraTech

TerraTech

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Ultimate Combat Tech Building Guide
By super.toshibaz and 2 collaborators
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About guide version
Translated mostly using AI
English version updates only after the original guide.

If you up to help with translation, show yourself in comments.

Original guide:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3556683020
Introduction - Purpose of this guide
This guide is a result of me being bored out of my mind with the lack of even a single decent opponent in random co-op creative lobbies. Its goal is to make builders smarter and more skilled.

The best thanks you could give me is to actually play in multiplayer, in co-op creative mode, without pointlessly kicking people the second they join. I will be so happy to see more co-op creative lobbies!
(Adding this guide to favorites and positive assessment also would be cool)

Of course, it would be way better if you figured all this stuff out on your own. But the reality is, for 6 or 7 years that co-op creative has existed, we haven't seen an increase in good combat builders, except for the guys in the Asian workshop. All the well-known good builders have been playing this game for years.
It's not just the players' fault, but its not the point now.

If you believe you would like to and are able to supplement the guide, we would be happy to see your suggestions in the comments below the guide.
Introduction - Structure of the guide
1) First, in the "Parameters" sections, we'll go through various blocks in detail, describing their characteristics. This is important so you have a clear idea of how effective different blocks are and what their purpose is. This will help you avoid having questions later on. At the beginning of each of these sections, there will be comments highlighting the best options for certain criteria and giving some tips.
2) Next, in the "Technology" sections, I'll explain how certain game mechanics work.
3) Finally, in the "Constructing" sections, I'll show you how to build different types of vehicles.

If you can't wait to start building, just skip ahead to the sections with the "Constructing" tag.

This guide may be updated as the game is updated. The "Constructing" category sections may be updated as the author of this guide make new discoveries. All changes will be written in the "Updates" section.
Parameters - Cab
Heart of the build. Broke the cabin - you lost.

All the best cabins are with Hawkeye.
For small builds, ReticuleResearch might work, for the sake of an extra battery.

In multiplayer, there is no point in putting additional cabins and or even more AI cabins!
Even if you've installed a huge number of cabins, when the main one - the first one installed in the build is destroyed, the game will count you as destroyed, and your build will be left without a player on it. The same with AI, only here there should be no questions at all.
In such cases, your build can be stolen by other players.
(However, I really love it when there's a trophy left after a battle, so please put them on ^^)

GSO
Durability 300. Weight 100
Has a built-in fuel tank.
Capacity per tank: 25
Capacity per 1x1x1 block: 25
Refill speed: 1.0 / sec



Durability 600. Weight 100
Has a built-in fuel tank.
Capacity per tank: 25
Capacity per 1x1x1 block: 12.5
Refill speed: 1.0 / sec



GeoCorp
Durability 800. Weight 300
Has a built-in fuel tank.
Capacity per tank: 50
Capacity per 1x1x1 block: 12.5
Refill speed: 1.0 / sec



Durability 1600. Weight 600
Has a built-in fuel tank.
Capacity per tank: 30
Capacity per 1x1x1 block: 3.75
Refill speed: 4.0 / sec



Durability 3150. Weight 1200
Has a built-in fuel tank.
Capacity per tank: 60
Capacity per 1x1x1 block: 3.75
Refill speed: 4.0 / sec



Durability 1700. Weight 600
Has a built-in fuel tank.
Capacity per tank: 45
Capacity per 1x1x1 block: 2.8
Refill speed: 4.0 / sec



Durability 2350. Weight 600
Has a built-in fuel tank.
Capacity per tank: 45
Capacity per 1x1x1 block: 2.0
Refill speed: 4.0 / sec



Venture
Durability 300. Weight 75
Has a built-in speedometer.
Has a built-in fuel tank.
Capacity per tank: 50
Capacity per 1x1x1 block: 50
Refill speed: 1.0 / sec


Durability 550. Weight 75
Has a built-in speedometer.
Has a built-in fuel tank.
Capacity per tank: 50
Capacity per 1x1x1 block: 25
Refill speed: 1.0 / sec


Durability 550. Weight 75
Has a built-in speedometer.
Has a built-in fuel tank.
Capacity per tank: 50
Capacity per 1x1x1 block: 25
Refill speed: 1.0 / sec


Hawkeye
Durability 1000. Weight 200
Has a built-in radar.
Has a built-in fuel tank.
Capacity per tank: 50
Capacity per 1x1x1 block: 25
Refill speed: 1.0 / sec


Durability 2500. Weight 200
Has a built-in radar.
Has a built-in fuel tank.
Capacity per tank: 50
Capacity per 1x1x1 block: 6.25
Refill speed: 1.0 / sec


Durability 4000. Weight 800
Has a built-in radar.
Has a built-in fuel tank.
Capacity per tank: 200
Capacity per 1x1x1 block: 25
Refill speed: 1.0 / sec


BetterFuture
Durability 800. Weight 270
Has a built-in fuel tank.
Capacity per tank: 50
Capacity per 1x1x1 block: 12.5
Refill speed: 1.0 / sec



Durability 550. Weight 130
Has a built-in fuel tank.
Capacity per tank: 50
Capacity per 1x1x1 block: 25
Refill speed: speed: 1.0 / sec



Durability 800. Weight 270
Has a built-in fuel tank.
Capacity per tank: 50
Capacity per 1x1x1 block: 12.5
Refill speed: speed: 1.0 / sec



SpaceJunkers
Durability 1600. Weight 600
Has a built-in fuel tank.
Capacity per tank: 30
Capacity per 1x1x1 block: 7.5
Refill speed: speed: 4.0 / sec



Durability 2450. Weight 650
Has a built-in fuel tank.
Capacity per tank: 30
Capacity per 1x1x1 block: 6.25
Refill speed: speed: 4.0 / sec



Durability 1900. Weight 500
Has a built-in fuel tank.
Capacity per tank: 30
Capacity per 1x1x1 block: 6.25
Refill speed: speed: 4.0 / sec



ReticuleResearch
Durability 1200. Weight 300
Has a built-in energy-meter and battery.
Capacity per battery: 2500
Capacity per 1x1x1 block: 625




Durability 500. Weight 300
Has a built-in energy-meter and battery.
Capacity per battery: 2000
Capacity per 1x1x1 block: 1000
Parameters - Hull
The hull is necessary to protect the insides of the build from area damage, and also serves as base for installing weapons.































GSO
Durability: 250. Weight: 100

All next variations have the same durability and weight for every 1x1x1 of their size.


GeoCorp
Durability: 900. Weight: 400.







Durability: 1750. Weight: 800.







Durability: 3500. Weight: 1600.







Durability: 7000. Weight: 2400.







Durability: 13950. Weight: 2400.







Venture
Durability: 250. Weight: 75







Durability: 450. Weight: 150







Hawkeye
Durability: 400. Weight: 150.

All next variations have the same durability and weight for every 1x1x1 of their size.




BetterFuture
Durability: 300. Weight: 90.







Durability: 600. Weight: 180.







Durability: 900. Weight: 225







Durability: 1200. Weight: 270







Durability: 1500. Weight: 315







Durability: 1200. Weight: 180







Durability: 1800. Weight: 270







Durability: 2700. Weight: 405







Durability: 3600. Weight: 540







SpaceJunkers
Durability: 550. Weight: 100
Bugged






Durability: 1200. Weight: 200
Bugged






Durability: 2600. Weight: 500
Bugged






ReticulResearch
Durability: 350. Weight: 125.







Durability: 1400. Weight: 500.







Durability: 500. Weight: 150.







Durability: 1000. Weight: 300.
Parameters - Armor
Armor takes twice less damage from a lot of damage types. Less versatile, but many times more durable hull.

"Steady" parameter, in game known as "Fragility", represents the degree of a block's attachment strength to the build. The lower this parameter, the faster the block will fly off the build, even if this block not destroyed. I didn't list this parameter among the block characteristics, but I did list it in the armor table only to show, why Venture armor is crap
























GSO
Durability: 500. Weight: 50.







Durability: 1000. Weight: 100.







Durability: 600. Weight: 30.







Durability: 1225. Weight: 60.







Durability: 2450. Weight: 120.






GeoCorp
Durability: 2625. Weight: 400.







Durability: 5250. Weight: 800.







Durability: 1800. Weight: 100.







Durability: 3600. Weight: 200.







Durability: 7200. Weight: 400.







Venture
All Venture armor is junk with low durability and low steady. Use it for decoration only.

Hawkeye
Durability: 1000. Weight: 150.







Durability: 2000. Weight: 300.







Durability: 2000. Weight: 250.







Durability: 3000. Weight: 350.







Durability: 4000. Weight: 450.







Durability: 1000. Weight: 45.







Durability: 2000. Weight: 90.







Durability: 4000. Weight: 180.







Durability: 4000. Weight: 450.







Durability: 5000. Weight: 600.







Durability: 6000. Weight: 750.







Durability: 4000. Weight: 350.







Durability: 2575. Weight: 1800.







Durability: 4425. Weight: 3200.







Durability: 7400. Weight: 4000.






BetterFuture
BetterFuture has no armor.

SpaceJunkers
SpaceJunkers has no standart armor.

ReticuleResearch
Durability: 650. Weight: 175.







Durability: 1300. Weight: 350.
Parameters - Batteries



























GSO
Capacity per battery: 1500
Capacity per 1x1x1 block: 1500
Durability: 300. Weight: 300.




GeoCorp
Capacity per battery: 14000
Capacity per 1x1x1 block: 1750
Durability: 1400. Weight: 2400.





Capacity per battery: 52000
Capacity per 1x1x1 block: 1625
Durability: 1800. Weight: 8000.




Venture
Capacity per battery: 1500
Capacity per 1x1x1 block: 1500
Durability: 200. Weight: 100.




Hawkeye
Capacity per battery: 3500
Capacity per 1x1x1 block: 1750
Durability: 850. Weight: 800.




BetterFuture
Capacity per battery: 3750
Capacity per 1x1x1 block: 1875
Durability: 550. Weight: 540.




SpaceJunkers
Capacity per battery: 5000
Capacity per 1x1x1 block: 1250
Durability: 1425. Weight: 900.
Parameters - Shield Bubbles
The main parameter of protective fields is Active Energy Consumption. This refers to the amount of energy the field uses per unit of damage received. Unlike repair bubbles, which have a limit on the energy they can consume, protective fields have no such limit. The value of Active Energy Consumption depends directly on the incoming damage, which can be of any amount.

This is the main reason why placing too many protective fields in one spot is a terrible decision. Not only does it not improve protection, but it also multiplies the energy consumption when area damage hits a cluster of shields.

All protective fields are identical in their principle of operation; only their range and energy consumption vary. Therefore, all protective fields are equally useful—the key is to use them correctly.

However, there are exceptions here: the non-spherical BF and Venture shields.

The developers made a good attempt to make the non-spherical BF shields useful by giving them minimal power consumption and instant activation. And thanks to how they work, there will be no field intersections at all, which will significantly reduce energy costs from area-of-effect damage.
In practice, however, these shields have limited use. They must be placed on top of or directly within the hull, otherwise the shield will be too close to the structure. You also need a large number of them to fully cover the structure.
The shield generators themselves are in a vulnerable position and can reduce the overall integrity of the hull. Their range is not enough to effectively protect the hull from all area-of-effect damage. At the same time, many problems often arise when placing weapons, which are almost always too close to or completely outside the shield.

Of course, you can create builds with minimal energy-hungry shields by combining the shields described above with standard Venture shields. But, as is clear from the description, this is tedious and restrictive. (However, if you're really into this, I'd love to see it—please write a comment under the guide!) So their practical application comes down to placing a couple of them on small to medium-sized builds in areas that get hit by the most homing projectiles.

And a few words about the Venture non-spherical field, which can be targeting at enemies. It's, well... garbage. It's worse than BF in every parameter, and its targeting often only causes harm.



















GSO
Bubble radius (Blocks. Without shield block count): 4.5
Activation speed: 1.5 sec
Energy cost to activate: 300
Passive energy drain: 2.5 / sec
Active energy drain: 0.75 / one taken damage point
Durability: 300. Weight: 200


GeoCorp
GeoCorp has no legal shields.

Venture
Bubble radius (Blocks. Without shield block count): 3.25
Activation speed: 1.0 sec
Energy cost to activate: 100
Passive energy drain: 2.0 / sec
Active energy drain: 0.45 / one taken damage point
Durability: 240. Weight: 200


Radius (Blocks. Without shield block count): 4.75
Shield size (Blocks): 6х4
Tracks enemy. Turret rotation speed: 100
Max angle: 75
Activation speed: 1.0 sec
Energy cost to activate: 100
Passive energy drain: 2.0 / sec
Active energy drain: 0.45 / one taken damage point
Durability: 240. Weight: 200

Hawkeye
Bubble radius (Blocks. Without shield block count): 7.0
Activation speed: 2.5 sec
Energy cost to activate: 700
Passive energy drain: 3.5 / sec
Active energy drain: 1.25 / one taken damage point
Durability: 600. Weight: 400



BetterFuture
Bubble radius (Blocks. Without shield block count): 5.75
Activation speed: 2 sec
Energy cost to activate: 500
Passive energy drain: 3 / sec
Active energy drain: 1.0 / one taken damage point
Durability: 400. Weight: 360


Radius (Blocks. Without shield block count): 4
Shield size (Blocks): 5х5
Activation speed: 0.1 sec
Energy cost to activate: 25
Passive energy drain: 1.0 / sec
Active energy drain: 0.4 / one taken damage point
Durability: 300. Weight: 200

SpaceJunkers
SpaceJunkers has no shields.

ReticuleResearch
RR shields are just garbage. The shield area is equal to the size of the shield block and is located right next to the shield block. Even regular damage, without an area, pierces right through these shields.
Parameters - Repair Bubbles
The main parameters for repair bubbles are Regeneration Interval, Maximum Regeneration Power, and Active Energy Consumption.
- Regeneration Interval is the time between block regeneration events. The smaller this value, the faster the field heals blocks.
- Maximum Regeneration Power, as the name suggests, is the maximum amount of health a field can restore to a single block.
- Active Energy Consumption is the amount of energy the field spends per unit of health restored.

From the Maximum Regeneration Power and Active Energy Consumption parameters, you can easily calculate the exact energy consumption for any number of blocks being healed. However, in practice, there's no point in doing this. The consumption value only increases when two damaged blocks are healed simultaneously and, based on tests, it doesn't change with an increased number of healed blocks.

So probably formula for a field's maximum energy consumption is: ([Maximum Regeneration Power] * [Active Energy Consumption]) * 2. But this is a very vague metric based only on direct observations with a minimal sample size, and I wouldn't rely on it. It's possible there's something else hidden here, but tests haven't revealed it yet.
In any case, the exact parameters listed below are enough to understand which bubble is faster, more powerful, or more energy-hungry.

Unlike shield bubbles, having multiple repair bubbles in one place makes sense, as each individual repair bubble heals blocks, increasing the total amount of health restored to blocks within the intersection of the repair bubbles.

It's best to combine different fields—fast and powerful ones. The most optimal combination is Venture, GSO, and the rare BetterFuture or Hawkeye, depending on the required field radius. The GeoCorp field isn't very useful.













GSO
Regeneration interval: 1.0
Maximum regeneration power: 200 health
Radius (Blocks. Without shield block count): 4.5
Activation speed: 1.5 sec
Energy cost to activate: 300
Passive energy drain: 2.5 / sec
Active energy drain: 0.2 / one restored health point
Durability: 300. Weight: 200

GeoCorp
Regeneration interval: 1.75
Maximum regeneration power: 500 health
Radius (Blocks. Without shield block count): 7.75
Activation speed: 3.0 sec
Energy cost to activate: 900
Passive energy drain: 3.75 / sec
Active energy drain: 0.45 / one restored health point
Durability: 950. Weight: 1200

Venture
Regeneration interval: 0.75
Maximum regeneration power: 100 health
Radius (Blocks. Without shield block count): 3.25
Activation speed: 1.0 sec
Energy cost to activate: 100
Passive energy drain: 2.0 / sec
Active energy drain: 0.1 / one restored health point
Durability: 240. Weight: 200

Hawkeye
Regeneration interval: 1.5
Maximum regeneration power: 400 health
Radius (Blocks. Without shield block count): 7.0
Activation speed: 2.5 sec
Energy cost to activate: 700
Passive energy drain: 3.5 / sec
Active energy drain: 0.4 / one restored health point
Durability: 600. Weight: 200

BetterFuture
Regeneration interval: 1.25
Maximum regeneration power: 300 health
Radius (Blocks. Without shield block count): 5.75
Activation speed: 2.0 sec
Energy cost to activate: 500
Passive energy drain: 3.0 / sec
Active energy drain: 0.3 / one restored health point
Durability: 400. Weight: 360

SpaceJunkers
SpaceJunkers has no health bubbles.

ReticuleResearch
ReticuleResearch has no health bubbles.
Parameters - Fuel Tanks
Experiments have shown that even though a build's fuel supply is essentially shared, the fuel refill rate parameter scales for each individual fuel tank's capacity. This means that smaller capacity tanks with a lower refill rate, even when placed in the same volume as tanks with a larger capacity and refill rate, can restore the full fuel supply faster than the larger capacity and refill rate tanks.

You can see this clearly by comparing the "Venture Fuel Tank" and "Compress" on different techs. The "Compress" refill rate is 0.5 higher, but its capacity is also greater. However, even if you place enough "Venture Fuel Tanks" so that their total capacity matches the "Compress," the build with the smaller fuel tanks will still refill fuel many times faster.

This means that when installing fuel tanks on your build, you should combine the high-capacity Hawkeye tanks with the less-spacious, fast-recharging Venture tanks to have an optimal fuel supply that is both large and refills quickly. To put it as simply as possible, the Venture fuel tanks act as accelerators for the fuel refill parameter of the higher-capacity Hawkeye tanks.

You'll need to figure out the optimal ratio of tanks yourself, depending on your tech's tasks.
If you're too lazy to bother with these ratios and want an optimal out-of-the-box solution, the most average option in terms of its own capacity and refill rate is the "BetterFuture Medium Fuel Tank."


































GSO
Capacity per tank: 50
Capacity per 1x1x1 block: 25
Refill speed: 2.0 / sec
Durability: 100. Weight: 200.




Capacity per tank: 250
Capacity per 1x1x1 block: 31
Refill speed: 2.5 / sec
Durability: 200. Weight: 800.



GeoCorp
GeoCorp has no fuel tanks.

Venture
Capacity per tank: 20
Capacity per 1x1x1 block: 20
Refill speed: 4.0 / sec
Durability: 50. Weight: 100.




Capacity per tank: 120
Capacity per 1x1x1 block: 30
Refill speed: 4.5 / sec
Durability: 100. Weight: 400.




Hakweye
Capacity per tank: 188
Capacity per 1x1x1 block: 62.5
Refill speed: 4.0 / sec
Durability: 600. Weight: 600.




BetterFuture
Capacity per tank: 38
Capacity per 1x1x1 block: 38
Refill speed: 2.0 / sec
Durability: 100. Weight: 100.




Capacity per tank: 75
Capacity per 1x1x1 block: 37.5
Refill speed: 2.0 / sec
Durability: 150. Weight: 300.




Capacity per tank: 144
Capacity per 1x1x1 block: 36
Refill speed: 2.0 / sec
Durability: 300. Weight: 800.




SpaceJunkers
Capacity per tank: ~160
Capacity per 1x1x1 block: ~40
Refill speed: 3.0 / sec
Durability: 800. Weight: 625.




ReticuleResearch
ReticuleResearch has no fuel tanks.
Parameters - Boosters
Important! The "Power" parameter is not equal to the "Speed" parameter.
The dry power numbers for the blocks, taken from the game, are listed here. The formulas for calculating their speed may differ. For example, one propeller might lose more speed as mass increases than another, and this is not taken into account here.
Manual measurements are problematic. But for a general understanding, you can use the these metrics.




































GSO
Power: 2000
Fuel consumption: 4.0 / sec
Durability: 200. Weight: 100





Power: 9000
Fuel consumption: 15.0 / sec
Durability: 400. Weight: 400




GeoCorp
Power: 15000
Fuel consumption: 60.0 / sec
Has a built-in fuel tank.
Capacity per tank: 50
Capacity per 1х1х1 block: 3.125
Refill speed: 1.5 / sec
Durability: 935. Weight: 1200

Venture
Power: 3000
Fuel consumption: 4.0 / сек
Durability: 100. Weight: 50





Power: 6000
Fuel consumption: 8.0 / sec
Durability: 180. Weight: 100





Power: 14000
Fuel consumption: 15.0 / sec
Durability: 380. Weight: 200




Hawkeye
Power: 3000
Fuel consumption: 4.0 / sec
Durability: 300. Weight: 200





Power: 6000
Fuel consumption: 8.0 / sec
Durability: 500. Weight: 300




BetterFuture
Power: 5000
Fuel consumption: 6.0 / sec
Durability: 180. Weight: 90





Power: 10000
Fuel consumption: 7.0 / sec
Durability: 360. Weight: 180





Power: 20000
Fuel consumption: 8.0 / sec
Durability: 720. Weight: 360




SpaceJunkers
Power: 3000
Fuel consumption: 4.0 / sec
Capable of moving along a single axis.
Durability: 450. Weight: 200




Power: 6000
Fuel consumption: 8.0 / sec
Has a built-in fuel tank.
Capacity per tank: 40
Capacity per 1х1х1 block: 6.6
Refill speed: 3.0 / sec
Durability: 800. Weight: 330

ReticuleResearch
ReticuleResearch has no boosters.
Parameters - Propellers and IonDrives
Important! The "Power" parameter is not equal to the "Speed" parameter.
The dry power numbers for the blocks, taken from the game, are listed here. The formulas for calculating their speed may differ. For example, one propeller might lose more speed as mass increases than another, and this is not taken into account here.
Manual measurements are problematic. But for a general understanding, you can use the these metrics.







































GSO
Power: 600
Back Power: 400
Durability: 300. Weight: 200




GeoCorp
Power: 12000
Back Power: 8000
Durability: 620. Weight: 330





Power: 7500
Back Power: 4500
Durability: 900. Weight: 775





Power: 3000
Back Power: 2000
Has built-in linear drive core.
Durability: 1240. Weight: 520




Power: 3000
Back Power: 2000
Has built-in linear drive core.
Durability: 2100. Weight: 650



Venture
Power: 500
Back Power: 200
Durability: 150. Weight: 100





Power: 1500
Back Power: 1000
Durability: 280. Weight: 150





Power: 1500
Back Power: 1000
Durability: 220. Weight: 100





Power: 7500
Back Power: 4500
Durability: 600. Weight: 750




Hawkeye
Power: 1050
Back Power: 900
Durability: 300. Weight: 225





Power: 1750
Back Power: 1250
Durability: 500. Weight: 450





Power: 3000
Back Power: 2000
Has built-in linear drive core.
Durability: 600. Weight: 200




Power: 8000
Back Power: 6000
Has built-in linear drive core.
Durability: 750. Weight: 400



BetterFuture
Power: 1250
Back Power: 0.0
Durability: 300. Weight: 90





Power: 2500
Back Power: 0.0
Durability: 600. Weight: 180





Power: 1500
Back Power: 1000
Has built-in linear drive core.
Durability: 500. Weight: 180




Power: 3000
Back Power: 2000
Has built-in linear drive core.
Durability: 1000. Weight: 450



SpaceJunkers
Power: 2500
Back Power: 1000
Durability: 685. Weight: 150





Power: 1500
Back Power: 1000
Durability: 645. Weight: 125





Power: 1500
Back Power: 1000
Durability: 520. Weight: 150




ReticuleResearch
Power: 1050
Back Power: 900
Durability: 300. Weight: 225
Parameters - Thrusters
Important! The "Power" parameter is not equal to the "Speed" parameter.
The dry power numbers for the blocks, taken from the game, are listed here. The formulas for calculating their speed may differ. For example, one propeller might lose more speed as mass increases than another, and this is not taken into account here.
Manual measurements are problematic. But for a general understanding, you can use the these metrics.



































GSO
Power: 600
Durability: 150. Weight: 50





GeoCorp
Power: 1000
Durability: 800. Weight: 800





Venture
Power: 600
Durability: 225. Weight: 50






Power: 450
Durability: 225. Weight: 50






Power: 300
Durability: 225. Weight: 50





Hawkeye
Power: 400
Durability: 600. Weight: 100





BetterFuture
Power: 300
Durability: 200. Weight: 45






Power: 450
Durability: 400. Weight: 90






Power: 600
Durability: 800. Weight: 180





SpaceJunkers
SpaceJunkers has no thrusters.

ReticuleResearch
ReticuleResearch has no thrusters.
Parameters - Wheels
All speed values were determined manually on a setup like this. This dirty metric isn't very valuable in itself, but it's listed for a general understanding of which wheels are faster.

















Torque is not equal to speed! The torque parameter determines the force of the initial acceleration. Simply put, this parameter dictates how quickly the wheel reaches its top speed.




















GSO
Speed (Dirty metric): 109 km/h
Torque: 5000
Max Steer Angle: 15.0
Steer Speed: 2.0
Durability: 625. Weight: 400



Speed (Dirty metric): 126 km/h
Torque: 15000
Max Steer Angle: 30.0
Steer Speed: 2.0
Durability: 1000. Weight: 600


GeoCorp
Speed (Dirty metric): 58 km/h
Torque: 15000
Max Steer Angle: 30.0
Steer Speed: 2.0
Durability: 880. Weight: 400



Speed (Dirty metric): 64 km/h
Torque: 20000
Max Steer Angle: 20.0
Steer Speed: 1.25
Durability: 1320. Weight: 600



Speed (Dirty metric): 42 km/h
Torque: 18000
Max Steer Angle: 30.0
Steer Speed: 1.5
Durability: 1320. Weight: 1200



Speed (Dirty metric): 63 km/h
Torque: 22000
Max Steer Angle: 20.0
Steer Speed: 1.0
Durability: 1980. Weight: 1200



Speed (Dirty metric): 96 km/h
Torque: 50000
Max Steer Angle: 7.5
Steer Speed: 1.0
Durability: 5280. Weight: 1600



Speed (Dirty metric): 72 km/h
Torque: 150000
Max Steer Angle: 15.0
Steer Speed: 1.5
Durability: 10560. Weight: 3200



Speed (Dirty metric): 71 km/h
Torque: 70000
Max Steer Angle: 0.0
Steer Speed: 0.0
Durability: 10000. Weight: 2800
Armoured block type


Speed (Dirty metric): 56 km/h
Torque: 30000
Max Steer Angle: 0.0
Steer Speed: 0.0
Durability: 3366. Weight: 1200



Speed (Dirty metric): 81 km/h
Torque: 30000
Max Steer Angle: 0.0
Steer Speed: 0.0
Durability: 4158. Weight: 1600


Venture
Speed (Dirty metric): 193 km/h
Torque: 1800
Max Steer Angle: 25.0
Steer Speed: 2.0
Durability: 1240. Weight: 350



Speed (Dirty metric): 195 km/h
Torque: 2750
Max Steer Angle: 25.0
Steer Speed: 1.5
Durability: 1250. Weight: 400



Speed (Dirty metric): 122 km/h
Torque: 20000
Max Steer Angle: 22.0
Steer Speed: 3.0
Durability: 1000. Weight: 800



Speed (Dirty metric): 129 km/h
Torque: 60000
Max Steer Angle: 25.0
Steer Speed: 3.0
Durability: 3000. Weight: 1400



Speed (Dirty metric): 146 km/h
Torque: 1000
Max Steer Angle: 15.0
Steer Speed: 2.0
Durability: 540. Weight: 450



Speed (Dirty metric): 136 km/h
Torque: 1000
Max Steer Angle: 0.0
Steer Speed: 0.0
Durability: 4000. Weight: 500


Hawkeye
Speed (Dirty metric): 77 km/h
Torque: 2500
Max Steer Angle: 15.0
Steer Speed: 3.0
Durability: 1125. Weight: 400
Armoured block type.


Speed (Dirty metric): 76 km/h
Torque: 2750
Max Steer Angle: 15.0
Steer Speed: 2.75
Durability: 3750. Weight: 800
Armoured block type.


Speed (Dirty metric): 98 km/h
Torque: 10000
Max Steer Angle: 15.0
Steer Speed: 2.75
Durability: 4000. Weight: 1200



Speed (Dirty metric): 113 km/h
Torque: 30000
Max Steer Angle: 15.0
Steer Speed: 2.75
Durability: 10625. Weight: 3000



Speed (Dirty metric): 87 km/h
Torque: 1000
Max Steer Angle: 0.0
Steer Speed: 0.0
Durability: 3442. Weight: 400
Armoured block type.


Speed (Dirty metric): 82 km/h
Torque: 10000
Max Steer Angle: 0.0
Steer Speed: 0.0
Durability: 6875. Weight: 800
Armoured block type.


Speed (Dirty metric): 101 km/h
Torque: 30000
Max Steer Angle: 0.0
Steer Speed: 0.0
Durability: 15000. Weight: 2000
Armoured block type.

BetterFuture
Speed (Dirty metric): 101 km/h
Torque: 300
Max Steer Angle: 15.0
Steer Speed: 3.0
Durability: 500. Weight: 360



Speed (Dirty metric): 110 km/h
Torque: 5000
Max Steer Angle: 15.0
Steer Speed: 3.0
Durability: 1000. Weight: 630



Speed (Dirty metric): 133 km/h
Torque: 5000
Max Steer Angle: 15.0
Steer Speed: 3.0
Durability: 2000. Weight: 1080


SpaceJunkers
Speed (Dirty metric): 118 km/h
Torque: 12000
Max Steer Angle: 30.0
Steer Speed: 3.0
Durability: 1760. Weight: 400



Speed (Dirty metric): 195 km/h
Torque: 3000
Max Steer Angle: 25.0
Steer Speed: 1.2
Durability: 2695. Weight: 450



Speed (Dirty metric): 58 km/h
Torque: 3000
Max Steer Angle: 0.0
Steer Speed: 0.0
Durability: 1600. Weight: 400
Able to strafe.


Speed (Dirty metric): 75 km/h
Torque: 60000
Max Steer Angle: 0.0
Steer Speed: 0.0
Durability: 7000. Weight: 2400
Armoured block type.

ReticuleResearch
Speed (Dirty metric): 86 km/h
Torque: 15000
Max Steer Angle: 20.0
Steer Speed: 2.0
Durability: 1400. Weight: 500
Able to strafe.


Speed (Dirty metric): 73 km/h
Torque: 10000
Max Steer Angle: 30.0
Steer Speed: 2.0
Durability: 2500. Weight: 800
Parameters - Gyros
Gyros don't have specific "Torque" parameter, the principle of their work is defined somehow differently. That's why they are listed here in descending order of effectiveness per 1x1x1 block, from most powerful to least powerful. This order was determined by manual tests.

All active gyro have an active torque that constantly tries to align the build to a single position, along all or one axis, depending on the gyro.

But in this game, there is one passive gyro. It differs from an active one in that its torque is only active in opposition to the build's rotation. To put it simply, it doesn't constantly try to align the build to a single position, but rather only hinders the build from changing its current position.

By the way, the stabilization computer works in a similar way to the passive gyro, but there are two key differences:
The stabilization computer tries to hold not only the build's direction, like a passive gyro, but also its position in space, holding the build in the air and/or preventing it from flying endlessly in some direction.
The second difference is that the stabilization computer doesn't have its own torque; instead, it uses all the available maneuver thrusters and propellers on the build.

Parameters - Antigravity Engines
The effect of gravity reduction of fields placed nearby stacks up.
Similarly, the effect of gravity amplifiers placed nearby stacks up.
If an antigravity engine and a gravity amplifier are installed next to each other, the antigravity engines will reduce the power of the gravity amplifiers. This way, you can control the power of gravity amplifiers.

Radius (Blocks): 4.0
Gravity reduction: 50%
Active energy consumption: (0.02 / sec) / block
Durability: 180. Weight: 90




Radius (Blocks): 8.0-8.5
Gravity reduction: 75%
Active energy consumption: (0.025 / sec) / block
Durability: 720. Weight: 360




Radius (Blocks): 12.5
Gravity amplify: 100%
Active energy consumption: (0.03 / sec) / block
Durability: 1440. Weight: 720




Radius (Blocks): 4.0
Gravity amplify: 800%
Active energy consumption: (0.05 / sec) / block
Durability: 180. Weight: 90
Technology - Wings and Thrusters
Thrusters can be used instead of wings. They perform their functions more effectively, and also provide additional maneuverability and speed along the axes, which also allows for some measure of hovering. It is important to note that maneuvering thrusters by themselves, in almost any configuration, perfectly fulfill the role of controlling along any available axis. This means that it is not necessary to reproduce the structure of a plane with wings: it is not required to make an analog of a tail wing from maneuvering thrusters, and it is not required to place them in elongated plates like wings.

Wings have only one advantage: they are better at keeping heavy builds in the air while moving, while massive planes made of maneuvering thrusters noticeably lose altitude when moving straight ahead, and generally require good balancing.

Therefore, it only makes sense to install wings on heavy planes. Or in exceptional cases, on light planes for stabilization.

The standard "Aeroplane" control scheme is not suitable for a wingless plane. It does not have binds for moving up or sideways, and most importantly, the standard scheme does not use forward acceleration. This means that in flight, your plane will use only ion engines and jet engines for thrust, and the maneuvering thrusters will stand idle and only be used for turns. Assign the binds as shown in the screenshot below. You will be surprised how much the new control scheme improves the parameters of the plane.

On the left is the standard "Aeroplane" scheme, and on the right is a custom scheme.




















Example of a fully functional wingless plane with a custom control scheme.















Such fun fact that almost no one, in the 6-7 years control scheme editor has existed, has figured this out ^^D
Technology - HoverBug and AntiGravs
Let's start with what a "hoverbug" even is.
In this game, there are hovering plates, aka "hovers," which push off from the ground. If you attach them so they face any wheels or tracks, you'll notice that the hovers constantly push off from them. The likely reason for this bug is that the developers, during the game's creation, used some kind of workaround for the wheels that constantly creates a ground surface beneath them, which the hovers then push off from.

This means you can intentionally place hovers on any side of the wheels to create thrust in the opposite direction from the hover's face. Hovers are also capable of slightly steering and even turning off depending on how you control the build.

With this information, we come to the conclusion that you can place a hover on two opposite sides of the wheels, creating an "engine" that can controllably provide thrust not only in the direction of the hovers but also along other axes, with varying degrees of effectiveness depending on the hovers' placement. The wider the hover, the more effectively it functions, which is why the convenient GSO 2x2 hover is most often used.
What's more, they act as a passive stabilizer to some extent on their own.

And just like that, you have a technology that can move, rotate, and stabilize ur tech.
For optimal use you have to cambinate hoverbug with antigravs.

The applications for this technology are almost limitless. It's used to accelerate various vehicles; for sideways movement even when that's not the intended function; to counteract anti-gravity projectiles; to create cruisers powered solely by hoverbug thrust; for automatic movement, and etc

There is a lot of specific information on how to use the hoverbug, but that will be covered in the "Construction - Cruisers" section.

Example of hoverbug installation along the Y-axis.
Weapons - 1
This section lists all the most optimal weaponry for destroying the enemy. If a weapon isn't listed here, it means it is weak or has a better analogue among the ones listed below.
If you do not agree with the absence of a certain weapon here, you can justify it in the comments.

The listed damage-per-second values may differ from what the dummy shows in the RR world. However, these values are shown both in calculations and in more detailed practical tests, so I'm inclined to believe that dummy is the one lying.

Weapons also have other parameters from which you can determine the projectile range, but everything listed below, with a few exceptions, has a high effective range. Therefore, I decided not to list these parameters.

But first:
The game also has damage types which have a different damage multiplier against different block types.




















Now weapons:
Heavy cannons
Long-range. They break through poorly placed shields with splash damage. They knock out blocks from under the spam of regeneration fields.

"Megaton"
Shot Cooldown: 1.0 sec
Burst Shot Count: 1
Damage per shot: 1000
Damage per burst: 1000
Damage per sec: 1000
Turret Rotation Speed: 20.0
Recoil power per shot: 300
Spread: 0.05
Durability: 2500. Weight: 800

"Battleship Cannon"
Shot Cooldown: 4.0 sec
Burst Shot Count: 1
Damage per shot: 3000
Damage per burst: 3000
Damage per sec: 750
Turret Rotation Speed: 5.0
Recoil power per shot: 1500
Spread: 0.05
Durability: 5500. Weight: 1600

"Naval Gun"
Shot Cooldown: 1.0 sec
Burst Shot Count: 3
Damage per shot: 700
Damage per burst: 2100
Damage per sec: 2100
Turret Rotation Speed: 12.0
Recoil power per shot: 200
Spread: 0.05
Durability: 3200. Weight: 1400

"Rustic Cannon"
Shot Cooldown: ~0.44 sec
Burst Shot Count: 1
Damage per shot: 656
Damage per burst: 656
Damage per sec: 1462
Turret Rotation Speed: 85.0
Recoil power per shot: 100
Spread: 0.05
Durability: 2830. Weight: 500

Anti-Shields
The most effective weapons against enemys shield.

"Dual Auto Cannon"
Shot Cooldown: 0.025 sec
Burst Shot Count: 1
Damage per shot: 45
Damage per burst: 45
Damage per sec: 1800
Turret Rotation Speed: 100.0
Recoil power per shot: 50
Spread: 0.185
Durability: 1500. Weight: 300

"Junkyard Rainmaker"
Shot Cooldown: 0.2 sec
Burst Shot Count: 1
Damage per shot: 240
Damage per burst: 240
Damage per sec: 1200
Low-range bullets.
Turret Rotation Speed: 200.0
Recoil power per shot: 5
Spread: 0.1
Durability: 780. Weight: 150

Missiles weapons
Different homing missiles. Capable to knock out blocks from under regeneration bubbles spam.

"Missile Battary"
Shot Cooldown: 2.0 sec
Burst Shot Count: 4
Damage per shot: 400
Damage per burst: 1600
Damage per sec: 800
Turret Rotation Speed: 0.0
Recoil power per shot: 2
Spread: 0.0
Durability: 400. Weight: 800

"Avalanche Launcher"
Shot Cooldown: 0.5 sec
Burst Shot Count: 2
Damage per shot: 125
Damage per burst: 250
Damage per sec: 500
Turret Rotation Speed: 30.0
Recoil power per shot: 2
Spread: 0.0
Durability: 100. Weight: 100

"Seeker Missile Pod"
Shot Cooldown: 1.0 sec
Burst Shot Count: 2
Damage per shot: 400
Damage per burst: 800
Damage per sec: 800
Turret Rotation Speed: 0.0
Recoil power per shot: 2
Spread: 0.0
Durability: 150. Weight: 200

"Cruise Missile"
Shot Cooldown: 5.0 sec
Burst Shot Count: 1
Damage per shot: 1000
Damage per burst: 1000
Damage per sec: 200
Turret Rotation Speed: 0.0
Recoil power per shot: 2
Spread: 0.0
Durability: 100. Weight: 200

"BMB"
Shot Cooldown: 0.75 sec
Burst Shot Count: 3
Damage per shot: 500
Damage per burst: 1500
Damage per sec: 2000
Turret Rotation Speed: 0.0
Recoil power per shot: 10
Spread: 0.0
Durability: 200. Weight: 400

Situational weapon
Various narrowly-used weapons

"Repulsor Cannon"
Shot Cooldown: 1.5 sec
Burst Shot Count: 4
Damage per shot: 10
Damage per burst: 40
Damage per sec: 26
Turret Rotation Speed: 300.0
Recoil power per shot: 5
Spread: 0.1
Durability: 10000. Weight: 3000

"Hive"
Shot Cooldown: 0.25 sec
Burst Shot Count: 1
Damage per shot: 125
Damage per burst: 125
Damage per sec: 500
Turret Rotation Speed: 50.0
Recoil power per shot: 10
Spread: 0.125
Durability: 5000. Weight: 1750

"Tesla Coil"
Shot Cooldown: 5.0 sec
Burst Shot Count: 1
Damage per shot: 7500
Damage per burst: 7500
Damage per sec: 1500
Range (Blocks): 50
Total energy consumption per shot: 2500
Turret Rotation Speed: 0.0
Recoil power per shot: 0.0
Spread: 0.0
Durability: 5000. Weight: 3000

"Zero Point Energy Gun"
Shot Cooldown: 10.0 sec
Burst Shot Count: 1
Damage per shot: 0
Damage per burst: 0
Damage per sec: 0
Turret Rotation Speed: 10.0
Recoil power per shot: 300
Spread: 0.05
Durability: 1200. Weight: 400
Weapons - 2
Sticky Bomb
A separate category, as this type of weapon is unique in its principle of operation. They deal delayed damage to the hull of the tech under the shields. They knock out blocks from under the spam of regeneration fields.

"Sticky Bomb Mortar"
Shot Cooldown: 3.0 sec
Explosion Timer: 6.0 sec
Burst Shot Count: 2
Damage per shot: 30+250
Damage per burst: 60+500
Damage per sec: 186
Turret Rotation Speed: 0.0
Recoil power per shot: 10
Spread: 0.0
Durability: 2860. Weight: 1600

"Sticky Bomb Launcher"
Shot Cooldown: 5.0 sec
Explosion Timer: 6.0 sec
Burst Shot Count: 1
Damage per shot: 0+250
Damage per burst: 0+250
Damage per sec: 50
Turret Rotation Speed: 200.0
Recoil power per shot: 200
Spread: 0.125
Durability: 2000. Weight: 800

Mortars
Effective when the target is below you. Long-range. Mortar projectiles has a bit homing.

"Roundabout Mortar"
Shot Cooldown: 1.25 sec
Burst Shot Count: 2
Damage per shot: 125
Damage per burst: 250
Damage per sec: 200
Turret Rotation Speed: 100.0
Recoil power per shot: 30
Spread: 0.1
Durability: 100. Weight: 75

Lasers
All lasers in TerraTech are trash because of the *0.25 damage multiplier against shields, but still, it's consistent damage and can be useful, so I have singled out the best one of them all.

"Cyber Disk Plasma Laser"
Shot Cooldown: ~0.0165 sec
Burst Shot Count: 1
Damage per shot: 25
Damage per burst: 25
Damage per sec: 1500 (375 to shield!)
Turret Rotation Speed: 25.0
Recoil power per shot: 0
Spread: 0.0
Durability: 2000. Weight: 400

Melee

"Jackhammers"
Shot Cooldown: 0.5-0.3 sec
Burst Shot Count: 1
Damage per shot: 3000
Damage per burst: 3000
Damage per sec: 6000-9000
Turret Rotation Speed: 0.0
Recoil power per shot: 2 blocks
Spread: 0.0
Durability: 1150. Weight: 1200

"Spiked Armor"
Damage depends on speed and mass of your tech.
Durability: 3000. Weight: 300





"Scrap Gun"
Shot Cooldown: 0.8 sec
Burst Shot Count: 1
Damage per shot: 2800-4500
Damage per burst: 2800-4500
Damage per sec: 3500-5700
Turret Rotation Speed: 0.0
Recoil power per shot: 125
Spread: 0.2
Durability: 2168. Weight: 1400
Constructing - Introduction
You should understand that what is described below is not absolute. Here are the optimal methods and blocks for creating techs, but you can deviate from them without critical losses in efficiency.
Don't lock yourself in patterns. Try things!

Originally, I was going to put detailed screenshots of examples of good, finished techs here, but I came to the conclusion that for most people, the first solution would be to reproduce the example, but I want you to think for yourselves, not copy from a picture!
That's why there are no ready examples ^^)

If you think there should be more sections for some subtype of transport, you can justify it in the comments. If we agree with you, we'll write a whole new section with all specificity of this transport subtype
Construction - Light Plane - 1
Description
It is necessary to check first the section "Technologies - Wings and Thrusters"

The light plane is essentially a small-scale air vehicle that survives through high speed and maneuverability, as it cannot accommodate much durability. You can call any small, flying crap that uses the "Airplane" control sceme a light plane. But here, in this guide, you will reach a dozen new levels of understanding what a true "Light Plane" is.
You need to read "Technologies - Wings and Thrusters" section first.

A "Light Plane" includes criteria such as:
- Small size
- High speed
- High and stable maneuverability
- Energy capacity
- Bubble placement
- A forward flight path
- Maximum weapons with minimal harm to all other parameters.

Cab
The priority is a more durable Hawkeye cab with a built-in radar. However, if for some reason your design doesn't allow for a Hawkeye, a versatile GSO cab will also fine. Alternatively, you can install an RR cab for bits of extra energy.







Hull and Armor
No armor or hull! Light plane survive due to their speed and maneuverability, and heavy plates will lower these parameters too much. The most you can use for plating is a bit of cosmetic sloped blocks from Venture or BetterFuture. The planes frame should primarily consist of thrusters.







Batteries
BF batteries are the priority. They're heavy, but not the heaviest, and they have the highest energy capacity per 1x1x1 block. Use Venture where you absolutely cannot place a BF battery. GSO batteries are three times heavier than Venture's and have equal capacity, but they have connectors on all sides.







Bubbles
Install only Venture repair bubbles. You simply won't be able to fit enough batteries on a light plane to sustain shields for a reasonable amount of time.
However, if you're itching to install shields or to cover a specific point with shield, you should only use a non-spherical BF shield or a standard Venture shield. They consume less energy when taking damage than all other shields.

Fuel and Boosters
A light plane must have a high base speed without boosters. But if you still want to install boosters, the only suitable fuel is a standard small Venture tank.







Movement
Use no wings or a minimum amount.
BF Thrusters - Structure, Maneuverability.
BF Ion Engines - Speed.
Venture Jet Engine - Structure, Speed.














Weapons
Ideally, you should install all of the listed weaponry.
- Avalanches for effectively hitting other light planes.
- Cruise Missiles as heavy weapons. Without them, you simply won't deal enough damage to techs heavier than light plane, such as heavy planes, cruisers, etc.
- Seekers for increased damage relative to Avalanches and for firing in a fixed direction.
- BRB are only needed for combat with any type of unshielded air vehicles, as they effectively knock out blocks from under Venture repair fields.

Nothing stops you from creating a series of different versions of one plane with varied weapons for different situations, but this can lead to the need to change the plane's structure, which is tedious, and I prefer versatility.







Other
- A stabilization computer is necessary for maintaining and hovering the plane in the sky.
- To level out the forward flight path and for general plane stabilization, you can use wings, but it's better to do without them.







Control Scheme
Construction - Light Plane - 2
Structure
1. Form and general
Form and General Tips
Form is not critical; you can create any type of structure, as long as you adhere to the guidelines below.

Plane should be symmetrical from top to bottom. This isn't mandatory, but it will save you a lot of trouble with balancing your aircraft.

The BF block frame in the pictures is for demonstration purposes only. Do not use it!

2. Thrusters
In addition to them making up the entire structure of your aircraft, it's important to understand how the placement of maneuvering thrusters will affect the build's maneuverability.

If there are more maneuvering thrusters in the back, when turning while moving, the turn will pivot around the back of the aircraft. This allows for quick turns with the nose of the plane, but it slows you down slightly.

















If there are more in the front, the turn will pivot around the front of the aircraft. The turn will be slower, but it will barely slow you down. In this case, you can control it: if you stop accelerating forward during a turn, the turning speed will be much faster, but you'll be stationary, similar to the first point. In my opinion, this is the most convenient option.

















If they are more in the center or evenly distributed, the pivot point will be the center of the build, and the effect will be something in between the first two points.

















It's also important to consider your aircraft's mass, which can exacerbate the negative aspects of the points above:
If there are more maneuvering thrusters in the back and the center of mass is in the front, the aircraft will slow down even more during a turn.
If the thrusters are in the front and the center of mass is in the back, the aircraft will turn even slower.
Not to mention that a displaced center of mass can cause your aircraft to drift to one side.

3. Frame
The best option is a frame made solely of maneuvering thrusters.
A permissible option is to form parts of the frame from batteries or even bubble generetors.
The worst option is to form parts of the frame from hull blocks.

4. Batteries and Fuel Tanks
Batteries are a fragile and heavy block that should be placed closer to the center of the build and deep within it to protect them from damage and keep the center of mass in the center of the build. They should be placed so their connectors attach to the maximum number of blocks.
Fuel tanks should be placed similarly if you decide to install engines.

















5. Bubbles
Install only Venture repair bubbles, which should evenly cover the entire build. They should frequently overlap at least two fields on a single block in the most vulnerable areas (batteries, cab, weapons).

If you still decide to install shield fields, they should be placed as close to the edge of the aircraft as possible at the most vulnerable points - primarily the back of the aircraft, which takes the most hits. You can limit yourself to a non-spherical BF shield.

















6. Weapons
Weapons is one of the heaviest parts of your aircraft, so calculate in advance that it can heavily affect your aircraft's center of mass, speed, and maneuverability.
For effective weapon placement, the edges of the aircraft should be constructed like a staircase, on which rows of missiles will then be placed.

Venture Avalanches should be placed primarily in the front, facing forward. You can place a few in the back, but their turret rotation speed is quite low, so in that case, many mounts might just end up facing the body of your aircraft.

Hawkeye Seekers should be placed on the front of the aircraft, facing forward. Unlike Venture Avalanches, these missiles do not have a rotating turret, so they can be placed in different directions on different parts of the aircraft to hit as large an area around the aircraft as possible at once.

Hawkeye Fixed Missiles have an elongated size and require clear space above them for the missile to launch properly. Therefore, they should be placed somewhere in the back, or at the very least, in the center of the build. One option is to place only Fixed Missiles on the bottom and everything else on the top, but in that case, be prepared to account for a likely downward shift in the center of mass during construction, and during combat, to correctly position your turn relative to the enemy.

Hawkeye BRB fire slow projectiles that need time to accelerate. Accordingly, you should place them somewhere in the center or back of the aircraft, facing perpendicular to the plane on which they are mounted, or you can place them in the back facing backward. If you place them facing forward, the projectiles will crash into your own aircraft as it moves.
Construction - Heavy Plane - 1
Description
It is necessary to check first the sections "Technologies - Wings and Thrusters" and "Consctruction - Light Plane"

A heavy plane works on the same principle as a light one, and their construction methods are similar. However, I have still divided them into two different types because they are fundamentally different in some parameters:
- A heavy plane is usually just much larger than a light one, although this is not a requirement.
- A heavy plane survives by its energy capacity and durability, whereas a light plane survives by its speed and maneuverability.
- A heavy plane is armed much more seriously and implies a strategy of direct combat to destroy the enemy, while a light plane is usually used in combat with a careful strategy of gradually wearing the opponent down.

Cab
Same as for light plane. If it needed, use their doubled versions.







Hull and Armor
Thrusters should still be the predominant part of planes structure, but here it is already acceptable to use some sort of hull; the most optimal option is BF frames and HE armor. However, in general, you can use anything you need, depending on your requirements.







Batteries
For batteries, BF is the priority. However, it's acceptable to use Hawkeye for open areas or for two-way connectors. You can also use GC batteries, but more for convenience and durability rather than energy capacity.







Bubbles
For improved regeneration efficiency, combine VE and GSO repair fields. As for shields, you can use any type depending on your plane's structure. However, it's best to prioritize the cost-effective VE and non-spherical BF shields.

Don't over do with bubbles. For example, you don't need to cover the entire aircraft with a shield; it's enough to just protect the vulnerable points. A heavy plane should be designed to withstand damage for an extended period, but its energy capacity is usually not as large as that of Cruisers or Tanks.














Fuel and Boosters
The best fuel combination is HE and VE tanks. For engines, use the most powerful BF engine, or economical and fast VE engine.







Movement
BF Trusters - Structure, Maneuverability.
BF Ion Engines - Speed.
VE Jet Engine - Structure, Speed.
VE Large Propeller - Speed. (It's a bit heavy, but very powerful)
VE and HE Medium Wings - Sctructure, Stabilization.














Weapons
About weapons, everything is same as for light plane.
The only addition is GSO rocket battery. It deals high burst damage and has good overall damage per second. It's not suitable for light plane due to its size and weight, but it's good fit for a heavy plane.














Other
Stabilizing Computer - For hovering in the air.
Anti-gravity Generators - Shift the center of mass and increase maneuverability at the cost of stability. (You shouldn't cover the entire plane)







Control Scheme
Construction - Heavy Plane - 2
Structure
1. Shape and general
The shape can be anything you want.

It's important to remember that despite the word "Heavy" in the name, you should make plane as light as possible.

If you plan to build a very large, heavily armed super-heavy plane, first consider whether you should build a cruiser instead. Large plane often cause a lot of lag, are difficult to handle, and are inefficient because of those previous factors. A cruiser can stand still and fire at an enemy even with 1-5 FPS, when your constantly moving plane would be completely uncontrollable in those conditions.

2. Thrusters
Look to the "Construction - Light Plane" sections.

3. Wings
Wings should be placed somewhere in the center, or an equal number in the front and back. Their main purpose is to stabilize the build, not maneuverability.

4. Anti-gravity engines
Look to the "Construction - Light Plane" sections.

5. Frame
You can shape the frame however you want using the blocks listed above. Base it on your own idea. However, avoid placing an excessive number of thrusters on particularly large plane - they will significantly impact the fps

6. Batteries and Fuel Tanks
Adjust the ratio of HE and VE fuel tanks according to your tasks. If you need the boosters to provide a short-term burst of speed for a maneuver, use more VE for faster recovery. If you need the engines for pursuing an enemy, use more HE. If you need both, use a one-to-one ratio.

For the placement of batteries and fuel tanks, look to the "Construction - Light Plane" sections.

7. Bubbles
Combine VE and GSO repair fields. Use whatever shields are necessary to ensure the field is a good distance away from the build. This is essential for effective protection against cruise missiles. However, you can also get by with smaller, more economical shields. It all depends on your planned energy capacity and the goals for your plane.


























8. Weapons
GSO Rocket Batteries are heavy, so they should be placed in the center of the build to avoid shifting the center of mass.

For all other weapons, look to the "Construction - Light Plane" sections.
Construction - Cruiser - 1
Description
It is necessary to check first the sections "Technologies - Hoverbug and Antigravs".

A cruiser is a heavy aircraft, most often designed for a long straight battle. There are exceptions, like small-sized cruisers, but this is not the main direction of this type of tech.

Cab
One of the most durable cabins in the game. Has a built-in radar. And it's very light for its size and durability. There is a more durable cab, but there's not much point in it. Practice shows that the durability of this cabin is sufficient, and the most durable cabin just falls out of the build when it is destroyed.







Hull and Armor
The most durable hull. Heavy armor. As an option, you can build cruisers without external hull; such cruiser will be lighter and, as a consequence, more maneuverable. However, in such a case, the cruiser must be maximally protected with shields from area damage. Such a cruiser will be vulnerable to collisions, but this is not a very big disadvantage, but stickies will tear such a cruiser to shreds.














Batteries
The most capacious but fragile BF batteries install closer to the center, inside the build. GC and HE batteries closer to the edges.







Bubbles
A combination of VE and GSO repair bubbles for increased regeneration efficiency. Only the largest shields - HE and BF. VE and non-spherical BF shields won't work here, as they won't protect you from area damage from heavy weapons.














Fuel and Boosters
As for fuel, the best combination is HE and VE tanks. As for boosters, the most powerful BF engine.







Movement
Comfortable GSO hovers and HE armored wheels - The main undercarriage.
Propellers and Ion engines - Auxiliary undercarriage.
Antigravity engine - Keeps the cruiser in the air.














Weapons
- Megaton, Battleship Cannon, Naval Cannon, Rustic Cannon, Cruise Missile - Heavy, long-range weapons with area damage.
- Roundabout Mortar - A plug for free spaces. Too large amount of them will decrease fps when shooting
- Sticky Bomb Launcher - Hitting enemies under shields.
- Cyber Disk Plasma Laser - A plug for free spaces, constant damage at close range (Not effective against shields).
- Hive - Hitting light aircraft.
- Dual Auto Cannon - The main armament against enemy shields.
- Missile Battery - Acceptable damage per second, self-guidance.
- BMB - Decent damage per second, self-guidance, effective hitting of targets without protective fields.





















Other







Control Scheme
Construction - Cruiser - 2
Structure
1. Form and General
The form can be anything, but symmetric builds are a priority. More details below.

A stabilization computer for a cruiser is not needed! Hovers will hold you up, and this computer will only mess with your brain. Because of it, the cruiser is constantly askew in some direction, depending on the location of the hovers. The hoverbug and the effect of the stabilization computer just don't combine mechanically.

2. Hovers
Oke-e-ey. This is hard.
The hoverbug varies in the orientation of the hovers relative to the wheels along three different axes, and also varies in its location in the build. How and where to place it - I'll try to explain now.

Let's start with how different hover placements relative to the wheels differ:
- First, by acceleration. Movement along the axis to which the hover is directed will be faster than movement along the same axis with hovers not directed to.
- Second, it determines the efficiency of rotation along certain axes...

...It would be logical to describe the efficiency of different hoverbug configurations for pitch, yaw, and roll here, but the problem is that it is radically different for many different positions, the number of hoverbugs on the build, and other factors.

As I said, it's difficult here. Let's learn more theory.

Rotation occurs relative to the hoverbug. That is, each hoverbug in the build is a point of rotation.
The combination of these points forms a center of rotation, relative to which the entire build rotates. It is necessary to make the center of rotation at the same point where the physical center of the build is located.

Than more hovers are installed evenly in accordance with the formed center of rotation, then faster the rotation of the build will be. The orientation of the hovers themselves along the axes is not very important, but we need to keep the build in the sky, so these are always Y-oriented hovers.

However, we cannot perfectly evenly cover the center of rotation with hovers from all sides, since that would result in a sphere, and the cruiser's undercarriage is almost always a flat pancake. Therefore, in addition to Y-oriented hovers, we need to install X-oriented and/or Z-oriented hovers in the central, front, and backside parts of the cruiser to compensate for the loss of pitch maneuverability. There is another thing in the installation of such hovers, but that later. We don't care about roll maneuverability, it's not needed for a cruiser. Your yaw maneuverability is already good, thanks to the abundance of Y-oriented hovers.

At the same time, the center of rotation is strongly influenced by the build's center of mass - The center of mass shifts the center of rotation to its side, as a result of which the hovers move away from the center of rotation and lose their rotational efficiency.

So how do you install the hoverbug, taking into account the center of rotation and the center of mass? There are two options:
1) Adjust the center of mass to the physical center of the build. This is the simplest and most convenient option, but such a cruiser will most likely be approximately symmetrical between all axes, or you will have to shift the center of mass by compensating for the missing/excess weight on some sides. Such symmetry often diverges from the desired look of a cruiser. For example, the shape of a triangle, typical of a Star Destroyer from Star Wars, is far from symmetrical front and back - There is an obvious weight bias to the back. And for such design cases, the first option is not very suitable.
2) Compensate for the mass with additional hovers. This option is harder and requires a prior understanding of how the mass will be distributed in your build. In the area opposite to the area where the build's center of mass is moving, you must install more hovers. This will compensate for the shift of the center of rotation towards the center of mass.

What to do if you have already ended the build, and the center of mass has shifted and ruined everything?

It depends on what you have built there. Ideally, move or add hovers. But if this is difficult, or you are too lazy, it is enough to put some kind of thrust source (Propellers or Ion engines) in the direction of the axis of rotation, in the area where the shifted center of mass is located. An unreliable, but working solution.

Above I said about some other subtlety of installing X-oriented and/or Z-oriented hovers, so here's about that.

You need to install a certain number of both X-oriented and Z-oriented hovers in order for them to brake you in the absence of acceleration along these axes. This is important to prevent excessive rotation during yawing and excessive movement along the X axis. Without this, your cruiser will be less controllable, and you will have significantly more need to use the building beam.

Ultimately, in a vacuum, without taking mass into account, the hover arrangement should look something like this:


























However, the number, placement, and configuration of hovers will vary greatly. Therefore, delve into the above, think with your head during construction, and plan in advance what your cruiser will approximately look like when finished.

3. Anti-gravity Engines
We should use only the largest anti-gravity engines, as they themselves have an effect of 100% gravity reduction. They must be placed deep inside the build, as their destruction will most likely be critical for the cruiser. Their area of effect must cover the entire cruiser.

4. Frame
The frame can be implemented in different ways.
1) Without hull: Systems on the outside. This option has a number of disadvantages, and also implies the mandatory abundant placement of shields, but makes cruiser weight less.
2) Light hull: Plates of a regular body on top of systems. Increases the overall durability of the build, and creates convenient places for placing weapons.
3) Heavy hull: Fully enclosed systems, under a multi-layered armored siding. The most durable option, but also the heaviest in mass.

5. Batteries and Fuel Tanks
BF batteries inside the build, closer to the siding we install GC and HE batteries. If your cruiser is thin, or for other reasons does not have a spacious internal space, then we only install GC and HE. Fuel tanks deep inside the backside part of the build.

6. Boosters
All boosters in the back, or distribute them inside the build along the X axis.

7. Bubbles
In general, similar to heavy plane.
Combine VE and GSO repair fields. Place any shields that are necessary so that the field is at a decent distance from the build.


























8. Gyros
Gyros must be placed with the elongated part along the X axis, for stabilization along the Z axis.

9. Weapons
- Battleship Cannons with priority in the front part of the build. You should alternate their position, vertically (Aims in an arc up and down), and horizontally (Aims in an arc right and left).
- Naval Cannons have a very large size, so better to use them as main armament, or placing them on a hill relative to the rest of the build's body or in the side parts.
- Megaton, Rustic Cannon and Missile Battery can be placed anywhere on the build.
- Sticky Bomb Launcher should be placed in abundance as close as possible to the front of the build, as the firing range of this weapon is very limited.
- The Hive should be placed somewhere in backside of the build facing in different directions. But this is not obligatory, narrow-focused weapon.
- The Double Auto Canon must be located in the front of the build.
- The BMB can be placed anywhere and facing in any direction, except for the direction backwards.
- Cruise Missiles should be placed in backside of the build.
Construction - Tank - 1
Description
Tanks are the most popular type of tech in this game. A tank drives on the ground, so it can be as heavy as you want, which means it's capable of carrying as much heavy armament as you want without any major issues.

Cab
Durable HE with in-built radar.







Hull and Armor
A durable and heavy hull that should protect the insides of the tank from direct, multiple hits from heavy armament.














Batteries
BF are the most capacious per 1x1x1 block. HE are more durable than BF and more capacious than GC per 1x1x1 block. GC are durable and convenient.







Bubbles
All bubbles usefull there














Fuel and Boosters
A combination of HE and VE fuel tanks. BF is average alternative.
The most powerful engine is BF.







Movement
Tracks have increased durability.
Wheels can turn.
Elon's wheels can move sideways.














Weapons
• Megaton, Naval Cannon, Battleship Cannon, Rusctic Cannon, Cruise Missile - Heavy, long-range weapons with area damage.
• Sticky Bomb Launcher - For hitting enemies under their shields.
• Repulsor - For hitting airborne vehicles; tanks that have climbed on top of you; or tanks that have been lifted into the air by an anti-gravity cannon.
• Tesla Coil - Deals huge one-time damage. If the Tesla is under an enemy's shield, it will hit the hull directly.
• Anti-Gravity Cannon - For tossing and flipping enemies.
• Dual Auto Cannon, Junkyard Rainmaker - Main armament for dealing with enemy shields.
• Spiked Armor - For ramming enemies.
• Scrap Gun, Jackhammer - Deals huge damage in melee combat.
• Rocket Battery, BRB - High damage per second.




























Other
A hoverbug and/or gravity amplifiers can be used to press yourself to the ground, protecting you from being flipped by a push or an anti-gravity projectile.







Control Scheme
Standart
Construction - Tank - 2
Structure
1. Shape and general
The shape can be anything, but you need to make the front of the tank solid, without complex and fragile structures.

2. Frame
The outer front hull should be heavily armored with multilayer plating.
Ideally, install GC large armored plates on HE fort blocks and RR armored blocks. You can also make the front armor from SJ spiked plates.
At the same time, of course, there should be places for melee and other weapons in the front.
In the side and backside parts, you can put less armor, but you should not completely neglect it.

3. Battaries and Fuel Tanks
The placement and type of batteries and tanks depend on the size of your build.
- For small tanks: BF or HE batteries and VE or BF fuel tanks are enough.
- For medium-sized tanks: You can already install GC batteries, and BF or HE+VE 1/1 fuel tanks.
- For large-sized tanks: You should only install GC batteries, and in a pinch, HE. BF can also be used, but blocks from such batteries are very fragile and can be easily destroyed even under multiple fields. It's up to you here. Use HE+VE 1/1 or just HE fuel tanks.

In any case, these fragile components should be placed as deep as possible within the build, away from areas most exposed to damage, such as the front of the build.

4. Chassis
There are two main options for chasiss: Tracks and wheels.

1) Tracks have a high torque value. They are durable, especially the HE ones, with monstrously huge durability and an armored block type. But in terms of speed, they are inferior to many wheels, and most importantly, they can't turn. On their own, they can turn the build slightly by manipulating the movement speed of individual tracks, but this is insignificant.
This can be compensated for in completely different ways. For example, you can install thrusters in the front and rear of the build, in which case GC thruster would be especially good. But you need a decent number of them; they are fragile and create extra lags.
However, the best option would be to place hovers on the sides of the tracks, forming a hoverbug, which will help with turns and increase movement speed. However, no matter what, than heavier your build is, then faster it will turn with tracks.

2) Wheels also good in their torque parameter. Many wheels are faster than tracks. Wheels can turn. They are lighter than tracks. But all the fastest wheels are not very durable. The most optimal options are listed above.

3) There is also another unique category of ground chasiss. This is chasiss that can move sideways. There are only two such types in the game: RR "Elon's Wheel" and SJ "Screw Tracks." These tracks are trash, but the wheels can be used.

You can install the chasiss in different ways. Some people limit themselves to just placing the wheels/tracks on the sides of the build. But this is an unreliable option, although it is essentially the only optimal option for small builds that want to use large and durable wheels/tracks.
For larger tanks or small builds using small wheels, it's better to move chasiss inside build or at least under it. This way, the wheels/tracks will be protected by the outer hull just like the other more fragile blocks, and it will be many times harder to destroy them.

5. Countering Anti-Gravity Projectiles
Even if your tank is quite large and heavy, anti-gravity projectiles can mess with you a good deal by lifting you up, exposing your vulnerable underside, and causing other inconvenient consequences.
You can use different options to counteract their effect.

1) If you have thrusters installed in your tank, you can add movement along the Y-axis to your control scheme. Then, as soon as an anti-gravity projectile hits you, you can apply thrust and press yourself down to the ground. But this method is inconvenient because it requires thrusters, which are better to get rid of completely in a tank.

2) You can install a hoverbug facing up on additional wheels in your build. It will constantly create downward thrust, not letting you get lifted up. Besides, it will also accelerate you when you move. But the disadvantage of this method is how much space the hoverbug takes and how it weakens the structure. This isn't important for large builds, but when it comes to medium or especially small ones, such an inconvenient drawback can be critical.

3) You can install BF gravity amplifiers in your build. They take up little space and quite effectively create downward thrust. But gravity amplifiers constantly consume energy and can noticeably slow down your tank.

As you can see, there is no perfect option for everything, but I would recommend aiming for the hoverbug.

6. Bubbles
Combine VE and GSO repair fields so that the VE field covers every external block of the build. For large tanks, the insides don't necessarily need to be very densely covered with repair bubbles, but that doesn't mean they're not needed there. Inside, place GSO, if possible VE, and BF or HE.
Install any shields that are necessary to keep bubbles at a decent distance from the build.

7. Weapons
- Megaton, Rustic Cannon, and Missle Battery can be placed anywhere on the build.
- Naval Cannon should be placed with priority in the front of the build or in the central/backside part on a raised platform. At the same time, you should alternate their position, vertically (aiming in an arc up and down) and horizontally (aiming in an arc left and right).
- Battleship Cannons are very large, so you should either use them as your main armament or place them on a raised platform relative to the rest of the build's hull.
- Sticky Bomb Launchers should be placed in large quantities as close to the front of the build as possible, as the firing range of this weapon is severely limited.
- Reflector in the backside or center of the build.
- Tesla Coil with priority in the front, but can be placed on all sides.
- Anti-Gravity Cannons in the front, preferably on a raised platform.
- Dual Auto Cannon in the front or in the center of the build on a raised platform. Junkyard Rainmaker with priority in the front of the build. For small tanks, you can place them on the sides facing outwards.
- Spiked Armor, Scrap Gun, and Jackhammers only in the front.
- Cruise Missiles in the backside or central parts of the build, preferably on a raised platform.
- BMB in any part of the build, facing any direction except backward.
Construction - Helicopter - 1
Description
A specific type of transport. Its effective implementation implies a hybrid of a helicopter and an airplane.

The advantage of the helicopter lies in its ability to hover like a cruiser, while being fast and maneuverable like a heavy airplane.
Note, the helicopter doesn't need anti-gravity engines to stay in the air.

The difficulty of creating a helicopter lies in the need to precisely balance it. It shouldn't be too heavy, it must be stable, but not too much, and its center of mass must be in a specific place. In addition to this, the standard helicopter control scheme is quite inconvenient. And if the helicopter's rotors, which are most often located openly, are shot down, it can be considered a defeat for the helicopter.
Cab
Hawkeye - Durability and radar
RiticuleResearch - Battery and energy meter.
GSO - Versatility.







Hull and Armor
Priority for the light and durable BetterFuture.
Hawkeye and ReticuleResearch for increased durability.














Batteries
BetterFuture - Capacity.
Hawkeye - Durability and capacity.
GeoCorp - Durability and versatility.
Venture - Low weight.







Bubbles
All bubbles are useful.














Fuel and Boosters
A combination of HE and VE fuel tanks. BF as an average alternative. Booster should be the most powerful BF.







Movement
Hawkeye and BetterFuture rotors for vertical thrust. Others for maneuverability and speed of movement.














Weapons
• Megaton, Naval Cannon, Rustic Cannon, Cruise Missile - Heavy, long-range weapons with area damage.
• Sticky Bomb Launcher, Mortar with sticky bombs - Damage under shields.
• Rotating Mortar - A plug for free connectors.
• Hive, Avalanches - Hitting light airplanes.
• Seekers, Missile Battery, BMB - High damage per second.





















Other
Stabilization computer to keep the helicopter in one point
Gyros to stabilize the helicopter.
Linear motion core for cases where the helicopter doesn't have rotors with a built-in linear motion core.














Control Scheme
Construction - Helicopter - 2
Structure
1. Shape and General
The shape can vary, but the core principle is the same: it should be suited for placing rotors in points of increased mass. More about this later.

2. Frame
Similar to a heavy airplane, the helicopter's frame should consist of maneuver thrusters, but hull blocks are also acceptable. The front of the frame should be made primarily of hull blocks to reinforce the area most exposed to damage and to create a convenient mounting point for weapons.

3. Rotor Placement and Linear Motion Core
The number and placement of the rotors depend directly on the helicopter's mass and the location of its mass points. The rotors act as the primary lift source and mass compensator, so they should be placed where the mass is greatest. Here are some possible configurations:
















You might wonder why you even need rotors if you can just build a standard heavy airplane and add a linear motion core. And you can do that, but if plane thrusters are supposed to provide lift on the Y-axis by themselves, it means the build must be perfectly balanced in terms of mass distribution and thrust sources. Otherwise, when you lift off or try to hover, your tech will drift sideways. You can go to the trouble of balancing it, or make a symmetrical like square-shaped helicopter, but rotors are still a more optimal and versatile option.

A linear motion core is useful when you're using rotors without a built-in linear motion core, like Venture jet rotors. In that case, you only need one linear motion core.

4. Batteries and Fuel Tanks
All batteries in deep within the body of the helicopter, away from the front. Fuel tanks as deep as possible in backside of the build.

5. Boosters
All boosters at backside or distribute them internally along the X-axis.

6. Bubbles
In general, it's similar to heavy airplanes: Combine VE and GSO repair bubbles. Use any shields needed to ensure distance of bubble from the build. It's also a good idea to add a few BF/HE repair fields.

7. Gyroscopes
The type, number, and placement of gyroscopes depend on your build. Their main purpose is to keep the build vertical, but not so much that it can't tilt for firing and maneuvering.

8. Weapons
- Naval Cannons should be placed closer to the central part of the helicopter. You should also alternate their position, both vertically (aiming up and down in an arc) and horizontally (aiming left and right in an arc).
- Megaton, Rustic Cannon, Missile Battery, BMB, Sticky Bomb Launcher, Mortar with sticky bombs, and Cruise Missiles should be placed near the center of the build to avoid unnecessary weight imbalance.
- Rotating Mortar should be placed primarily on the front and bottom.
- Hive should be placed somewhere in the backside or center of the build, facing different directions. This is a very specific, situational weapon, so it's not strictly necessary.
- Seekers can be placed in different parts of the build facing various directions to hit enemies from all sides.
- Avalanches are light, so their placement isn't critical. However, their turret rotates slowly, so for the most effective use, they should be placed at the front of the aircraft.
Cursed (I forbid it)
No one specifically listed block from this section will be used in the "Construction" sections, even if it has great parameters.

GSO Big Bertha
This game has a ton of useless junk, but the Bertha stands out as so comically bad that I'm pretty sure it's a joke from the devs.

In the campaign, you unlock this thing at the last GSO level, which, unless you're specifically grinding GSO, you usually hit by the end of the campaign anyway, when you’ve already unlocked all the other factions. It’s huge and only attaches from the bottom. Its single-shot damage is higher than the Hawkeye artillery cannon, but the damage per second is the same. This means it fires way less often than the Hawkeye. The explosion radius is bigger, but who cares with that fire rate? And in the campaign, it costs more than the Hawkeye. It feels like a troll, but knowing Payload Studios… you never know.

GeoCorp Jet Engine
Developers added really light, really fast jet engine to a faction that's supposed to be about heavy-duty stuff. And get this: the jet engine, which are supposedly meant to lift heavy vehicles, are terrible with mass. They lose more speed when you add weight than Venture jet engines, for example. It not a joke.
















Can you believe that a heavyweight faction's jet engines are faster but less liftful than a racer faction's jet engines? When they were first added, I was hoping for a nerf. But nope. Now, every noob just stacks these jet engines to a brick, and it goes as fast as, or even faster than, a perfectly crafted build by a pro builder, despite the low power per weight. In a fight, they still die unless they fly way up high, but that doesn’t change the fact that a key stat—speed—has become completely meaningless and way too easy to achieve with these things.

I absolutely disagree the existence of these jet engines in their current state and to my opinion using them as your main propulsion is a sign of a building skill issue.

What kind of crap is this??
Was this cancerous crap added for the sake of this?
A f*cking brick of jet engines and a cruiser whose main thrust depends on rows of jet engines on top of the hull.
















I suddenly realized that these jet engines were added ~3.5 years ago. But my disgust to them has not diminished over the years.

You might have a question. Why are these jet engines evil, but, for example, Venture isn't, because you can also line them up or build a brick out of them. But a GC jet engine is eight times more powerful than a VE! EIGHT TIMES! While its mass is only three times greater than a VE's. This means that even if you decide to place as many VE jet engines as necessary so that their total power matches one GC jet engine, the VE will be heavier, and as a result, slower. Not to mention the fragility of such a pile-up.

People really did build VE bricks, but they never achieved the same parameters as they do with GC jet engines. And, as I remember, I have never, I emphasize, never, seen cancerous extensions made of VE jet engines on top of tech plating - everyone had enough sense to somehow fit them into thier tech.

Obviously, that after years, now devs won't do anything with this mediocrity. But I urge you - Don't use this cancer.

BetterFuture Weapons
All of BF weapons, except of their missiles, deal energy or plasma damage. Both of these damage types deal less damage to shields, which means they are much less effective in combat against players. BF missiles are also junk - they have good one-time damage, but a low fire rate and a huge size of block

Space Junkers Hull
The best hull in the game - stronger than Hawkeye but also lighter. You'd think the only problem is that it's ridiculously overpowered, right? Wrong. These blocks are buggy as hell, and builds made with them only spawn half the time.

I assume it's because these blocks have a random appearance, so when you try to load a big build, the game glitching from trying to define the state of each block. Sometimes, it just loads your vehicle without them, and without anything attached to them. How to fix this is a mystery. Sometimes it works if you move to a new location and try to load the build there, but that only helps half the time. The rest of the time, you have to restart the game.

Space Junkers Harpoon
I have no idea what devs were thinking when they added this. This weapon is just more proof that the developers don’t test their updates at all. This thing sends players flying way outside the game zone, and I’m not talking about the red multiplayer barrier. I mean the entire game world. The player flies off to massive negative coordinates, which just crashes the game. OK, let it be as fun thing to divide some enemy by zero. WHAT WERE THEY THINKING WHEN ADDING ENEMIES WITH HARPOON TO THE GAME????? Enemy designs isnt randomly generated, its prepared print, so WHY????? What was in their heads, when they purposefully added enemies that can crash your game? Unbelievable

Space Junkers
Honestly, the whole Space Junkers faction is idealess crap. Yes, there is a couple of new interesting and usefull concepts, but in general, the only way the developers made it attractive was by just inflating the stats on their blocks to make them the best in the game. The best batteries in the game (they got nerfed, thank), the best hull, the best close-range weapon moved from GeoCorp, and etc. They could have easily added half of this faction's blocks to GeoCorp without any issue, and the other half is completely useless to anyone.

Reticule Research Shields
RR shields are just garbage. The shield area is the same size as the shield block itself and is right up against it. Even regular, non-area damage shoots right through these shields. I'm serious. Try to shoot it with the GSO starting cannon. Why do these things even exist? It’s a complete mystery.

Reticule Research C&S
Don't get me wrong, this is one of the best parts of the game. I think they have one enthusiast in the studio who pushed this into the game. But the problem is that they themselves bug out, bug lobby, similarly to SJ blocks they break tech spawn and just create extra lags.
Conclusion - CoOp Creative
I'd strongly recommend you play this game specifically in the multiplayer co-op creative mode.
Why? It's objectively the best part of the game.

The "Single Player Campaign" is empty and doesn't offer any challenge at all - not in combat, not in farming, not in anything.
The "Co-op Campaign" is just a broken version of the single-player one with even more bugs.
I love the "Deathmatch" mode. I spent hundreds of hours on it back when it was the only mode in the game. But today, it's broken, abandoned by the developers, and has just run its course.

So, that leaves "Co-op Creative". It's a mode where you can build things together, experiment together, discover new tech and bugs together, fight with your engineering masterpieces, roleplay, and so much more.

As someone who's been playing this game since its early days and has seen hundreds of players and all the different eras, it really hurts to see the developers keep breaking what's already there. Plus, the majority of multiplayer players just hang out in the Co-op Campaign and ban everyone who tries to join, while those who do play Co-op Creative are usually just new people who never come back.
Conclusion - "Unfair combat"
If someone, without any agreed-upon rules, tells you that you're fighting unfairly only because you're using a specific type of weapon or because your build is higher than theirs in some way - know that person who says that is a useless crab who thinks everyone should cater to them. Destroy them, dont let them freely play with you!
Authors
super.toshibaz
• Guide structure
• Work on all guide sections
• Tests
Im a lil bit tired D:
NoNiuS
• Work on "Structure - Helicopter" section
mr_Barok
• Tests
Updates
Nothing new for now
2 Comments
super.toshibaz  [author] 25 Sep @ 7:49am 
@Crimson Kaim
HE auto cannon takes more space than VE dual auto cannon, but its damage not much larger than VE. Durability is not priority there. Ofc HE auto cannon isnt useless, but VE better in most of cases.
About flamethrower ill check later. Thank u
Crimson Kaim 25 Sep @ 7:00am 
Awesome guide. Would love to see a flamethrower section too because they pierce shields and deal area damage. If used properly, you can annihilate any build up close. SJ and BF flamethrowers are amazing at this. Also hawkeye auto cannon is a good alternative to the venture auto cannon. Has more health against splash damage through shields.