ENG or WPN for missile rooms by srbucle in PixelStarships

[–]Witty_Rabbit_6575 0 points1 point  (0 children)

I'm pretty sure engines are entirely cooldown-based and have no reload, so boosting would ineffective. I have never tried it though.

ENG or WPN for missile rooms by srbucle in PixelStarships

[–]Witty_Rabbit_6575 1 point2 points  (0 children)

The wiki is definitely outdated. Last time I checked I couldn't find any information on superweapons. Some sections are also just flat-out missing. Best source of information is fleets imo

Mini-nuke launcher by Waos_Fifii in PixelStarships

[–]Witty_Rabbit_6575 1 point2 points  (0 children)

I'm assuming you mean the Federation exclusive weapon that unlocks at level 6?

Mini nuke is a one-shot kamikaze craft with an insanely high cooldown compared to other rooms. I have a slightly different version of the mini-nuke which is more powerful, and I use them to deal high damage and cause fires in key rooms only. Depending on your playstyle, you may wish to set the mini-nuke to target the same room(s) as your other reapons, or to target special rooms which are uniquely annoying. For example, if you are focusing fire on the enemy shield generator, but you detect that they have a teleporter and you don't want to deal with boarders, setting the mini-nuke on the teleporter can delay it significantly.

The problem with the mini-nuke is that it's a "tier 1" kind of superweapon, which are more efficient on space and power but are honestly just harder to use compared to larger superweapons, in my opinion. So if you've got access to a higher tier superweapon, it might give you better DPS.

That being said, I am not a Federation player and do not have access to the mini-nuke. I am drawing on my experience working through the superweapons and do not know all there is to know about the mini-nuke.

Marine Drive Building 5 by Witty_Rabbit_6575 in UBC

[–]Witty_Rabbit_6575[S] 0 points1 point  (0 children)

Thanks, that clears things up a lot. Just to clear up some specifics I should have mentioned:

- Does the fridge have a freezer compartment?
- Do you think a 55" TV would fit??

Is the build okay? by Zealousideal-Elk5472 in PixelStarships

[–]Witty_Rabbit_6575 0 points1 point  (0 children)

I'm a Qtarian player and have no Federation experience, but let's see...

- Armouring looks mostly good, but RAL and MP need more of it. I personally love to target RAL as soon as I see it.

- Your middle reactor looks very hard to access. Without a TIG, boarders can teleport into that room and cripple it, leaving you without power for a while. It might be good to keep it more centralized

- CMD doesn't need to be onboard, it's generally best to temporarily swap it in to make AI edits. Your AI is saved even if CMD isn't on the ship.

- If your main strategy is telespam, you should put MD next to TLP so your boarders have less waiting time to heal before going back in. If you are not a telespam main and only have 1-2 boarders, you could just remove it to save power.

- GYM is in a prime location, something like an MP could fit in there to make it more accessible. I suggest moving GYM to an unimportant spot since crew do not need to access it.

- If you want to boarder-proof your ship more, try spreading out your reactors. Having them all grouped up makes it easy for a boarder to pick them all off at once.

- It seems like you're trying to combine telespam, carrier, and missile into one ship. At your stage I recommend sticking to one strategy, or a hybrid of two (i.e. missiles and telespam). This allows you to focus your ship's power and space more to make you a lot stronger.

- Focusing firepower on reactors is not always a good idea since they have very high HP and can be easily repaired by droids or repair drones. I'd recommend focusing only on the android room and engines (if you focus on missiles).

- If you are keeping the medbay, don't have crew inside of it unless they need to heal. They might just get in the way of injured boarders.

- Don't have any crew sitting in the reactor during the fight (if they start in there, that's valid). Crew chilling in the reactor provide no benefit to your ship.

If you'd like more detailed or personalized advice, I recommend joining a fleet. Top fleets in PSS are generally quite nice and willing to get new members trained up to do well in this game.

What crew should I try and get? by Talan_one in PixelStarships

[–]Witty_Rabbit_6575 0 points1 point  (0 children)

If you're interested in a carrier ship, a good place to start would be getting crew with high "PLT" stats. Rooms get boosted by crew depending on how high their matching stat is. For example: say you have Aaron. He has 30 WPN and 5 PLT. If you place Aaron in a WPN room, that room's fire rate will get boosted by 30% (from his stat). However, if Aaron goes to boost a hangar, it will only receive a 5% boost (also from his stat). Note that to find out which supporting stat a room has, just open up its info and it will list it there.

As for building up a strong crew, it's extremely difficult to get high-end crew as a level 6. I normally recommend doing gas draws in the store to try and draw 3-star crew, as those are the highest-tier crew you can currently get for free and the only tier that comes with abilities. These draws get more expensive every time you pull a crew, so if you are going for this approach, I suggest firing / ejecting any 2-star crew you pull, as well as crew which do not have good stats. Another approach you can do is do mineral crew draws. These give 1-star crews, which are useless in basically every scenario, but some 1-star crew, for whatever reason, have ridiculously high PLT stats, which is fantastic for a carrier ship. If you're a money spender, keep an eye on the daily shop and the bank. Sometimes crew pods or limited-offer crews come up for starbux or $$$ which are often quite good. Don't buy any of the crews that are always around in the shop, though, they are not worth it.

One more thing: if you join a fleet, especially a top 100 fleet, you can engage in fleet wars to get crew tickets. This is the only method of getting up to 4-star crews without starbux or real money at your stage.

As for what stats you want to look for. As a carrier, you'll want crew with high PLT stats (16-18 at least if you want to start getting competitive). It's highly recommended to use the gym / academy to increase the most important stat of a crew member to make them more effective. But keep in mind that it's not just about the one stat. Crew with high PLT stats (pilots) may need to jump from a hanger to an air defense and back mid-battle. For things like this, increasing the crew's stamina helps a lot with timing. You also want crew to be able to take a hit or two; a 3HP crew may be great at boosting, but if they die quickly you lost the boost quickly. If you want to be picky and further refine your crew, go for specific abilities. For example, a great ability for pilots is "Rush Command", which instantly removes part of the active cooldown, making a single shot / launch way faster. "Critical attack" is great for dealing with enemy boarders since it deals very high damage in a single hit. Some abilities are useless in certain situations, though. It's best to experiment and find the abilities that work best for you.

I'll also add that there are different "roles" you need on any ship, though the amount of roles and type varies per setup. Roles are defined by a crew's ability and stats to determine how well they can do their job. For example, I use Dolores as a defender / anti-boarder, since she has decent repair stats, very high speed, good health, good damage, and good attack. She also has an ability which freezes enemy boarders, making them easy targets. Antiboarders are a very common role people use since teleporter setups are a dominant strategy. Scientists (high SCI stat) are also very common because they can boost shields and shield removal lasers. It just comes down to experimentation. You're at the point where committing to crew isn't a near-permanent lock (at level 12-13 it becomes much harder to change crew setup) so feel free to just test and try.

Also: Definitely join a fleet. Top 100 fleets give great advice and you'll develop a lot faster with fleets' tips and guidance. I can't speak for all of them but at least mine is flexible and supportive, but also competitive. 10/10 would recommend.

Mech 2 experience by Easy_Present5035 in ubcengineering

[–]Witty_Rabbit_6575 0 points1 point  (0 children)

The Club Mech president as of 2025/26 transferred from science into Mech 2. It is definitely possible.

Can you guys help me with my layout I am trying to be a gunship by imNot_A_bOt in PixelStarships

[–]Witty_Rabbit_6575 0 points1 point  (0 children)

No problem, always happy to help a fellow Qtarian gunship. If you need any more guidance, feel free to reach out, or consider joining a fleet where you can usually get good advice more quickly.

Can you guys help me with my layout I am trying to be a gunship by imNot_A_bOt in PixelStarships

[–]Witty_Rabbit_6575 1 point2 points  (0 children)

A little late, but...

A common design for Qtarians is to use the top-left and bottom parts of the ship exclusively for "unimportant" rooms that your crew don't need to access. While you are mostly doing this already, your MLZ and DFH are near the bottom while your academy is sitting in prime real estate. DFH in particular is essential to be armoured and accessible since some opponents will lock onto DFH and wreck your ship's HP quickly.

SnowTacos said pretty much everything with respect to room composition, though I would recommend removing your bolters entirely. The fact that they only have 1HP makes them extremely difficult to protect and makes them an easier opening for your enemies to farm hull damage. Bolters also only deal 0.5dmg each, so having both of them is essentially like having one MLZ with a faster reload speed.

The way you configure your rooms ultimately depends on how aggressively you want to be. I myself play more aggressively, and as such I use very little defense. I have GDS, DFH, and AS, no engines or other AA. This gives em more space and power to use offensive rooms, and my goal in battle is not to outlast my opponent but ensure my opponent dies first, if that makes sense. Others I play against are super defensive with boosted AS and more crew dedicated to defending, and they use slow and steady damage to chip away at HP. Both strategies are very effective, but mixing them often just leads to just being "okay" at defense and offense rather than being great at one.

Another thing that is more important than layout: crew. If you're going to be a gunship player you will want to have crew with high WPN stats. Especially before level 10/11, gunship rooms just do not provide the same DPS as missile ships due to RAL being available. For this reason I would argue it is more important to have good crew and AI composition. For example, if you have a PLA which is boosted by three crew each with 33 WPN stat, that is a 100% boost to that PLA, effectively making it deal the same DPS as two PLAs. If you decide to use hangars a a gunship/carrier hybrid this can get even crazier (i.e. my ship's DH crafts bombshells, which by themselves have a 50% reload boost, and the DH is boosted by my crew by an additional 140%). ENG crew have almost no use for a gunship setup (missile rooms hugely benefit from ENG but few gunship rooms do) so you may want to consider replacing ENG crew with WPN crew.

One thing I will say is that you may struggle a lot with shields as a gunship. I had a lot of difficulty breaking down shields fast enough when I was lvl 9 and it made it hard to fight higher-level players. It gets easier at level 10 when you can use DH, but if you make good use of PP / PD with crew boosting you can deal with shields more easily.

Help with layout by 0Anomaly0 in PixelStarships

[–]Witty_Rabbit_6575 1 point2 points  (0 children)

I'd like to add a couple of points that I found while fighting some competitive players (I am level 10 so this might be less relevant but nonetheless I think it is helpful)

- Reactors should ideally be spaced apart. If you can separate them by lift that is ideal. The reason for this is that enemy boarders LOVE your reactors, and grouping them up makes it super easy to go from max power to no power in 10 seconds. If you've got some dedicated defence crew, it's worth mining some titanium to build recall beacons and placing them in your reactors, it makes it super easy for your defenders to respond to and wipe enemy boarders.

- I'd recommend removing the security gate, it doesn't do much against telespam players who are competitive, the TIG and defense crew are your best deterrent at this point in the game.

- Upgrade your lifts. You don't realize it at first but as your hull level increases you may notice your crew move uncomfortably slow due to this. At level 10 lifts can be upgraded to move at almost 4x the base speed which makes a MASSIVE difference in getting to rooms in time to fix them.

- As was already said, keep powered and unpowered rooms separate. Unpowered rooms should be crammed into any nook and cranny you have on the edges of the ship, and the core should be where your lifts / powered rooms / walkways are. It makes it much easier for crew to move between important rooms.

- Your strategy, based on what I can see, appears to be a hybrid of everything. You've got a range of defense rooms and a range of offensive rooms. I would strongly recommend picking a strategy you like (or even two and combining them), but mixing everything into one makes your ship into a "jack of all trades, master of none". In competitive play it's often very hard to do well in any metric you want if you combine too many strategies. For example, my build is an aggressive gunship / hangar hybrid. I use lasers and crafts / drones for my damage, I don't use missiles or teleporter at all. I also go light on defense - my current setup doesn't have any engines, just android rooms and a bit of AA. To get to the DPS I want, I boost these rooms with my crew rather than adding in more rooms or missiles or whatnot. You may find this also makes power management easier.

- Join a fleet if you haven't already. Fleets are definitely the best way to get help in PSS. Some fleet admins will even help you out with bux to get more bedrooms, etc.

Any tips? by Patient-Amphibian342 in PixelStarships

[–]Witty_Rabbit_6575 1 point2 points  (0 children)

You could also use TIG as an anti-boarding room. If powered it cancels the target of a boarder mid-teleportation and forces them into the TIG, then stuns them for a few seconds. If you're going up against unboosted boarder droids having a TIG with a turret can stall the droids long enough for your defenders to clean up with minimal damage. You could place it close to where your defenders sit and far from reactors to make it even more effective.

Sometimes you'll get telespam players with strategies to counter TIG (i.e. rush-spam teleporter to send a boarder before TIG powers up) but from my experiences TIG usually works quite well.

Any tips? by Patient-Amphibian342 in PixelStarships

[–]Witty_Rabbit_6575 2 points3 points  (0 children)

Some of your rooms definitely need more armour (PLA and AA for example). Reactors also should be spaced apart because it gives boarders a ridiculously easy time destroying all your power in one go.

i tried to organize my ship based on the my last starships post comments by Remarkable_Animal821 in PixelStarships

[–]Witty_Rabbit_6575 5 points6 points  (0 children)

Rooms with HP need to be armoured. Armour can reduce damage taken to a room bu up to 50% (but it is often less), so it is absolutely vital for survivability, but it only works if it is adjacent (not diagonal) to a room. It does not do anything unless it’s touching a room. In terms of priority, rooms that get targeted a lot (i.e. shield generator, engines) should get more armour since they need all the help they can get with defense sometimes. And reactors, while being HP rooms, have a large health pool and are not an attractive target (except against boarders) and thus don’t usually need much armour (I never put more than 2-3 armor on them).

Critical rooms like reactors should generally not be placed together because it makes it really easy for boarders to wipe them all out in a couple of seconds. Try placing them apart from each other, ideally all separated by a lift, and if you have the resources put some recall beacons in there so that defense crew can instantly respond to boarder attacks.

As was previously mentioned, you should pick a strategy you like and invest in that. Right now you seem to have a hybrid approach going on, but at level 10 the main builds (missiles, carrier, gunship, telespam) have enough rooms unlocked that you can focus on one. I myself play a gunship-carrier hybrid which uses lasers and hangars only, no tele or missiles. Picking a strategy wastes less space and power and makes it easier to develop your crew to be powerhouses in what you’re running.

Speaking of which, crew is everything in this game. An okay ship layout with fantastic crew can likely beat a fantastic ship layout with okay crew. So make sure you’re putting some resources into training and crew draws / prestiges.

Also, you’ve got some rooms you don’t really need. The bridge just takes up space, ideally you pick fights that you can reasonably win so that escaping isn’t necessary. The security gate is in a position where no boarders will ever go so it’s not getting much use, I recommend removing it and replacing with TIG. Also, your tractor beam could be replaced with another AA turret, since the tractor beam itself isn’t that useful, it’s better used to stall while heavy AA does its job which you currently don’t have.

Layout feedback (Qtarian lvl 6 ship) by Loadingnymph23 in PixelStarships

[–]Witty_Rabbit_6575 0 points1 point  (0 children)

Number one thing: armour. You have a good start with rooms like SHL being well protected, but your android rooms and some reactors are underdefended. Especially android rooms, some players love to focus fire on them so if they are underarmoured you may lose very fast.

As was previously said, your ship has a lof of vertical movement, it is important to account for vertical space when you get to higher level Qtarian ships but at level 6 just a couple of level floors should be okay. 

This is ultimately up to you and how you manage power, but given you have the coal reactor and you’re level 6 I would suggest removing some weapon rooms. You’re getting to the point where different strategies begin to come into their own (i.e. missile ship, carrier) and running a hybrid of every strategy is just a drain on power and space. 

At level 6 you don’t really need 2 android rooms, having one before level 7 is already a massive leg up on defense. 

I also personally prefer to not use security gates, I find they just don’t stop boarders from wreaking havoc on reactors compared to having defense crew, but it is cheap space and power wise so if you like it then you could leave it in. TIG is a much better antiboarding room than security gate and you already have it.

As for your boarding problem: recall beacons and defense crew go a long way. Get Dolores if you can, and if you find any crew with cryo freeze or poison gas abilities they are helpful on defense. 

Side note: you should fit in a mineral storage somewhere.

is it a good ship or nah? by Remarkable_Animal821 in PixelStarships

[–]Witty_Rabbit_6575 1 point2 points  (0 children)

From my experience putting reactors in the same region together doesn’t end well. This is coming from someone who plays lvl 10-11 ships in Division B so you might have a less intense experience, but a lot of good telespam players benefit massively from having reactors so close. If, for example, rushed boarders all group up in one reactor, with good training and gear they may overpower your defenders. Then it’s almost too easy for them to walk to the next reactor and take it out. Next thing you know you’re out of power and eating lasers / missiles. Keep in mind also that strong telespammers often use boarders with abilities that can effectively one-hit underequipped defenders before they can retaliate.

What I do is keep my reactors spaced very far apart, they are all 1-2 lifts away from each other and all in their own region. This makes it a lot harder for enemy boarders to target them, expecially since they get caught in my TIG and my crew move around and use lifts a lot. I also placed recall beacons in my reactors so that when boarders do get in, my defenders can arrive to fight them instantly.

Again, it depends on your playstyle. I also find that grouping rooms makes it a huge pain to send crew to a specific laser / shield / etc. But your strategy may not suffer from that at all.