Psycho Starship Rampage Guide

Weapon Configurations for Psycho Starship Rampage

Weapon Configurations

Overview

– Warning this is a work in progress -This is a template for my random designs and ideas which i’ll add to as i go along, These will possibly change as i find those lacking or requiring improvement. Ideally i shall throw together a youtube starter suggestions once the game is close to release.- Some or all maybe information included maybe incorrect. –

Basic Blaster Configurations

Single Blaster
Pointless single blaster ship.

Full Column
DIrect forward firing ship, ok for basic runs though requires rapid movement in order to constantly target moving targets.

Merging Blasts
Merging you projectiles causes a damage boost/increase allowing the projectile to in theory piece largers and strong enemy hulls and compartments.

Merging Double Rows
Strong firing weapon configuration though requires individual targeting.

Merging Double Colomns
Allows some arc of fire to decrease requirement of individual targeting.

Merging Wing Blasts, Centered (-5, 10)
Close focus point for a trident styled attack pattern

Merging Body Blasts, Ramming (-5, 5)
Close focus point for a trident styled attack pattern, using default starting modules.

Waves and Spreaders

Waving Plasma Cannon Configurations
Allows Spray and Pray tactics

Arrow of wavy blasters

Arrow of merging blasters

Gravity Weapons

Duel Welding
By doubling up on your gravity weapons and keeping your positions within the field created by those gravity effecting projectiles you can cause the projectiles to helix between each other.

Here are some examples

Gravity Torpedos
Requiring 4 size modules and a few seconds to reload helixing your projectiles can cause radical pull of objects, Cannon blasts will fold inward though they are mostly unaffected.
The first projectile dentination causes infollow with the second making contact shortly after.

Beak of the ship contains Preheated Laser which requires no warm up at the cost of damage output.

Body work : Hull, Armour and Shields

*warning* Its not about size but, how you use it.
While normally higher tier and increased cost is a sign of more powerful affixes and better stats. Sometimes working with decent is better going with the prettiest.

Hull segments
Segments are the building blocks for PsychoStarship. Once damaged fully or particling
they allow damage to be transfered to nearboughing pieces and

Power Armour
Armour that takes an energy cost to prevent/reduce damage taken.

Energy Shields
Bubble that uses energy to maintain a set shape, different affixes cause different things.
Kinetic : physical damage increases energy. costs energy on contact.
Energy : takes damage (bolts) to set limit of damage, requires constant energy supply. Circlular.
Triangle : shaped like a equilateral triangle, spawns with point upward but, can be rotated.
Square : unconfirmed square shaped shield.
Negative/ : Absorbs energy based attacks to supply energy.
Buffer : Deflects physical objects outward from shield. Costs energy on contact.

Youtube and Reference materials

Youtube Playlist

    Youtube Videos

Road to Level 30

When you are ready for New Survival You start from scratch. After completeing Level 0 what should you add to your ship? You would be lucky to get at least 3 new data items. All random items to choose from. Sometimes you don't get any weapons to choose from.Here's a quick tip you can do in that case.

You should have enough scrap to copy the head of the ship.
Then split the copy and place them on top and bottom.
You have to cover more area with more power weapons.
And add the rest of scrap to your power batteries.

You will notice the more you can cover and take out more enemies, the higher chance you can get more scrap, data drops and power ups.

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