Qtarian Ships

EXAMPLE QTARIAN SHIPS

These ships are meant as examples, to help you recognize ships that meet the design principles here. Adjust them to fit your playstyle. 🙂 

If you would like to request a ship design that is not shown here, email me at me@pixelperfectguide.com with the strategy you want, along with ship level and type.

Many thanks to pixyship.com for their amazing ship-building tool. I’ve used it prior to every new ship design to try out new ideas. 

Level 5 qtarian 

Click the image to view this design on pixyship.com

Good about this build: 

  • Short lifts mean few bottlenecks. 
  • BT and SHL are well armored. Most rooms that have similar health have similar armor. 
  • Rooms are grouped by category, so that a crew repairing lasers never has to run far. 
  • Security gate is nicely positioned between reactors in case boarders try to roam between them. Also, security gates next to lifts are good since boarders can be killed while waiting for the lift. 

Bad about this build:  

  • Engine only has one armor. (Engine should have power set to one when active craft are present, so that the AA can be fully powered.) 
  • AA only has three armor, and is next to a lift on one side. Most repairers will be coming from the right though, and can hide from opponent’s shots in the vent to the right of the AA. 

Level 6

Good about this build: 

  • TBD

Bad about this build: 

  • TBD

Level 7

Good about this build: 

  • TBD

Bad about this build: 

  • TBD

Level 8 Qtarian hangar

Click the image to view this design on pixyship.com

Good about this build: 

  • Good armor, the SHL and two health rooms have at least four armor. The AS has six as it is a common target. If another room is targeted more, switch armor to that room.
  • Rooms are defensively oriented so that the excellent DPS of the hangar can win for you in the late-game. Use one missile to EMP one AA and shoot the other. If the opponent doesn’t have AA, EMP whatever enemy room causes you the most losses (probably TLP or SHL).
  • Security gate can help against boarders trying to run between reactors.
  • Three short lifts provide quick transport between levels.

Bad about this build: 

  • Power is quite a bit over, but five power should be used conditionally (two AA and the sec gate). However, the AI to free up power and make sure those rooms are powered when they need to be is involved.
  • The reactors are all grouped together and isolated from other rooms, so camping boarders may be able to incapacitate a reactor for a while before defenders arrive.
  • A number of important rooms are right next to elevators, so crew may get stuck in them after repairing while waiting for the elevator. Make sure repair crew return to a room that doesn’t involve using a lift.

Level 8 Qtarian pen spam

Click the image to view this design on pixyship.com

Good about this build: 

  • Fairly strong armor throughout, the weak MML has seven!
  • All rooms are defensively oriented (except TLP) and help you survive a long battle so pen missiles can win the game.
  • Boarder crew or crew that will rush the teleport can be staged in the reactors.

Bad about this build: 

  • Probably will not use all of its power, since AA and Engines are conditionally powered. You can add in the VM or ZF droid rooms to use the excess power.
  • Teleport may take away needed crew, use it with pen spam only if you have enough crew rooms.
  • AA are a bit of a weak point surrounded by elevators, crew may have a hard time getting in and out to repair them.

Level 9 Qtarian hangar and teleport

Click the image to view this design on pixyship.com

Good about this build: 

  • Power usage is perfect, 27/27. All rooms can be powered for the whole battle. 
  • Effective hybrid design using the hangar and the teleport. The PD helps get the enemy shield down quickly so that the opponent’s AA’s can be damaged, and then shoots each reactor to disable mines for the boarders. (see room AI tricks for “EMP every reactor”)
  • Each room is very highly armored due to the room, armor, room, armor, room sandwich (referred to as “armor sandwich”). 

Bad about this build: 

  • Lasers are very spread out, so repairing them may be difficult. By difficult, I mean a crew up on the top row may have seniority to repair the MLZ on the bottom first, and have a long trek down there to repair it. 
  • Lifts are three levels (and at this ship level are fairly slow) so there may be long wait times. 

Level 10

Good about this build: 

  • TBD

Bad about this build:  

  • TBD

Level 11

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