Void Crew – Tips and Tricks for New Players

Gameplay Tips and Tricks

  • Don’t be afraid to try a new role.
  • Don’t be afraid of messing up, everyone does at some point.
  • When the pilot says sit down. Its probably for the best!
  • Gonna be borrowing from The Hitchhiker’s Guide to the Galaxy for this one: “Don’t panic.”
  • Keep drifting the ship around. make it memorable to your gunners!
  • Pilots, keep track of where your shields are the strongest and position to make the most of them
  • Remember that as the pilot to keep the ship’s weapon ranges and positions in mind when maneuvering
  • Engineer is the most important role to keep the ship functioning! Keep your gunners armed and the ship boosts charged!
  • Silliness above all else.
  • Gunners can do more than just gun if the situation calls for it
  • Each gun is good against a different thing, find which ones work best for your situation
  • Be prepared to warp into an asteroid and frantically try everything with your power to salvage the mission.
  • Shields are just a buffer. Don’t rely on them to much!
  • Alloys are made to be used, don’t be afraid to use them, even for small things.
  • Don’t forget to activate your new class if respeccing. That mission was a trip.
  • Don’t be afraid to do a hard reverse if you need to dodge something.
  • Don’t hoard everything you find.
  • Learn to piloting basics as everyone should know basic piloting.
  • Communication is key.

A pilot’s job is not just to fly. Callouts, a good memory and tagging makes a massive difference to success rates.

Adding Alpha, Bravo etc right-click tags on priority enemy ships not only shows gunners where to focus, but actually assists their aim by showing how far to lead shots.

Clock-based callouts are faster than directions once you get used to them, and should always be relative to the ship. Ingrain 3 o’clock high, 8 o’clock low etc into your callouts and you’ll up response time massively. Not to mention that no-one can tag stealth ships until they decloak, so you’ll need to rely on communication instead.

Thrusters are invaluable in avoiding enemy fire, but you will rapidly find yourself in trouble if you don’t keep your engineer aware of your situation and run dry of boost.

As a new player myself: figure out how to grab gear pre-engagement in a stealthy manner without tripping EVERY! enemy reinforcement call.

  • Do not throw the baby battery out of the airlock.
  • Remember to check your RSTs. Repairs. Scoops. Trims.

There’s a number of things to do as an engineer. Prioritizing is important. Priority #1: Do not let too many Power Circuit Breakers trip!

  • If you don’t know where your flying neither does the enemy

My big tip is that the Thruster Boost gives the ship vastly improved acceleration/deceleration and turning as well as its speed boost. It should be used for any kind of maneuver and using it often is the key to taking less damage. Especially for bombers

  • Tip for dodging bombers: Boost directly at them – Then up – Then directly away and down
  • Also you move far faster by going diagonally
  • A couple things with ammo boxes if you hadn’t noticed before.

A single alloy gets you 500 rounds of small caliber ammunition and this rate is consistent regardless of the size of ammo box you get. So if you’re gunning and take your ammo boxes out and scrap them whenever they get below 500 rounds, you’re technically making a little bit of extra alloy back since ammo boxes scrap for half of their cost (rounded up). Obviously the closer to 0 rounds left in the box when you scrap it the more overall value you’re getting, but the principal still works with any amount below 500.

Since medium ammo boxes cost 3 alloy to create, they scrap for 2 (half, rounded up). This makes them the most efficient box to use with this strategy. So whenever you’re crafting ammo boxes, always make the medium size because in the long run you’ll get more alloy return when you use the above strategy.

  • Listen to your crew. Das it.
  • Defeat isn’t failure, it’s a learning experience.

For the power limit – It’s all just a game of whack-a-mole with the breakers, and how far you are past the limit determines how frequently you’ll have to reset breakers. As long as you don’t mind the extra busy work, the world isn’t ending when you’re at 10/8 power regardless of what the ai is telling you

  • Always. Be. Scooping.

Void jumping will kill you if you’re not in a seat or sarcophagus (unless you get magnets on your feet, and you don’t bump a wall). METEM SAYS: Stay safe. Stay seated!

The first thing to do when you get into a system for the first time in a mission is to hit TAB to see distant targets and ship damage even through walls/debris. (this should probably be on by default or a toggle)

The ‘P’ key brings up the log book with info about the world, and your current gene tree so you can see what’s active.

Only the picks in the Gene-tree you currently have selected are active.

Charging the void drive slows down the ship. Putting it on auto-pilot slows down the ship. Ships that are slower have a tougher time dodging missiles, shots, etc.

Life support being off will not kill you (unlike Star Trek) unless there’s external factors present. Keep the O2 off unless you’re a) dying from frost, or b) burning to death. You need that power.

Cold ship (-40 to -99) helps heat based guns fire better. Don’t try to vent the ship unless you have magnets on your feet or know what you’re doing, and don’t warm it up for no reason if your grease monkey has done it already.

You don’t need to keep every ammo type. Many times you won’t use a specific kind, and if you discuss it early you can turn a lot of the spare ammo into resources by recycling them as they come in.

Pilots can scan enemies, and when they right-click them targeting and lead reticles show up for the gunners. Do this to help them aim, and improve their accuracy!

It’s okay to give up a run early. better to get a partial reward than no reward at all.

If you are in an emergency situation and are jumping back to the Hub, you don’t need to wait for everyone to sit down. spending biomass (currently) only costs you bonus XP, and it doesn’t cost ANY Biomass to die. you only spend biomass when you respawn, which you don’t NEED to do if you are jumping back to the hub anyways.

In the immortal words of every RPG ever, your Hull/health is a resource. the only health point that matters is the Last One

  • I think of HP as “mistake allowance” and yeah, you’re not out until you’re out
  • Repairing isn’t just for Engineers. See a defect, fix a defect!

If you’re new “Listen to what the players with hundreds of hours of experience have to say…” They know what they’re talking about and have seen it all. The good, the bad, the buggy, and the hideously ugly!

Weapons Base Stats

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Volodymyr Azimoff
About Volodymyr Azimoff 505 Articles
Volodymyr Azimoff has been passionate about video games for many years, and over the past decades he has managed to turn his main hobby of life into a profession. It is important to note that this is not the first successful project for Volodymyr. Right now he is the owner of several other sites on gaming topics. Surprisingly, this workaholic finds free time for his family, playing games on his favorite consoles and watching TV series.

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