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Cloak Generator

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Cloak4.gif
Generates a cloak field around the ship. Rendering enemy weapons targeting systems useless for the duration of the cloak. Your weapons will also hold firing until the cloak field dissipates.
Cloak4.gif

Cloak1.png
Cloak2.gif
Cloak3.gif
Cloak4.gif
Level 1 Level 2 Level 3 Level 4

Statistics
Ship Level 1 2 3 4 5 6 7 8 9 10 11
Number Available 0 0 0 0 0 0 0 0 0 1 1
Icon Name Size PowerPowerIcon.png Consumption Stat Enhancement
CloakGeneratorIcon.png CG 3x2 0-5 ScienceScienceIcon.png
Level Cloak Duration Reload Time Upgrade Ship Level Required
Cost
central
Time
1 5s 28s 1.8M 6d 10
2 5.5s 27s 2M 1w 10
3 6s 26s 2.2M 1w 1d 11
4 6.5s 25s 2.5M 1w 2d 11

Summary

The Cloak Generator is a 3x2 room unlocked at level 10. The Cloak Generator has the potential to heavily alter the battle with its ability to cloak the player's ship. The cloak has a variety of effects, the main one being the ability to stop the enemy from dealing damage to the player's ship. To balance this, the Cloak Generator consumes a maximum of five power and has a long reload time, making it quite demanding to use.

Usage

Battle Mechanics

The Cloak Generator's cloak will prevent all rooms on the player's ship from reloading. The enemy will still be able to reload their rooms, but they are prevented from firing. If a Missile is already launched, or a Craft is currently attacking the player's ship, the cloak will negate all damage being dealt. The cloak will also prevent the enemy from using the Teleport.

In Combat

When used correctly, the Cloak Generator can allow the player to avoid massive amounts of damage. This is why the Cloak Generator is mainly used at the start of a battle to nullify instant barrages from Rush Command Crew. However, if the player is not careful, the cloak could allow the enemy's weapons to fully reload, causing a massive burst of damage once the cloak runs out.

When To Use

Many players recommend using the Cloak Generator at level 11. This is partly due to the extra power available at level 11, but it's mainly about its usefulness when dealing against weaponry from level 11, especially at the start of the battle. At level 10, there simply isn't a big enough threat to justify the use of the Cloak Generator.

AI

The Cloak Generator is categorized as a "Cloaking Room" in AI coding. The actual AI put inside the Cloak Generator varies greatly between players. There is simply no AI command for the Cloak Generator that can satisfy every playstyle.

Some strategies involve setting the Cloak Generator's power to one after a Crew member rushes it, some only power the Cloak Generator if the enemy has a working Ion Cannon or Teleport, some use the cloak to pull off elaborate strategies to help their boarders avoid Mines. The possibilities are endless, it's best to experiment with the AI and see what's best for your playstyle.

Crew Interactions

The Cloak Generator is buffed with the Science ScienceIcon.png stat on crew. The formula used with this stat can be found here.



Powered Rooms


Weapon Rooms

Laser Rooms: Mineral Mining LaserKias PhaserK BlasterPhoton PhaserPlasma DischargerParticle DischargerLaser BlasterPhoton DisruptorEMP CannonIon Cannon

Ballistic Rooms: BolterMinigunRailgun

Missile/DOA Rooms: Missile LauncherMulti Missile LauncherHangarTeleportSmall Weapons PlatformMedium Weapons Platform


Defensive Rooms

Defends Via Damage: Anti Craft LaserSecurity GateGas TrapZaki Tentacle GardenDisintegrator Gate

Defends Via Support: Shield GeneratorShield BatteryMed BayToiletAndroid StudioVisiri MechbayRadar

Defends Via Dodge: EngineFusion Drive EngineCloak Generator


Reactors

Small ReactorFusion ReactorCoal Reactor