|“||Allows construction and launch of support vessels.||„|
|Level 1||Level 2||Level 3||Level 4|
|Level 5||Level 6||Level 7||Level 8|
|Icon||Name||Size||Power Consumption||Stat Enhancement|
|Level||Reload Time||Capacity||Upgrade||Ship Level Required|
The Hangar is a 5x2 weapon room unlocked at level six. It's also one of the only two rooms that can utilize Crafts for combat. When launched, the craft will fly to the enemy ship and begin attacking it. Crafts can be launched until you have hit the maximum of five craft in flight. Currently, the only room that can kill these craft is the Anti Craft Laser.
When using the Hangar, destroying or disabling the opponent’s Anti Craft Laser should be the primary goal. In doing so, your crafts are free to hit the 5 craft limit and overwhelm the enemy ship. The massive DPS of a full deployment unchecked by AA will result in a quick victory. Here are some common craft combinations to go alongside that.
This is the earliest Craft Combo available. It requires almost no prior research and is cheap to build. However, Interceptors and Stingers will begin underperforming noticeably by mid-game. Their lower damage and HP become really apparent as they fail to survive long enough to deploy the maximum of five against higher tier Armor and higher leveled Anti Craft Lasers.
Players often consider this craft combo the best in the game, and it is by far the most popular. Max Defenders simply have the best DPS and health compared to all other damage dealing crafts.
These types of combos are very rare to see in combat. This is because the bullets fired from these Craft can actually be dodged if the enemy has an Engine onboard. Nonetheless, the main purpose of this combo is to stunlock rooms (Corsair) or kill crew (Firehawk). Sometimes, players will launch both Crafts to devastate important and well-manned rooms.
When To Use
Although the Hangar is unlocked relatively early at ship level 6, it isn’t commonly used until the end-game. This is because good Hangar strategies require extensive prior preparation to be worth the valuable space taken up by the room. Most players recommended staying away from the Hangar until you can pull off the end-game strategy written below.
The typical end-game Hangar strategy utilizes five rush crew in the Hangar, max Defenders, and a high-level Hangar. The rush crew almost always have 100 power augment. In combat, the rushers will instantly launch four to five crafts with their ability, negating the long launch time for crafts. Usually, after all five crafts have been deployed, the Hangar is powered down. Alternatively, you can swap one of your rushers with a critical attack crew to defend against boarders.
You have to set an AI that equips your currently built Crafts on defense battles. If you don't, the Hangar will not launch any Craft or will launch the wrong one. Here is a list of Craft Equip Commands and what Craft they refer to. In "Set Highest ___" commands, the Craft that deals the highest of that damage will be the Craft the room will swap to. The Hangar itself is categorized as a "Hangar Room" in AI coding.
Set Cheapest Items -> Craft That Costs The Least Amount Of Gas To Build
Set Dearest Items -> Craft That Costs The Most Amount Of Gas To Build
Set Item To None -> Unequip Craft
Set Highest System Damage -> [Usually] Set to Built Defender Craft
Set Highest Hull Damage -> Does Not Switch To Anything
Set Highest EMP Damage -> Set to Built Corsair Craft
Set Highest Character Damage -> [Usually] Set to Built Defender or Firehawk Craft
Set Highest Fire Items -> Set to Built Firehawk Craft
Set Highest AP Damage -> Does Not Switch To Anything
The Hangar is buffed with the Pilot stat on crew. The formula used with this stat can be found here.