Hull



The hull strength of a ship defines how much flat damage it can soak up before being destroyed. The damage numbers shown in-game always display the hull damage the target actually received from ones most recent attacks and not the actual damage dealt including armor and damage reductions.

The effective health pool of a ship can be increased by armor, certain utilities and implants for flat hull and damage reduction. Naturally, the former is more efficient on light vessels, which have low base hull, while the latter excel on heavy vessels. The most notable multipliers that decrease the effective health pool are the 200% extra damage received during jumping and while a broken armor facing is attack. Note that these are individual multipliers and do stack. Also, plasma damage, AoE attacks and squadrons ignore armor and therefore pose dangerous threads by attacking the hull directly.

Unlike the flat hull implants, healing is always based on a percentage of the targets hull, so healing a heavy ship will restore more hull points and likely hide those behind more armor, leading to more effective health restored to the team.

Once a ship's hull is reduced to 0, it will explode, pushing back and dealing 1000 AoE damage to enemy ships (50 to squadrons) within 2000m radius after 3.5 seconds. This damage is not affected by the ships size, but it is affected by the jump drive multiplier, so be wary when jumping right after killing an enemy at close range.