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Hangar9
"Allows construction and launch of support vessels."
Hangar9

Hangar1
Hangar2
Hangar3
Hangar4
Level 1 Level 2 Level 3 Level 4
Hangar5
Hangar6
Hangar7
Hangar8
Level 5 Level 6 Level 7 Level 8
Hangar9
Level 9

Statistics
Ship Level 1 2 3 4 5 6 7 8 9 10 11
Number Available 0 0 0 0 0 1 1 1 1 1 1
Icon Name Size PowerPowerIcon Consumption Stat Enhancement
HangarIconHAN5x20-4PilotPilotIcon
Level Reload Time Capacity Upgrade Ship Level Required
Storage Manufacture Cost
Mineral
Time
112s4040100K3d6
211.75s4545300K5d7
311.5s5050400K6d8
411.25s5555500K1w8
511s6060600K1w 1d9
610.75s6565800K1w 2d9
710.5s70701.5M1w 3d10
810.25s70702M1w 4d10
910s70702.5M1w 5d11

Summary

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.

There is the Interceptor Craft (All Around), Stinger Craft (Light), Defender Craft (Heavy), Firehawk Craft (Fire Damage), and Corsair Craft (EMP Damage).

Usage

In Combat

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.

Craft Combos


Interceptor/Stinger Spam [Early Game] Interceptor8 / StingerCraft8

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.


Defender Spam [Mid-Late Game] Defender8

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.


Supporting Craft [Mid-Late Game] Firehawk8 / Corsair8

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.

AI

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 Gas To Build
Set Dearest Items -> Craft That Costs The Most Amount Of Gas 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

Crew Interactions

The Hangar is buffed with the Pilot PilotIcon stat on crew. The formula used with this stat can be found here.



Powered Rooms


Weapon Rooms

Energy Rooms: Mineral Mining LaserKias BlasterK BlasterPlasma PhaserPhaserLaser BlasterPhoton DisruptorEMP CannonIon Cannon

Ballistic Rooms: BolterRailgun

Missile/DOA Rooms: Missile LauncherMulti Missile LauncherHangarTeleportMedium 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