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The Mothership is a huge ship in the Destroy the Mothership mode. One player (usually the first one joined) on each team is selected to become the Mothership each round. As the Mothership is the main objective of the mode, if a Mothership leaves or disconnects from the game, a new player will be assigned with the Mothership and the game will no longer end in a draw. ECP Skins will work on the Mothership just like any ship. Motherships fire a giant frontal pulse that does high damage and a lot of other smaller lasers from the side. Motherships have 5 different special abilities that can provide individual buffs, team healing, extra damage, and more. Each special ability has a 2 minute cooldown. Moreover, if they are located on an enemy base or on a map barrier, they will take some damage.

Mothership
Mothership
Stats (Min/Max)
Shield Cap 300000
Shield Regen 5
Energy Cap 10000 (Default)
1 (Hyperspeed)
Energy Regen 900 (Default)
7000 (Overdrive)
Turning Rate 5 (Default)
0 (Hyperspeed)
Acceleration 50 (Default)
100 (Hyperspeed)
80 (Absolute Control)
Terminal Velocity 30 (Default)
600 (Hyperspeed)
75 (Absolute Control)
Stats (Constant)
Tier 8 (hypothetical)
Mass 10000
Designer Kirto
Status Active

Strategy

Strengths: The mothership is easily capable of picking off any lone enemy player that strays too close to its turrets, as well as ships with large hitboxes and low maneuverability. Its incredible damage also makes it the most effective against the enemy team's mothership.

Weaknesses: Enemy motherships, as well as any enemy ship at its engines. The mothership fires powerful front pulses and has plenty of side cannons, but it has virtually no guns facing back - meaning it's an easy target for any ship that camps behind it. That is why having the team escorting it is vital.

Playing as the Mothership

The mothership's main strategy against most enemies is to simply continuously fire - most ships can't take the mothership's damage output for long, especially if its team is supporting it. Continual side lasers make it hard for an enemy to slip past and attack the rear, while stopping to recharge could give a speedy interceptor just the time to slide past the mothership's defenses. In the case that a powerful enemy is in front, however, it's ideal to stop firing continuously and recharge the main pulse guns, allowing for quick work of any player who gets too close to them. The frontal pulses are more effective against bulky battleships, as they can be dodged by smaller, skilled pilots. As a rule of thumb, mothership players should never stray too far from their team and sometimes even the base itself, as a less experienced group of players could be scared off, leaving it defenselessly vulnerable to the enemy mothership and its base. In addition, the mothership's abilities should be used in the right situations - a few missiles just might make the difference between a win and a loss.

Playing Against the Mothership

Defeating the mothership may be the objective of the mod, but that requires good teamwork and patience. Charging the mothership alone will almost never harm it significantly, as it has more firepower and shielding than any other available ship. Instead, players should focus on defending their own mothership or attacking the other enemy's players, but sticking close by to their team. Most of the time, a lone player separated from the group will be quickly torn apart by rival interceptors. A good balance of ships is required; a team of all tank-like ships is a powerful defense but makes it harder to advance and are large targets for enemies. On the other hand, a team of all interceptors is too weak to shield the mothership from potential threats - hence why a team should have a balance of both.

Cannons

Type Energy Per Shot (Min/Max): Damage (Min/Max): Velocity (Min/Max): Mirrored: Recoil: Frequency: Error: Bullets Spread Angle (Degree(s)): # Of Lasers:
Stream 1000 1000 90 false 30 0.1 0 0 1
Type Energy Per Shot (Min/Max): Damage (Min/Max): Velocity (Min/Max): Mirrored: Recoil: Frequency: Error: Bullets Spread Angle (Degree(s)): # Of Lasers:
Stream 20 20 110 false 0 6 3 0 1
Type Energy Per Shot (Min/Max): Damage (Min/Max): Velocity (Min/Max): Mirrored: Recoil: Frequency: Error: Bullets Spread Angle (Degree(s)): # Of Lasers:
Stream 35 35 200 false 0 2 2 0 1
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