Facebook Galaxy Online II Ship Design Layering Guide

Facebook Galaxy Online II Ship Design Layering Guide by Kevin Goh

Fundamental Principle of Ship Designing

What is Layering?
As you know, several weapons in GO2 requires cool down(CD) e.g. ship-based weapon. Layering (first started in GO1) is introduced to optimize both round so as to be more efficient in battle.

Layering is done by having either a mixture of weaponry or different levels of a weapon type arranged in a systematic order within a fleet, instead of just using one single type of weapon on your ship. This principle can also be applied to defensive modules.

How Layering Works?

The fighting mechanics works in such a way: if the first weapon is incapable of annihilating the enemy stack, the subsequent weapon will also be deployed, to the point whereby the enemy stack can be totally destroyed. (examples below)

Why Layering?

If only one weapon is needed, only that weapon will be fired. This saves the rest of the weapons for the next round so you can kill more fleets in the next few rounds. There is also a limit to the rounds for battle, so its ideal to take less rounds to clear the enemy.

The following examples will serve to illustrate this concept (hopefully you can understand better). The ship design used in the example is as follows:

Hammerhead I X1
“Warhammer” Streamliner III X1
Hammerhead II X1
Hammerhead III X3
*These are ship-based weapons with cool down(CD) of 4
[requires 4 rounds before firing again]

Defensive Modules
Particle Stun Shield III X1
Heat Diffusion Shield III X2
Detonator Shield III X1
Reflective Plating III X1
Quick Reaction Armor III X1

*Other non-offensive/defensive modules not mentioned in example are omitted


Example 1 – Attacking Weaker Fleets

In this case, Hammerhead I (X1) is sufficient to destroy the enemy stack, so only this weapon is fired. This will leave “Warhammer” Streamliner III, Hammerhead II & Hammerhead III for the next round.

In round 2, “Warhammer” Streamliner III (X1) can wipe out a stack. This leaves Hammerhead II & Hammerhead III for next round and so on.

How your weapons fired in each Round will look like this:

ROUND 1: Hammerhead I
ROUND 2: “Warhammer” Streamliner III
ROUND 3: Hammerhead II
ROUND 4: Hammerhead III
ROUND 6: Hammerhead I
ROUND 7: “Warhammer” Streamliner III

Additional Note: The subsequent order of fire is fixed as other modules need 4 rounds to cool down, unless the other modules have a lower CD.


Example 2 – Attacking Stronger Fleets

Hammerhead I and “Warhammer” Streamliner III is used, leaving Hammerhead II and III for next round. If the next round requires both Hammerhead II and III, there will be a cool down period.

ROUND 1: Hammerhead I & “Warhammer” Streamliner III
ROUND 2: Hammerhead II & Hammerhead III
ROUND 6: Hammerhead I & “Warhammer” Streamliner III
ROUND 7: Hammerhead II & Hammerhead III


Example 3 – Full Barrage

More often than not, all your weapons are fired. This is the most common case unless you have heavy stacks and/or powerful weapons or when you are fighting decoys.

ROUND 1: All weapons fired
ROUND 6: All weapons available


Example 4 – Defending Against Weaker Attacks

Same as weapons, only Particle Stun Shield is used since attack is weak. (Also, you may layer different levels of the same shield but I have reservations about such arrangement)


Example 5 – Defending Against Stronger Attacks

In this case, more shields are used. However Reflective Plating and Quick Reaction Armor are still untouched.


Additional Note: The order you place the weapons and shields will affect which one gets to be used first. The first you place inside your ship will be the first to be used.

FB ID: 100000560947918
Character ID: 74
Server: Ursa Major (S1)

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1 Response

  1. Anonymous says:

    I've noticed instances where your stacking method doesn't seem to work as advertised.
    Such as when placing both Ballistics and Directional weapons on a ship the Directional will always be the first to fire. Even if the Ballistics are placed first in the ship design.

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