Galaxy


The Galaxy is the most capacious, durable, and slowest air transport in the game. Like the Thunder, it has 12 passenger seats, but now has four firing positions: the top of the Galaxy, the tail, the left wing, and the right. Its primary use is, of course, transporting squads and allied platoons into enemy territory and airdropping them to a control point. If you're unable to breach a base's defenses due to turrets and force fields, load the squad into the Galaxy and drop them to bypass the defenses.

Galaxy Equipment

1. Transport - The default loadout is suitable for transporting allies. If you really want, you can install a fire suppression system, walkers on the top and tail of the galaxy, and rocket launchers on the sides. The cloaking module is irrelevant, as the galaxy has a lot of health, is slow and healthy, and is difficult to miss.

2. Repair - all the previous loadouts plus a module for repairing allied fighters and tanks.

3. Anti-radar - the previous loadout plus a module that prevents grenade launchers from targeting allied fighters within range. Does not work on the galaxy itself.

Combat Tactics:

1. Transport. As with the Valkyrie, the main objective is to deliver comrades to the enemy base safe and sound, without engaging in combat. Pre-installed weapons will help fire back at fighters, infantry, and tanks during the landing.

2. Repair - repairs allied vehicles, including aircraft, tanks, and Groms. Support during base attacks and defenses. Compared to Sandra, the Galaxy isn't as easy to kill. You can fly solo, repair your comrades, and fight off fighters, landing first if necessary. 

When repairing ground vehicles, it's best to land the Galaxy on the ground, behind an obstacle or building, to prevent Maxx units with anti-aircraft guns from dismantling you for parts. The Galaxy can support a friendly bastion and repair fighters, or, with the ammo module, replenish ammunition for your comrades. 

3. Anti-Guidance - a specific module, needed only when you're being harassed by attack aircraft with auto-targeting grenade launchers and fighters with heat-seeking missiles. With this module, you can make life easier for your allies.

Ultimately,

you can just fly around the galaxy for fun, repairing tanks, transporting allies to new control points after capturing bases, and helping defend or recapture territory if you're tired of running around with infantry. After all, no one expects to see the galaxy in combat, and it's unclear what to do with it: killing takes a long time, and there's no point, since there are easier targets all around. And you, sitting inside, can easily switch to the engineer's guns, allowing you to repair the galaxy even without a module, and fire back without any problems.

The only place you shouldn't fly is, of course, bases with anti-aircraft turrets or simply bases with a large number of turrets. It won't be fun there.

Galaxy weapons:

1. M20 Drake - standard armament. It has good damage, but a low rate of fire, and is suitable for destroying armored targets that move slowly. It is recommended to replace it, if possible and desired, with a Walker.

2. A30 Walker- The primary weapon for the Galaxy, mounted on the top and tail, is designed to engage enemy fighters and infantry. It's ineffective against armored targets, but this drawback is compensated for by its versatility and large magazine.

3. Hyena - Although it's the primary weapon in the tail compartment on the Liberator, installing the Hyena on the Galaxy isn't ideal, as it reduces infantry damage and won't be able to effectively engage fighters at both medium and long ranges. The choice is ultimately yours, of course; I haven't tested it myself.



4. Pelter Rocket Launcher - This ten-shot rocket launcher is mounted on the left and right wings of the transport. It's designed to combat armored vehicles and engage infantry, and has proven itself excellent even in solo play.


5. M60-A Bulldog - This is the standard multi-shot grenade launcher, found on most (if not all) vehicles in the game. The damage here is focused exclusively on tanks and infantry, due to the increased shell explosion radius. Like the Pelter, it's only mounted on the left and right wings.

Now, it's time to talk about the modules:

"Miscellaneous" modules:
 
1)  Heat Flare  - Activate to interfere with targeting systems and missiles fired at vehicles for 8 seconds. Can be activated every 25 seconds. 

Cost: 100 + 200 + 500 + 1000. Total: 1800 certificates.

2)  Fire Extinguishment  - When activated, restores 15% of vehicle damage over 5 seconds. Instantly extinguishes fires when activated on a burning vehicle. Can be activated every 45 seconds. 

Cost: 30 + 100 + 200 + 500. Total: 830 certificates.

"Protection" modules:

  1)  Composite armor  - increases the vehicle's durability by 10%.

Cost: 30 + 50 + 150 + 400. Total: 630 certificates.

2) Thunder Repair Station - restores the health of allied air transport within a 75 meter radius and allied ground transport within a 50 meter radius at a speed of 150 units per second and does not repair the Galaxy itself.

Cost: 100 + 150 + 200 + 400 + 500 + 1000. Total: 2350 certificates.

3) Vehicle Arsenal - replenishes ammunition for allies within a 100 meter radius and does not affect the Galaxy itself.

Cost: 50 + 100 + 200 + 500. Total: 850 certificates.

4)  Nanite Repair System  - nanites constantly repair damage, restoring 5% of damage every 5 seconds. Receiving damage pauses repairs for 12 seconds.

Cost: 50 + 100 + 150 + 200 + 500. Total: 1000 certificates.

5)  Vehicle Camouflage  - increases the time it takes for the enemy targeting system to lock on by 1.5 seconds, prevents automatic detection of the vehicle on the minimap, and reduces the enemy target acquisition radar radius by 400 meters.

Cost: 30 + 100 + 200 +1000. Total: 1330 certificates.

6) Jamming Field - prevents weapons from targeting allied air transport within a 150-meter radius and does not affect the Galaxy itself.

Cost: 50 + 100 + 200 +500. Total: 850 certificates.

Optimization Modules:

1) Precision Drop Hull - Improved brakes, turning, and rotation (improves with each level).

Cost: 100 + 200 + 400. Total: 700 certificates.

2) High-G Hull - Improved vertical thrust, pitch, and maneuverability (improves with each level).

Cost: 100 + 200 + 400. Total: 700 certificates.

3) High-Speed ​​"Racer" Hull - Improved speed and acceleration (improves with each level).

Cost: 100 + 200 + 400. Total: 700 certificates.

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