1. How Combat Works in Starminer
Starminer is not a combat game first — it's an industrial sim where combat is a consequence of poor planning. Your heat signature is the primary mechanic that determines whether enemies find you:
- Low heat → Enemies don't detect you. Peaceful mining.
- Medium heat → Scout ships appear. Warning phase.
- High heat → Full alien swarms attack. Combat becomes unavoidable.
💡 The Best Defense Is Low Heat
You can avoid 90% of all combat in Starminer by managing your thermal signature. Many players go 20+ hours without firing a shot. Heat management is cheaper and more effective than any weapon.
2. Understanding Heat Signature
Every active module generates heat. The more modules you have running, the higher your thermal output:
| Heat Source | Relative Output | Management |
|---|---|---|
| Solar Panels | Low | Passive, always on. Low heat. |
| Mining Lasers | Medium (when firing) | Only hot when actively mining. |
| Refineries | Medium-High (constant) | Major heat source. Build thermal radiators nearby. |
| Nuclear Reactors | High (constant) | Massive heat. Requires dedicated thermal management. |
| Weapons | Very High (when firing) | Burst heat. Capacitor use helps. |
| Shields | Medium (when active) | Only hot during combat. |
3. Thermal Management Modules
| Module | Function | Priority |
|---|---|---|
| Thermal Dumper | Passively dissipates heat over time. Essential for stations. | ⭐⭐⭐⭐⭐ |
| Thermal Radiator | Active cooling. Faster heat removal but costs energy. | ⭐⭐⭐⭐ |
| Heat Sink | Temporarily stores heat before releasing. Good for burst-heavy builds. | ⭐⭐⭐ |
| Emergency Vent | Rapidly dumps all stored heat at once. One-time use, long cooldown. | ⭐⭐ |
⚠️ Heat Spikes Attract Attention
If your heat bar spikes into the red zone, enemies are already on their way. Even if you shut everything down immediately, the heat signature lingers for 30-60 seconds. Plan ahead — don't wait for red to act.
4. Weapon Systems
When combat is unavoidable, you need weapons. Here's what's available:
| Weapon Type | Best Against | Drawbacks |
|---|---|---|
| Point Defense Cannons | Small drones, scouts | Low damage vs. armored targets |
| Laser Turrets | Medium ships, consistent DPS | High energy draw, moderate heat |
| Missile Batteries | Large ships, stations | Ammo-limited, expensive per shot |
| EMP Cannons | Shielded enemies | Low hull damage, long cooldown |
| Railguns | Armored capital ships | Very slow fire rate, massive power draw |
5. Weapon Management Tips
- Weapon condition degrades with use — firing reduces durability. Below the threshold, weapons jam mid-combat. Always carry Weapon Repair Kits.
- Capacitor banks enable burst fire — store energy in capacitors, then unleash salvos that exceed reactor output. Critical for missile and railgun builds.
- Unsuppressed weapons alert everything — firing without thermal management draws enemies from far beyond your sensor range.
- Target priority — kill scouts first (they call reinforcements), then high-damage enemies, then clean up.
- Don't mix weapon types on one ship — specialize. A ship with one laser and one missile is worse than a ship with two lasers or two missiles.
6. Shield Configurations
| Shield Type | Strength | Weakness | Best Use |
|---|---|---|---|
| Standard Shield | Balanced protection | Medium energy cost | General purpose |
| Combat Shield | High durability, fast recharge | Extreme energy cost | Dedicated combat ships |
| Thermal Shield | Blocks heat-based attacks | Weak vs. kinetic/missile | Alien swarm defense |
| Point Barrier | Stops missiles and drones | No protection vs. lasers | Anti-missile screen |
7. Enemy Types & Tactics
| Enemy | Threat Level | Behavior | Counter |
|---|---|---|---|
| Scout Drones | Low | Fast, weak, calls reinforcements if ignored | Point Defense Cannons. Kill immediately. |
| Alien Swarms | Medium | Numbers, surround tactics, heat-seeking | Laser Turrets, Thermal Shield. Stay mobile. |
| Corrupted Haulers | Medium | Slow, tanky, rams your station | Railguns. Focus fire, don't let them close. |
| Alien Capital Ship | High | Massive HP, spawns drones, area attacks | Missile Batteries + EMP + full shield. Retreat if alone. |
| Void Leviathan | Extreme | Endgame boss. Phases, adaptive resistance | Everything. Full fleet required. |
8. Base Defense Strategy
Your station is your most valuable asset. Defend it:
- Layered defense — Point Defense on the outer ring, Laser Turrets mid-range, Missile Batteries for long-range interception.
- Redundant shields — two Standard Shields are better than one Combat Shield on a station. If one goes down, the other holds.
- Thermal Dumpers on every module cluster — don't centralize heat management. If your only dumper is destroyed, the whole station lights up.
- Emergency shutdown protocol — keybind a group to cut all non-essential systems. If overwhelmed, going dark can save your station.
- Repair drones — keep a stock of Silicates and automated repair systems. A damaged module left unrepaired is a cascading failure waiting to happen.
🔴 Station Death Spiral
Most station losses aren't from enemy damage — they're from cascading failures. Weapons draw power → shields weaken → reactor overheats → thermal dumpers fail → more enemies arrive → everything explodes. When things start going wrong, shut down and cool off. Don't try to fight through it.
Next: Beginner Guide → | Mining & Resources →