Topic: Vorp! /
Rick's Ultimate Ship Guide
Hello, I’m Rick and I’m one of the VoV (Veterans of Vorp, we’re gonna make that term stick.)
This guide is made for newbies and skilled players alike as it will encompass all the ship information including but not limiting to strategies and the uses of their loadouts. Besides this, I will also try to cover up the game basics, the structures and the general map.
I have to clarify that all of the information mentioned are based on my experience and the data supplied could be changed by the devs.
Sections:
1. The Game
1.1 Basics
1.2 The Objective, Types of Structures and Shields
2. The Ships
1.1 ANT Mk.1
1. The Game
1.1 Basics:
Vorp! Is a space shooter of the genre MOBA (multiplayer online battle arena) in which often two teams of players compete with each other in discrete games, with each player controlling a single ship through an RTS-style interface. Vorp! Encloses a lot of team work and cooperatively playing. Since we can choose one and only one ship, we’ll need of the other ships’ skills to win our game and succeed in beating the enemy.
Besides this, there are also AI ships (known as Droneys) that move down a set path and shoot at the closest enemy, be it structure or player or even other droneys
Controls:
Mouse:
Left Click: Fires loadout number 1 (alternate Q)
Right Click: Moves ship
Double-Right Click: Activate turbo for faster movement
Keyboard:
Arrow Keys: You may move with these, even though it can be very difficult
Space: Reverse
Q – Use loadout number 1
W – Use loadout number 2
E – Use loadout number 3
R – Use loadout number 4
D – Use OPS number 1
F – Use OPS number 2
1 – Upgrade loadout number 1
2 – Upgrade loadout number 2
3 – Upgrade loadout number 3
4 – Upgrade loadout number 4
5 – Upgrade Hull (more about this later)
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What are loadouts?
Think of loadout as your ships’ skill, they’re unique to every ship and player and they can be leveled up.
- What are OPS?
OPS are skills you can equip, they’re not unique to every ship, so every player has access to all the OPS (depending on their level)
- What is Hull?
The Hull encompasses your ships’ max HP and the HP regen, as well as how much stuff you can carry and every Hull is unique to their respective ships. They all have different regen amounts, max HP, different cargos and even movement speeds.
1.2 The Objective
The objective of every battle is simple: Destroy your enemy’s base.
Now, how do you do this? Let me explain it
Every team has it’s own base, which are something like space cruiseships. These cruiseships have a Core which must be destroyed in order to win. This core has a shield protecting it which can be lowered by destroying structures or with the pass of time (it depletes).
There’s several types of structures:
Rainmaker Turret:

These turrets fire two shots in a straight line to the closest enemy, they can go quite far and they sure pack a punch.
I’ve done several calculations about their HP and according to them, they have 3000 HP and they do 300 dmg if both shots hit you.
2. The Ships
2.2 ANT Mk.1
General info quoting from the game: Light and speedy, hard to hit. A very capable ship across the board.
The ANT Mk.1 (commonly referred simpli as Ant or ANT) is the fastest ship in the entire game and also one of the speediest there is. It’s sleek, sharp and has sexy angles. Imagine a race car. In space. That shoots missiles.
That’s what Ant is.
Loadouts:
(Q)Pincer Gun
This is a basic straight-line gun. It shoots shells right in front of the ANT and they travel during a set time before disappearing. This time (and the damage) increases with every level-up of the of this Loadout.
The leveled-up variations have different names and stats, here I list them:
Lv1 Pincer Gun: Cooldown of 0.2s(time between shots).
Damage of 36 for each bullet
Duration of
Bullet move at a speed of 400 (freaking fast)
Lv2 Neutron Pincer Gun: Cooldown is same as Lv1
Damage of 52 for each bullet
Duration of 0.7s before bullet disappears
Same speed
Lv3 Quantum Pincer Gun: Same Cooldown as Lv1 and Lv2
Damage of 68 for each bullet
Duration of 0.8s (they go much further)
Same speed
(W)Sting Missiles
As the Pincer Gun, this loadout too fires a missile in a straight line. The ANT can hold up to two missiles which can be shot in less than a second. With the physics in the game you can sometimes get shots that look “curvy” when turning very sharp.
Lv1 Sting Missiles: Cooldown of 0.4s
Damage of 160 per missile
Splash damage of 100 per missile
The splash area is 35
Their speed is 240
Lv2 Sting Missiles: Same Cooldown
Damage of 220 per missile
Splash damage of 175 damage
Same splash area
Same speed
Lv3 Sting Missiles: Same Cooldown
Damage of 280 per missile
Splash damage of 250 per missile
Same splash area
Same speed
If you directly hit an enemy with your missiles, the direct dmg and splash dmg add up. Watch out though, these missiles can hurt you too if they explode too near to your ship. They cannot hurt your allies and they go through them, so use this for your advantage.
(E) Trap Mines
These mines are little bombs you drop around the battlefield. There’s a max number of mines that can be active on the battlefield. To better explain this, if your loadout is level one you’ll have a max number of three active mines. If you drop one more, the oldest mine will disappear to allow this one to become active. They damage and slow down your enemis, but also yourself. These mines can be stacked, so you can make it look like there’s one and your enemy will end up eating three or four and dying.
The mines have a circle around them, if an enemy goes into this circle the mine will automatically activate.
Important: The slow down effect isn’t specified in the game, so we can only assume it’s about 20% for 3 seconds or so.
Lv1 Trap Mines: 3 active mines
Each mine does 200 dmg
Splash damage of 200
Effect area is 40
Active for 180s, then it explodes by itself
Lv2 Trap Mines: 4 active mines
Damage of 250
Splash damage of 250
The area actually increases, but there’s no specified value. Let’s say double as big
Active for 180s
Lv3 Trap Mines: 5 active mines
Damage of 300
Splash damage of 300
Again, the area doubles
Active for 180s
® Warp Drive
This loadout works as a teleport from anywhere in the battlefield into the closest friendly depot. Just like Deport(OPS). Except you can stil move. It is, however, half a second slower than Deport.
Lv1 Warp Drive: 3.5s to charge up
50 second cooldown
Lv2 Warp Drive: 3.5s to charge up
42s cooldown
Lv3 Warp Drive: 3.5s to charge up
34s cooldown.
Important: Your ship gets slowed while using this, but you can still move, shoot and dodge enemy bullets. Use this for your advantage.
Now, the last thing on the list,
Hull
The hull upgrades improves your max HP, your HP regen and it changes the color of your afterburner.
Lv1 Hull:
I will continue to update this guide, my only problem is I can be busy at times and I like to play too!