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Little tricky to use, but when you got that shiny angle on the enemy ship, chipping a chunk of it was hilariously fun!
Also, melee damage is calculated using the momentum of the ships involved. A heavy, narrow ship with lots of forward thrust and frontal armour spikes is a nightmare against static or slow-moving targets, and given a decent run-up can carve asteroids in two without slowing down.
This is a great guide, by the way, nice work!