Batwing (Backwater)

What it is

An uncommon-rarity Backwater hull — rotating chassis, fixed default 0° facing at spawn, 2-weapon-slot loadout starting with the burst weapon. Mid-HP (170) body with a thin shield (60) and a front_loaded heat curve, but no heat buildup or cooldown is dialed in at ★1, so the boost loop is dormant until a mod or designer pin enables it. The hull renders 1.2× sprite scale at every star, making the on-screen footprint visibly larger than the 1.0 baseline.

★1 stats

StatValue
HP170
Shield60
Armor4
Speed145
Acceleration170
Drag0.36
Turn rate0.14
Weapon slots2
Upgrade slots3
Weapon damage %10
Fire rate %5
Heat buildup0
Heat cooldown0
Heat curvefront_loaded
Burnout severity0.35
Shield regen rate6
Shield regen delay4
HP regen0
Melee mult1.0
Luck8
Magnet range130
Currency bonus6
Ship scale1.2
Starting weaponburst L1

★5 endpoints (only fields that differ from ★1)

Stat★1★5
HP170213
Shield6075
Armor45
Weapon damage %1012.5

All other ★5 fields match ★1 — the per-hull ★5 override re-pins every numeric to its ★1 value except for the four deltas above (and sets heatCurve: 'front_loaded' again, which is a no-op since ★1 already pins it).

Drive feel

FieldValue
Rotatestrue
Fixed angle (deg)0
Accel curvelinear
Drag curveexponential
Stop shake intensity0
Heat shake intensity0
Heat shake threshold0.85
Stop spring amount0

Standard rotating-ship behavior — angle lerps toward the input direction, thrust applies along the ship’s facing. fixedAngleDeg: 0 only matters for non-rotating hulls, so Batwing reads it as inert metadata. Acceleration is constant (linear ramp); deceleration follows the exponential space-drag default. No camera shake on hard stop, no heat-shake (and no heat to trigger one, since heatBuildup: 0).

Hitbox

Custom convex polygon (no octagon fallback). Normalized to the sprite content box on a ±0.95 / ±0.95 envelope — close to a square footprint — and applied at the rendered sprite size (scale 1.2).

PropertyValue
Vertex count18
X range-0.794 to 0.794
Y range-0.950 to 0.950

Vertices (x, y):

#XY
1-0.1090.950
2-0.2340.888
3-0.3580.763
4-0.7940.234
5-0.794-0.202
6-0.358-0.763
7-0.234-0.888
8-0.171-0.919
9-0.078-0.950
100.202-0.950
110.296-0.919
120.358-0.888
130.514-0.732
140.794-0.171
150.7940.171
160.5140.732
170.3580.888
180.2340.950

Passive

FieldValue
Passive IDjack_of_all
Passive nameJack of All Trades
Effect+{value}% to all stats
Stat targetall
Is percenttrue
Values per rank (1–5)3, 6, 10, 15, 22

The default baseline passive (no per-hull override). Resolved at the hull’s rarity tier — Batwing is uncommon, so it applies +6% to all stats at run start. Tier scaling moves with the star roll, not with stars on the same copy.

Faction and rarity

FieldValue
Factionsolaris (baseline fallback)
Rarityuncommon
Display gradeB
Outline color50ff78
Accent color38cc58
Ship classmedium

The Faction type in code is the four-faction set (angel_corp, crystal_casino, solaris, wrongsiders) and Backwater hulls have no per-hull faction override, so the baseline solaris faction value is carried through. The Backwater label here describes the hull-family prefix used in the sprite filename and rarity table, not a runtime Faction enum value.

Star progression notes

StarXP required (cumulative dupes)Mod backpack gridGrid cells
★103 × 39
★214 × 312
★334 × 416
★475 × 420
★5175 × 525

Lerped per-star values for the four endpoints that differ between ★1 and ★5 (lerp factor t = (star − 1) / 4):

StarHPShieldArmorWeapon damage %
★117060410
★2180.7563.754.2510.625
★3191.567.54.511.25
★4202.2571.254.7511.875
★521375512.5

Batwing has a single per-hull ★4 pin entry (shipScale: 1.2), but ★1 and ★5 both already declare shipScale: 1.2, so the pin is functionally a no-op — every star renders at 1.2× scale. Star tier never changes the starting weapon (always burst L1), faction, rarity, hitbox, drive feel, rotation, fixed angle, ship scale, weapon-slot count, speed, acceleration, drag, turn rate, or heat curve — only the four lerped numerics above and the mod backpack grid size.


EXTRACT-CANDIDATE flags

  • Heat curve declared without heat values. Batwing pins heatCurve: 'front_loaded' at both ★1 and ★5 but ships heatBuildup: 0 and heatCooldown: 0 at every star, so the curve type is read but never engages. Three of the four Backwater hulls do the same thing in reverse — Caiman, Killer Croc, and Lizard all pair front_loaded with non-zero buildup/cooldown (12/10), while Batwing alone zeros them. Either an intentional “off-by-default boost loop” the player has to unlock through mods, or an oversight relative to the other Backwater hulls. Worth a designer note on ships.md clarifying the Backwater hull-family heat pattern.
  • Redundant ★5 re-pinning of ★1 values. Batwing’s ★5 entry restates every baseline-equivalent field (weaponSlots, hpRegen, shieldRegenRate, … through stopSpringAmt and heatCurve) even though getShipDef only reads ★5 for fields that lerp away from ★1. The redundant block is harmless but adds ~30 lines of dead override per hull and obscures the four actual deltas. A canonical note on ships.md or a code cleanup task to strip pin-equal-to-baseline fields would shrink the per-hull data by ~80%.
  • ★4 pin matches both endpoints. The SHIP_STATS_S4.Backwater_Batwing: { shipScale: 1.2 } pin is a no-op because ★1 and ★5 both already declare 1.2. Same pattern shows up for Industria_Caravan, Industria_Drillbot, Junkrats_Bomber, Junkrats_Drifter, Junkrats_Orca, Junkrats_Pierre, Junkrats_Skewer, Junkrats_Stinger, Solaris_Armada, Solaris_Cargo. Could be flagged on a roster-wide audit page as “redundant ★4 pins” or stripped from data.
  • Faction label vs Faction enum mismatch. The hull prefix “Backwater_” suggests a Backwater faction, but the Faction enum only has four values (angel_corp, crystal_casino, solaris, wrongsiders) and every Backwater hull inherits the baseline solaris faction. Same issue called out on the Ancients pages — single canonical paragraph on ships.md would resolve it once for all hull families.
  • Burst starting weapon. Batwing is the only hull in the entire roster (across all 44 hull classes in SHIPS_V4_RARITY) that starts with the burst weapon. Worth a one-line note on ships.md or the weapons page about which starting weapons map to which hull families.
  • Square-ish hitbox at ±0.95. Batwing’s hitbox reaches the full ±0.95 envelope on both axes (most rotating hulls are wider than tall or vice-versa, ±0.95 × ±0.4-ish). Combined with the 1.2× scale, the collision footprint is one of the larger ones in the roster despite being an uncommon-tier ship. Worth a sanity-check on physics.md against the canonical hitbox catalog.