However, upon further testing it appears that the duration of the cloak was affected quite significantly once weapons had been fired: Upon first impression it seemed as though Stealth Weapons capability was built in, as I was able to fire both weapons while cloaked without being pulled out of cloak. How I tested itįor the sake of testing I upgraded the stealth capability so I had a maximum duration, engaged an enemy, waited until my weapons were charged and then stealthed. The Stealth Cruiser does not appear to have built in Stealth Weapons capability. Spend as much time in each sector as possible, don't repeat stars and in a non-nebula sector, make sure to hit every nebula star, since the rebels advance slower if you're in a nebula.Ĭloak is really good once you figure out timing - if you don't have stealth weapons, ideal timing is to fire your weapons at the same time as the enemy, then activate the cloak after you've fired but before you get hit.No, no Stealth Weapons capability as standard If you manage to get a teleporter and a couple mantis crewmembers, you can pick up a lot of extra scrap from killing enemy crews instead of destroying their ships. Maxing out shields is usually too expensive, you get better returns elsewhere.ĭefense drone and the drone recovery augmentation combined are awesome. I've beat it on easy with the layout A Kestrel, then moved on and have normal wins with layout B Kestrel and layout A stealth ship.īeams are awesome, it counts as a room hit even if you only target 1px in the corner. I've been playing it off and on for a couple weeks, pretty fun. 2 guys in shield (if it goes down, repair is super fast) 2 ion burst weapons (one on shield, one on teleport/weapon) sectors to go to: rock, zoltan, engi (they are the best for ship upkeep: immune to fire, free power, double repair speed) never remove a guy from shield, with it up, you will not get hull dmg stack the same guys in the same room to level up (same with solar flare, when you beat the opponent ship, let the fire damage your rooms without spreading, they will learn to repair much faster) either concentrate on heavy weapons or heavy drones + light weapons shield/ftl/pilot should be upgraded to near max. don't jump to next sector until you have to (from the rebel wave), plan out the longest path while you are staying ahead of the wave I've beat the game a few times and got to sector 8 consistently to fight the boss (in easy). The game is luck based, but I feel that you are more dependent on luck in just the first few jumps, after that, it's strategy. Usually the enemy will make fixing o2 their priority so you won't need to worry about them repairing weapons. When firing on an enemy, I usually target weapons first, then their o2. Upgrading your doors systems and manning the station helps immensely with fires and boarding parties. The other option is to run from enemies, and flip open the airlock to suffocate them. From my experiences that's where the enemy boarding parties usually target. Boarding parties if you're lucky enough to end up with some Rockman, place 1 in the FTL room and another in the weapons room. Pro tips for fires, open up the vent doors, a path to the fire, and isolate the area. Beating it is entirely based on luck, especially when it comes to the game breaking bugs like not being able to jump. I've put about 10 hours into the game and will likely not put any more as there's simply no method to the madness. I get that the game is supposed to be random however there needs to be a few exceptions just to keep flow going with the game. Great, except throughout my entire journey I was not presented a single opportunity to build crew. On one playthrough I got to the 5th or 6th system where I was boarded by 4 enemies. No there was no damage to my ship, yes it was piloted as well as a man on the FTL. Twice now for some reason I have not been able to jump from a nebula. Crazy addictive game, but not without it's flaws.
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