thats amazing.Īfter getting hit just once from one of these bombs is enough to easily kill it. Now the best weapons in the game is the Vulcan, for being able to kill any ship just by itself, if you give it enough time to charge up.Īnd the ion and breach bomb II - permenantly remove 2 shield layers from the enemy ship for just 1 or 2 power. I killed every flagship stage with just 2 shots wit this thing. It can do 12 damage in a single sweep and damage the systems it passes through beyond repair! I like it occasionally, but when a Fire Drone/Beam does it better, for no missile, wider area, faster charge, and ability to damage Zoltan Shields? Ion Stunner's also pretty bad, worst Ion Damage overall and long charge, just for a stun? No thanks. Swarm is too slow and inaccurate to be effective, with less damage total than some single missiles. The Charge Ion and Charge Laser I fit in the same area: downgrades to other weapons that exist od their type. Compared to the Halberd, you get 1 more power, longer charge and I beleive shorter beam length for 1 extra damage. Glaive has too many drawbacks to be good, IMO. Worst, this is going to get hate, but this list is pretty much correct. Incredible 4 Ion damage, with only a small startup and 3 power? Yes. Sure, it uses a missile, but the fact that it repairs any system 100% can save lives. And the Repair Burst is incredibly underrated. And the Halberd is basically an 8 damage weapon in a single slot, with shield peircing at that. Flak II is the anti-shield weapon, striking a balance between power usage and making a hole in shields, usually taking them all down and making missiles (arguably) obsolete. The burst is basically the baseline for weapons, the good all-rounder. Good luck.Originally posted by Sir Buttershoes:The best are, as a simply true fact: I still got torn up by the drones sent in by the final boss though, so a good drone defense system would have been invaluable - if you stealth, they just hover around until you come out of stealth, then breach. Also good for when I ran out of missiles - could send them in to disable shields and / or weapons and get out. ![]() I also had a teleportation rig set up with two of the insectoid crew that could take the fight to the enemy - this was really useful at keeping them busy, and keeping the ship alive. If it starts to go bad for you, stealth away, and consider leaving the engagement.įor what it's worth, my best loadout consisted of a large missile system for punching through shields to disable the shield system, an EMP bomb system for disabling defensive drones (or other systems), and a fire beam weapon I used to try and hit shields and weapons at the same time, all on an alpha strike after coming out of stealth. Generally this can cripple the enemy ship, making it so they can't effectively engage you - this is pretty vital to keeping the stealth cruiser alive. If the ship has a lot of shields, target shields, otherwise target weapons (none or low shields means you will hurt bad if they fire back). Immediately drop stealth and fire all weapons. This gives you a really absurdly high dodge chance, and the weapons fire almost always misses. But be sure to upgrade to full shielding before getting to the end.īasic idea for me was to charge all my weapons to full, fire if I had an opportunity to before the biggest enemy weapon, and wait for the largest enemy weapon to fire (usually a missile). It's a tough ship to win fights with if it doesn't have the ability to outright destroy or cripple it's enemy as it comes out of stealth, which is why I had trouble in the final encounter.įirst and foremost, it is tempting to get shields working early on, but I actually had better luck upgrading stealth first and then shields - early encounters can be destroyed before they fire at you if your weapons loadout is good. The stealth cruiser is definitely hard to work with, and requires very precision timing on the part of the player.
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