![]() Crucially, the third stage of the Flagship always has a Supershield, and will in fact generate it anew periodically, guaranteeing that the Zoltan Shield Bypass will matter at least once, in the fight you most care about things mattering in. A boarding strategy having to wait for the Supershield to go down is a big issue if you have barely any armaments, and a really big problem if you have no non-bomb armaments. ![]() You certainly shouldn't buy a Battery Charger it's a waste of Scrap.Īllows Bombs, Crew Teleporters, and Mind Control to be used through Zoltan Supershields.įor extremely boarding-focused ships, like the Mantis Cruisers, it's worth considering acquiring this as early as you can reasonably afford it. 99% of the benefits of Stunning enemy crew in the room are being achieved just by Hacking it!ĭon't buy it, and if you loot it seriously consider immediately selling it. who cares? Enemies can't man Hacked Systems, and the AI won't try to leave a hacked room unless it's actively dangerous to them (eg on fire, out of oxygen) or the AI is running out of crew to send for tasks like repairing the Shields System. But with it Stunning all crew in just the Hacked room. ![]() If its Stun were more widespread, such as hitting the entire ship, it would be unclear how you optimize it but would at least be a kinda free edge. If it only Stunned enemy crew, it would be a way to lock some enemies in a room and then kill them even when your crew doesn't have a clear edge over enemy crew in boarding actions. I don't get what the purpose of this is intended to be. If you've eg acquired a Breach Missile, that can be worth paying such a reasonable cost to keep it firing, especially in a run that's hit the point where upgrading the ship's (Sub)Systems is a dubious investment of Scrap.Ī Hacking Pulse Stuns all crew inside the room for the duration of the Hacking Pulse. Still, that makes the effective price of buying a unit of missile ammo very slightly higher than 3 Scrap, instead of the 6 Scrap per shot you're normally paying. This will stay true no matter how many missiles you add to the count, as the underlying ratios aren't affected by your initial number's size. ![]() half a missile? So let's just stop there and call that 7.5 missiles fired from your initial stock of 4 missiles not quite doubling. You fire that, making for 7 missiles, and now the expected result is that you have. You fire those, so now you've fired 6 missiles, and the average result of the Explosive Replicator is that you have 1 missile left. The Explosive Replicator does its thing, and the average result is that you now have 2 more missiles to fire. You fire them all, so you've fired 4 shots. It's tempting to think of it as twice as far, but, well, let's walk through an example. It also makes it a lot more worth considering buying Missile ammo if you end up running low on it anyway, as the Explosive Replicator makes your ammo go much further, not quite twice as much further. You can't suddenly go all-in on a Missile spam strategy, but you can probably get away with running a Missile weapon continuously without paying much attention to ammo, especially if you already have 20+ Missile ammo when you find the Explosive Replicator, as you'll loot Missile ammo regularly enough that often you'll either end up gaining Missile ammo over time or at least bleeding it slowly enough that it doesn't run out before you win the game. It's incredibly frustrating that advanced edition didn't retcon this onto the Rock Cruiser A.Īnyway, the Explosive Replicator isn't as dramatic a gamechanger as the Drone Recovery Arm, but it has somewhat similar implications in that you can be a lot more cavalier with missile usage if you have it than if you don't. Expending a missile weapon's charge has a 50% chance to not use up a missile.
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