Postby Captain Trek » Mon Dec 21, 2015 1:38 am
Here's that ship feedback I promised:
Zoltan A:
I kinda like what's been done to the Zoltan A. A more effective missile launcher paired with a lower DPS beam weapon better promotes the remove-shields-then-scalpel-systems playstyle the ship is designed for while also representing an overall nerf to the ship across the whole run, as the auto-beam rapidly loses its lustre compared to the Bardiche (which is potentially useful even late game provided you have an effective way of depleting the three bubbles that are left after Ion Field activates).
Ion Field is exceptionally powerful, so a bit of a nerf was probably warranted. But what I also like is that whilst the ship is now weaker across an entire run, it is stronger early game (and I do like ships with strong starts) due to the rapid rate of fire of the auto beam allowing you to gouge out the weapon systems of most enemy ships long before they can get through the Zoltan Shield. This allows to scrimp on shield upgrades, which gives you more options in early sector stores. The play style overall is now reminiscent of the Kestral B, although unlike the Kestral B, which is all about trading, the Zoltan A cannot do any trading at all due to Zoltan Shield, Ion Field, and Internal Generator taking up all of its augment slots. But for the sheer excellence of Zoltan Shield and Ion Field, this is quite an acceptable trade, especially when you get Zoltan surrenders thrown in as a bonus.
Zoltan B:
I adore what you've done with this ship. At first, I wondered how you could have come to believe that two Ion Burst and one Bardiche would be any more acceptable than the old two Ion Burst and two Hasta combo you had considered to be OP, but I later realized that it was probably to do with being unable to hit the same room twice in one volley with the Bardiche, compared to the two Hastas. In any case, the strong suite of weapons feels like an acceptable trade for the expensive shield system considering the ship (unlike the Stealth A, B, and C) starts only with a special augment and has no special systems such as a cloak or drones. It also isn't TOO broken, already starting to lose its lustre against two-bubble ships and being almost useless against three bubbles.
Overall, the ship is definitely powerful now and fun to play (something its old Pernach combo counterpart could never boast), but it isn't god-tier. God-tier boarding ships aside, I'd say the Slug A and Rock B beat it out, mainly because those ships can effectively de-crew with their starting gear and the Zoltan B cannot. Although Zoltan surrenders DO partially counterbalance that...
Rock A:
Urrgghhh...
Okay, in fairness, the upgrade from Hull I to Ogre definitely helped. When the guns get damaged or you encounter one of those particularly cunty auto-ships that partially disables your weapons, the Ogre can and will save your sorry ass. It doesn't help in combo with the Cockatrice as much as it should simply because using it exacerbates the Rock A's already crippling ammunition problems, but hey, it's something, at least.
Besides that, though? There is still absolutely nothing to like about this ship. And indeed, that's not just due to running out of ammo and having to spend scrap you desperately need for other things on more of it, but also due to a number of more subtle factors that I got to experience in their full, smelly glory during my ten hour marathon of nearly killing myself playing this ship:
1: Cockatrice missiles just suck. They suck an inordinate amount. The whole slow charge leading to unnecessary damage like with the Fed A's Burst III thing aside, they also cause no fires and no breaches, which is kind of a big deal on a missile weapon. I can understand why they don't, but the fact remains that never being able to lock down enemy repairs with them only exacerbates their slow reload. I don't know if I'd necessary prefer switching back to having a chance of losing the entire three damage to a single miss in exchange for decent breach/fire chance like on the vanilla Rock A, but what I will say is that the Cockatrice missiles are, to my surprise, bad enough that I can't really say they represent a net improvement in performance over the vanilla ship's single-shot missile. Rather it's more of a wash. They're just that bad.
2: The layout and starting crew of the Rock A is abominable. Of course, I already knew this, but playing the ship for 10 hours really hammered home just how wretched this layout really is. Having only three Rockmen and shields, oxygen, and doors that are miles away from the piloting, engines, and weapons is incredibly frustrating and leads to, you guessed it, unnecessary damage. I honestly don't think there is a ship in this game with a worse internal layout, and it just piles on the aggravation to what is already an aggravating ship.
Additionally (although in fairness this may have just been shit-tier RNG at work), this thing's weapons room gets hit a lot. This ship has a shit-ton of redundant rooms to hit, yet despite that the weapons room just seems to be equipped with electromagnets that suck every passing missile and laser bolt right into it. Every second sodding enemy volley seemed to knock it out and set it on fire.
3: Rock Plating is a double-edged sword at best. Being able to pirate sounds great in theory, but the slow, shitty missiles you're sporting will allow many a civilian ship to get away before you can kill them and I've found that attacking them may not actually be worth the missile expenditure at all. Yes, that's right, the ship is so bad that it cannot benefit from piracy without reservations (or at all, necessarily. Kinda depends on your RNG more than anything).
This leaves the occasional damage resistance, tiny handful of blue events, and ability to fly into acid clouds without harm as being the only unreservedly good things about the ship. Everything else about it is either outright bad (layout, Cockatrice), or has its good points counterbalanced by its bad points (Piracy, Ogre, Rock crew, Ammo Manufacturer).
So yeah. The Rock A. Terrible in so many overt and subtle ways that I had to count them. This concludes the nightmareish saga of this craptacular ship. I don't think I'll be saying much more on this thing because, frankly? Now that I've got a win with it I really don't ever wanna think about it again...
Although I will say this: It's kinda telling that after I finally got done with the Rock A, the Rock B and Rock C proceeded to achieve respectively my second highest and highest scoring runs to date on this new save file, with only the Engi B and C, Zoltan C, Slug B and C, and Crystal A and B left to still win the game with at time of writing. (and indeed to unlock in the first place, in the case of all but the Engi B and Zoltan C)