5thHorseman wrote:I haven't watched the 2nd video yet.
Well, I've marked the highlights for you.
And I might as well do the
third one.
2:24 This is turning into a standart run. The difference in playstyle with Kestrel is quickly becoming non-existant. Not that that's a bad thing to happen.
I'd probably have upgraded the weapons, though. You are going to have troubles dealing with two shield bars on enemy ships otherwise.
5:37 Had you gone for firepower, and not shields, you would have ripped that ship apart in no time with a Halberd beam (it is arguably better than a Glaive beam - it charges faster, allowing for better synergy between weapons). With the weapons you currently have, you can't destroy it fast enough, so you have to resort to delaying it. For that purpose it would have been better to prioritize hitting the helm instead of engines.
6:18 Changing strategy midway is a bad idea. If you started crippling its engines, make sure they are dead. Otherwise, if you spread the damage too thin, it will jump away. Like it did.
6:42 You could still have tried to follow your initial plan. The exit beacon would have been under rebel control either way.
11:05 I would have visited the store. There might have been a Burst Laser MKII there, for all you know. You'd have to tank the rebels, but with 2 shields and a cloak to fall back upon you would have been OK.
Not much to comment on. When you've got both shields and a cloak, there are precious few ways to screw your run over.
Edit: Oops, I didn't watch it to the end, it seems.
11:55 Nevermind, you just did, by upgrading yet another layer of shields. Why did you even need them?
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Elhazzared wrote:Nevill - Yes, you won't have problems in uncharted nebulas with the nessario since ion storms are caught in it. I just don't go into them.
I always go for Plasma Storms if they have ships. They are in a nebula, they slow down the pursuit, thus they allow me to get more scrap. That is reasonable enough for me. The fact that I never take more damage in a Storm than I do in any other fight helps, too.
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And the
forth video is done.
0:27 The idea to smoke the boarders out is the right one, but once in a while it might help to send one of your guys into the attacked room to keep them from wrecking the system and damaging the hull. Might have come in handy at
9:16
0:58 Just the guy at the engines would suffice. You are trying to delay an FTL jump, so it helps to have someone manning the weapons.
2:12 Well, you could have had more, had you not wasted it on the shield upgrade, which you didn't even get to use yet.
5:32 Realisation incoming in 3... 2... 1...
8:23 You desperately need a crew teleporter. You can't hurt them, and you need a lot of scrap to put that Glaive Beam to use. You could also use a few extra crewmembers. Teleporter is never a poor choice.
But enabling the Glaive Beam comes first.
As for fixing being more important than drone control, you are not going to get hit very often through 3 layers of shields. Repairs are mostly for emergencies.
11:08 A single repairman isn't going to accomplish anything in a vented room, unless you bring another one in time for the first one to leave. That way you can keep the repair progress. I don't know whether you did what you did on purpose, or it just happened that way, so I am pointing that out just in case.
12:01 I often delay upgrading doors, because you never should have problems dealing with enemy boarders, ever. Containing fires, though, is nice, and the upgrade is cheap, so it isn't a bad decision, it's just there are better ones.
15:25 Finally!