Twinge wrote:One small note here - Defense Drones aren't immunity on most ships due to the game coding and ship shape.
Well, everyone who used them learned this the hard way. Still, 90% is as good as 100%. 20 missile hits would kill you, 2 missile hits would just barely inconvenience you.
UltraMantis wrote:About the Nesasio running out of steam later on... it has happened to me quite regularly but i mentioned that i play that ship without a shield so i need very high crunch power if i want to live in sectors 5 and 6.
Can you actually win a no shield run without a Defence MkII? It's not even the stage 2 power surge that gets on my nerves, it's that thrice cursed anti-ship drone that is nibbling away at my ship for 1 HP every 4 seconds if I don't have one.
There is quite a specific list of equipment you need in order to succeed in such a run, but I haven't had problems with just finding weapons to fend off regular mooks.
5thHorseman wrote:And after this many playthroughs, it's quite literally all that is left that's fun.
5thHorseman, you might want to try out the Captain's Edition mod. It has many new and exciting way to screw you over.
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Still commenting on the video.
2:20 A teleporter would have been nice. since you are low on crewmembers. A teleporter and a medbey are best when it comes to increasing your crew roster, the former more so than the latter.
4:13 5th sector is midgame, where you get enough scrap from enemies that you are better off staying and fighting despite the damage. If anything, the enemy ship will run out of missiles. It seems that it already did, right before you jumped away.
7:39 You had the right idea. 2 more jumps would probably net ~70 scrap, and rebels can be dodged at this point.
1:15 Yes, the weapons should havefired long ago, but you didn't need to waste a Glaive Beam shot to get rid of Zoltan shields. It would be better to wait for quick weapons to recharge, fire the mini-beam, then suppress normal shields with a laser, and THEN fire the Glaive Beam in its full glory.
3:12 No they don't. They are going to be dead in 1 shot. Actually, it's 2 shots, if you fire the lesser weapons before the Glaive Beam.
Glaive Beam could have hit 5 rooms. Not that it mattered.
4:42 Kind of strange seeing a stealth ship without cloak upgrades, but at this point, you are right, you don't need them.
8:35 Running from combat is running from scrap. You coud have easily destroyed the ship.
15:02 Engines could use some love here.
15:23 Lower charge is no joke in this game, you make systems go down faster and thus do more damage with your next salvo. Arguably, a Halberd Beam is better than a Glaive one. But the latter has no rivals in the awesome department.
0:21 I mostly hire them to delay the rebels, in hopes of getting more scrap. But this time, you have a lot of things to sell, so scouting is a good option, too.
4:25 You might have benefitted from the offense one.
5:28 That's why I like Halberd Beam more!
7:07 True that it is only 3 at a time, but it is still faster than your shields recharge. Some cloaking would have helped.
The fight isn't hard by any means, but a series of bad decisions turn it into a disaster.
8:26 Turning off engines when they can shoot down shields faster than they recharge is the third worst thing to do. First two being turning off your weapons and shields, respectively.
Also, since you are not dodging, your engine guy could have manned shields, and the pilot could run around the ship fixing stuff. Especially the very same shields.
9:01 You don't need Defense Drone to be active all the time. You can turn it off and power the O2 room.
11:36 