The Torus - underpowered or misunderstood?
Posted: Mon Jun 18, 2012 12:05 pm
Hey guys!
wanted to pass the question to you about your strategies using the torus.
With the Kestrel I usually reach the final sector unless I play a high risk high benefit game, and then I'm aware of why I lose. Which is fun.
With the torus I'm completely dependant on lucky draws at stores or sectors. Which is not fun at all. If I don't find the equipment the torus needs, I fail through no fault of mine, and if I do find the equipment the torus needs I progress not on merit but on luck.
If I don't find a defensive drone or missile weapon by sector 3 I'm usually toast for lack of disabling enemy missile weapons, and by sector ~5 the drone recovery arm becomes increasingly necessary if I want to capitalize on the toruses three drone slots. Anything past sector 3-4 requires almost a complete replacement of weapons and drones as the damage output is simply too low to defeat anything from this point on.
With the torus my impressions from a couple of runs are that it's item dependant to the point of being useless in 90% of games.
- it lacks the kestrels starting missile. this makes it extremely hard to defeat anything beyond sector 1 or 2. As soon as ships are running 2 or more points of shield I cannot disable their weapons in time to save my ship from major missile damage.
- Needless to say that without disabling shields the attack drone Mk I is about as effective as throwing popcorn at the enemy ship.
- It's also much less "fun" to play. I have no strategic options when playing the Torus. I always have to launch the drone, I always have to power up every gun, I always turn on auto fire because there is no alternative to disabling weapons ASAP, and then I just passively watch the fight play out. All this holds true until much, much later in the game when I have spent a ton of scrap on extra equipment.
With the kestrel I can always weigh my strength against theirs, decide whether I want to conserve missiles or let fly everything i have.. i can choose whether I want to try and disable their shields first, take a few hits but then kill them off quickly on low shields, or whether I have to start out conservatively by disabling their weapons and then slowly whittling down their armor through their fully functioning shields.
My conservative suggestion for fixing the torus would be replacing the Attack drone Mk I with a Mk II variant. I don't see why the kestrel would get an Mk II burst laser and a missile on top whereas this ship is supposed to make do on a 1 damage per shot drone that shoots less frequently than a shield recharge.
The more aggressive suggestion would be replacing one of the Ions Mk I with an Ion Mk II in addition to the above. A weapon that can do 2 points of disable in one go would make this ship much more resilient in the beginning stages of the game.
I could also see starting out with two points of shield working instead of an Ion Mk II. This would still make Sectors 3-5 extremely hard, while you're searching for a way to disable missiles, but it would be slightly less unfair.
So..
am I misunderstanding the torus? Has anyone had more positive experiences? Do you think it is designed to be "harder"? How would you fix the monotonous starting phase?
wanted to pass the question to you about your strategies using the torus.
With the Kestrel I usually reach the final sector unless I play a high risk high benefit game, and then I'm aware of why I lose. Which is fun.
With the torus I'm completely dependant on lucky draws at stores or sectors. Which is not fun at all. If I don't find the equipment the torus needs, I fail through no fault of mine, and if I do find the equipment the torus needs I progress not on merit but on luck.
If I don't find a defensive drone or missile weapon by sector 3 I'm usually toast for lack of disabling enemy missile weapons, and by sector ~5 the drone recovery arm becomes increasingly necessary if I want to capitalize on the toruses three drone slots. Anything past sector 3-4 requires almost a complete replacement of weapons and drones as the damage output is simply too low to defeat anything from this point on.
With the torus my impressions from a couple of runs are that it's item dependant to the point of being useless in 90% of games.
- it lacks the kestrels starting missile. this makes it extremely hard to defeat anything beyond sector 1 or 2. As soon as ships are running 2 or more points of shield I cannot disable their weapons in time to save my ship from major missile damage.
- Needless to say that without disabling shields the attack drone Mk I is about as effective as throwing popcorn at the enemy ship.
- It's also much less "fun" to play. I have no strategic options when playing the Torus. I always have to launch the drone, I always have to power up every gun, I always turn on auto fire because there is no alternative to disabling weapons ASAP, and then I just passively watch the fight play out. All this holds true until much, much later in the game when I have spent a ton of scrap on extra equipment.
With the kestrel I can always weigh my strength against theirs, decide whether I want to conserve missiles or let fly everything i have.. i can choose whether I want to try and disable their shields first, take a few hits but then kill them off quickly on low shields, or whether I have to start out conservatively by disabling their weapons and then slowly whittling down their armor through their fully functioning shields.
My conservative suggestion for fixing the torus would be replacing the Attack drone Mk I with a Mk II variant. I don't see why the kestrel would get an Mk II burst laser and a missile on top whereas this ship is supposed to make do on a 1 damage per shot drone that shoots less frequently than a shield recharge.
The more aggressive suggestion would be replacing one of the Ions Mk I with an Ion Mk II in addition to the above. A weapon that can do 2 points of disable in one go would make this ship much more resilient in the beginning stages of the game.
I could also see starting out with two points of shield working instead of an Ion Mk II. This would still make Sectors 3-5 extremely hard, while you're searching for a way to disable missiles, but it would be slightly less unfair.
So..
am I misunderstanding the torus? Has anyone had more positive experiences? Do you think it is designed to be "harder"? How would you fix the monotonous starting phase?