Pyro Ship (Hard Mode) - No Hull Damaging Weapons
Posted: Thu Apr 16, 2015 8:39 pm
Hi All,
I recently had an interesting run, and found it so unique that I figured I'd register here, and share it with anyone interested...
I started a game (on hard mode) and selected a random ship - "The Torus" was what came up (aka the "Engi A") - and proceeded on the journey to save the Federation.
The starting sectors went normally - well as normal as the game tries to throw things to impede you any ways - and I was able to figure out how to handle everything without too many problems. The Torus starts with an end game weapon - the Ion Blast II, and with some judicious use of the combat drone (power turning on/off, coordinating shots with the IB2, some patience, etc), one can handle just about every enemy ship for quite a while.
Sector 2; I upgraded the shields to level 4. This is nearly a "must upgrade" when playing in hard mode. I pass up many juicy other options, in order to get this. Nothing interesting was to be found in any store, so saved the rest of my scrap for the next one.
Sector 3; Upgraded the Doors system. One human and a couple of Engi's, even with the Engi Medi-Bots augmentation, just don't cut it against 4 to 6 boarders plus whatever the enemy ships has, should it have a transporter too.
Near the end of the sector, things were getting more challenging with just the initial weapons' load out, as well as my now, dwindling supply of drone parts. Concern was starting to creep up on me, as I considered if I could handle the next sector with just 3 drone parts in reserve. Then, in rather quick succession, I acquired (not bought); a Fire Drone, which through crew extermination, led to a Fire Beam, a regular Ion Blast, and a Zoltan Shield Bypass augmentation.
Hmmm. Okay... I thought to myself.
Perhaps this weapon combination can work for a while...
Sector 4 - Zoltan Home Worlds; bought a Defense Drone I (finally, maybe I can now save some scrap on repairs from all them missile impacts I was suffering on my ship till now), and Long Range Scanners (possibly the best augmentation in the game). Acquired the Zoltan Envoy (I really wanted the Zoltan Shield augmentation - but oh well). Then on the very next system jump, the Zoltan Envoy turned into an enemy and I was forced to kill her. Bought a Reserve Battery System (excellent power to cost purchase, as always).
Sector 5 - Rebel Stronghold: Upgraded shields to level 6. I'm jumping to every empty system I can get to, in order to find the special event. Then on the last jump - just before the exit - I found it...
** Note: I don't know how to make pictures fit, within the viewing area of these forums, as they are being cut off on the right side of the image. So I'll give a direct link to it instead. Just right click on the link and open them in an other tab to view them. **
Picture 1: http://i1102.photobucket.com/albums/g46 ... osukdu.png
So, as you can see, I obviously have the second Rebel Flagship on the ropes, with the current weapons loadout.
The Engi Medi-Bot augmentation (which I usually always keep with this particular ship) is invaluable against boarders which I had to handle against this ship at the beginning of the battle. That's why you see some red in the rooms, due to prior venting and the broken door.
Basically; the ion weapons are used to disable; shields, weapons, drone control, etc. And the fire beam/drone are used to create an inferno throughout the ship. It takes a little practice, in coordinating these all together, as the enemy crew scrambles to put out fires, heal itself, and repair systems. In the picture above, you see that I am currently targeting their Medbay, in order to keep it ionized until a fire can burn it down. Manning the Sensor room helps a lot with this, but in nebula sectors you have to "go with where you figure they are - or should be", as sensors are disabled. A slug crewman would be a viable alternative, but none were available to me this run.
For missile defense, I cut power to the fire drone, and power up the defense drone as necessary. The combat drone, I keep in reserve, because rebel auto scout ships can not be destroyed otherwise.
The rewards are comparable to boarding, I sold a lot of stuff, which I received as rewards for eliminating the enemy crew. Combined with the Long Range Scanners augmentation, this approach gave a steady supply of scrap - actually, a plenty amount as I'll show you the tally at the end of this article.
You might think that it would be hard against rock ships, but although rock crew don't take any damage from fire - they still need to breathe. Setting fire to (or ionizing) the life support room achieves this easily enough.
Playing the ship in "this type of style", felt like I was playing one of the Slug ships - devious, cunning, sly and, outright cruel.
After this battle, I really wanted to find a store to purchase a Transporter and some rock crewmen...
Sectors 6 & 7: Battles are long and grinding.
Enemy ships nearly always have 3, 4, (sometimes 5!) shields.
Nothing at the stores, at least nothing I'm interested in - they are just used for repairs.
I have hundreds of scrap on board, and junk in reserve for selling too. I'm forced to even discard items as I acquire more.
I dismissed 2 crew members, from finding better ones when I eliminate enemy crews and receive rewards.
The jump just before the exit, there's a store. Finally something I can use is available! I purchase a Hull Repair Drone, a second Fire Drone, a second Defense I Drone, all the drone parts available, and the Hacking system. Sold the Long Range Scanners and, the Zoltan Bypass Shield (Without any mind control, teleporter, or teleporting bombs - I never was able to use it once, during the entire time since I acquired it any ways).
I still have hundreds of scrap available, but figure I'll hold onto it and see how I'll distribute the final upgrades before the rebel flagship fight.
Edit: Finished Sectors 6 & 7.
I recently had an interesting run, and found it so unique that I figured I'd register here, and share it with anyone interested...
I started a game (on hard mode) and selected a random ship - "The Torus" was what came up (aka the "Engi A") - and proceeded on the journey to save the Federation.
The starting sectors went normally - well as normal as the game tries to throw things to impede you any ways - and I was able to figure out how to handle everything without too many problems. The Torus starts with an end game weapon - the Ion Blast II, and with some judicious use of the combat drone (power turning on/off, coordinating shots with the IB2, some patience, etc), one can handle just about every enemy ship for quite a while.
Sector 2; I upgraded the shields to level 4. This is nearly a "must upgrade" when playing in hard mode. I pass up many juicy other options, in order to get this. Nothing interesting was to be found in any store, so saved the rest of my scrap for the next one.
Sector 3; Upgraded the Doors system. One human and a couple of Engi's, even with the Engi Medi-Bots augmentation, just don't cut it against 4 to 6 boarders plus whatever the enemy ships has, should it have a transporter too.
Near the end of the sector, things were getting more challenging with just the initial weapons' load out, as well as my now, dwindling supply of drone parts. Concern was starting to creep up on me, as I considered if I could handle the next sector with just 3 drone parts in reserve. Then, in rather quick succession, I acquired (not bought); a Fire Drone, which through crew extermination, led to a Fire Beam, a regular Ion Blast, and a Zoltan Shield Bypass augmentation.
Hmmm. Okay... I thought to myself.
Perhaps this weapon combination can work for a while...
Sector 4 - Zoltan Home Worlds; bought a Defense Drone I (finally, maybe I can now save some scrap on repairs from all them missile impacts I was suffering on my ship till now), and Long Range Scanners (possibly the best augmentation in the game). Acquired the Zoltan Envoy (I really wanted the Zoltan Shield augmentation - but oh well). Then on the very next system jump, the Zoltan Envoy turned into an enemy and I was forced to kill her. Bought a Reserve Battery System (excellent power to cost purchase, as always).
Sector 5 - Rebel Stronghold: Upgraded shields to level 6. I'm jumping to every empty system I can get to, in order to find the special event. Then on the last jump - just before the exit - I found it...
** Note: I don't know how to make pictures fit, within the viewing area of these forums, as they are being cut off on the right side of the image. So I'll give a direct link to it instead. Just right click on the link and open them in an other tab to view them. **
Picture 1: http://i1102.photobucket.com/albums/g46 ... osukdu.png
So, as you can see, I obviously have the second Rebel Flagship on the ropes, with the current weapons loadout.
The Engi Medi-Bot augmentation (which I usually always keep with this particular ship) is invaluable against boarders which I had to handle against this ship at the beginning of the battle. That's why you see some red in the rooms, due to prior venting and the broken door.
Basically; the ion weapons are used to disable; shields, weapons, drone control, etc. And the fire beam/drone are used to create an inferno throughout the ship. It takes a little practice, in coordinating these all together, as the enemy crew scrambles to put out fires, heal itself, and repair systems. In the picture above, you see that I am currently targeting their Medbay, in order to keep it ionized until a fire can burn it down. Manning the Sensor room helps a lot with this, but in nebula sectors you have to "go with where you figure they are - or should be", as sensors are disabled. A slug crewman would be a viable alternative, but none were available to me this run.
For missile defense, I cut power to the fire drone, and power up the defense drone as necessary. The combat drone, I keep in reserve, because rebel auto scout ships can not be destroyed otherwise.
The rewards are comparable to boarding, I sold a lot of stuff, which I received as rewards for eliminating the enemy crew. Combined with the Long Range Scanners augmentation, this approach gave a steady supply of scrap - actually, a plenty amount as I'll show you the tally at the end of this article.
You might think that it would be hard against rock ships, but although rock crew don't take any damage from fire - they still need to breathe. Setting fire to (or ionizing) the life support room achieves this easily enough.
Playing the ship in "this type of style", felt like I was playing one of the Slug ships - devious, cunning, sly and, outright cruel.
After this battle, I really wanted to find a store to purchase a Transporter and some rock crewmen...
Sectors 6 & 7: Battles are long and grinding.
Enemy ships nearly always have 3, 4, (sometimes 5!) shields.
Nothing at the stores, at least nothing I'm interested in - they are just used for repairs.
I have hundreds of scrap on board, and junk in reserve for selling too. I'm forced to even discard items as I acquire more.
I dismissed 2 crew members, from finding better ones when I eliminate enemy crews and receive rewards.
The jump just before the exit, there's a store. Finally something I can use is available! I purchase a Hull Repair Drone, a second Fire Drone, a second Defense I Drone, all the drone parts available, and the Hacking system. Sold the Long Range Scanners and, the Zoltan Bypass Shield (Without any mind control, teleporter, or teleporting bombs - I never was able to use it once, during the entire time since I acquired it any ways).
I still have hundreds of scrap available, but figure I'll hold onto it and see how I'll distribute the final upgrades before the rebel flagship fight.
Edit: Finished Sectors 6 & 7.