serpa79 wrote:-When facing the Flagship, if you're hacked in a vulnerable area (weapons/shield/engine), it's sometimes worth jumping out and back in. As of now the game has a bug where jumping from the final battle will not count against the number of turns until the base is destroyed. In fact it will go into negative numbers with no effect (I've done this as many as five times in one game until the Hack finally landed somewhere benign.
Holy crap, I didn't know this! In all my games I've never actually suffered a defeat via Flagship destroying Command. It's too risky after all that progress to lose it to something like that.
-When boarding, a melee attack on a system will 'save' progressing bar damage during an enemy intrusion as long as one crew member always stays in the room. For example, if you landed two crew onto a Cloning Bay and begin to eat away at it's bar health that, say, takes 5 seconds to break and you only get 4 seconds in before having to fight enemy crew, that 1 seconds left will remain as long as you don't leave the room. Pop out and pop back in and it resets. Teleport new crew to the next room and switch out ones close to death in advance to save the damage.
It also works with repairs. Having a Drone in a system that's damaged will keep the repair progress
-When boarding, blast doors once broken through will remain open. This can be especially useful when attacking with the Lanuis. The enemy will flee melee with Lanuis once the O2 leaves the room. By attacking the doors and returning to the airless room the O2 levels will drop in each breached room. An effective way to essentially corral remaining enemy crew.
Oh I love doing that... but in practise, if you can starve the crew of oxygen, you can just go in for the kill on the weakened foes.
++On a side note, it would be good to know WHEN the game calculates a ship-to-ship hit. Sometimes I'll borrow power from engines to activate an attack drone and then quickly revert it to avoid a missile. Question is, when does the game factor in the missile's path? Usually I'd add it right before the missile approaches my ship but it could be tabulated the moment it fires. It's worth figuring out as a couple extra seconds of attack-drone can make a difference.
The hit/miss factor is only calculated once the weapon hits the ship's shield ellipse. So you have as long as it takes for the laser/missile to reach that point to divert power around.