magicwalker wrote:Well you only need 1 crewmember to have evade... 2 crew if you want to have +5% from the engine room. I would recommend sending two mantises into a 2 person room somewhere. And then send another team of two over, each in two 2 person rooms, then send a THIRD team of 2 people over- so you would have 6 people on board. Move them into the shields and helm. When the helm is down, move them forward to the teleporter (so you occupy the shield room and the teleporter).
You might have to rotate people out, so I don't know how well this strategy is going to work- but I don't think that opponents will walk through rooms to attack you in another... so if you can draw people out of the helm and the shield room, get a team INTO the teleporter room- they would bottleneck and not send reinforcements to the shield room. Then you rotate your wounded into the shield room- where they won't take damage and will be able to hit the shields. If you can get the helm to 0 and the shield below 4, atleast 1 shot will get through each time.
You should have an easier time achieving this in the later phases, because the crew will all be dead ('cept for the 3 burst laster gunner).
Yeah, if he had a 4 person teleport pad, I think this could work. The problem is that with a 15s teleport refresh, by the time he gets his third team in, the first one will almost certainly be dead, and the second one more than half dead (and with a working medbay on the flagship, almost certainly no enemy casualties).
Maybe this might work:
1) Send a boarding team into the enemy sensor room. I wouldn't use my mantises for this (you'll want them later for the bottleneck), but use the rock (and maybe a human). That will probably occupy two crew. If you're lucky, the guy in the shield room will respond. It's as far away from the Medbay as possible (so that enemy crew healing is delayed) and still be a two space room, but reasonably close to the shield room guy so he might respond to the threat here. It's also the furthest two space room from any other reinforcments (the drone station not usually being manned), so any reinforcements have a long way to run and will hopefully arrive with the first guy about ready to bug out and go get healing in MedBay, leading to another 2v1 situation until yet another guy can run over to the room, which should hopefully reduce the amount of damage this first boarding party takes.
2) Send the two mantises into the teleport room. Hope like hell that either the shield guy went to fight the first boarding party, or that he goes to fight this party - I think it pretty likely that one of the two will happen. If not, you may have problems with the next step, and may need to ignore the pilot and just go after the shield room first.
3) Immediately order the first boarding party (which is hopefully still alive, and with the rock at a decent amount of health) to the (hopefully) now empty shield room. Have the human wait for the rock to come in (he'll start damaging the shields. Move the rock into the pilots room first, then follow with the human (to have a 2 on 1 as long as possible).
4) Bring the last two humans into the shield bay. When the mantises get low on health (and they likely will be), move then to the shield room, and the humans to the bottleneck, and as soon as the teleport has recycled, teleport the mantises out and get them to the medbay to heal.
5) Hope the injured rock & the heavily injured human from the first boarding party can take out the pilot and the helm and move to the shield room.
6) Once the shields have been damaged, auto volley on the Medbay. Your only hope is to get that taken care of so you can actually kill the enemy crew. If you can't kill the enemy crew in Phase one of the boss, you'll have to repeat this strategy in P2 and P3 - but likely having taken some crew losses even if everything else in this goes optimally.
7) Hope the humans can hold the bottle neck for another 15s to get the mantises back to replace them.
8) If all of the above has actually happened, you might have a chance - since you should actually be able to put a point or two of damage on the Medbay each firing cycle, and hopefully knock that out of commission rapidly.
Unfortunately, I don't know the boarding AI well enough to know whether all the things you need to have happen will actually work, particularly the bottleneck (if excess enemy crew will just run through them to get to repairing the helm or shields, or to attack your guys trying to damage them, while other crew are keeping the bottleneck defenders occupied, the strategy pretty much falls apart) and getting the shield room crew out of there to put the bottleneck in place.