Engi B Tips
Posted: Mon Sep 24, 2012 2:42 am
There seems to be a lot of hate out there for the Engi B and I'm not sure why. Personally I find it to be even easier than the Engi A, so here's some of the things I've discovered which make it work.
There are a couple of common misconceptions people tend to have:
Venting the oxygen out of every room but the cockpit, while hilarious, is NOT advisable. You will see the problem with this plan the moment that your engi crewman needs to rush back to repair the drone control. Additionally, if you are worried about fires or boarders then that's exactly what your drones are for; Repair drones are immune to fire damage (ie, basically rockmen who can move quickly), while endlessly respawning anti-personnel drones are going to stop any boarding party in their tracks.
Additionally, the idea that this or any ship will let you get away without crew is ludicrous. Yes, you will need to start building up your team eventually, and in fact it's not until you have a larger crew that the drones really start to shine What the onboard drones are good at is taking the pressure off. System repair drones are able to zip around, putting out dangerous fires or breeches and repairing the subsystems you are too busy to bother with while the anti-personnel drones stall boarding parties and prevent them from doing any damage, all while your actual crew remain glued to their terminals instead of having to run around reacting to every little problem.
As for actual strategy what seems to work best is to go for a defensive build. If you sell one of your repair drones then a combo of sysrepair+antipersonel+defense drone 1 will let you deal with pretty much any problem the game throws at you for extremely cheap (you will very rarely need to to have more than 1 or 2 drones running at the same time), freeing up a lot of power and upgrades to give to shields and weapons.
Unfortunately, the hardest part does tend to be the very start out as the first order of business will be trying to get ahold of some more firepower before you run into level 2 shields. Here are some things to keep in mind:
-The ion damage from your cannon lasts 10 seconds meaning that if you time it right you can get off two hits with the heavy laser for every one hit with the ion cannon. Aim for the weapons and you should have no problem against any 1-shield ships.
-if you need to, activate both sysrepair drones at once to deal with damage extremely quickly
-Your starting weapons are worth quite a bit compared to things like the red tail's lasers. I'm not really a big fan of the ion cannon so I tend to sell that first.
-Head for as many distress beacons as you can. Having a repair drone and an AP drone can net you a surprising amount of blue options there.
Good luck!
There are a couple of common misconceptions people tend to have:
Venting the oxygen out of every room but the cockpit, while hilarious, is NOT advisable. You will see the problem with this plan the moment that your engi crewman needs to rush back to repair the drone control. Additionally, if you are worried about fires or boarders then that's exactly what your drones are for; Repair drones are immune to fire damage (ie, basically rockmen who can move quickly), while endlessly respawning anti-personnel drones are going to stop any boarding party in their tracks.
Additionally, the idea that this or any ship will let you get away without crew is ludicrous. Yes, you will need to start building up your team eventually, and in fact it's not until you have a larger crew that the drones really start to shine What the onboard drones are good at is taking the pressure off. System repair drones are able to zip around, putting out dangerous fires or breeches and repairing the subsystems you are too busy to bother with while the anti-personnel drones stall boarding parties and prevent them from doing any damage, all while your actual crew remain glued to their terminals instead of having to run around reacting to every little problem.
As for actual strategy what seems to work best is to go for a defensive build. If you sell one of your repair drones then a combo of sysrepair+antipersonel+defense drone 1 will let you deal with pretty much any problem the game throws at you for extremely cheap (you will very rarely need to to have more than 1 or 2 drones running at the same time), freeing up a lot of power and upgrades to give to shields and weapons.
Unfortunately, the hardest part does tend to be the very start out as the first order of business will be trying to get ahold of some more firepower before you run into level 2 shields. Here are some things to keep in mind:
-The ion damage from your cannon lasts 10 seconds meaning that if you time it right you can get off two hits with the heavy laser for every one hit with the ion cannon. Aim for the weapons and you should have no problem against any 1-shield ships.
-if you need to, activate both sysrepair drones at once to deal with damage extremely quickly
-Your starting weapons are worth quite a bit compared to things like the red tail's lasers. I'm not really a big fan of the ion cannon so I tend to sell that first.
-Head for as many distress beacons as you can. Having a repair drone and an AP drone can net you a surprising amount of blue options there.
Good luck!