Should i be racing to the next sector or exploring all the nodes i can before moving on? I find that in 99% of my games i get no new gear and no new crew so my games are really boring and repetitive. I have to be doing something wrong somewhere.
Yeah, you want to hit as many nodes as you can without the Rebel Fleet catching up to you.
It is a rogue-like
+1
AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
Yeah. The first thing I do is kind of eyeball the route to the end that will hit the most nodes. It's especially important to hit as much as you can before they get to lvl 2 shields. Eventually you'll get pretty good at judging how far the fleet will move, barring the double-jump things.
Advanced Edition added the ability to visualize jumps you aren't immediately on, so if the exit looks to be in a particularly tricky spot, see how to get there.
And never, EVER let the fleet catch you, especially in advanced. If you defeat a rebel cruiser on the advancing fleet, all you will get is fuel for your trouble, AND the Anti-Ship Barrage is just insanely powerful.
Also important is that Nebula nodes (purple outline) will half the range of the next rebel fleet jump. Useful if you want to explore some more. Example: There's Distress/Quest beacon on your map but you don't know if you'll reach it in time. If you've got the choice between a normal node or a nebula node for the next jump, both taking you the same distance in the same direction, you might just be able to reach that beacon after all.
Yeah. The first thing I do is kind of eyeball the route to the end that will hit the most nodes. It's especially important to hit as much as you can before they get to lvl 2 shields. Eventually you'll get pretty good at judging how far the fleet will move, barring the double-jump things.
Advanced Edition added the ability to visualize jumps you aren't immediately on, so if the exit looks to be in a particularly tricky spot, see how to get there.
And never, EVER let the fleet catch you, especially in advanced. If you defeat a rebel cruiser on the advancing fleet, all you will get is fuel for your trouble, AND the Anti-Ship Barrage is just insanely powerful.
That's in the normal edition as well. It's just turned off by default for god-who-knows what reason.
A general C shape towards the exit node is the best. You never know if a quest or shop will take up some jumps, so I generally reach the exit node with a jump or two of leeway if nothing special happened in that sector.
Seriously, don't let the Rebel fleet catch you. If your engines let you jump before the first volley around sectors 6-7 you might be able to get away with more, but a hack on engines/piloting or MC on your pilot will wreck you.
+1
AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
I wish advanced FTL navigation would let you jump anywhere, not just previously explored sectors. At the very least, add a bonus to how far you can jump. That'd make it a lot more likely I'd buy it, so I could explore more.
And yeah.. stupid giant spiders. I'll still send crewmembers to their death, especially in type C ships, but it's SO annoying with very little payoff.
Also important is that Nebula nodes (purple outline) will half the range of the next rebel fleet jump.
Keep in mind this doesn't apply in full-on nebula sectors—mousing over the node says the fleet is aware of the nebula in the system and won't be delayed.
Extremely useful everywhere else to squeeze a few more jumps out of a sector, though.
0
AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
Actually, they are still delayed. Just by about 1/4 normal speed instead of 1/2. If you go to normal sectors in a nebula, they'll go full speed again, and you can see the difference.
Ah, okay, less delayed. I hate nebula sectors because of plasma storms though, so that's still not enough incentive for me to go to one.
Yeah.. those things can screw right off if I don't have Zoltan crew. I'll try to grab long range sensors for just that occasion, but I won't avoid 'em.
I wish advanced FTL navigation would let you jump anywhere, not just previously explored sectors. At the very least, add a bonus to how far you can jump. That'd make it a lot more likely I'd buy it, so I could explore more.
And yeah.. stupid giant spiders. I'll still send crewmembers to their death, especially in type C ships, but it's SO annoying with very little payoff.
The best choice for Advanced FTL Navigation would probably be to change it to "you may jump to any previously-visited node without the Rebel Fleet advancing".
A probably slightly-more-powerful alternative would be "you may jump FROM any previously-visited node from anywhere". So, that would mean that if A hooks up to B and C, and you went to B, you can jump then jump to C even if there's no link from B to C, because you've been to A and so you can use that jump. And, more importantly, it would mean that you could visit the exit node once, and then at any point choose to jump to the next sector, allowing you to squeeze out more beacons at the end.
I guess that last effect would be overpowered even on its own.
Garthor on
+1
AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
I wish advanced FTL navigation would let you jump anywhere, not just previously explored sectors. At the very least, add a bonus to how far you can jump. That'd make it a lot more likely I'd buy it, so I could explore more.
And yeah.. stupid giant spiders. I'll still send crewmembers to their death, especially in type C ships, but it's SO annoying with very little payoff.
The best choice for Advanced FTL Navigation would probably be to change it to "you may jump to any previously-visited node without the Rebel Fleet advancing".
I could see that, with a strategy of rushing to the exit as quickly as possible, and then jumping back. But with the idea of being able to jump anywhere, if someone still rushes to the exit they are gonna get annihilated for rushing. And you can't use advanced sensors, so you have no clue what the sector you are jumping to might contain.
Okay apparently I've been using the Charge Ion weapon wrong. It's seems a lot better to let it autofire instead of building up shots. 6 second cool down is really fast and it may be enough to shut down shields?
Ah, okay, less delayed. I hate nebula sectors because of plasma storms though, so that's still not enough incentive for me to go to one.
Slugs open up blue options in Nebulas, and with Long Range Scanners Nebulas become incredibly lucrative
These are a gosend in pretty much any scenario. More often than not they let you avoid wasting fuel and time on empty nodes as well as informing you of hazards that can easily turn the tides in a battle, like asteroid fields early on or ion pulsars.
Okay apparently I've been using the Charge Ion weapon wrong. It's seems a lot better to let it autofire instead of building up shots. 6 second cool down is really fast and it may be enough to shut down shields?
I don't know how I feel about any charge weapon, to be honest. The prospect of an alpha strike for less energy is nice, but almost all my opponents sport missiles that decide to mess with me before I can shoot. The amount of micromanaging they take is.. well, okay I'm already pausing about every 1/2 second at critical moments anyways, but I won't take charge weapons if I have other options. And charge ions seem a bit of a waste, as you can't target multiple things with them.
Okay apparently I've been using the Charge Ion weapon wrong. It's seems a lot better to let it autofire instead of building up shots. 6 second cool down is really fast and it may be enough to shut down shields?
Charge it up to 3 at the start of the fight, then autofire it on the shields. With a max-skill gunner, it has a 5 second cooldown, which is how long each point of ion lasts. So, that initial volley puts down 15 seconds of ion, and then each hit resets it to 15 again. You lose 5 seconds each time you miss, so if you get their piloting down quickly, their shields will stay down forever.
Doing a run with a recently unlocked Mantis B ship with Charge Ion, I may do that. I had a hard time with Mantis A but with B I got lucky and got more Mantis early.
re: the low oxygen achievement discussion last page...
You guys know you don't need to have your ship at 0 oxygen, right? I got the achievement keeping the human as the pilot, and having any other crew memembers I got hang out in the engine room, while the Lanius guys ran weapons and shields and took care of any repairs outside those 2 rooms with air.
There was a steam sig here. It's gone now.
+2
AthenorBattle Hardened OptimistThe Skies of HiigaraRegistered Userregular
re: the low oxygen achievement discussion last page...
You guys know you don't need to have your ship at 0 oxygen, right? I got the achievement keeping the human as the pilot, and having any other crew memembers I got hang out in the engine room, while the Lanius guys ran weapons and shields and took care of any repairs outside those 2 rooms with air.
And then you get your door subsystem hacked and all your rooms refill with air. It's far simpler to just let the air breathers suffer.
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
+1
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
re: the low oxygen achievement discussion last page...
You guys know you don't need to have your ship at 0 oxygen, right? I got the achievement keeping the human as the pilot, and having any other crew memembers I got hang out in the engine room, while the Lanius guys ran weapons and shields and took care of any repairs outside those 2 rooms with air.
And then you get your door subsystem hacked and all your rooms refill with air. It's far simpler to just let the air breathers suffer.
re: the low oxygen achievement discussion last page...
You guys know you don't need to have your ship at 0 oxygen, right? I got the achievement keeping the human as the pilot, and having any other crew memembers I got hang out in the engine room, while the Lanius guys ran weapons and shields and took care of any repairs outside those 2 rooms with air.
And then you get your door subsystem hacked and all your rooms refill with air. It's far simpler to just let the air breathers suffer.
Can't you just de-power O2 in that instance?
Why wait for the hack?
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
Never ever ever ever ever use a vulcan with the stealth C on hard mode, unless you have three automated reloaders and a burst laser 2 to go with it.
White knuckled the hell out of the flagship with 30% dodge and three shields and cloaking. Three hull and half the ship on fire all crew was committed to keeping the guns firing, by gods to hell with the o2 keep the guns going!
That makes win #2 on hard mode with the stealth C and I don't think I'm doing any more of it.
And never, EVER let the fleet catch you, especially in advanced. If you defeat a rebel cruiser on the advancing fleet, all you will get is fuel for your trouble, AND the Anti-Ship Barrage is just insanely powerful.
Well I wouldn't say never, there are times where you can grab an extra 2-3 jumps behind the exit by letting the fleet advance across it, and the extra scrap you get can be more than it costs to repair the damage you take before you can jump out at the exit. But it is a calculated risk.
+1
NEO|PhyteThey follow the stars, bound together.Strands in a braid till the end.Registered Userregular
Important thing to note with dipping into the rebel fleet: if you're going to do it, make sure you only get caught in the advancing fleet, because secured sectors will have anti ship batteries which will ruin your day.
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
Important thing to note with dipping into the rebel fleet: if you're going to do it, make sure you only get caught in the advancing fleet, because secured sectors will have anti ship batteries which will ruin your day.
In the non-AE version, are there any offensive drones worth a damn against the Flagship, or should I stick with the defensive ones and hope I find a decent breach missile/bomb?
Offensive Drones depend on the size and shape of the ship they are attacking. Small circular ships like the Engie allow quick movement to any side and allow for a quick fire rate
Meanwhile the Federation Cruiser and Flagship are massive, weirdly-shaped ovals that take ages to get shots off. I can't really say any drones are more effective than whatever you use to take down their shields.
Was on Engi B with only a pilot (lost my Engi crewmember in an event).
Next encounter, the enemy ship sends over 4 Rockmen.
I have one Rockman and one Anti Personel drone.
I manage to suffocate them, but alas they disable my O2 system.
My Rockman's still alive in the med bay. He can't get to the O2 system in time. I have no choice but to suicide
there is a reason engine b starts with two repair drones. Pilot bunkers up in the med bay and vent the entire ship but the cockpit and the med bay and upgrade the doors to max asap.
Posts
Was on Engi B with only a pilot (lost my Engi crewmember in an event).
Next encounter, the enemy ship sends over 4 Rockmen.
I have one Rockman and one Anti Personel drone.
I manage to suffocate them, but alas they disable my O2 system.
My Rockman's still alive in the med bay. He can't get to the O2 system in time. I have no choice but to suicide
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
Oh, I know what to do. Hell, my friends are shocked at how well I do at this game.
.. Oh wow. 68 hours played the last 2 weeks, 110 hours total. I didn't realize I'd doubled my playtime since Advanced Edition. >.<
Anyways. Here's about as far as I am right now:
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
It is a rogue-like
Advanced Edition added the ability to visualize jumps you aren't immediately on, so if the exit looks to be in a particularly tricky spot, see how to get there.
And never, EVER let the fleet catch you, especially in advanced. If you defeat a rebel cruiser on the advancing fleet, all you will get is fuel for your trouble, AND the Anti-Ship Barrage is just insanely powerful.
That's in the normal edition as well. It's just turned off by default for god-who-knows what reason.
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
"You call that a knife? Now this is a knife."
Seriously, don't let the Rebel fleet catch you. If your engines let you jump before the first volley around sectors 6-7 you might be able to get away with more, but a hack on engines/piloting or MC on your pilot will wreck you.
And yeah.. stupid giant spiders. I'll still send crewmembers to their death, especially in type C ships, but it's SO annoying with very little payoff.
Keep in mind this doesn't apply in full-on nebula sectors—mousing over the node says the fleet is aware of the nebula in the system and won't be delayed.
Extremely useful everywhere else to squeeze a few more jumps out of a sector, though.
The flagship never had a chance.
Yeah.. those things can screw right off if I don't have Zoltan crew. I'll try to grab long range sensors for just that occasion, but I won't avoid 'em.
The best choice for Advanced FTL Navigation would probably be to change it to "you may jump to any previously-visited node without the Rebel Fleet advancing".
A probably slightly-more-powerful alternative would be "you may jump FROM any previously-visited node from anywhere". So, that would mean that if A hooks up to B and C, and you went to B, you can jump then jump to C even if there's no link from B to C, because you've been to A and so you can use that jump. And, more importantly, it would mean that you could visit the exit node once, and then at any point choose to jump to the next sector, allowing you to squeeze out more beacons at the end.
I guess that last effect would be overpowered even on its own.
I could see that, with a strategy of rushing to the exit as quickly as possible, and then jumping back. But with the idea of being able to jump anywhere, if someone still rushes to the exit they are gonna get annihilated for rushing. And you can't use advanced sensors, so you have no clue what the sector you are jumping to might contain.
And people didn't like Slug A
Slugs open up blue options in Nebulas, and with Long Range Scanners Nebulas become incredibly lucrative
These are a gosend in pretty much any scenario. More often than not they let you avoid wasting fuel and time on empty nodes as well as informing you of hazards that can easily turn the tides in a battle, like asteroid fields early on or ion pulsars.
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
I don't know how I feel about any charge weapon, to be honest. The prospect of an alpha strike for less energy is nice, but almost all my opponents sport missiles that decide to mess with me before I can shoot. The amount of micromanaging they take is.. well, okay I'm already pausing about every 1/2 second at critical moments anyways, but I won't take charge weapons if I have other options. And charge ions seem a bit of a waste, as you can't target multiple things with them.
Charge it up to 3 at the start of the fight, then autofire it on the shields. With a max-skill gunner, it has a 5 second cooldown, which is how long each point of ion lasts. So, that initial volley puts down 15 seconds of ion, and then each hit resets it to 15 again. You lose 5 seconds each time you miss, so if you get their piloting down quickly, their shields will stay down forever.
http://steamcommunity.com/sharedfiles/filedetails/?id=251418354
I'm wrecking shit all over the place right now.
You guys know you don't need to have your ship at 0 oxygen, right? I got the achievement keeping the human as the pilot, and having any other crew memembers I got hang out in the engine room, while the Lanius guys ran weapons and shields and took care of any repairs outside those 2 rooms with air.
Battle.net: Fireflash#1425
Steam Friend code: 45386507
Warframe/Steam: NFyt
Can't you just de-power O2 in that instance?
38thDoE on steam
Warframe/Steam: NFyt
White knuckled the hell out of the flagship with 30% dodge and three shields and cloaking. Three hull and half the ship on fire all crew was committed to keeping the guns firing, by gods to hell with the o2 keep the guns going!
That makes win #2 on hard mode with the stealth C and I don't think I'm doing any more of it.
Warframe/Steam: NFyt
They both do with the AE content.
And neither did before the AE content.
Meanwhile the Federation Cruiser and Flagship are massive, weirdly-shaped ovals that take ages to get shots off. I can't really say any drones are more effective than whatever you use to take down their shields.
First game with Mantis B. Wow it's really good. Victory shots below:
That unlocked Slug Cruiser and I ended up doing the quest for Stealth Cruiser while I was out there! Feels good man.
there is a reason engine b starts with two repair drones. Pilot bunkers up in the med bay and vent the entire ship but the cockpit and the med bay and upgrade the doors to max asap.