Stryk Aug 29, 2013 @ 3:29pm
Red-Tail problems
I'm having a heck of a time with the Kestral B. Don't know what it is. I usually get my hull ground down and end up seeing my ship blow up. I suspect in the beginning game the 4 basic lasers are effective early game but suddenly lose their effectiveness mid-game. Any good approaches for the Red-Tail?
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tufbrotha_t Aug 29, 2013 @ 4:28pm 
You're right, the guns are great at first but you have to keep an eye out for upgrades as you go along. Any weapons will help but IMO since it's already an all laser ship I prefer to not mix it up with bombs or missiles, and just find better lasers for it. If you have enough lasers to knock shields down reliably you can also add a beam for extra damage, or even crew killing capability with an anti bio beam or fire beam.
verarticus Aug 29, 2013 @ 5:20pm 
Honestly that's my favorite ship type, It's more or less a speed boost for a good gunman. it works fine till later mid game when three shields start showing up, but untill them you can suually get by fairly well.
Drain Aug 29, 2013 @ 6:56pm 
Red Tail is easiest starting ship in this game. You can burst all weapons, easily pounding through any shield, without any concern for ammo, and with a fast charge timer since the guns are weak. You just need to eventually upgrade them. But for 0-2 Shields, these guns easily wreck enemy ships. This is better than the Burst Laser II, which easily deals with 1 Shield but is not effective at all for 2. But 4x Basics shoot 4 times, meaning the extra shot can deal with that extra bar of shield.

My usual strategy is to target 2 of the guns at weapons and the other 2 at the shields. That's basically all I have to do to beat early game with this ship. Unless I can't upgrade guns after a few sectors; there's nothing to worry about. The ultimate downside to the ship is that the basic lasers have little to no value late game, unlike a Burst Laser II or the special Artemis. But this game is hardest at the start. It has a backwards difficulty like this. It gets easier over time, not really any harder. So the ship that starts off the best is the best. You can just get more guns later. In this case you can start dropping Basic Lasers for bigger guns, while using extras to keep the slots filled out. It's a very easy ship unless you're very unlucky. If you can't win with this ship, then I question how you can win with any other, because this is the easiest.
Last edited by Drain; Aug 29, 2013 @ 9:33pm
Mr.Pepper Aug 30, 2013 @ 3:09pm 
Ah the wonderful Red-tail. I beat the boss first try with that ship. Probably the smoothest early game, and mid-late game is usually perfectly fine as long as you find one or two decent weapons.
infernaldragon5 Aug 31, 2013 @ 7:14pm 
I don't think I have ever lost a round with a red-tail, even on normal with mods. The ship is just so effective early to mid game that you will easily have enough spare scrap to pick up enough weapons to deal with the end game. Ion weapons are probably the most effective IMO, because once you get 2 ion weapons or an ion blast mk.2 you can deal with any shield level in the game since you can deal ion damage to their shields faster than they can recharge.

Also make sure to pick up a crew teleporter, with a boarding party you can also deal with any ship that is not an auto-drone or has a medbay.
Captain Picard Sep 1, 2013 @ 12:21pm 
with the red tail if u get an upgraded laser, time your weapons so they all burst at the same time
Striderxdj Sep 2, 2013 @ 4:28am 
Red Tail was the first ship I beat the game on normal with, I think it's pretty overpowered. The starting lasers tear through the first couple areas til I get enough scrap for a transporter and a second mantis/rock man, then it's smooth sailing.
irrevenant Sep 2, 2013 @ 5:10am 
Originally posted by Drain:
My usual strategy is to target 2 of the guns at weapons and the other 2 at the shields.
Just wanted to add to this: The first two guns are actually mounted slightly forward of the other two so, even when all four are fired simultaneously, the first two hit the target first. Since a lot of the impact of the first two is wiped off on the shield, aim the second ones at what you most want to hit.

Hoshi Sep 2, 2013 @ 1:44pm 
The "problem" with this ship is that the power of its four guns comes from having all four of them. As soon as you start to upgrade them to "better" stuff you lose the much of the synergy they create meaning every weapon upgrade is also a bit of a downgrade. It's a luxury problem for sure but still needs to be considered when upgrading.
Striderxdj Sep 2, 2013 @ 6:53pm 
Originally posted by Hoshi:
The "problem" with this ship is that the power of its four guns comes from having all four of them. As soon as you start to upgrade them to "better" stuff you lose the much of the synergy they create meaning every weapon upgrade is also a bit of a downgrade. It's a luxury problem for sure but still needs to be considered when upgrading.

It's never really a downgrade, you just can't auto fire and forget anymore since the time difference between shots can result in shield hits... but I'd rather wait the extra 1-2 seconds for 5-6 shots instead of 10 for 4, especially later when the enemy shields get thicker. If I manage to acquire a burst laser early, I'll just keep it in the inventory until I start seeing 2-3 shielded ships as the 4 shot works fine til then, especially with a fully leveled gunner.
Last edited by Striderxdj; Sep 2, 2013 @ 6:54pm
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Date Posted: Aug 29, 2013 @ 3:29pm
Posts: 10