Void Crew

Void Crew

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Reclaimer Invincible?
Is the Reclaimer invincible?
I know it destroys us in about 2s if we get hit, but if there is a possibility to kill it, I want to try.
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Showing 1-9 of 9 comments
SHODAN Mar 24 @ 7:19am 
"Is the Reclaimer invincible?"
Yep, it's coded by Daniel, the developer, he doesn't wan't players to have a little rest so, once the countdown it's over, you have to leave asap.

"I want to try." then.. Rest in pieces ;)
The Reclaimer is meant to be the boogyman which force you to move on and make choices rather than optimise every single fight and give you infinite time to repair/think about what you are going to do/fiddle around pointlessly. Just like the Interdictor is eventually going to stop you if you stay in warp space too long.

The game taking so long to finish a single session is one of the biggest complaint about the game after all. It is not exactly difficult to understand the interest in keeping everything moving along at a decent pace.
Last edited by Eagle_of_Fire; Mar 24 @ 6:43pm
also you can sit in the void jump forever, if you dont see the tunnel fluctuating.

If you see the tunnel fluctuating anywhere below 80% then there is most likely a timer that will randomly make tunnel strength go to zero and send you to an interdiction.

But if it stays between 95 and 100, you should be able to sit there forever and fix everything, change everything, plan the next mission, and an upgraded engineer can even space walk outside in the void jump to repair the hull
Kaii Mar 24 @ 8:22pm 
Originally posted by Eagle_of_Fire:
The Reclaimer is meant to be the boogyman which force you to move on and make choices rather than optimise every single fight and give you infinite time to repair/think about what you are going to do/fiddle around pointlessly. Just like the Interdictor is eventually going to stop you if you stay in warp space too long.

The game taking so long to finish a single session is one of the biggest complaint about the game after all. It is not exactly difficult to understand the interest in keeping everything moving along at a decent pace.
The thing is, in Priority Target missions, it's supremely easy to wipe the target or targets out in a quick burst that stops them even setting the alarm off which then does give you infinite time to hang out in the sector without a timer ticking over your head.
Originally posted by Kaii:
Originally posted by Eagle_of_Fire:
The Reclaimer is meant to be the boogyman which force you to move on and make choices rather than optimise every single fight and give you infinite time to repair/think about what you are going to do/fiddle around pointlessly. Just like the Interdictor is eventually going to stop you if you stay in warp space too long.

The game taking so long to finish a single session is one of the biggest complaint about the game after all. It is not exactly difficult to understand the interest in keeping everything moving along at a decent pace.
The thing is, in Priority Target missions, it's supremely easy to wipe the target or targets out in a quick burst that stops them even setting the alarm off which then does give you infinite time to hang out in the sector without a timer ticking over your head.
I fail to see how that's relevant to what I said or a problem in itself.

If the Reclaimer show up you can't stay there without getting blown out of the sky. That's it.
Kaii Mar 25 @ 3:00am 
Originally posted by Eagle_of_Fire:
The Reclaimer is meant to be the boogyman which force you to move on and make choices rather than optimise every single fight and give you infinite time to repair/think about what you are going to do/fiddle around pointlessly.

This is why what I said is relevant. In a Priority Targets mission, you can do exactly that, you have infinite time to repair/think about what you are going to do/fiddle around pointlessly.
I said that in the sense that OP subject is about blowing the Reclaimer up. My first post was about the fact that it is not supposed to be beatable to begin with.
Alright OP. After playing for over 60 hours and knowing the game inside out, I guess it is time to "do this". And by "do this", I mean that I too don't really have anything else to do and discover in the game and I understand from where you were coming from when asking your question, the Reclaimer being the "very last frontier" so to speak. So, here is the ultimate build I think would possibly stand a chance against the Reclaimer.

1) Play solo Ectype with the solo Brain destroyer (the bigger ship meant to be played solo). This is going to give you a discount of two energy per brain turret (also the brain mechanic if you use it), which is important. It is also important to go with the destroyer because it is going to provide you with more module space.

2) Play as normal. Obviously you want to keep the amount of damage to hull as a minimum because you're going to go for a long haul game in which you basically build your ship to the max. I did it yesterday with almost 70% hull remaining so I definitely know it is possible but instead of trying my luck against the Reclaimer I stopped at some point to get the "exit a run with 100 alloys in the bank" achievement instead.

Toward this goal, I would suggest:

- Using your starter normal blank to build an automated point defence with two cases of ammo, placing the point defence in the back of your ship. It will eat the first case for a thousand rounds and the second case in the bin will cover you for another thousand rounds which is going to last you a long time. I prefer going the point defence over the shield at the start because the shield is only going to block 60% of damage and will do absolutely nothing against Bombers which manage to shoot their four shots at you (same logic about missiles fired from freighters or signal ship). Those bombs hurts and go thru even a pilot power booster shield (for around 2% hull). The point defence can shoot those down and guess where your thrusters are more powerful? Going forward. The point defence is also going to be super useful for you as a solo Ectype when you enter areas with asteroids raining around your ship (most commonly the ice shards type). Those asteroids always move in the same direction so when you have to exit your ship you can easily maneuver it so your back face that direction and no asteroid is ever going to hit you (unless you run out of bullets in the chamber).

- You start with two Brain turrets, one being kinetic and the other being energy type. That's basically all you'll ever need as a solo Ectype. Kinetic is where it is at but don't get rid of your energy Brain turret. I usually only keep the one around but it is a requirement to be able to get rid of the enemy shields when they have one. Kinetic do way more damage to hull but they do something close to 10% of their damage to shields and so unless you want to stay in front of a target forever (and risk damage to your hull) then you want to destroy them quickly rather than stare at them forever. All you need to do to start upgrading those turrets is to recycle them in the fabricator to get the blueprint. Which lead me to...

- Upgrading your fabricator to level 2 should be the very first thing you do. Unless you have a very rare exception and you basically need that one thing right f... now... There is no point in building anything from the level one list. Upgrading your fabricator to level two allow you to build everything from level two. In case of ammo cases, this mean 1500 bullets for the light kind for two alloys instead of the 1000 bullets per case for two alloys. Needless to say that you will want to find large ammo cases ASAP before printing more (your 2000 starting ammo is going to last a long while for your point defense) but the same logic also apply to blanks. It take 5 allows more to do a rare blank instead of a basic blank but the levels in this game are so significant that there can be no comparison. Talking of which...

- Your very first upgrade should be upgrading your kinetic Brain turret to level two. One Brain turret level two is at the very least equivalent to having two level ones. Maybe even halfway thru having three level ones. Yes, it is that good. Or rather, levels are that significant (on everything) in this game. Having a single level two kinetic Brain turret is going to allow you to clear enemies so much faster it is going to save you on hull and time. And remember: you are playing solo. Time management is pretty much one of your top priorities. Destroying everything around you in a timely manner in a fight can make the difference between leaving stuff behind or having the time to run to your scoop to empty it.

- Talking about upgrades, once your fabricator is level two you can also print out module upgraders for 30 alloys. Yes, that thing you get as a reward every time you defeat a boss and which allow you to upgrade one module either from level one to two, or level two to three? If you didn't know that, here it is: you can build them yourself. Knowing this, in my mind a successful run would be a run where I manage to upgrade my one kinetic Brain turret to level three before facing the first boss. Yup, it is that strong. You want it in your arsenal to gun things down quickly and the first boss (and any other boss) is going to grind you down if the fight last for too long.

-From here you're pretty much set to go to the moon. Keep adding turrets (I like to stack them all to the right, I eventually move my scoop to the left when the right row is full... Then I add two more turrets at the front) and upgrading your systems. My last tip for this section would be not to scuff at upgrading your scoop to level 3. In my mind this might even be more important than having shields generators as the level 3 scoop can grab loot very very fast and from a long range and can hold six items before you have to get up and go empty it.

3) Enjoy life as a kickass Ectype who get bullied by absolutely nobody and destroy whole planetary systems worth of ships just for fun. All of this while upgrading your ship for your endgame, which is facing the Reclaimer. Toward this here is what I think is (or is close to) the ultimate build:

- First, where and how you are going to face the Reclaimer. For this I would strongly suggest a Target of Opportunity mission in which you fight something which can fight back and thus start the timer. Why there? Absolutely nothing else ever spawn in those missions. Which guarantee a fight to the death with the Reclaimer without any interruptions from pesky fighters or other threats.

- Relic suggestion: one +6 power but breakers trip faster (one level three generator is 4 energy. This relic is worth one and a half generator by itself, you'll need the module space this provide), one +20% damage resistance but -10% thrust if over 25 alloys (obvious damage mitigation is obvious, just don't be above 25 alloys when you face the Reclaimer), one every 100 biomatter provide +10% damage to guns and boost duration (you should rather easily be able to accumulate around a thousand biomatter playing solo with the time it will take to achieve this build, this mean +100% damage (!) to your guns) and the last one +20% fire rate for your guns when you boost (obvious increase of damage coming from fire rate is obvious, also synergize with the previous relic very well as your boosts are going to last longer)

- Brain turrets modules: playing solo, those already use only one energy at level one. Level two bump this to two energy per, and level three bump this to three energy per. This mean that you'll want one energy efficiency module per gun to keep the power draw to one per turret. For the other two slots at level three, I would suggest keeping it simple and just slap one level three damage upgrade and one level three fire rate upgrade. The reason I'm going with one of each is because I'm not sure guns actually benefit from two +3 upgrades as it is clearly shown that there is four squares of upgrades on every gun. If you slap two +3 for a total of +6 and that two of that +6 end up being wasted then you'll do a lot more damage with a higher fire rate instead. As for accuracy, the Reclaimer is so big that I don't think it would even be an issue.

- Ship loadout suggestion (only when you get to the critical moment of facing the Reclaimer, so you would move stuff around or remove useless modules like your scoop to guarantee maximum impact for example. Take for granted that everything I'm listing here is level 3)
: Two energy Brains turrets (one at the front, one on the right side), four kinetic Brain turrets (one at the front, three on the right side), one generator, four shields (with emphasis on the right side first, then emphasis on the front side secondary. If you feel ballsy and think you're never going to face the Reclaimer from the back and left side then leave it completely open. Also, all of those shields would be equipped with four level three batteries). This build use 15 energy and you should have 1 spare (8 base from destroyer, 6 from relic, 4 from the generator for a total of 16).
: Optionally, you could use the last energy point to keep your point defence on the back or move it to the right of the ship (although I struggle to understand how it would help facing that direction). You could still have four shields with the fourth covering the back and left but if you do not place two shields at the back of your ship then you won't be able to cover the right side (where all your guns are) as there is no pace at the front. This would mean or imply a way heavier frontal shield defence but the majority of your firepower is going to sit to your right so normally that's the direction you'll want to face the Reclaimer from which is why I think it would make way more sense to have your shield generators at the back of your ship generating shields only to the right while the other two generators cover the front in priority and possibly the other directions if you feel like you need it.

4) Die gloriously for the sake of Metem Command... Or not. Maybe. We can dream right? :)

5) Profit.


Aaaaand... That's pretty much it. Wheew... That took me the better part of an hour. :P
(edit: typo correction. How I wish Steam would have a preview post feature... -_-)
Last edited by Eagle_of_Fire; Mar 29 @ 4:32pm
Just FYI... I just tested it. Wasn't even close to the build here but I did beat three bosses in a row solo, like I usually do. And I was short on time and had to go. So I waited for the Reclaimer to spawn. Used all my mines/escorts... Was on top of it when it appeared... And...

Even tho I did tag him my brain turrets absolutely refused to fire on the Reclaimer. Then I had two level 3 shields, each dedicated to a single side (front and left, where the guns are) plus was using the pilot power... And he destroyed me in something like four hits.

I'll stay with my initial comment. The Reclaimer is not meant to be defeated. In fact you can't even target him with Brains.
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