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Hacking ship with Ion as a secondary just means even the sector 2 boss just never gets to do anything.
Due to feedback, Marauder's starting shield cards are going to be changed. It now starts with a Barrier (3G1B) same as Arbalest, and Flash Shields (2G2B, 8 shield, shield set to 0 next turn).
Personally i think thats worse. Now you have to spec into Green. With the current set up you only need Red and Blue. much more efficient.
Yes and no. Since economy balance, currently favours the player it's generally easy to upgrade out your reactor, and Marauder already comes with Rearm which is effectively +2 red per turn. Simply trading 1R to 1G is enough to play 1-2 shields in early fights. Some of the Flak cards got rebalanced costs, like Flak Barrage no longer costs B, and Twin Barrel is no longer part of the starter deck. So you can afford to generate a little less B depending on your card drafts. Worst case, you can still draft a Hasty defence and rip out the basic barrier at a station later.
Disagree, but as someone said later you really need the right build of secondary weapons and subsystems. Also you have to be VERY careful with card choice.
I easily killed the 2nd boss, taking only 8 damage on my last clear with Arbalest. All the damage was repaired by the engineering bay. It really does require a lot of luck to get the subsystems you need to make it work.
Many of the other ships are more forgiving, but with the Arbalest I was able to get 12 stacks of flak, and just destroyed enemy subsystems, keeping it suppressed easily. I went with two flak weapons on that clear, and ammo allocator in both. Ammo Allocator is a game changer, because when all Flak attacks are buffed so that minimum damage = maxium damage, it is cutting costs down a lot.
I don't think that any other ship can output as much damage with the combination of high heat, melted shot, and heated shell giving you free attacks.