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Jokes aside, it's pretty easy to lock down enemies in Sector 1 with Lancer with hacking alone, if the enemy ship is not producing security (Deadweights). Look to draft Denial (3G1B, disable target equipment for 2 turns, security 1 => return to hand) and Neutralize (3G, with security 1 disable 1 random weapon equipment for 4 turns). Denial is better because it's targeted, Neutralize lasts longer (4 turns with 1 security). A single denial + firewall can consistently shut down 2 pieces of equipment if it's played every turn, most enemies don't have more than 2 weapons sector 1. Neutralize occasionally can whiff and hit equipment that's not really a weapon but is classified as such. Mostly useful against the boss ships that have a lot of equipment.
Also don't try to stack more than 1 security, it's not worth it. Typical play pattern is to use crew abiilty to get 1 security if you didn't draw firewall, then simply play hack card followed by firewall, so you always trigger the secondary effect (if necessary).
Using hacking is G resource heavy no doubt, but keep in mind for every 12G spent, you get a +2 damage card. You put that +2 damage card into Drill shot which breaks equipment, and it's 4 damage, the equivalent of a basic laser attack. Lancer is perfectly happy to stall, then dump multiple surges into a fat Drill Shot that hits for 16. Electrostatic shot is also super busted right now, regularly hits for 10-12 3R2G. If you find a 2nd railgun, it's even dumber. Use your Radiates to generate 2G each,
All that aside though, Lancer did used to be much more intuitive to play, before they nerfed railguns with additional cooldown and the passive. So the ship could use a lot more work to be easy and intuitive to play.
Avalache also beats up the sector 2 boss just fine. Either Triangulate or Missile lock offer enough scaling for a pure missile build to win.
1. Dont take every card that's offered. Sometimes skipping cards for credits can give you more buying power at stations/vendors which may what you really need instead.
2. Time your hacks. Get the targeted hacks like Denial. Plan when to use your crew member for +1 Security to use together with Denial (+security = removes 1 pip as well)
3. Alpha Strike modulator is really useful if its available. (First shot is free)
4. Get an Ion Cannon for your secondary weapon. Shields are annoying. With an Ion Cannon, you can focus your hacks on disabling a 2nd weapon while you focus on destroying the first.
5. Avoid Ion Missiles or any missiles for that matter. Its a waste of resources vs last boss since he has auto PDC vs 3 missiles.
Personally, I dont go for heavy energy cards so much like Uranium Slug, Frag Shot, Kinetic, etc. I prefer cheaper cards like:
- Pyroelectric (use only when heat is 0, best opener card for Lancer imo) (9dmg with 0 heat)
- Tungsten (6 dmg to equipment)
- Cascade (6 dmg)
The Kinetic shots I start with is enough. These cards are more resource friendly. Easy to toss out a few.
Impetus is useful (return a Railgun card from cooldown after destroying an equipment)
Reason for my choices, equipment damage. You just need to deal 60 damage to the last boss (stage2) so focus your fire there. Ion Cannons to remove shielding, hacks to delay some really heavy attacks, shield to absorb some small hits and just keep hitting the Command Centre.
Lancer really needs some work. The damage output doesnt justify the heavy resource cards.
If you prefer less thinking and more 'sword and shield' type of play with good firepower, stick with Arbalest. Its a very well designed ship. Cant say the same for the other ships though. Currently working on my Escalation level on Arbalest. So fun.
Good luck! Don't give up!
Its really sub system dependent. One Dynamo goes along way to making it easier to play those 3 cost hacks are just OP at 2 green. And the correct radiator sub system can turn Pyroelectric shot into a real menace. the real trick is using your radiator to make your cool downs better and managing your heat.
Hacking is better that shields if you pick the right cards. Double neutralize (which is fairly common) shuts down even the final boss. Two of those and the fire wall are all you really need in the hacking spot, or maybe another card to taste.
Make sure you use your crew abilities. that "weak" 50% damage buff you complained about in a previous post is literal dynamite with the railgun. Drill shot hitting for 12+? Pyroelectic hitting for over 20? That's pretty strong.
In fact I just two turned the final boss. 42 damage Pyroelectric does work.
Just few useful tips:
-Discard hack module to ease your resource consumption, res bay or flash shield can do depending your preference. Bay for more resource and spam, shield for protection.
-Try to get a second weapon system, either railgun type or low-cost laser for precision.
-Try go build a better deck, for example, you can take low cost railgun cards and use them to get big numbers for a certain card which get +damage for per weapon on cd. You can get easily 20 damage on a single hit with that.
-You can also build a highcost deck if you can get cost-free subsystem early on.
Lancer was actually the first ship I finished the current state of campaign with (Avananche was the second one). With good build it pierces through everything with ease, and blows off the finall boss' command deck before its captain could even say "wow, they really blowed our command deck off".
Breachway in its current state is not a simple game, allthough It may look like one. It actually took me a few dozen hours to become good at it. Take your time at studying game mechanics and you will start enjoying it.
Here are few universal tips that work with any ship:
1. Start practicing zero-damage planning: do not rush, just sit back on your chair for a minute, two, maybe even ten, and think how can you survive the following turns without loozing any health at all. When you stop loozing health from regular enemies, you will have more health to spare when dealing with elites. Then try that zero-damage tactics with elites as well — of course, it is harder to avoid any damage at all, but at least try to take as few hits as possible. When you stop spending your money on repairs, you will have much more to upgrade your reactor and subsystems. This is hands down the best way to get better in Breachway.
2. Managing your reactor power is more important, than having a good card deck, or having all ship module slots filled. When you are at the middle, or at the end of your first map, check your current cards to see which resources you need the most, and upgrade your resource slots accordingly. It is also important to have at least one empty pip in both Energy and Mass to have room for maneuvering.
3. During battles, plan resources for your next turn and adjust the reactor pips accordingly. Sometimes you can easiliy transfer one or two pips from Ordnance to Enery / Mass so you can play an important card next turn. Some cards can provide additional Ordnance to keep the damage flowing. Check your both active card and recovery card decks to predict the hand of your next turn.
4. Look for subsystems that increase your basic damage, and reduce the cost for your weapon systems, as they drastically increase your damage output in general.
5. Skipping your active cards is VERY helpful. If you don't have too many slots in your active hand, just drop any cards that could lay in recovery for a few turns (like, you usually do not need too many active cards for Shields, PDC, or recourse distribution, etc) so you could gain more userful cards next turn.
Don't forget that Lancer is a very aggressive high-tech ship, it's primary goal is to eliminate any chance for enemy ships to retaliate first, then destroy it in as few turns as possible. It's really bad in prolonged fights that require good shield management and sustaining lots of damage — in other words it's the complete opposite of Avalanche. Think of it as a fast attacking light-armoured gladiator with a spear and a net — use your net (hacks) to reduce enemy movenent, then strike with your spear (railgun) as fast and as hard as you can. If you work really fast, you won't need any shields, any minor damage will be repaired by your engineer/encounters and space stations. Take a laser or another railgun as your secondary, focus on enemy guns first, then on shields and hacks. PDC will allow to prioritize damaging turrets over missile silos. Do not let your enemies take even a single shot, and you will master Lancer.
Hope that helps. Tenye wa chesh gut 🚀
(Pardon my English, I'm not a native speaker)
This isn't strictly true. Lancer is actually very good at stalling fights provided you have the resource generation to back it. Here's a classic example of not letting the final boss play attack cards. Lancer only really suffers against enemy fire support, as hacking does not prevent the support missiles from going off.
https://www.youtube.com/watch?v=KPSENcJq6yM