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Yeah, it's not like you need, say, weapon bars to run a flak II or anything. If you run flak II with 7 total power (which gives you 4 power of other weapons and flak is late game so that's certainly a common use for it), it costs more than upgrading and extra power for the flak arty costs (bars 5, 6, and 7 cost 215, arty costs 160 and one more power so ~195).
And then you can go even higher.
Meanwhile, pike can do the arty beams job for even less scrap, and if your ship doesn't have shield breaking for that it sucks anyway. A guaranteed way to do damage is sort of nice on the very few runs where you can't get decent weapons (but you start with a BL II/DL+missile, so you could run a pike beam for most of the game off of just that instead)
Fun fact, flak arty is better at targeting rooms than flak II. You get 7 'separate' shots at a smaller radius at each room, whereas flak II will nearly always have a sizeable chance to miss any rooms, sometimes huge chance.
Less fun fact, it doesn't really even matter if we compare flak II to flak arty, or flak arty to beam arty, because they'd all go terribly with a ship that has no other offense and would really just benefit from a small bomb to support the boarding far more. Flak arty is a victim of Fed C.
Other than that, underestimating normal lasers like BL I or hull lasers will get you killed. Hull lasers are expensive and not really worth it but a good BL I at the right time wins games, cause it's cheap, very common, and works great in most starting loadouts. A kestrel with an extra BL I goes into the late game like that. Totally a good buy if you don't see anything exceptional instead.
Most other things are reasonable enough. Ion bomb and pike too low. Small ion blast and the swarm missile of all things too high. But meh, close enough.
So, you're saying you'd buy a BL I if you can't find anything else, and because it's dirt cheap. Fair enough. I'll bump it to Tier 2. After all, I'm rating the Ion Blast I so high for similar reasons. Only the IB I costs less, and takes only 1 slot, I rate it so high because you can never go wrong tossing it into the mix.
The Hermes consumes 3 power and has a 14 second cooldown, but fires only a single shot. This means max chance of missing with a weapon with limited ammo, and a Defense Drone shuts it down completely. Breach has same issue, even longer cooldown.
You can't use them early because 3 power weapons are tricky to support, and you can't use them late because enemies will have higher evasion and missile defenses.
The Artemis on the other hand takes only 1 power slot, so it doesn't cost you much to hold onto it. But I don't like missiles in general, the only ones I rate well are the multi-shot systems like Swarm and Pegasus.
It's the 3 power requirement I have issue with. There's so many better weapons for those slots. But, to be fair, the Hermes is not entirely terrible. I've bumped to Tier 3, average and situational weapons. But Breach missile still sucks. Just way too slow.
It charges faster, it desyncs paired weapons, can possibly drain charge from a nasty big missile and with good timing you can rush the mantis and engi out of the room leaving enemies to choke with the lanius.
I have no idea why you list it as free scrap, it is the only starting item on that ship you shouldn't sell until like sector 3.
Lockdown bombs are finicky though, slow charge and most likely not going to trap anyone/prevent entering due to the long animation, but I guess you have to learn to time them.
And repair burst is worthwhile to keep if you have an extra slot, because if something goes wrong badly you can just undo it.
So it should be situational.
You can think of this as a slightly slower Artemis (that doesn't cost you any missiles), or a slightly slower Heavy Pierce that can be shot down by defense drones. It's still a reasonably good weapon, and I generally keep it.
Agreed that the other two are absolute junk, though.
Considering how ridiculously rare and difficult to get the Heavy Crystal II is (you can buy it or get it in a drop or get it in a quest that wastes two jumps and it's not worth using no matter how you get it), it is outrageously, shockingly bad.
I'll also note that some weapons become usable with some buildouts, the most obvious being that Pre-Igniter makes a lot of otherwise horrible weapons (like the Breach Missile) suddenly awesome. It makes even the otherwise completely useless Lock Bomb marginally useful.
I strongly disagree with your stance on the glaive beam, however. If the Glaive is your only weapon all game, it will get the job done in (nearly) any fight. It shreds ships, it disables multiple rooms, it eats super shields, it makes julienne fries, it does your homework, it makes an island for you, then it transforms into a jet and TAKES YOU TO THAT ISLAND.
I agree with the actual text, if not the numerical placement of the Glaive Beam. It really does require you to craft your whole buildout around that beam. It is easily the most "awesome" weapon in the game in terms of, well, sheer awesomeness. But this is a game where quite often, "awesome" is a trap for the unwary.
So while I will sometimes buy this, and nearly always at least try to think of something to do with it if I get one free, it isn't rare that I get one of these and sell it, because it just isn't going to work, although I shed a tear when I do.
I would rank the Vulcan much lower, and the Glaive a few slots higher.
Also, I don't know why the Swarm Missiles are so popular. IMO these things are ♥♥♥♥.
Meanwhile you can just point the Swarm at shields and say "Something's gonna hit."
Chain Laser is not great unless you get a second one. And if you get a third one you can now pulverize most enemies.
Unless it's an automated ship, then you can miss even when the enemy doesn't have any evasion. It's reasonably okay against 4 square rooms. There is also the benefit of generally getting first shot if you choose to shoot just one missile, but this squanders missiles at a ridiculous rate. So using it that way is just a faster Leto.
I'll use it for a while if I get it as a pickup or start with it, but I'd rarely actually buy it.
IB I is very slot inefficient if you don't get other ions. They break the same amount of shield bubbles per power, BL I makes for cheaper firepower if you realize that. Lasers tend to work better in all the different kinds of loadouts, too.
You can indeed go wrong with a weapon you'll just get rid of later, it's wasted scrap. One of the biggest differences in difficulty levels is that you can't afford to keep reselling stuff you got because it was cheap at the time, you need to think about the late game. It is still an ok enough purchase occasionally, BL I is better.
Btw I notice you have the unique breach bomb mk I in the second list, while I think none of the crystal weapons from the first one are unique at all, just crystal sector specific. Lockdown bomb can even be found in rock sectors.