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I disagree. I think IB1 is placed just about right. If you have 4 slots, two IB1s gives you stacking ion damage about as good as IB2 but for one less power. It's not a great final weapon unless you get two of the better 3 power weapons to go with it, but it's one of the few things for 30 scrap that gets you able to take on ships with one too many shield layers, something that happens a LOT in early game.
Even if you do have to sell it back, it only cost you 15 scrap to get over a very dangerous hump.
15s cooldown for 3 shots vs 12s cooldown for 3 shots
3 power vs 2 power
Same Damage to System Rooms
Hull II has a chance to breach and start fires, compared to just starting fires
Yes it is inferior, but breach chance counts for something as it delays system repairs and can really work with a boarding based strategy or any other strategy that puts a lot of stress on the enemy crew.
The biggest problem of course is the extra power usage which becomes a factor as you start to hit the power limit for weapons.
Indeed, and that's why the HL2 really isn't great....
... not bad, just not great.
Went through the first 2 rounds of flagship on normal without taking a single point of damage, finished after losing 4 bars of health
I can't tell you how many ships I completely disabled using just the Anti-Bio and Dual Lasers in the early sectors, giving me absolutely tons of scrap, and letting me get a very large advantage very early on. I'd say it should be in Tier 3, as it's a very good starter weapon for getting large amounts of scrap, but the fact that it costs two power and can't pierce any shields hinder it in the later sectors.
I didn't use it much past Sector 5, but that's more than half a run where I was consistently using it and disabling more than 80% of the ships I fought. It deserves a higher tier.
But yes, it‘s a good starter and „you have to aim“ is a pretty low tier game explanation to disregard it.
The breach bomb mk1 has a special purpose: killing the Flagship's crew. It fires fast enough to continuously breach the medbay. Once the crew has too little health to risk repairing in the deoxygenated room, you can pick them off with more bombs. A weird strategy to be sure, but I've done it 3+ times to great effect.
Fire weapons are one of the most fun ways to play the game. Ion Blast mk2 + fire beam = game won up to sector 8. The only drawbacks are that you need something better for the Flagship, and you're screwed if you run into a junction with 2 rock sectors as your only options. But you can still take down rock ships with this build, it's just very time consuming, since you need to either destroy the hull by burning out systems (possible if you divide the rocks' attention between multiple burning rooms), or deoxygenate the ship and keep relighting the oxygen system so the crew can't repair it and suffocates (possible if you can shoot fast enough and the fire happens to last a long time even in zero-oxygen conditions).
I've beaten the Flagship armed with nothing but 2 firebombs and a pike beam. There are some unexpected gems to be found in odd loadouts.