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If you have defense drone, and pause a lot, see if you can see where the hacking module is headed. If it is headed to a non-important system like sensors, disable the defense drone and let the hacking module hit sensors. Otherwise have the defense drone (Defense-drone can miss) shoot them before the module hits weapons and other important systems.
2. Use your own hacking to counter-hack if you have one.
if a long cooldown weapon is vital to your strategy then jump out and back in, otherwise there's plenty of counters like your own hacking, drones, teleporter, etc.
You shouldn't run to the base immediately.
The scrap you gain in Sector 8 is insane (on Easy ~80 per fight) and as an added bonus you can risk hull damage because of the free repairs which are usually nowhere near the base and so you can expend them with ease.
I've often got to the base on the second-to-last turn because I was grabbing scrap, which meant I could get lvl 4 shields and max reactor power as well as some stuff like lvl 3 helm, which is important. And it's not like I get any bonus if I get there early...
The problem I kept running into was having to wait for the damn thing to uncloak, and then when I WAS able to fire on them, it always seemed to be basically impervious to missiles.
If you actually are in one of those dangerous situations where you can't counter hacking and have slow charging weapons, that extra jump is a bonus.
One of the main problems with missiles is that people use them as a punch through weapon which opens up a way for their other weapons to get through. Usually targeting shields or drones.
If the enemy has defense drones, your missiles are useless, if they have good evasion, your missiles might miss which means you will have a hard time opening them up for the rest of your weapons.
That's why I prefer bombs. It takes drones out of the equation.
I rather use level 3 hacking to take down shields over two ionbombs...
If you do it legit, without using the unpowering exploit, then good for you.