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Burst MkII is a top tier weapon giving 3 shots for 2 power. You may want to aim those shots at their weapon system instead of their shields if hull damage is a constant problem.
Also, seeing how you're still new, 2 shield bubbles is something to be prioritized.
Keep in mind that just the MkII doesn't allow you to spread damage, which can become problematic when the enemy is trying to book it.
Some other random advice regarding the Kestrel A and the game in general:
Don't be afraid to ask here for more tips and tricks. There's a great community ready to help and there are some quality guides available too. I hope you get to enjoy this game as much as I have!
Not something I'd personally recommend as it defeats the purpose of the permadeath mechanic though.
I ditched the missiles asap and used 2, then 3 burst lasers through the last 3 sectors, cycling through teleporting bombs and then ion bombs as my 4th weapon. Missiles just don't cut it later on, when defense drones are commonly used by enemies. I could win most battles in two volleys with that setup, first targeting their shield room with all the burst lasers, then spreading the damage between weapons/shield/drone or teleporter.
2 shields is a must, but I actually had 3 by the end, as well as 2 defense drones mk I and lvl 4 engines. The engines are cheap to upgrade and should be done early, since they will help you out considerably when you face enemies with missiles and flack if you don't have defense drones yet.
In the past I had attempted to use teleporters (especially against the flagship's detached weapon rooms) to disable enemy ships but overall I find the cloaking ability to have much more use. It is also not very expensive to upgrade. With the cloak maxed, I beat the flagship with over half of my hull intact, never having to repair between the 3 encounters.
If you struggle in the early sections, consider upgrading your engines to level 2 or 3 quickly, then get level 2 shields. This helps you conserve hull points by avoiding damage. That way, you don't have to drop 35 or 40 scrap every time you hit a store just for repairs, and you can afford better weapons earlier on.
Also know that some weapon set ups are better than others. Just because a weapon is expensive in the store doesn't mean that it will be of great use to you. Burst lasers, chain lasers, bombs, and ion weapons usually don't require much power to operate but they are reliable and can carry you far. Buy them early and use them to incapacitate enemy shields and weapons at the beginning of every fight.
This means that the less damage you take the more scrap you can spend on upgrades that will make you take even less damage, giving you even more scrap. This cycle continues.
Try to make sure you have Level 4 shields (2 layers) and level 4 engines by the end of Sector 1. Powering them up is a good idea too, but generally you'll only need either the shields or engines and thus you can get away with powering one of them. You should try to stick to this unless you find something in a store really worth buying instead.
You generally only need shields or engines powered because the weapon archetypes for enemies in sectors 1 and 2 are either reliant on missiles or lots of lasers. We get both the upgrades for shields and engines because we have no idea which weapon archetypes we'll be up against, but then we can get away with putting extra power into one of the systems.
For Subsystem targeting i suggest you look at the enemey weapons first. If they field missiles you shouldn't be frugal with your own. Missiles are valueable, but so is hull and if the enemey gets an advantage in combat it can get expensive. Even if you can't see the charge up (until you get 2 upgrades on sensors or 1 upgrade 1 send a crewmember there) you can try to guess how long it takes and try to take down weapons before they fire again by hitting the subsystem. Autofireing an ion blast at the shield while using your burst blaster on weapons whenever you see a good opportunity is a good working tactic usually, but feel free to just fire artemis at their shield and then your blaster at their weapons if you have to.
I'm only playing base version so far.
A bit of a "save scummy" approach would be to play risky in the first sector (if a giant alien spider eats your crew you can restart or die sooner than later) and you have a chance for free scrap. But it depends whether you are into that or whether you dislike the idea of wasting time on dead approaches. I alternate between the two. Later on in the game i don't feel like risking anything with bad text events.
One of the first steps which i improved upon was not to get too focused on shields, but make more use of engines. And the trick with upgrading pilot and engine crewmembers is also to just level your engines. Because if you dodge 15% of the shots, you only get an exp point 15% of the time for them. If you have 30% instead, you get twice as much. By roughly the 4th upgrade you have a 40% dodge chance (maxed crew). See that as a 40% improvement on shield vs all weapons (except boarding and whatever adv edition has ready for you). Every bit of missle weaponry that you dodge is less scrap spent on repairs and decent dodge makes your shields not being that high more acceptable (but don't overdo it). Once you get the cloaking subsystem you can boost that to 100% for 5/10/15 seconds during which your weapons reload.
You should upgrade or man your sensor system at some point in the game to see enemey weapon charges, that way you can try to fire your salvos and directly reallocate energy (for example from shields) to stealth the moment you see the enemey fire their rockets. And the stage before that shows the interior of the enemey ship with unit hitbars, fire, breaches. Very often your enemey goes through the same kind of struggles as you do and you can capitalize on it if you know about them. Like fireing at a med bay if the enemey has a dieing unit in there that struggles to fight fires in their ship. Especially when your enemeys FTL is charging you want to see what is going on in the enemey ship, wheather you need more missiles or whether the enemey is almost dieing by itself already.