Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
- Engi Nanobot Dispersal (if I can get it).
It will guarantee you a win against boarders (say you get boarded by humans - send humans in & you will win). Plus, it means less micro for healing.
- Distraction Buoys.
If I find these & have augment space to spare, I'll usually get them. 1 delay = 2 or so more beacons, so it pays itself off nicely.
- Scrap Recovery Arm.
'Nuff said.
- Slug Repair Gel
Healing breaches automatically... is just really helpful. If I need to sell it / swap it out I will, but it's a very useful augment to get your hands on. It's especially useful for healing the breaches Boarding / Ion Intruder drones make.
Still, I rarely buy augs and - bar zoltan shield and LRS - I sell the default ones asap.
Though scrap recovery arm is always good in the early game ^^
If you use attacking drones or hacking, a defence scrabbler is awesome aswell ^^
1. Mantis pherenomes lets you do pirate things, including using slaves.
2.Slug repair gel in CE allows you to attack after they surrender
3.Zoltan shield allows you to get much much better surrenders
Not mentioned yet is the advanced cloaking field. Such a blast when rocking double Vulcan (and a cloak, duh!)
#1 Zoltan shield. This thing is so nice as it gives you time to break enemy mind control, hacking or tele before they can use them plus it can be gotten in about 1/5 of playthroughs.
#2 Long ranged scanners. With this augment I don't have to get burnt into a crisp because of a nearby sun.
(Situational) #3 Zoltan shield bypass. I love this thing on boarding focused ships as it lets you ignore weapons longer.
(Situational) #4 Drone recovery arm. If I find one of these, I will often change my ship stratagy (assuming I can get drone control/have it.)
#5 Backup DNA bank. This, is a life saver, literally.
apart from that the obvious ones 3 best augments in the game are.
1) drone recovery arm - its an absolute blessing if you have a ship that relies on defensive drones. never worry or care about using drone parts ever again.
makes using hacking and drone control not a problem.
2)automated reloader - 2nd best thing if you don't havea pre-igniter. and even better when you do have one.
3) backup battery thingy - you can use those extra 4 energy baars much more frequently, and there is no reason why you shouldnt
To clarify, 1 delay is exactly 1 beacon, or about 8.8% more scrap with added fuel cost. Scrap Arm is 8.5% more scrap for comparison (probably slightly more on non-Hard difficulties). It can still be a worthwhile purchase, but do it knowing what it actually does =)
since i tend to use hacking, the defence scrambler.
the reverse ion field, now alone its not that great, but if you can get a second, ion weapons cant touch you, and pulars only hinder your opponent. (it happened once, it was glorious.)
and several other people have mentioned before: zoltan shield, engi med-bots, and pre-igniter. getting those three when im doing a normal assualt ship run is great.
- Automated reloader: generally good, a step behind the Zoltan shield type tier.
- Scrap arm: good early, stays good until late-game. Worth a pickup if you can win fights without getting shredded.
- Drone recovery arm: obviously only good with drones, but very helpful. Don't buy hull repair drone but if you win one this lets you repair 2 hull per jump without losing drone. It also lets you calmly spam offensive/defensive drones nonstop.
- Zoltan shield bypass: amazing for boarding ships, not just to beat Zoltans but also for making phase 3 of flagship significantly easier (punch out mind control or missiles right away, keep working other systems).
- Battery charger: useless w/o battery, very useful augment with it.
- Defense scrambler: wouldn't normally buy, but almost mandatory to rely heavily on offensive drones (along with recovery arm, drones need too much help usually). It has some niche use alongside late-game missile weapon pickups, but is often sell fodder. When it's good, it's amazing, but it's rarely good.
That's true, but sometimes you'll be able to coax a lot more out of nebulas in a non-nebula sector. Furthermore, the distance rebels jump != the distance between beacons.
Of course, don't forget to sell it in Sector 7/8 :P