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Just to clarify - Starbreaker Lance is in the System Speculo which is to the north-west of the Trinnitos system, where Foulstone is. You have to divide your fire in that battle, but it is doable on ship lvl 1 with a couple of hull upgrades, though I couldn't manage to do it with no damage on Daring.
As for fuel exchange with the Explorators in the Mu-Rho system, it is bugged as hell atm (06.01.2024). Every time you should get 2 cargo of stuff, you get only 1,5-1,6 (as in "one 100% cargo and one 50/65% cargo").
Thanks for the compliment and the clarifications on the Starbreaker. I just came back to this thread to add the "second part" of my experiences. By the end of the first post I made just finished Janus, started Dargonus and was on the way to Vhaebos VI. The Explorator Station indeed still feels bugged/unfinished just as it was in the beta lol.
*Also in case it gets patched: At the time of the OP, Dark Sages was incorrectly named/described and is actually the Project Capella Biologis. Owlcat switched the names/descriptions around but until its fixed pick Dark Sages or to be really really clear, pick the Janus Rank 2 upgrade project that gives unlimited medkits. These are good for party play and are another source of unlimited rep for certain reputations that except Mechanicus Creations. Which may be needed to reach reputation levels to unlock future ship bonuses from projects*
Anyways here's the second part:
14. Make your way to Vhaebos making the paths green from Mundus Valancius (Dargonus) --> Narmer IV --> Mortus Acies (Vhaebos VI). A cheap highway to get from Dargonus to the prison planet and back.
15. In Narmer IV system, I skipped the ship battle here until much later in Chapter 2. In this battle I just couldn't avoid taking lots of damage because of the way the enemy starts. Only until I took Stealth Running I and II did it become really easy. You will want to take Stealth Running I ASAP so you can get the first turn on most of the upcoming Drukhari and Aeldari battles where they're using primarily tiny ships.
16. Vhaebos colony isn't important right now until we unlock Kiava Gamma for the needed Mechanisms to upgrade projects here. What's important for this colony later is taking the Rank 3 upgrade Test of Wills. Not only does this give our Torpedoes +15% damage, but it is also perfect for colony development by adding +2 Security to all Colonies. Which will get most colonies very high security for optimal random colony event outcomes... Unless of course you pick for RP reasons like me, Punishment by Calculation (-2 Security) which is the worst Rank 1 Upgrade for Vhaebos but roleplay takes precedent (I have been lucky so far project wise that the optimal projects fit my Iconoclast run)!!! Anyways Test of Wills giving 15% extra damage on the Aeldari torpedoes adds up to about another 18 damage total with a non damaged salvo hitting the enemy ship. 18 more damage for each torpedo against larger ship classes adds up. Not to mention in combination with the torpedo ultimate.
17. I continued exploring, cheesing fights and doing quests. Pick up Adamantine and Flogiston as you're going to need it for Kiava Gamma. You don't need Xenotech that much so just find the best node that gives you the most until we get tons of extractors from Kiava Gamma Giants project.
18. When you unlock your first chance to get an ultimate (Level 4), pick "All hands on Deck." Congratulations again whenever you have the ability to use this ultimate, you can now win basically every and any battle. You get three Torpedoes launched every time you use torpedoes instead of one. Due to us having "Audacity of Janus" Aeldari Torpedoes, we can pump out 3 Torpedoes each turn, every turn, for every round we will need due to high demolitions Argenta in Cannoneer post. You will easily have 6-9 torpedoes constantly that enemy ships target instead of you and can't avoid because there's so many. Just keep your distance and let all your OP Aeldari torpedoes do the work. I also took Arc Argury on this level too.
19. Finish up the Darognus scvenger hunt tracking down Drukari attacks only up until the Webway showdown. Don't do it yet. Make your way to Kiava Gamma first. Also the first stop in this quest after liberating Vhaebos can be done without losing the Cargo ship or whatever (difficult but doable with this ship build). not sure if that maters later on or not but was a nice personal achievement lol.
20. Level 5 ship upgrades: Focused Efforts (you want this to spam abilities especially warp ones to keep distance and use Warp Wave to mess with enemies and finish them off), Stealth Running 1 (This will give you the ability to act first before smaller ships. This makes the ship battles in between Janus and Kiava Gamma much easier).
21. Level 6 Ship Upgrades: I went Shield Pulse and Boarding Party. Shield Pulse so I have something to mess with Aeldari and Drukari defences when needed. Boarding Party because of the insane map wide range it seems to have. i haven't used these enough to get a read on their effectiveness or whether they're bugge din any way.
22. Level 7 Ship Upgrades: Silent Running II (A must as now your ship acts first in all combats and doesn't take a pommelling at the onset of combat). That fight i mentioned before when I would take like 50%+ hull damage? With this i kill two ships on the first turn, Warp jump, and pick off the rest with missiles taking no damage. Rugged Repair (Maybe? I took it to lower the cost of fixing the ship due to yellow/orange/red jump encounters). I think that's it for ship upgrades I will leave the rest up for anyone reading to decide what's best for them.
23. When I finished up Kiava Gamma and got the colony projects unlocked, I went for Restoration. Then made an entire new green Warp route from Kiava to Dargonus (Mundus Valancius system). Also in case it matters for future Chronicle events, I did not start clean and wipe out all chaos on Kiava Gamma (Iconoclast run so saving citizens at expense of some corruption remaining). I know that the best path for ship development provides very little mechanisms early on, which we need for a whole host of projects with very little to spare (we get more than enough in Chapter 4 I believe though). So the more Mechanisms we start out with, will relax and prevent any project resource bottlenecks in Chapter 2. Especially if we get some good efficiency for Kiava Gamma to increase base mechanisms.
Because there's so much here for ships i'm just going to give a brief project path + brief descriptions of notable things:
Restoration --> Mag Trans --> Chapel (pays for the mechanisms itself really with efficiency bonus and allows continued project development) --> Flawless Servitors (IMPORTANT needed for Armored Rage. All Colony Efficiency + Servitors for random encounters) --> Armored Rage (IMPORTANT: Requires Servitors. Gives long range unique Titanforge Lance weapon one if not the best lance weapon in game) --> Giants --> Compassion of the Silent (Iconoclast project that gives +20 Ship Hull) --> A Mechanical Trade (IMPORTANT: +15000 Navy AND Archeotech Repulsor Shield, one of if not the best Shield in the game and goes well with a Chronicle upgrade for this planet to your ship) --> Archive of the Expanse (Provides a targeting ship upgrade but i'm not keen on low hit, high crit ones) --> Sky Barrier (Requires Holy Ammunition from Foulstone).
24. Important Chronicles of the Protectorate up until end Chapter 2 from Kiava Gamma:
Kiava Gamma - For the first chronicle I went with Argenta's advice, giving me 5000 Drusians rep I need to get closer to the requirement for Holy Ammunition on Foulstone and still 18Kish short, +1 complacency I don't need and +7 to all persuasion checks. Then for the second IMPORTANT Chronicle, pick Pascal's idea for eradicating the infection and gain "Refuge From the Last Manufactorum" which adds +20 to all shield sectors (Yay!). The third Chronicle I haven't decided and doesn't really effect ships, but had etudes i'm not sure are best so I will leave my opinion to myself (Well i think Yrliet's -1 Security research the function or the safer research the function option, with no security penalty but no Aeldari bonus talent with Pascal, look like the best for an Iconoclast run).
25. I might have mention this in the OP, but you can change the "seed" of your warp jumps by travelling safe green jumps etc. then coming back to the jump you want to make that's yellow or worse. That way you can avoid unnecessary damage to your ship or safely farm navigator points etc. on yellow jumps.
26. Back to Vhaebos project construction. I personally needed to deal with Security since i killed it with Rank 1 project. So I went Rank 2 Enviro-Domes (also seems Iconoclasty). Now we take Test of Wills at Rank 3 as mentioned for +2 Security to all colonies and Unerring Shots (the +15% torpedo damage). Instead of going for Rank 1 Punishment of Calculation I would definitely go for Punishment of Thinkers to meta here for +1000 Drusian Rep, -2 complacency and if you're like me you have TONS of complacency I would probably take Probably Ergonomics too at Rank 2. All the other projects up to this point are optional. I will be taking Warp Guides for sure though. Do what you want to do but make sure you get Test of Wills.
The Chronicles for Vhaebos VI up until the end of Chapter 2 don't effect ship combat that I know of.
27. We should have enough Rep for Cemetery of the Faithful project on Foulstone for +2500 Drusian rep (Now closer to the 40K needed for a project requirement). and "Blessing of the Fallen" (Ship gains 5% more evasion). Also +1 Complacency for all colonies.
28. As I write this i'm going back to the Space Webway in Last chance of Cyrene system to face off against Drukhari plot Ambush. There's two other systems I could go to if i manually created warp routes tot hem, which I may do. That's it for this part of my ship/colony upgrades.
29. Upgrade your abilities in the ship posts menu. This will make many of them a fair bit better. If only to decrease the max cooldown time in some instances. :)
Notable things by the end of this part of my Journey:
- Titanforge Lance top end long ranged lance weapon unlocked.
- +20 to Hull from a project
- +20 Shields in all sectors from Kiava Gamma Rank 2 Chronicle
- +5% ship evasion from Blessing of the Fallen on Foulstone.
- All required colony projects that I wanted to build done (I don't build everything since I may need the space for Rank 4-5 Projects later).
- I'm sitting at 65 PF with possibly around 10-20 PF sitting around in the way of non built projects and contracts.
- Ship is basically the Normandy from Mass Effect now due to all the cool unique weapons and Silent Running perks making me go first. REAPERS HERE I COME! :p
- I still haven't spent any cargo other than during Chapter 1, during Exploratory Station encounter and for unique system encounters when required for optimal completion. I probably have enough Holy Relics etc to get to 40K Drusians for Holy ammunition requirement needed for Sky Barrier Project later.
- I have unlimited production of various stims, medkits and grenades that can be turned in for Mechanicus Creations as cargo (Translation: I could spam green jumps forever and max out Explorator Rep or any rep that accepts these as cargo).
- For Ascension ceremony, I chose to have Jae and Yrliet by my side. Both give +1 to all colony stats each, and Abelard gives his +2 Efficiency to all colonies regardless.
-The tier 1 Emporium project on Dargonus is currently bugged, and instead of making charting new routes cost 2 instead of 3, it overwrites the cost of charting a new route with the +1 Insight it pays you back. Which means you cannot create infinite, but more than enough Navigator Insight by just charting routes to planets and getting +1 insight for each. This should basically eliminate any need for careful spending of Insight, and even if it gets fixed, people can use it to bank a lot of Insight.
-Bit of reading between the lines, but if you just barely scratch a ship that can be affected by Warp Wave, there is no shame in just running away and using that ability to finish off enemies very slowly in non-timed battles, so you don't take unnecessary hull damage.
-I don't remember the exact system now but there is somewhere a station of friendly scavengers which you can board and pass some checks to open a vault and get some items. If you do not kill them all, you can later return after a few warp jumps and sell them provisions in return for scrap. After you do that, if you do a few more warp jumps and return, they will have left the station and you can loot the remaining debris for about 150 scrap. As long as you do not exit the dialogue window, which makes the node unavailable, you can keep doing this for infinite scrap, if you are willing to do so.
Also I am slightly mad that the Janus torpedoes have no cooldown now because I skipped them as that feature was nowhere in the weapon description lol.