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I rode it, unloked catsie and tried it. It is to be said that the malus on weapon numbers only applies from the start and does not affect late game : I still had 12 guns after a few years in space.
Would you mind elaborate on what exactly is a bounce ? In your post you say that it does not affect missiles. Is that a sure thing ? Does it affect the... whats it's name? Level 3 missile : the one with rapid firing rockets ?
Normal number is 12 at end game, so why do you say 4 as 12-2 = 10 ?
Just finished off the final story fight and hit maximum level.
This is my experience too, and I'm new at the game yet but this is why I respectfully disagree with your choice of GOAT manager. The early game is much tougher with her, which limits your options later on.
Catsie can make ultimate weapons bounce and you can start with them. She also starts with useful stuff unlocked so you don't have to spend gadgets or perks on it. Her early economy greatly benefits from not having to spend much on weapons.
Unity leads to freakin' crazy fire builds. What I didn't realize about synergies is that they can stack, so if you build 2 or 3 of everything, the numbers start getting weird. (weird as in, so OP this shouldn't be allowed).
Miguel's got useful unlocks at start but you need to bring a weapon gadget so you aren't leaving the early game up to RNG. Or don't, because he always gets 6 options. His station is also worth the most money of the three when you sell it (with full value sale gadget) so you can get 2 mining rigs and the first upgrade for them, and he starts with a 5th crew member, so his early economy is way ahead.
On the other hand, Unity's station is worth the least money so his early economy sucks. I find myself doing funny tricks with selling weapons immediately after a fight to buy a mining rig, and selling a mining rig right before a fight to buy weapons just to get him going early. This makes the RNG feel a lot more punishing since getting him started is so much work. But don't you want to annhilate with fire?
Yuto, Naserian and Jena seem like they're meant to be characters for new players since they help negate the failure mechanics. They don't seem like serious contenders for "Best manager" if we're talking late game.
Mid-game when you're saving up for unlocking expensive gadgets, I do think Catsie can be the most useful, since it doesn't take much to get really far into a run with her and farm up points.
Also want to add that I think flak is Catsie's best weapon. I just won on hard scaling / normal campaign with it. I used railgun to shoot engine, pilot, and forcefield, then priority guns, while I just let flak autotarget and rapidly deplete the hp of those endgame ships.
I just took Miguel to late game (year 4, normal campaign/hard diff, died when I had to fight 3 outsiders around day 80) with - missiles, of all things. 4-2-2 for the missiles to get the synergies, and then I had all 4 super weapons, and by the end everything was max upgraded, about 60 crew members. AoE was maxed, had 5+ bounces, over 15k shield, forcefield while staffed applying nearly 2k slow/sec.
Honestly I think projectile speed is the biggest decider at that point of the game - which gives any gun that upgrade projectile speed an edge - machine gun, breacher, etc.
Damage of the weapon is kind of irrelevant, every weapon does enough damage to quickly crater tiles with enough perks, but the problem is killing the enemy before they kill you, and if you have weapons that fire soon after the start, and have faster projectiles, that's one way to manage it. The enemy will kill you before an EMP wave can even hit. Missile Silo still bad even with the new upgrade to have it ready right away because the animation takes so long, but it's a fun gimmick to have a "kills the ship" upgrade.
One reason plasma might still be decent at endgame is its projectile speed is instant, once it fires (gotta stack lots of attack speed to even get it to fire though). Its damage isn't instant but if you stack enough fire things melt like they flew too close to the sun. So Unity might still be viable to that level, the problem is just getting him started.
Early Game: Start with EMP Wave(use it to take out early Kidnappers)
Get the Perks No Common Perks, No Rare Perks, No Unique Perks
Survive and get your economy up any way you can.
Specialize in 1 weapons group.
Mid: You get a choice of 6 Legendary perks every battle. How can you go wrong.
Late: Make sure your bounce is 5+ and your AOE is +3 or more.
projectile defense is 99% and Crew defense should be 80%+
I'll screenshot when I finish my current game. Somewhere in the 8's. Still running a training death camp for 20 units.
Game is lagging on me. Not sure if its the fully kitted ship or the 100+workers