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There are some locations where your sensors are impaired, meaning the Okkar can't send reinforcements, but it's also really hard for your sensors to pick up anything. I've even had moments where I bumped directly into a container because it never showed up on my sensors. Enemies in the area can still find you pretty easily, though.
Those special containers are always behind a locked door, so you'll need an access key to reach them. They usually have upgraded equipment, and powerful secondaries.
They're just different. It really depends on how comfortable you are with the items it offers if the choice is better or not.
What I was asking on the impaired sensors was, could I just stay at the ancient ship and not worry about the okkar coming? It seems they spawn close to you, so probably not.
The thing is on this current situation, I have keys, I'd like to take the time and find the shield generator and get the containers, but it seems very likely that the okkar will come and end the run. So it looks like I need to miss out on two more 'special tech' containers in order to get to the jump gate.
I wanted it enough I've taken a few hours to decide, but it's seeming clear.
I like the basic loadout on the interceptor - your info was a help in switching shield weapon and hull weapon, where the shield weapon has the long range to start with.
But on the gunship loadout, the shield weapon has a range under 1000 and the hull weapon has the long range, which seems backwards.
I'm still checking out which weapons work well. The balanced ones seem ok too, I'm not sure what others will do.
I just ran into three scouts who were always in front and they killed most of my HP.
Not bad getting to sector 4 ancient the first run with the ship without using it I suspect...
The third level diplomacy is to have G&B fighters sometimes help on outlaws.
Don't they already do that?
That perk gives them a chance to warp in and help you for a moment.
R is assigned to the Gatling Turret.