Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Initially also combined with longer range weapons to be able to deal damage before the enemy ships could attack (except for missiles); once my fleet became more powerful, switched more to towers and high power, shorter range weapons
I am currently collecting early jump drives by taking out Raiders with Quicksilvers.
I'm excited about how well that is working. I have three Jump drives and three fuel processors and it's only January. Good eq for when I go after bigger fish. I expect I'll have quite a few more before I can upgrade my flagship from a Bounder to a Centipede. Then I'll go back to plan 'A' and start collecting Leviathans for my sweet sweet jump drives. Six would be just fine.
This is really only practical because we can store eq on planets now.
I'm thinking this is one of my best starts to date. I've finished the FW missions but that's almost as far as I've gotten. I keep wanting better starts.
In the outfitter panel using 'u'install and 'i'nstall. The docs are in a past thread or you could go to Preferences->Settings->Reactivate first-time help and have it come up the next time you go to an Outfitter.
(There is other stuff you can do like put things INTO cargo, this can be useful! see the docs)
That one tactic seems less morron that mine, but @HuskyDynamic about how much of your ships (flamethrower) guns would you say face the coming ennemy ship? I know there are flame turrets but really that's more like a bonus, right?
Well, since the Kestrels are faster than my flagship, they're able to kind of turn and shoot while still keeping up. It's a little hard to explain, but it seems to work pretty well.
For the most part I let my fleet do what they do, and try to overwhelm them. My fleet has high shield & high shield regen (beetles currently) tough ships that can do their own thing but mostly work as a loose pack just due to how they warp in. Kes has low shield cap, unfortunately I probably won't use it for serious fighting.