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1. Avoid ship types with only one "action" upgrade (like ranger). With 2M/3A actions they will fall far behind other ship types. For example the Ranger is so much worse than gunship wing just due to fact that he has 3 attack points and not 4 that it is practically useless.
2. Avoid ships with only one move point (i'm looking at you, cruiser). Run and gun tactics - move out of cover, shoot, move into cover - are very effective and inability to use them stings.
3. You can use ships with no shields to chain trigger EMP mines. They will take negligible damage (0-2), but it can start chain reaction to other mines. Just mind the adjancent mine types - the closes one's should be EMP too.
4. More attack points - the better +dmg items become.
5. Hire crews early. Their XP is not split and it seems they all get the same amount - doesnt matter how many there are on the ship.
6. Keep at least 2 hexes betwen your ships. The moment they come close to each other they will be attacked with missiles and torpedoes.
7. Intiative is your friend. Try to destroy ships before their turn so you minimize their actions within that given round.
1. Before you start playing DISABLE AUTOSAVE. I cannot stress it enough. With autosave on you play Ironman mode, so unless you want to, disable it.
2. Play Federation campaign first. They have overall better ships and as a result their campaign is slightly easier.
3. Save before a mission and try reloading it a few times - the number of enemies can sometimes vary by as many as 10.
4. When picking optional missions look at the rewards but also at what your current quests are. Also it's worth checking the experience reward for the mission as they sometimes vary. Finally, two missions with identical descriptions can actually vary in terms of experience rewards and even starting placement of your units.
5. In story missions you are sometimes given a choice. It leads to a slightly or very different story mission. If you save before, you can check both options.
6. Sell useless equipment. but don't be over enthusiastic. If you find something that you know you won't use or you have access to higher tiers, sell it without hesitation. On the other hand, the difference between tiers can be negligible or sometimes it's just the energy deployment cost. Think, if it makes more sense to sell something and then pay much more to buy the same device with only slightly better stats.
7. Pay attention to superior and damaged equipment. Superior can sometimes be better than regular two tiers higher. Also damaged is sometimes worth keeping if it's higher tier than you have access to.
8. Sell shield generators of all classes immediately. In the game you take a lot of damage and +5 regeneration every turn isn't going to change much.
9. Shield Matrix sometimes give you more Shield Points than they should.
10. It may be worth reloading some missions (especially the first story mission) if you're not happy with the officer you got as a reward.
11. The most useful officers to take are Captains and Tactical Officers. Science Officers and Gunners are also very useful. The most useless is probably Technician. Just to compare Science Officer starts with +11 points for shield and Technician with +11 for hull but Science Officer has also +5 to hull and +1 vision. And shield points are rechargeable.
12. If the mission isn't timed and you have Medical Officer on board, give your ships time to regenerate. During the mission it will prevent you from being destroyed, at the end of the mission it will allow you to save on repairs.
13. Make sure to pick up all resources, preferably with the Harvester units.
14. Federation Cluster Missiles as well as Alliance Seeker Missiles and Heavy Torpedoes have one hex range greater than in the description.
15. Shield Matrix sometimes give you more Shield Points than they should.
16. Repair ships individually. Sometimes the gamecharges you for nothing. If you have all ships at 100% and the option to repair all is still active just save and reload the game - it will disappear.
17. When you get custom fighters (deployed by your ships for free), remember you can sometimes use them as kamikaze to detonate the mines near your opponents.
18. There is no such thing as too much minerals. There's always something to spend data on and end-game ships are expensive to buy and deploy. Save if you can.
19. More expensive doesn't always mean better. Some 500-data upgrades are great (Extra Move, Extra Action, +1 to move range, +1 to shoot range) but some are worthless (shield regeneration boost). Also sometimes it's better to spend 500 data on low level upgrades that combined will make more of a difference.
Federation spoilers:
1. Listen to Admiral Alexandra and you will get shiny new battleship as a reward.
Alliance spoilers:
1. With your Vor units always use energy-generating abilities. Also, Sing should always be your opening move.
2. When you get access to new units (Mule, Liberator and Catapult) don't go crazy on them. In a few missions time you will get access to final Vor ships, and one mission after that to final Alliance ships (Warship and Mauler). It's a good idea to wait and buy and upgrade these ones as they are much better.
3. In the fifth act you will get a mission to save Warship Defiance. It is a though mission so it would be better not to take it until you have access to top-level ships and have bought at least some upgrades for the Warship class.
Edit: I did so . I did also send out a friend invite to every contributor, so I can add them as co-authors to the guide.
I don't want to steal any content, so if you want me to delete your part of the contribution or if I should add additional links/information to the guide feel free to pm me or comment on the guide directly.
It is my first guide ever and was only meant as a training lesson and to give new players easier access to the amazing information I found here.