Halcyon 6: Lightspeed Edition

Halcyon 6: Lightspeed Edition

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Ships combos, exploiting status effects, ultimates disscusion.
Hi all ^_^
So far I've been quite impressed by Hal6 LS, and have begun tryig to peice together optimal fleet loadouts that best compliment each other and their abilities.
The highest Offciers Ive played with have been lvl 11 and highest ships all tier 3.
I have also been trying out all the different offcier classes (The Mega guide was a huge help here, thanks very much for creating it!).

I'm keen to hear your experiances and what you've found works/doesnt work.
Being able to exploit status effects and reliably apply them to form combos between your ship abilities seems like a huge part of the skill in this game, and I'm keen to learn more.

So far, with offciers:
Engineering:
I orgionaly was a big fan of the Inventor class, however I have since switched over to mechanics due to their superior self/ally healing and Ramming ability.
This allows me to Disable engines using my Tactical then Ram, then Supercharge my Tactical, Disable countermeasure with my Engineering, then expolit the vunrability effect with a supercharged Suicide ram.
The inventor does have the Salvage harpoon, which is a really nice ability however the rest feel lackluster.

Tactical:
I just about always go with the Operative. The suicide ram/supercharge/cloak are simply too nice to combo with engineering, while the other tactical officers abilities have felt resonably meh to me, and a lot of ships are strong vs weapon disruption.

Science:
Sort of a toss up here.
I have found the Biologist useful for nano repairs/statis lock/general use. However I find science ships tend to struggle with applying or exploiting status effects when your also trying to use your tactical to output your damage.
The Physcist I havnt used a whole lot, but it seems to have some intersting powers worth investigating.
I find science classes are very good options for using Counsoler Auras. I often only unlock the first ability (Meditation), I dont feel the rest are worth spending points on and meditation provides some very nice bonuses already.
However, the science classes biggest attraction for me is it's ledgendary Singularity Ultimate.
It deals respectable damage and applies every status effect it can to ALL enemy ships.
This is invuabable in pretty much every situation, and allows your ships to spedn a few turns always dealing insane damage as they exploit multiple status effects.
The spin attack has been a bit underwheliming, might be decent with the alternative tactical officer, but I dislike using those.

As far as ships go, I always go for the choice with the most damage and sightly higher cost. They seem the best choice in 95% of situations.
Healing is very powerful and I find it important to have at least one healing ability per ship to get it off Critical.

Other nice combos Ive found:
-Tactical Supercharging (+threat, so shis shoot at it), then reflective shielding your tactical with engineering. Protects it and often reflects 1-2 shots back at the enemy ships.

I have found powers such as into the fray/rev up situational and not very useful.

-----will add more as I continue to learn------

What have you guys found/experianced so far:?
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I like the Inventor because I can tank most of the damage. I've been operating with Corbain Lau as a Counselor. (Played tutorial.) Into The Fray is one of my favorite powers, especially when it is upgraded. +45 aim will make just about any shot hit, and even +35% damage is more useful than Targeting Support. (And it can combo with it.) The whole focus fire thing doesn't work well until you get it upgraded. Then its pretty potent if you can combine Weapons Supercharge and Quicken before you Rev Up.
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