Shortest Trip to Earth

Shortest Trip to Earth

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rallegre Oct 7, 2020 @ 12:09pm
strategy guide?
anyone make up one yet? all the time i put into this i still cant get much further than the 3 bioships at the end of level 4.
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Showing 1-9 of 9 comments
Pie Lord Oct 7, 2020 @ 5:41pm 
I also cannot get past this part, I've tried destroying the other smaller ships then the large one but I always end up dead. My recent one I tried to knock out their disco laser but failed once they repaired it for the Nth time as the other guns and ships were just pelting me.
rallegre Oct 7, 2020 @ 6:00pm 
i tried this and it worked. target the power centers on the 6 beam ship. i got lucky and knocked them out on the first volley. i finished it off then killed the 2nd small ship and finished off the 3rd ship. trick there is to keep the power off to the one big gun.
rallegre Oct 7, 2020 @ 6:02pm 
this fight is a good example of my i dont like starting bases stopping at a level. you use up so much to get to the boss that it is a rare thing to be in any shape to win this fight. some kind of rebalancing needs to be done to keep this enjoyable.
HeavyArms Oct 8, 2020 @ 10:19am 
I tried looking for some tips on youtube but there were only a few videos with not very good tips. On my tenth run now and made it to the 7th sector and am finally starting to get a better hang of things.

Some tips I use..

Lasers, get lots of high powered lasers. I usually run 4 lasers 1 EMP and then something that uses missles.

Nukes are expensive as ♥♥♥♥ to make but can be a life saver. use them to try to take out shields or high powered guns right away. The fuel nukes are very good because the fires they cause can take out 2-3 modules with one nuke. You may need a distraction gun to fire before your nukes like the basic fire canon so the enemy ships defensive guns fire at the fire canons shots first.

The module/crew/power presets you can set on the left side are very useful, you can sub out modules you don't need like cryo beds and put in extra defense guns or extra weapons once you upgrade the slots.

The above also works for adding extra shield power to your ship during a battle.

Obvious tip, Try to get as much shield power as you can.

Put your best gunners on the defensive turrets, this will give you a better chance at destroying any incoming intruders or missles/nukes.

Once your guys are leveled up on shooting and you have added more defensive turrets you won't even need to attack the enemies missle weapons. Just worry about knocking out the power or high powered weapons.

Don't forget to hit the enemies bridge, once you've started fires and damage to other modules damaging the bridge may knock out some of the other guns on their ship because they are running around repairing or putting out fires and not on the weapons anymore.

I'm probably forgetting a bunch but about to start another run and will post if I remember anything else.

Sess Oct 8, 2020 @ 11:31pm 
I have some various tips that may help.


Some tips of guns:
Be constantly looking to add more weapon slots, By sector 8 I think you want at least 8 guns or more depending on the size of your ship. Weapons that consume explosive tend to consume very low amounts of power and are more slot efficient as you wont need as many power generators, his can be nice for the really small ships. Though you have to be careful you don't lean too heavy on the same ammo type with all your guns or you will be in big trouble if you run out, it can also sometimes be good to have spare energy guns in cargo if you loot some randomly just in case. Usually you want to focus on either shield piercing weapons or things like lasers which don't pierce shield unless you plan to have the shield piercing weapons work to support your energy weapons, for example by targeting enemy shields. I would say that even if you go energy weapons though it can sometimes be decent to have one really powerful gun that consumes missiles which can try to target down generators or shield modules, but only with missiles that can feasibly get through the enemy point defense reliably. The spideraa and intellibanks missile launchers can pretty good but I also suggest a spare weapon in cargo to swap it with if you don't want to use up too much ammo or run out. Missiles are also sorta similar to nukes as they don't deflect and pierce shields so where they hit they do guaranteed damage and can be great for taking down a scary enemy weapon for a while, they also can be used with your nukes to bait point defense. Weapons that don't deflect are usually pretty good. Energy weapons are a lot better for resources as they don't consume stuff usually, but they have an extra layer of health to chew through.


Slot efficiency tips:
Having good farms, labs, or cryosleeps is pretty nice, and getting positive in food consumption is always great. I would say stealth detection is extremely valuable, as it lets you see the red circles which show where enemies are on the maps. This means that you can swap out guns, defence points, and other combat modules for more farms/labs/cryosleep units and won't have to worry about quickly changing to combat mode when an enemy catches you off guard. Also if the sector is out of your scanner range on the sector map, it is a good idea to change to combat mode before jumping with the warp drive. This also applies to any sector exit point as you want to be in combat mode in case of a boss. Also maximise that cargo space! In my runs I usually end up using as much of the cargo storage as possible for modules. Converters can be very useful, especially fuel or explosive ones so looking to buy those is a good idea sometime in the run. The shield modules that just give a chunk or shields and don't regenerate can also be swapped out for hardpoints over the course of a fight if they drain your shields down. Also your goal should be to eventually swap the slots with farms/science labs/cryosleep units for something with any sort of combat buff from cargo storage like hardpoints, additional point defense/dodge boosters, or just more guns. This is especially important for the smaller ships like the starter ones as you really want to be slot efficient on the smaller ships to do well. You also don't need to scrap looted modules right away, keep them in cargo until you need those resources, are going to sell resources, or need cargo space. Also you don't need your sensors during combat, this is another module that can be swapped when you start to see the red circle indicating on the map a hostile ship.



Shields and point defense:
I typically like to have 2-3 point defense on the front and at least 1-2 hybrid slots in the back. If the enemy isn't fighting you from behind then you can just swap the back ones for dodge boosters. For shields 2-3 of the regenerating modules are good, and then 2 of the ones that just provide a bonus but don't regenerate shields. You could also consider using the ones that give a bonus at first and then swapping them for extra regenerating ones after your shields are going down.


Boarders:
For fighting boarding you can try to anticipate where enemy crew are going to try to land and order all your fighters to go near where they come in. As for doors... I always forget they exist and don't bother but it probably is better to make use of them but I never both to micro to that extent.


Ship Combat:
Its good to usually have a plan on what to target on the enemy ship. If they have a bunch of high power consuming energy weapons then it could be good to take out their energy generators. If you have mostly energy weapons but a few that pierce shields, then you can try to target the shield generators to help out your energy weapons. Targeting the bridge or weapons can also be pretty good if you are in doubt. As for deciding what enemy ship to take out first, I suggest going for whatever one has more guns. Sometimes I like to send nukes at a ship that has weak or no point defense to take it out of the fight and then focus all my guns on the other enemy ships. You can easily ignore cargo modules and anything not combat related.


Hope this helps!
narf03 Oct 9, 2020 @ 12:07am 
use nukes, at least 2 of them, decoy first, decoy target middle of the ship then the rest aim at the main beam weapon. technically do not allow it to fire at all.

its cheaper to use nukes then take alot of damage or having the risk of being destroyed.

Rodrigo Oct 10, 2020 @ 6:47am 
2 things:

A lot of firepower, don't try to srategize too much or think this is FTL, its not, firepower is key, 7-9 guns by the end and you'll be wrecking ships in a single volley, no need for nukes at all, you might want to target their guns, but moreoften you can shoot completely erratic and a lot of guns will wreck their face anyways.

a bit of defense, you WANT 3 point defense, 3-4 shield regenerators +1 powerful shield battery, having too much shield isnt as good as having a lot of regeneration.


profit.
https://steamcommunity.com/sharedfiles/filedetails/?id=2253601236


ok, maybe 3 things, for -ONE- single combat you want a tonload of crew, robots and everything, and that is the squid ship, they send a -TON- of bad guys to board you, at this time either have 20+ defense crew, or literally remove EVERYONE from what they're doing, and kill the boarders, this is where most people cry about, roflstomp them and get back to their posts, its really easy enough.
Last edited by Rodrigo; Oct 10, 2020 @ 6:52am
greengoo Oct 10, 2020 @ 11:27am 
best tip i can give is fuel nukes if you can make as much fire on the reacotrs as you can and have about 6 or more weapons yep i know. typcly i fire bomb the support ship with fire and then constrate on the main ship with all my firepower. it seam to work for me in my last run?
There is a guide under the Steam Guides section:

https://steamcommunity.com/sharedfiles/filedetails/?id=1848242356

It's pretty good.

I aim for one weapon slot per sector - I don't always get it, but it's what I aim for.
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