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I believe all ships are equal they are just sidewise upgrades. Those two capital missiles the Tigerfish has can be very powerful. However, they can be easily countered with a barrage of point defense.
For some other random tips that I follow:
1) For me what worked best in weapons department were lasers, with at least 1 EMP (there is an awesome green laser that I used, wish I had at least two - it doesn't damage the ship itself, but deals 30 EMP damage and causes fire) and at least 1 non-energy accurate gun with high-speed projectile. EMP is for stripping their shields and disabling some modules, non-energy gun for generators and warp-drives.
1.1) I'm also a fan of these blue crystal lasers. Yeah they can be deflected, but they do huge damage and fire rather fast. I thought that spider lasers would be good, but the ones I always get, single firing ones, are crap comparing to that EMP or blue crystal ones.
2) I tend to use weapons that will hit for sure. No deflection is a must. As an alternative multibarrel lasers work somewhat, but seems like no deflection is still the best.
3) Target the generators mostly. The only exception is when the enemy has only one gun and it's easier to target then generators. Sometimes I find myself targeting the bridge, but enemy crew repairs it too fast for it to be reliable, and the engine is always hard to hit. I never targeted anything else.
4) If you can't target the generators in particular (like with spider people high evasion ships) just target the middle of a ship. That way you won't waste any shots on misses.
5) Have at least 3 point-defence guns. I had two most of the times and almost got wrecked by anyone using non-laser weapons. With 3 it was significantly easier. I also tend to place my best guys on point defence and not on actual guns.
6) I'm a bit torn on which is better - additional shield generator or a shield battery. For me additional shield worked better most of the times, since the faster regen is pretty fun.
7) Be prepared. As silly as it sounds it's actually quite useful advice that I didn't follow on my first runs. Always have 1-2 spare generators, 1-2 spare shield generator or shield batteries, 1-2 spare guns, 1 stored medbay, 1 stored drone repair module. It doesn't leave much for a cargohold, but you will mostly get crap for loot and disassemble it on a spot. This stock will also help you if you are in a pinch for materials, since generators for axample provide you with fuel when dismantled.
8) Be prepared 2. With good enough radar you can tell when you will be attacked. I go barely into the enemy detection ring and then change crew to battle mode and maybe place some more defences instead of containers. You don't need containers in the fight since you won't move anywhere, and another generator and some shield batteries or hull integriy will make it easier. It's even possible for some boss fights - the dialoge option let's you choose more time to prepare and then places you right on the spot so you only need to click "revisit".
9) Don't place what you don't use. That is about that medbay and drone repair modules. You need them only when you are fixing your crew, so you don't need them eating your space. Even a hull integrity thingie will be better.
10) Whenever you can buy drones. They have no upkeep, they are perfect for firefighting and repairs, they are generally cheap.
11) Goes without saying that you should learn how to use presets. I didn't understood them at all during my first 4-5 runs. You only need 2 active crew (bridge and sensors) during non-combat time - everyone else can make food or sleep.
12) If you have spare module slot - make dreamrecording module and place your pet there. It's useless otherwise, why not make it earn some cash. If you stumble onto a more spaciuos dreamrecording module then you might as well buy it.
13) On most of my runs I used rats mainly as a crew, since they eat so little and flushed 6+ eating crew. That may be an option if you are not yet sure how food economy works. Also that way you can place additional growing bed instead of sleeping pods and be perfectly fine - I finished my Atlas run with something like 25 crew and with less than 20 food per 100 distance or something like that. No sleeping pods at all.
14) When leveling up, you just use the economy preset, level your pilot, radar man and foodmaking peeps. Then switch to fighting preset and level everyone else accordingly. That way you won't make some random mistakes and will speed up level allocation proccess.
15) I don't use science labs much. Food producing and cash from sleepers is pretty enough.
16) After a fight don't dump or convert resources right away - firstly check if you can spend them somewhere. Lots of organic? Time to heal up. Lots of metal/syntetics? Time to check if you can upgrade a module. Lots of syntetics? Time to repair drones. Lots of metal? Time to fix your hull as much as you can.
. U are the best winning in a tigerfish.
I go back and try my luck. See how it goes. I am sure it going to have alot of pain.
Anyway, the most important stats are accuracy and evasion, which I easily had enough of with 5ish 7+ skill gunners and 2 armored ECM modules, a five man command bridge, and various good engines. It honestly made things almost too easy, I took 0 damage from most fights and was swimming in 10k+ credits and resources and was only limited by RNG not letting me find everything I wanted to buy. Having space for 11 farmers and 6 nerds with 0 need to buy metal or explosives meant I NEVER went hungry.
I really slept on evasion my first playthroughs, but wow it feels like the only thing that matters once you have enough of it.
The only issue I had was the hassle of constantly manually swapping modules.
haha same, first win i went afkbio during that counter. A way to click it off, plz ? =)
https://steamcommunity.com/profiles/76561197974508159/screenshot/788614138467445146