There seems to be some randomness in this, and I've been unable to confirm if a row has priority (versus the columns, which do). Programs charge based on their order on the screen from left to right. However, if your engines are not good enough to keep distance, and they have a scattergun, you will want static. Most enemies will only hurt you with their main cannon, which appears to be an energy weapon. When choosing shield modulation, I find that you'll want modulated shields for 90% of enemies. Let your crew know if you intend to do this and be prepared to run back from the weapons to pop a fuel capsule for science. If you can convince your captain to get a good enough reactor, your job becomes almost obsolete, and you should instead focus on manning a turret and boarding (checking on the temperature periodically). It will help in those rare situations where you absolutely need it. Maximize the coolant talent first, even if you rarely or never use coolant. This may help in a pinch but is usually very dangerous and I would recommend using coolant if it comes to this. If absolutely necessary, you can turn off the core safety and it can survive critical temperature for up to ~10 seconds. Remember to restore it to full before charging your warp drive. Generally, though, once combat has started, the ship remains visible despite your science level. Science can be dropped to 0 once a fight starts this will not affect their programs, but gaining too much distance on the enemy may cause you to lose it on sensors. It is almost never a good idea to drop Shield power, even if it's the heaviest draw on the system, unless the fight is over. In this case, you would be able to drop engineering, because there's less need to keep distance when you're trying to get the kill. If it's near the end of the Phalanx, however, you want as much power to weapons as possible so they can try to finish it off or damage it before the shields return. For example, if a fresh Phalanx has just hit, you can cut power to weapons for a short while to cool the core, since there will be time to hurt the enemy (unless it's a very powerful ship). When choosing which section to throttle down, it is good to know what viruses are in effect. If you have trouble getting the heat to stop rising with one system, the total usage slider can be used, but should otherwise be avoided if possible. There is no need to over-cool the reactor during combat, 90% heat is fine. Only then should you throttle down the appropriate section, and only until the temp has dropped just enough. The core is perfectly safe all the way until it reaches critical temperature keep all systems at full power until it starts getting close. When jumping, it's approximately 5 seconds after both bars fill until you can jump, which can help you give an estimated time to the captain. Jump processors do not seem to affect Warp Drive Charge. When you intend to charge your warp drive, the Warp Drive Charge will fill based on your engineering power, while the Warp Drive Calculation will fill based on science power and your jump processors. Do not take all instructions literally, not my fault if you get yourself killed doing it, etc etc. If you find any information that is completely wrong, please let me know so I can change it - I haven't done extensive testing, this is just what I've determined so far. I have about 30 hours in the game, which isn't a lot, but this should help mid-level players.Ī lot of this is speculative, and opinion based. I will start by pointing out class-specific tips and tricks, followed by general tips at the end. This game has many mechanics that are not fully explained, and I hope to address them here.
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