I don't have access to most of them yet so I'm using the scout loadout B with Thrust Diversion, Damage Bonus, and Ancient Structures. I hadn't played since glyphs or subroutines were added so I'm having a fun time unlocking tons. If I pop a damage limiter I am almost invincible.Īlso Ancient friends is a pretty good source of dark energy.Question - does the glyph you find have anything to do with what doorway or hallway you enter on the way into the structure? This boosts the armor from 40% to 45%, together with the Adaptive armor MK3 it makes 60%.
Last but not least, I tend to use the Armor subroutine for that extra little bit of armor (5%). It repairs 5% HP after each jump, this is a natural fit with the gunship, because you tend to take SOME hull damage in almost every engagement. It makes the game almost too easy, because you can take your time with fights, mine everything, kill everything, explore everything + you have a lot more Access keys on hard, so you get to loot all secure containers and colonial wrecks. The gunship is slow and reliant on a constant stream of consumables (drones, damage limiters), so the lack of resources hits me hard - both the decreased droprate on hard and the faster arrival of the fleet, preventing me to mine/salvage everything in a given sector.īecause of that the Low profile glyph is my favourite. I use the Gunship on hard and found that the hardest part was collecting resources before the fleet showed up. Beeline makes fighters and light fighters a breeze, Splitter makes corvettes, carriers, and even frigates a breeze, and Sensory Overload let's you run sectors quickly and efficiently, scooping up every resource and crate before the Okkar arrive. With Beeline, Sensory Overload, and Splitter there is no situation you can't handle. Not because the double fusion/ark is wicked powerful (it is), but because Artisan gives you a chance to be "caught out", stuck fighting a capital ship with no secondaries if RNG doesn't play nice. Of the two I'm leaning more towards Splitter. And when a frigate shows up, take a moment to salute the poor dumb bastard before you fire off a twinned Ark. It doesn't seem like much, but when you just shut down the subspace blocker only to have a an elite Mk2 corvette with another blocker warp in on Hard at the tail end of Sector 5, and you've got 30 seconds until the Okkar fleet shows up, you're going to be happy for those twin fusion torpedoes. This one is tactically the opposite, making secondaries twice as powerful at the opportunity cost of not getting enhanced primaries. Splitter (Pro: secondary weapons split in two. The downside is that with Mk 3 Weapon Overdrive and Mk 3 Time Extenders, and an M3 Beam with Shield 3, Hull 3, Energy 3 - you don't really need an enhanced primary. I really like Artisan because you can get the best primary weapons in the game this way, and I usually can find enough fusion torpedos and Arks to ensure capital ships aren't a threat. The third slot is currently up in the air for me between Artisan and Splitter, which is funny since they're pretty opposite in practical use.Īrtisan (Pro: Craft enhanced primary weapons. By the that time you should have a good feel for when to switch weapons on the early sectors before you get your first M1 or M3 beam. My advice is to get about a dozen runs (successful or not) under your belt before using this. The downside isn't an issue if you're using M1 and M3 beams (equal damage to shield/hull), but the early game can still be a tricky. You know right where the subspace blocker is, right where that cluster of 3 containers are floating out in the middle of nowhere, and which of those 2 big asteroids is full of goodies. Warp in and within 5 seconds of looking around you've got the whole sector figured out.
Sensory Overdrive (Pro: See everything, basically an always-on communication hub, except. Even in Sectors 1 and 2 you can still use secondaries - those light and heavy missiles do wonders on B&G freighters, and a broadside of heavies is a great poor man's substitute for fusion torpedos against an early drone carrier or corvette. An arsenal full of fusion torpedoes and an Ark are enough to handle even the biggest of capital ships. Embracing that mentality lets you dedicate your secondary weapons to the big boys. Primary weapons, combined with Weapon Overdrive and the occasional application of Time Extender, are more than enough to handle fighters and light fighters, especially when their missiles no worky. This is with the interceptor, which is my hands-down favorite ship.īeeline (Pro: homing missiles are homeless. I'll kick it off with my preferred gear for both normal and hard.