Zoidberg: I'm sorry but this argument doesn't make sense. What use is there for a great drone if you don't have enough power in that system or enough parts? A teleporter when you have just 2 engis as crew, etc, etc...
This is where the extra scrap comes in. You can buy the power and you can buy the drone parts if you really need them (personally, I rarely do, because it is a fairly common resourse, and it will last you a long time if you use it sparingly). And frankly, what ship (safe for for Engi B) does only have 2 Engis ? You can board almost any ship if you have at least 3 crewmembers (all you need the third one for is either to pilot the ship or aim the weapons. I guess it is possible to board if you only have 2 crewmembers with a certain setup).
nevill: Honestly, I believe that Jonesy89's poins 3-5 in
his post are the key ones. The reason why Nesasio is so powerful despite its lack of shields is that it can run the first 2-3 sectors without almost any upgrades whatsoever (all you really need is the cloak and weapon upgrades), easily amassing 300-400 pieces worth of scrap reserves, which allows you to buy whatever items you find at the nearest store.
Zoidberg: I'm still playing on normal, not easy. It may be so on easy, haven't tried that ship on that difficulty.
So do I. Why do you find it so hard to believe? You get 15-25 scrap per combat encounter in the first 2 sectors (less in the first, more in the second), If you get 20 encounters, it will easily put you in the 300-400 range. And Long Range Scanners help you choose nodes with ships in them, ensuring the source of income.
I just had short 3 games with this ship. In the first one I had collected just enough in the first sector to buy myself a teleporter and by the end of 2nd sector I had 2nd level cloak, 2nd level teleporter, 2nd level oxygen, 3rd level weapons, Ion Cannon, 2 extra power, and 230 scrap in the bank (30+75+30+25+25+20*2+230-50 for selling the Titanium augment=400 total). In the second game I managed to buy the Pre-Ignifier, Pike Beam, 2nd level oxygen, 2nd level cloak, 4th level weapons, 3 extra power and had 30 scrap left in the bank (120+60+25+30+25+35+20*2+25*1+30-50=340 total). I don't remember the numbers for the third game, but they were close. All of this was bought, not found through special events. Since the ship does not need much in terms of upgrades to run, it can build a huge scrap reserve, which buys you awesome stuff you find in stores. And stores are anything but rare in this game.
Zoidberg: Well, you're wrong. I quite like a challenge. But it is not always a challenge, sometimes it becomes a landslide (most often at your disadvantage, but not only).
This is not the matter of challenge, this is a matter of being able to make decisions whether to wait a bit for something better to show up, or to stop waiting and make do with what you have. A teleporter is always a solid investment, whether you have the crew to pull it off or not, but a lot of them are more situational. It seems to me that this is where you are making mistakes.
Zoidberg: Thanks for the teleport strategy. Can be useful if one have lvl 2 sensor to see what species are there.
Did I mention that The Nesasio starts with those? Did you know that they allow you to pursuit allied ships lost in nebulaes and rescue their crew, providing you with free crewmembers? That ship is more suited for boarding than a Mantis Cruiser! :P
Ok, so here is a quick guide to piloting The Nesasio.
1) Learn to use your strenghts, that is, the cloak system. Many players make the mistake of using it only to evade enemy projectiles. This may work for other ships that have shields to rely upon and therefore only need to avoid missiles, but with the Nesasio you do not want to be hit at all - and enemies often fire their weapons out of sync, allowing you to dodge one, but not the other. Which is why you use the cloak as a poor man's Pre-Ignifier, cloaking immediately at the beginning of combat to charge your weapons and then proceeding to take out enemy's weapons system in one swipe. 2nd level cloak is the first upgrade you buy.
On the other hand, if the enemy has weapons that fire simultanously, it might be a good idea to wait for their salvo before cloaking. That should give you even more time to decimate their weapons.
2) Cloaking is also a good way to temporize, when you wait for enemy to run out of oxygen (if you do not have a teleporter and cannot disable their weapons in fear of blowing up their ship), or when you really need to repair one of your systems, or when you are praying for the FTL to charge faster so you could split.
3) Your starting weapons charge fast (10-11 seconds, respectively), even faster with someone manning the station. 2nd level cloak lasts 10 seconds, which, essentialy, gives you a free shot, and you might get a second shot in before the enemy fires their first. The meaner weapons they are packing, the more probable is that they won't get to fire them. Your dual laser is the fastest of the two weapons. Do not hesitate to fire it out of sync with the beam if it will prevent you from being hit.
It takes time for your laser projectiles to hit their target. The beam fires instantly. Fire the laser a second before the beam charges. This often means a difference between disabling enemy's weapons or getting hit yourself.
4) Always man your weapons station until the enemy's is down. Your cloak and weapons are more important than oxygen.
5) 4 points in engines give you a solid 30% evade chance when you man the cockpit and the engine room. Never - as in ever - leave the cockpit until your opponent can no longer harm you. Remember to reroot the energy to the engines when you are being shot at. Chances are, between this, pre-emptive strikes via cloaking, and Titanium Casing, you are going to be relatively unhurt.
6) Your starting equipment will last you the first couple of sectors easily, but you will need something more substantial from the third sector and on. Start looking for shops early, and try to keep a good amount of scrap in reserves. Choose nodes with ships in them, and you should amass lots of scrap in no time.
Titanium Casing is not only a good starting augment, but also an extra 50 scrap, should you find something that you really need.
7) Explore nebulaes. They allow you to spend more time in the sector, which directly translates into extra scraps. Besides, they have some interesting events that might give you something special if you have good sensors - which you do.
8) Upgrade wisely. You don't need your engines when you are cloaked (unless you are dodging, in which case you don't need them for long anyway), or when the enemy's weapons are disabled, so you can safely do without upgrading the reactor by juggling the power. You can power Engines4, Oxygen2, Medbay2, Cloak2, Teleporter2. Drones2, Weapons3 with 10 power bars and never notice a difference. In fact, encounters within an Ion Storm in the first two sectors can be safely done with only 5 power bars availabe (Weapons2, Cloak2, the last one switches between Engines/Oxygen/Teleporter when needed).
You will need Cloak2 and Weapon3 to protect yourself from stray shots. The rest depends on many factors, such as the galaxy chart, what you find in shops, who is on your crew list, etc.
9) Get a teleporter. It helps tremendously with scrap collection. It also has a good overall synergy with the ship. When you disable the enemy's weapons, you want them to stay down, so you send the boarding crew to prevent repairs. Once the weapons are down, you might want to send everyone in, including the pilot. Even better If the ship you fight has a teleporter of their own - wait for them to board you, engage them, cloak when they are nearly dead so that they could not escape, then take their ship which only has a few crewmembers left.
If you don't mind spending extra time, make sure to level up your crew by dismantling as much systems as possible while the enemy crew is still alive. Be careful not to blow up the ship, though.
10) Contrary to the popular belief, shields are not a priority, firepower is. You don't need shields if the opposition has nothing to hit you with. You can safely ignore getting shields until the third sector, or even the fifth sector if you really know what you are doing. I'll take Pre-Ignifier over Shields any time, but an extra weapon with an Automatic Pre-Loaded will serve just as well.
That said, you don't need that much firepower. Dual Laser, Burst Laser 1-2 and a beam weapon will carry you through the game, including the final boss.
11) If you happen to engage in combat with a ship with some attacking drones, cloak immediately and prioritize taking out their drone systems. Drones fire faster than weapons, and thus are more dangerous. Even better if you can target both the drone and weapon systems. Remember that offensive drones require 2 power to run, and you do not need to destroy the system completely to shut them down. More often than not, if the enemy only has one drone, it does not get off more than two shots. By the time you start encountering 2 drones, you should have means to deal with them. If, for some reason, you do not, Engines4+ (to power FTL at double+ speed) and Cloak3 (to temporize) are your best bet.
12) Avoid Zoltan ships if you can help it. They are doable, but are far more trouble than they are worth.
This should get you through the first 4-5 sectors. By then you should acquire all other systems and the ship plays exactly the same as any other.