It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like:Chrome,Firefox,Internet Explorer orOpera

×
arrow-down2arrowcart2close4fat-arrow-leftfat-arrow-rightfeedbackfriends2happy-facelogo-gognotificationnotifications-emptyownedremove-menusad-facesearch2wishlist-menuwishlisted2own_thingsheartstartick
I know from my friends they find the game very hard (I find/found it hard too) and couldn't see a random tips and tricks thread (might very well not have looked hard enough) to help newer people.

Like the tip that the flagship does not replenish crew between encounters, so try to find a way to massacre their crew on the first encounter. It will make the second and third fight much easier if they only have 2 living members in the main hull.
What I find works best is try to start a fire in the shields with missiles, and then place a hacking drone on it. Folllow this up by shelling the shields in which you now have 3-4 enemies trapped.

With some luck the fire will spread even further
avatar
dragonbeast: I know from my friends they find the game very hard (I find/found it hard too) and couldn't see a random tips and tricks thread (might very well not have looked hard enough) to help newer people.
There's a few, but often buried in other threads. This one is also interesting. Don't forget to run away when appropriate.
The first post linked by Gydion gives plenty of useful advice, I'll add some of my own:

-Pause. Pause more. You think you pause a lot? Still not enoug, PAUSE! :) Seriously, pause, asess the situation and micromanage.

-Stations: Helm > Engines > Weapons > Shields > Doors > Sensors; some situations may require moving your crew to different stations, but that's the basic order of importance; NEVER leave crew in the medbay, it's certain death if it gets hacked.

-Make sure you have level 2 Oxigen before fighting the flagship: if it hacks your O2 at level 1 it's certain death.

-Wait at the Base for the 2nd form of the flagship then jump at it for the 3rd form, that way you can jump back to the Base if things look bad (or to kill the boarders unmolested if you didn't decimate its crew during the previous encounters).

-If you get slug crew, make it your pilot regardless of your current pilot's skills. Slugs can't be mind controled and the helm is where MC hurts the most.

-Cheesing your hack through defense drones: launch your hack and pause/unpause until you see the defense drone fire, turn off you hacking, unpause, pause when the shot is offscreen and power your hacking again.

Check Billy1Kirby's Youtube and Twitch channels, he's the record holder for the longest registered winstreak on hard. He has tutorial runs on his Youtube, and on Twitch he explains everything he does and answers all the questions from chat.

VODs of his record winstreak
VODs of his hard nopause challenge
avatar
Aturuxo: -Make sure you have level 2 Oxigen before fighting the flagship: if it hacks your O2 at level 1 it's certain death.
Good strategy, but the conclusion is wrong. It's not certain death at all. It is significantly harder depending on your layout.
Post edited March 19, 2016 by Gydion
avatar
Aturuxo: -Make sure you have level 2 Oxigen before fighting the flagship: if it hacks your O2 at level 1 it's certain death.
avatar
Gydion: Good strategy, but the conclusion is wrong. It's not certain death at all. It is significantly harder depending on your layout.
OK, almost certain death depending on how fast you can take the flagship down or at least its hacking module, because that hacking will deplete your O2 way faster than you can replenish it between hacks.

Another little trick for the final form of the flagship if you have cloaking: don't cloak its first missile salvo; cloaking (at level 1) the second missile volley will also evade the first supercharge shot and have cloak ready just in time for the second one.
Crew management tips:

--- Names and saved positions

I like to rename my crew members to their preferred jobs. This helps me keep track of who is who and make sure the experience gained for each system is concentrated in a single character. Thus I'll have guys named Guns, Shields, Engines, Pilot, Fixer, Killer, Utility. With big crews, critical positions might be doubled up, so I might have a Guns1 and Guns2, for instance. I don't generally name crewman for positions that have no related skill, so I don't name guys "doors" or "sensors" for instance, but see two paragraphs down. I use the name "utility" for any crewman who will not be deliberately training in any specific skill.

Just renaming the guys isn't enough. Every time you add a new crew member or an old one dies, take a minute to reassess your standard crew layout, and move everybody where they will be the most effective at the start of a normal fight. Then click "save crew positions". With this done, at the end of each fight before jumping click "return crew to saved positions".

With a larger crew I try to always have a crewman whose saved position is the doors system; this is very helpful in boarding combat. Less crucial but useful is to have a guy stationed on the sensors system. The guys in these positions will be "fixers", "killers", or "utility", as there is no associated skill with doors or sensors. With doors and sensors covered, any extra guys will usually just get assigned saved positions to have fairly even coverage across the ship.


--- Racial preferences

When saving crew positions Zoltans should be placed in rooms that will consume energy. Weapons is first choice, shields second, engines third. Assigning a Zoltan anywhere else wastes his free energy ability. Systems can benefit from more than one Zoltan. Engi make the best fixers (damage repairers) but should avoid combat. Mantis make the best boarding combat guys (killers) with Rockmen generally second.

If you have 2 or more Lanius, consider making them your boarding combat team. Being able to evacuate a room's air and then send in Lanius to hurry along death by suffocation is sweet. If you have a mixed crew of Lanius and any other race on board, carefully segregate the Lanius so they never occupy the same room as the others.

The Slug telepathic abilities are great, and can often replace normal sensors, saving precious scrap for other systems. Best of all the telepathy works in nebulas! Anytime I get a Slug on board I carefully protect him.

I've never played with Crystal crew members so I can't offer much advice for them.


--- Crew acquisition

Whenever you fight a slaver ship. the "surrender offer" you get when the ship is nearly destroyed will be a free crewman. If you are short on crew this can be a great way to get new crew. If you have a pretty full crew or the crewman offered seems crappy, don't be shy about blowing the slaver to kingdom come and collecting that precious scrap. Yes, the poor suffering slaves they have on board will unfortunately die, but you must remember you are on a vital mission to save the Federation, and the needs of the many outweigh the needs of the few.

Occasionally you will get offered "reduced price" crewman by random encounters that cost some scrap but less than you would pay at a store. You will usually get offered enough free (or reduced price) crewman you don't need to buy a lot of them at stores, unless you have a habit of getting them killed. Paying full price at stores is pretty much last choice. One benefit of buying from stores is you usually get some choice about race, but only if you bring enough scrap to buy the spiffier races, and not just the bare minimum 45 for a human.


--- Experience management

I generally find getting experience for my weapons crewman (guns) goes much faster than other positions. Accumulated weapons experience is thus a bit less valuable than other types, since a new guy can pick it up quickly. Keep that in mind as you acquire new crewman. If your original weapons crewman is a race that might be more valuable for boarding or fixing (Mantis, Engi, Rockman) consider letting a new guy who doesn't have valuable racial advantages (or a Zoltan, who are GREAT on guns) take over the guns slot even though the original guy had some experience built up.

Acquiring experience for your pilot and engine crewmen can seem very slow. Keep in mind that experience for these positions depends on actually evading attacks. Powering engines may seem very low priority when assigning reactor bars, but keep in mind when you do this you are not only lowering your evasion chances you are also reducing the experience your pilot and engines guy will get. In order for these guys to max out experience by the final sector, make an effort to buy an extra engine bar or two early on and try to keep a couple of engine bars powered whenever possible, even if this means you take a bit more damage than you would if you spent the energy on something else like shields.

If you have a ship with a Zoltan shield, trying to concentrate shield experience in a shields guy is considerably less useful than in a normal ship. Shield experience depends on the shields actually blocking damage, but damage stopped by Zoltan shields does not add to experience. Furthermore the Zoltan shield gets no advantage from shield experience whatever. On a Zoltan shield equipped ship, crewing the shields position should be low priority, get a guy on weapons, pilot, engines, and maybe even doors before you bother assigning anyone to shields.

Killing enemy boarders by evacuating the rooms they are in and letting them suffocate is a time honored tactic that will fill your heart with glee. However, keep in mind that any boarder that suffocates to death is a boarder that died without anyone gaining experience for killing him. I like to do the suffocation trick to mostly, but not completely, kill boarders. When the poor saps get down to 25% health or so, I let them into a room with air, then send in my killers to mop up and soak up that lovely blood soaked experience.
Fuck this fucking game. I suck at it. My tip is don't play it.
avatar
metalkiwis: Fuck this fucking game. I suck at it. My tip is don't play it.
Wrong thread, mate!
avatar
metalkiwis: Fuck this fucking game. I suck at it. My tip is don't play it.
avatar
Lin545: Wrong thread, mate!
But that was my tip!
Is there a point to have insight to the enemies ship if I don't have weapons that damage the crew? For example does a Drone shoot at stations where the crew is if I can see them?
avatar
Peikko: Is there a point to have insight to the enemies ship if I don't have weapons that damage the crew? For example does a Drone shoot at stations where the crew is if I can see them?
No, drones shoot randomly and seeing the enemy's interior has no effect on drones; however, all weapons that damage the hull and/or systems also damage crew. The only weapons that do no crew damage are ion weapons (which have a chance of stunning the crew depending on the specific weapon).

Knowing the status and locations of the enemy crew is useful for many things. Apart from the obvious (killing the crew), it can be useful to find out what they're repairing or manning.
Having played the game on hard for awhile now (managed to score at least 1 win with every ship on hard), my best tip is to never underestimate the power of the Hacking system. It is brutally efficient for downing nearly any enemy ship when you bulk it up to 3 units (advanced) and combine it with beam weapons. At 80 scrap in a store (with 35 and 60 plus reactor power to get it to advanced) it's well worth it.

The trick is in using it optimally. For example, I've notched wins with 2 halberd beams and a chain laser as my only weapons, hack the shields of the enemy ship (including the flagship) and while it's bringing down the shields your beams charge and you can rake them across the missile bay, shields, and piloting for easy big damage with the laser leftover. This works with most beam weapons against all 3 phases of the boss (halberd, glaive, and hull are the best in my experience).

Have lots of lasers or ion weapons instead? Hacking shields still works, but you may be better off hacking engines/piloting for guaranteed hits that you target on the shields and missile batteries.

Have boarding crew or lots of quick charging weapons and defense vs missiles, try hacking the cloaking system of the flag ship in round 1 so it can't hide from you. Round 2, go back to engines/piloting/shields. Round 3 go after Mind Control once you get through the supershield.

Having trouble with enemy boarding crew? Hack their teleporter to immediately send them back to their ship.

Added bonus: Hacking doesn't only allow you to disable/reverse the effects of enemy systems, it also locks the room you've hacked like a level 2 or 3 blast door. Therefore, if you damage the system within, enemy crew cannot get in or out to repair or avoid fires. This can also help if you choose to board the enemy so they cannot swarm your boarding crew without breaking through the locked doors first. Lastly, locking rooms that crew must pass through can effectively cut the enemy crew off from parts of their ship.

Final important tip, Hacking is almost neutralized in phase 2 of the boss fight (when it uses lots of drones) so make sure you are prepared if you need hacking to win (i.e. using it on shields then using beams to attack). To counter this without 'cheesing' make sure you have any of the following: Defense Drone Scrambler Augment (Best option as it completely disables the defense drone), a flak cannon, or a missile weapon. At 80 scrap, the uncommon augment can be tough to gain, but the other 2 options work as well. Just let the flak/missile charge, fire it, and immediately launch the hacking drone behind the flak/missile. This way the enemy drone should target the weapon and your hacking drone sneaks through.

Good luck, and don't forget to keep stocked on drone parts for the Hacking strategies.