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Loving the game, loving how everything interacts and balances, that's why this detail is irking me.

Except for the occasional item for sale, or for zero-cost one-use items (autodestruct, air strike and smoke strike), it seems that spending all your reputation on Reactor Cores and then unlocking your basic weapon abilities gets you much stronger than trying to install and power up exotic weapons. Also, you get stronger much faster and can snowball through the game, making you better at defending your Grid so you don't have to spend resources repairing it, which means even more purchasing power just for Reactor Cores.

I find this build so powerful that I normally end up selling all the content of Time Pods to just buy more Reactor Cores. This is starting to hurt the variety of my runs. Is anyone having the same experience?
Post edited March 07, 2018 by Hollyhock
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Hollyhock: Loving the game, loving how everything interacts and balances, that's why this detail is irking me.

Except for the occasional item for sale, or for zero-cost one-use items (autodestruct, air strike and smoke strike), it seems that spending all your reputation on Reactor Cores and then unlocking your basic weapon abilities gets you much stronger than trying to install and power up exotic weapons. Also, you get stronger much faster and can snowball through the game, making you better at defending your Grid so you don't have to spend resources repairing it, which means even more purchasing power just for Reactor Cores.

I find this build so powerful that I normally end up selling all the content of Time Pods to just buy more Reactor Cores. This is starting to hurt the variety of my runs. Is anyone having the same experience?
I mostly agree, though the last upgrades are usually too expensive and some weapons really add versatility (e.g. tanks).
But if it's really a problem for you, play insane custom: for the air master achievement, I had 3 science mechs (nano, swap and guard) so I really couldn't afford to sell decent weapons, even if they didn't match my class.
I generally find that the utility of having a different weapon can make it worthwhile; e.g. having a Brute with both the cannon (for pushing) and the smoke bomb / leapfrog (for disabling).

There's also the fact that you can't keep the change after finishing an island, so if you've got one or two stars to spare and your powergrid is close to full then you might as well buy a weapon.

Having said that, I think the reason for the 'sale' items is to encourage you to mix up your strategy because it might be one you wouldn't have chosen if they were all the same price.
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Hollyhock: Loving the game, loving how everything interacts and balances, that's why this detail is irking me.

Except for the occasional item for sale, or for zero-cost one-use items (autodestruct, air strike and smoke strike), it seems that spending all your reputation on Reactor Cores and then unlocking your basic weapon abilities gets you much stronger than trying to install and power up exotic weapons. Also, you get stronger much faster and can snowball through the game, making you better at defending your Grid so you don't have to spend resources repairing it, which means even more purchasing power just for Reactor Cores.

I find this build so powerful that I normally end up selling all the content of Time Pods to just buy more Reactor Cores. This is starting to hurt the variety of my runs. Is anyone having the same experience?
I second this. I started to have much better performance spending all my reputation on reactor only, and maybe some energy-free utility/weapon. After all you only have 1 action per-turn, so hitting as hard as possible is almost always better than choice between two mediocre attacks / utils.
Agreed: it seems most of the starting weapons/mechs are powerful enough to win the game without buying extra stuff.

Wouldn't say extra toys aren't handy sometimes though, especially in a sale. =)
Also - at least IMO - almost always buy "Missile Barrage". Especially if you can get it before spider enemies start to appear.
With the damage upgrade, it makes things SO much easier.

Like - just take a look at the attached situation from a 3rd Hard island...
Admittedly, that prime also had an upgraded burst beam...
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Reactor cores are important, but having a variety of abilities is, as well. I find it more effective to have 6 abilities partly maxed out than only 3 abilities fully maxed out. For example, if a Vek with 5 hit points is about to deal massive to your grid, having an ability that does 4 damage does you no good, but having a secondary ability that can push the Vek, even if it does no damage to it, is invaluable. I try to give my mechs secondary abilities that are different from their primary abilities so that I have many ways to approach situations. I find versatility to be more valuable than pure power.