Then the mindcontrol wears off and they will start attacking the O2, but die before they succeed to do so.
You mean they run for the next room, but the doors are in their way and they die before getting through the first one.
Then the mindcontrol wears off and they will start attacking the O2, but die before they succeed to do so.
stylesrj wrote:Then the mindcontrol wears off and they will start attacking the O2, but die before they succeed to do so.
You mean they run for the next room, but the doors are in their way and they die before getting through the first one.
Dirka wrote:If you're really pressed for energy, you can disable Defense Drones right after they have fired, and re-route the energy to engines for higher evasion chance (in case the Drone misses).
5thHorseman wrote:O2 as well. That stuff's overrated. I turn it off all the time in battles.
The Captain wrote:5thHorseman wrote:O2 as well. That stuff's overrated. I turn it off all the time in battles.
Liar! I watch your videos! You waste scrap buying power, when you've got one in O2!
5thHorseman wrote:O2 as well. That stuff's overrated. I turn it off all the time in battles.
serpa79 wrote:
++On a side note, it would be good to know WHEN the game calculates a ship-to-ship hit. Sometimes I'll borrow power from engines to activate an attack drone and then quickly revert it to avoid a missile. Question is, when does the game factor in the missile's path? Usually I'd add it right before the missile approaches my ship but it could be tabulated the moment it fires. It's worth figuring out as a couple extra seconds of attack-drone can make a difference.
serpa79 wrote:-When facing the Flagship, if you're hacked in a vulnerable area (weapons/shield/engine), it's sometimes worth jumping out and back in. As of now the game has a bug where jumping from the final battle will not count against the number of turns until the base is destroyed. In fact it will go into negative numbers with no effect (I've done this as many as five times in one game until the Hack finally landed somewhere benign.
-When boarding, a melee attack on a system will 'save' progressing bar damage during an enemy intrusion as long as one crew member always stays in the room. For example, if you landed two crew onto a Cloning Bay and begin to eat away at it's bar health that, say, takes 5 seconds to break and you only get 4 seconds in before having to fight enemy crew, that 1 seconds left will remain as long as you don't leave the room. Pop out and pop back in and it resets. Teleport new crew to the next room and switch out ones close to death in advance to save the damage.
-When boarding, blast doors once broken through will remain open. This can be especially useful when attacking with the Lanuis. The enemy will flee melee with Lanuis once the O2 leaves the room. By attacking the doors and returning to the airless room the O2 levels will drop in each breached room. An effective way to essentially corral remaining enemy crew.
++On a side note, it would be good to know WHEN the game calculates a ship-to-ship hit. Sometimes I'll borrow power from engines to activate an attack drone and then quickly revert it to avoid a missile. Question is, when does the game factor in the missile's path? Usually I'd add it right before the missile approaches my ship but it could be tabulated the moment it fires. It's worth figuring out as a couple extra seconds of attack-drone can make a difference.