Strategy thoughts on hard
Posted: Sat Apr 19, 2014 9:04 am
Overall the hard difficulty makes some pretty big changes to the game, limiting what paths will lead to victory. Hard is defined by much scarcer scrap resources, and tougher battles throughout (those might be the only changes)?
I'm not going to have this real organized, I'm still in the early stages (hard wins with 6 different ships, reaching the last boss with 5 more). And overall, runs with over half of the ships.
While sectors 1 and 2 were more or less farming warm-ups on normal, they are now a hunt to get every bit of scrap, crew, and gear you can. There's a lot thinner margin for getting proper tools (shields + weapons being the biggest priority), compared to normal.
Defense drones, and drones in general, may be obsolete for a number of ships they used to work on. Simply put, on hard difficulty you can't cover all your bases. Shield and a strong offense are vastly more important, and the defense drone has always been less useful for the flagship.
While I prefer Medbays on normal difficulty, on hard you are better suited having a clone bay at start, for most specifically the early sectors, and the flagship fight. Some games, it gives you extra scrap or even crew + weapons via risky events, and it is likely you won't have the scrap to upgrade for more blue options, like you would on normal. During the flagship fight, again with lower resources, you are more likely to be overwhelmed by boarders... drone boarders at stage 2, and a swarm of humans at stage 3. To avoid system damage you may have to have stationed crew fight until their death.
I'd say 2-3 mantis for boarding defense (and now useful for manning door + sensor subsystems) would be one of the best investments for fighting the flagship. Two can take out a boarding drone pretty fast, and compared to the next best fighters, rockmen, they have a huge advantage in getting back into the fray after cloning/healing. I wouldn't be surprised if I find they are something you should seek most games, on hard difficulty.
Hacking is tremendously iffy for stage 2 flagship due to the defense drone, but it may still be worth almost always getting and upgrading to level 3. It is extremely efficient/useful for speeding up mid-sector battles, and will make flagship stages 1 and 3 much easier. Just make sure you have weapons capable of piercing 4 shields for stage 2. It may also get you extra scrap in some easier battles, by asphyxiating enemy crews.
Mind control I think is worth getting almost every game, perhaps the biggest reason being to counter enemy mind control (esp. the flagship's). I think only rarely it would be worth upgrading past level 1, level 2 + 3 are no more effective for countering mind control, and overall don't bring that much more utility. Disrupting repairs/crew manning is pretty huge, which you already get from level 1. I think you need stage 3 for a controlled enemy to take out a flagship weapon.
I'm sure there's a lot I missed, I'll add more as I remember, and feel free to add your own thoughts.
As far as augments, they good ones don't change much, the new ion shield is incredibly good value, I think.
Skill farming may, unfortunately, be much more beneficial, as the extra value you get from it is more likely to make the difference between a win or loss.
Here's the breakdown of my energy use in my last win (kestrel C). I'm going to be track, to pick up patterns as to what works and what doesn't.
26 (+1 from Zoltan)
8 shield
6 weapon (halberd beam, dual lasers, ion stunner, ion stunner)
4 engine
3 hacking
3 cloaking
1 mind control
1 oxygen
I'm not going to have this real organized, I'm still in the early stages (hard wins with 6 different ships, reaching the last boss with 5 more). And overall, runs with over half of the ships.
While sectors 1 and 2 were more or less farming warm-ups on normal, they are now a hunt to get every bit of scrap, crew, and gear you can. There's a lot thinner margin for getting proper tools (shields + weapons being the biggest priority), compared to normal.
Defense drones, and drones in general, may be obsolete for a number of ships they used to work on. Simply put, on hard difficulty you can't cover all your bases. Shield and a strong offense are vastly more important, and the defense drone has always been less useful for the flagship.
While I prefer Medbays on normal difficulty, on hard you are better suited having a clone bay at start, for most specifically the early sectors, and the flagship fight. Some games, it gives you extra scrap or even crew + weapons via risky events, and it is likely you won't have the scrap to upgrade for more blue options, like you would on normal. During the flagship fight, again with lower resources, you are more likely to be overwhelmed by boarders... drone boarders at stage 2, and a swarm of humans at stage 3. To avoid system damage you may have to have stationed crew fight until their death.
I'd say 2-3 mantis for boarding defense (and now useful for manning door + sensor subsystems) would be one of the best investments for fighting the flagship. Two can take out a boarding drone pretty fast, and compared to the next best fighters, rockmen, they have a huge advantage in getting back into the fray after cloning/healing. I wouldn't be surprised if I find they are something you should seek most games, on hard difficulty.
Hacking is tremendously iffy for stage 2 flagship due to the defense drone, but it may still be worth almost always getting and upgrading to level 3. It is extremely efficient/useful for speeding up mid-sector battles, and will make flagship stages 1 and 3 much easier. Just make sure you have weapons capable of piercing 4 shields for stage 2. It may also get you extra scrap in some easier battles, by asphyxiating enemy crews.
Mind control I think is worth getting almost every game, perhaps the biggest reason being to counter enemy mind control (esp. the flagship's). I think only rarely it would be worth upgrading past level 1, level 2 + 3 are no more effective for countering mind control, and overall don't bring that much more utility. Disrupting repairs/crew manning is pretty huge, which you already get from level 1. I think you need stage 3 for a controlled enemy to take out a flagship weapon.
I'm sure there's a lot I missed, I'll add more as I remember, and feel free to add your own thoughts.
As far as augments, they good ones don't change much, the new ion shield is incredibly good value, I think.
Skill farming may, unfortunately, be much more beneficial, as the extra value you get from it is more likely to make the difference between a win or loss.
Here's the breakdown of my energy use in my last win (kestrel C). I'm going to be track, to pick up patterns as to what works and what doesn't.
26 (+1 from Zoltan)
8 shield
6 weapon (halberd beam, dual lasers, ion stunner, ion stunner)
4 engine
3 hacking
3 cloaking
1 mind control
1 oxygen