Based on what I find in a given run I might sub out the Adaptive Armor for a Drone Disassembler, as with massive shields reducing hull damage isn't as important. You can run Adaptive Armor, Energy Core Extension, Shield ST, Tractor Beam, Teleporter, and Time Extender, all at the same time, and all highly modded out with some combination of reduced energy consumption, cooldown, and capacity (depending on item). And the devices are where it really shines. I'm using the Sensory Overload subroutine, which is unbelievably powerful and acts as a free Comms unlock at the start of every single level, with the only penalty being that you can't see shield and health (which doesn't even matter since your weapon can handle both equally well). I've got a highly upgraded, enhanced Lightning Gun, with some combination of Mk2-3 upgrades of extra range, reduced energy consumption, and perhaps enhanced hull damage. So here's what my Sentinel runs typically look like in the later game. Also the Beam Laser has a charge-up time so it's not great for mining and opening chests, whereas the Lightning Gun is instant. Another choice would be the Beam Laser M3, which does higher damage to a single target but doesn't have any advantages against groups of enemies since groups are way more dangerous, I'd rather optimize for them. Yes, the Lightning Gun is even better than the flak gun at taking down groups, because it does damage across a wider area and also does decent shield damage whereas the flak gun is poor (so good luck against Okkar). ARC-9000, seeker missile battery), and they're consumable. The only better weapons for taking down groups are secondaries (e.g. What it's excellent at is taking down large groups of enemies these are the situations that are most perilous, and what the Lightning Gun excels at. So yes, it's not going to be the fastest weapon at taking down a solitary enemy, but that's not what you need to optimize for since a solitary enemy isn't a huge threat. ![]() hull vs shield, AoE damage, or long range).įortunately, the A loadout comes with the Lightning Gun, which is surprisingly good and way better than its stats would suggest because it deals damage to every enemy that is even somewhat close to the target. This means that you need to choose a good all-around weapon rather than several different weapons that might be optimized for different uses (e.g. It can also do four modifications instead of three on weapons and items, which is a significant improvement because the modifications are multiplicative not additive.Īs for disadvantages, the only real one the Sentinel has is that it can only equip a single Primary weapon. ![]() It can hold six devices and five consumables, and this large number of devices is the sentinel's biggest strength. It has a really fast boost speed (just barely under the Scout). It has the best energy core and shield in the game. Let's start with the Sentinel's advantages. And since I've got every ship fully or nearly fully upgraded, and every blueprint/subroutine/glyph unlocked, we're going to be talking about these conditions. The Sentinel is my clear favorite (with the Interceptor as runner-up). I've been playing this game a lot over the past month and I've gotten to the point where I've unlocked almost everything and can reliably win nearly every run on hard with every ship.
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