Despite the instinct that the rest of the game instills in players, they must NOT attack it. Instead, hail them and talk. First, select the dialogue option that asks to solve your differences "without war," then the option that states "true progress can only be achieved without bloodshed.
The Mantis are just what they sound like, aliens that look like Praying Mantis. They are brutally efficient in hand-to-hand combat, and their ships play to this strength. All of their ships feature a teleporter that allows the Mantis crew to attack the enemy crew directly on their ship.
In a Mantis Homeworld Sector, a non-distress beacon Long-Range Scanners will give a "ship detected" reading will bring players into combat with a Mantis ship. To start the ship quest, players must defeat the ship by killing its crew. Simply destroying the ship will end the quest without unlocking the ship. Investigating the ship after the battle will show a wounded thief.
Players with a Level 2 Medbay or Clonebay can save him. The Mantis thief will join the player's crew, and the Mantis Cruiser will unlock. Added in the free Advanced Edition DLC, the Lanius Cruiser is a unique race, and these aliens feel more like something out of a horror game. They're the only race that doesn't require oxygen to survive; however, they actively suck the oxygen out of any room they are in.
Gaining access to these may seem like a mystery at first, but it's actually not difficult. Simply unlocking four other ships will bring the Lanius Cruiser into the player's hanger like any other ship.
They're giant, lifesize slugs — what more is there to be said? They're not the best in combat, but they have low-level psychic abilities that allow them to track the operations of an enemy ship even without sensors.
This gives these aliens a distinct advantage in Nebulas, a harsh region of space where such mechanical functions don't work, and thus, they make them their homes. In a Slug Home Nebula Sector, entering a regular beacon with a ship-fight warning from Long Range Scanners will encounter players with a hostile Slug ship.
When the ship is almost defeated, they will offer surrender. Accepting this surrender may end the fight if that happens, this is the wrong event. However, they may instead attempt to bribe players will a prototype weapon. Players must reject this weapon and instead demand information. Doing this will add a quest marker to the Sector's map. Go there, and a Slug Cruiser will be attacking a construction platform. Tail the platform. To progress from here, players must either have Level 2 sensors or a Slug crew member.
They will detect an interceptor ship which the player must then fight. Focus on the ship's engines , as it will attempt to flee. Defeating it unlocks the Slug Cruiser. If players desire a ship with strong defensive capabilities, look no further than the Rock Cruiser. The Rock aliens also have extra health, and are strong in hand-to-hand combat.
While exploring a Rock Homeworld Sector, a non-distress beacon with a ship encounter will bring players up against a large Rock War Vessel. They will taunt the player, and the player must bite back. They will give coordinates to another beacon. If this is the case, it is highly recommended to upgrade the door system to 2 or 3 so that invaders have a more difficult time breaking in as you suffocate them.
An upgraded door system also means you can worry less about a fire as the doors lessen the chance of fire spreading as well as being more air tight Less oxygen is lost from connecting rooms. Upgrades to oxygen is a lower priority in the early sectors as improving many other upgrades are more needed than a faster oxygen regeneration. If you are more focused on boarding, getting an auto pilot upgrade is recommended as you can leave the ship with less worry of it being hit by oncoming fire.
It is good if you are tight on members and want to have a crew manning other important posts namely, shields and weapons. Upgrading the med bay is useful for quickly healing wounded crew to rejoin the fray. Upgrades made to any system give them an additional energy bar which also doubles as health.
A shield given 1 upgrade will have a buffer for a single damage. The same holds true of other systems. Upgrading, for instance, oxygen has the immediate effect of being harder to disable, and would improve flexibility in fire-fighting, breach control, and boarder killing.
If the oxygen system is upgraded once and set at power level 2, it can counteract any single room's breach by opening doors to non-breached rooms, keeping oxygen available to the crew repairing the breech. If the oxygen is completely shut off, it will rapidly deplete in rooms with fire, and the fastest method for complete oxygen removal is opening all doors and shutting off the oxygen.
Crew can hide in med bay and heal, and the lack of oxygen can kill boarding parties or shut out fires. At level 2, once the danger is past, the oxygen will quickly refill all of the ship with doors closed. In reference to buffering systems against damage, pilot upgraded once will prevent losing agility in a single point of damage to pilot systems, and an extra bar with a 3 bar weapon will prevent it being knocked out by a single point of damage, etc.
In many ways, upgrades and crew are interchangeable. An excess of crew would allow a player to keep sensors and doors at a lower level and still have higher level functionality, and a level 2 pilot allows the pilot to leave in emergencies and still have some agility, in addition to the aforementioned hp buffer.
Whether to buy some systems or not may depend on whether crew is found early in game for a cheap price or free , or more expensive than the upgrades to those systems or simply unavailable early on. Sensors seem to be useless but they can tell you whether system disabling will be effective or not engis on board enemy ship, humans, or rocks?
If going into nebula sectors early on, sensors are a bad upgrade investment. Some ships can get away with using a crew member for checking on sensor at the start of a battle and then running them over to another system, such as weapons for Kestrel or Torus A versions of respective ship classes. Zoltons can be a great exploitation of buying systems while lacking reactor power for all of them, but that also creates the possibility of a large weak point, if they are killed or you must remove them to safety.
Autofire requires planning. Different weapons can fire at different times, which allows shields to recharge between shots. By firing all lasers at once and beams directly afterwards , one maximises the shield penetration to allow maximum damage to be done to the enemy hull. This means that short cooldown weapons mixed with long cooldown weapons are in general not a good idea.
There are several uses for Autofire:. Shields -To allow your beam weapons to damage the ship and maximize the enemy intake of your damage. Piloting -To disable the enemy from dodging your shots. If you have non-beam weapons, and their weapons are manageable, take out the piloting system first. It is so much better to take a little time and make sure you hit than to have to deal with 5 misses in a row while your weapon system gets wrecked by missiles.
Crew -If you do not want the ship to repair systems, or if you want to get better rewards for killing all crew. There are a few weapons designed specifically for this I. Bio Beam, Fire Beam and it is very useful to target them if you want to soften them up for your crew to finish them.
Teleporter -If you have good fighters and like to board, taking out the teleporter when they're on your ship will allow you to kill their crew easily, this is especially important if they have a Medbay. If you want to avoid being boarded and have the Weapon Pre-igniter you can take out thier teleporter before they can beam over.
If you plan to board take out the Medbay before you send over your boarders and beam directly into the Medbay to prevent the crew you're not fighting from fixing it. Cloaking -If your weapons take a long time to charge, taking this out is good since it'll take longer otherwise.
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