These may not work 100% of the time, but they're useful and they've been proven to work. Below are some general tactics that I use against particular enemies. Keep enemies at a distance and if they do start to close in on you, make use of your cloak and speed to escape the situation. You're basically going to want to play the role of the sniper with this build. These give you that extra boost to help your cloak reset and gather yourself in the middle of a fight. It's a no brainer, really.Įnergy Injectors are good for long firefights or dealing with bigger ships for a prolonged period of time. This gives you 125 shield over the 60 the XC offers for only 5 more energy drain. I shoot for the normal shield with a shutdown delay mod, energy consumption mod, and a recharge rate mod. Shield XC is a rather terrible piece of equipment - you take a few hits and now your hull is taking the pounding. The only other hard loadout items are Shield over the Shield XC and Energy Injectors. I love to strike my enemies from the comfort of invisibility for maximum effect, surprising them with a blast to the aft and fore. I generally try to use the cooldown duration mods and the energy consumption mod so I can use the cloaking ability much more often. I prefer corrosive because it will continue to damage those annoying drone carriers - making them a much shorter fight.Ĭloak is obviously a must have for your Scout loadout. Heavy missiles can be swapped out for either an arc-9000 or for corrosive missiles. But until then, save them for emergency use only. Once you find the blueprint to craft these bad boys, you're set. Being able to stop that Mk 3 Outlaw Fighter dead in its tracks while my cloak ability comes off cooldown is just so satisfying. These have been the deciding factor in a number of close calls for me. Stasis Missles are another must for this build. I just haven't been fortunate enough to find the blueprint for it, yet. It's fast, has great damage, and isn't a massive energy hog. ![]() Even my enhanced beam laser has a 1.9km reach and two mods to rip through hulls - perfect for those that close the gap from the shock rifle.Ī solid choice for your alt-primary weapon is the Coil Gun. Keeping elite enemies at a great distance is the name of the game. This one, in particular, has a boost to shield damage, as well as a range boost letting me reach out and touch enemies 4.4km away. The Shock Rifle is a must-have primary weapon. This is the general loadout that I go for, which has all the tools I need to make it to the final sector. You'll also want to grab the secondary weapon extension in order to use the build I'm going to show you, which makes getting to the last sector a breeze. You're going to want to max hull and sensors while getting your energy core to at least 6. ![]() The scout can only carry 15 nanobots, so make them count! This is going to give you maximum cash per run and make it easier for you to upgrade other perks because all those extra monies burning a hole in your space wallet.Īfter that, focus on trying to get your nanobot repair rate up so that you're using fewer bots to heal when you take hull damage. Your Pilot perks cover things like nanobot effectiveness, map awareness, critical hit chance, and the most important skills - how much money and loot you find per run. I'd say that a good way to start would be to get your money stat to max as soon as possible. Your perks break down into two categories - Pilot perks and Ship perks. How and where you spend your cash matters. If not, go do that and then come back to this article. Note: I'm going to assume that you've done at least the tutorial run of the game.So, if you're looking for fast, deadly, and effective, then you came to the right place. So, this is my guide to how I took my scout ship and turned it into a corvette crushing, drone carrier demolishing mini-hulk and successfully cleared all sectors of the game 2x in a row. ![]() Sometimes, I like to push it to the limit, riding along the razor's edge if you will. But I don't like to follow the rules all the time.
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