They also have nifty defense debuff to enemies. This is one module I always want at lvl 4. Tear Gas: They don't seem that great on the early levels but their damage increase grows pretty good per level, almost tripling in damage by level 4. Level 2-4 is good enough for most of my runs. If you are up against Silic Zoners, these can be one of their counters. This is really helpful since module destroyers are the bane of my play throughs. They do decent damage for their cost and they target module destroying mobs first. Later levels they can be used as fodder to Silic Zoners. Its okay to level them up to level 4 since they don't cost a lot (use them like a re-roll to get something you really want). This means you need more rooms to make an effective prison prod defense. They are great if you want quantity over quality. They aren't the best, but they'll be your life line on the first few floors. Prison Prods: These are a given, but they are very cost effective for what they do. These are the modules I typically have on my winning games on the Escape Pod: This is especially important for resource modules, They get very expensive later on, leveling a lvl 3 resource module to a level 4 is 100 science points! Thats about 3-4 minor modules you could have researched! You will research stuff you don't need inorder to act as a 're-roll' of sorts till you get the modules you want. You don't need to research everything, and things you do research don't have to be level 4. If you're lucky researching will let you get +2 levels instead of just +1, its a pretty good call to level those first if it is one of the good modules. Dont' fret if you don't get the modules you need, I've had a game where neurostunners never showed up. Remember, you can reroll to get the modules you want. Again, know the enemy you are up against! This is important. It can sometimes be difficult around the 4th floor when mobs will start attacking active science crystals (as in they are resesarching something). When it comes to researching try to do as much as you can in the early levels. The stocked up resources were there for a reason! Major modules can be rare on this level, one of my last wins invovled only 3 major modules (well technically 4 if I bulldoze the research crystal!)ĭue to the potential scarcity of major modules in floor 9-12, you should bulldoze science crystals to place the major modules that you want. Be ready to spam skills and reset them with science as needed. I generally enter this floor with about 300 of each resource, science and food varies a bit depending on team composition. Major modules start becoming more rare on these levels so hopefully you got the researched minor modules that you need and a stockpile of resources!įloor 12: This is where the difficulty jumps up dramatically, primarily b/c the game probably thinks this is where you'll go all out (and you should!). It is imporant to know what enemies you are up against so that you know how freely you can build. I generally don't build my defence until I know what enemies I am up against. You will also spam skills a bit more on those floors so stocked up science will be useful to reset their cooldowns.įloors 9-11: I generally build an industry first and have an operator on it asap then proceed with exploration. This is because dust will become scarce on these levels and you'll want stocked up industry to build emergency generators if neccessary. Refer to "Know your enemy" for further info.įloors 7 and 8: I'll be trying to stock up on resources for floors 9-12. Module destroyers will target active crystals. If you notice there are enemies that destroy modules, do not research unless you can defend it. Around the 4th floor start being careful about protecting your science crystals. If you know your enemies won't attack major modules, then build as many resource modules as you can (unless you are close to finishing a floor). You'll rely heavily on prison prods early on but luckily these floors have plenty of dust to supply you with the rooms you need for a prison prod defense. Do realize skills increase in cost as they increase in level, a lvl 1 Shrapenilzer costs 9 science to reset but a lvl 2 Shrapenilizer will cost you 18! Refer to one of the character guides for information or my tier list. As for heroes, only level as much as you need to get the skills you want first before leveling further. I almost always have 1 operator on industry, but it is up to you to decide which resource you need most during your playthrough. If you did not start with an operator, try and recruit one ASAP. You can find out which characters have operator from the character guides. Try and leave about 30 food to try and recruit people. I will try to research as much as possible on floors 1-6 and grabbing operator ASAP with food. My general strategy when it comes to the escape pod is thus:įloors 1-6: I'll be building atleast 1 industry, 1 science, and 1 food.
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