I've also been getting station blockades with average ratings, where I have help from maybe one dodge trooper, which the enemy ignores in favour of about eight or nine ships swarming me. I don't have the game open at the moment, but isn't Texas right next to the starting system? It shouldn't be this difficult while I'm still cruising around the first couple systems, should it? #Rebel galaxy fighters broken fullUsually by the time your deflectors run out your shields will be back to full again, and you then let the shields do the work while your deflectors recharge, and just cycle them back and forth like that.This was in Texas. As you approach the end-game it becomes practically a mandatory item, imo, with how you end up getting leech'd just about every fight everywhere.Īlso, when your shields go down as you're boosting to the station you should hold down your deflector button to give your shields time to recharge while the deflectors get drained. Spamming heat-seeking missiles can also help considerably with incoming fighter waves, and having a mercenary with you to soak up some aggro is also a solid plan.īut, mainly, I think you just need the EMP Ablation most of all (assuming you don't already have it). You just have to adjust your tactics as you go along, and for some points in the game when doing deliveries you may have to do some initial fighting to clear a hole in the outer ring of enemies so that you can dash through to the station without getting swarmed as hard. Completed the mission on the second attempt, but the defeat on the first attempt was brutal. I too hit a particular high difficulty wall unexpectedly on a courier mission, having my first run-in with the Greel in the process. The last one is arguably the most important as it provides a 50% defense against leech attacks, allowing you to retain the majority of your ship's speed when trying to dash to the station. Slamjet booster (it is far superior to the grav booster)ĮMP Ablation (purchasable from Merchant Guild stations) You need the following things to do effective blockade running: The game already does this for you loadout, it just does not seem to care if you have the right gearīasically, if the game can't tell me if a mission is actually high or low risk. I am saying that when your risk indicator is low and the mission is unbeatable with current gear, then your risk indicator is brokenĪll I'm saying is that the risk for the missions should actually match the risk for the missions. I am not saying these missions are impossible for everyone #Rebel galaxy fighters broken updateUpdate since there seems to be constant confusion about this. Case in point, I just did a High risk dead drop mission without any difficulty at all.Ī high risk mission shouldn't be easy while a low risk one is impossible. #Rebel galaxy fighters broken PatchI really hope they get a patch in the near future.ĮDIT: I'm really talking about the Property Transport runs. I'm really liking the game, but this is bit is just cheap mission design and makes the whole threat/risk level completely moot in the case of these missions. Why? Because they don't teleport in an instant in a perfect circle around me. I don't even have enough time to hit a second boost much less escape the net.Ĭomparatively, I've taken High risk Merc missions and wandered in and out of red threat zones without an issue. I go from 100% health to dead in a matter of seconds. I'm leeched, and instead of surrounded by fighters I'm suddenly surrounded by torpedo boats and higher level strike craft. but the moment I'm in range of the base itself the second ambush is just way, way, way overkill for a "low" difficulty mission. I get past the initial ambush without so much as a scratch. and it just isn't statistically possible to finish. I've got a decent ship with mostly MK4 gear. Compared to the Merc Guild, the Merchant missions are just.
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