![]() The multiplicative damage reduction from Damage Limiters will reduce the remaining damage after it has been reduced by armor by their effect percentage, so a Damage Limiter Mk3 will take away 60% of the remaining 30% damage (with 70% armor) effectively giving a total of 88% damage reduction.Armor can be further increased by 5% with the Armor Bonus Subroutine and 5% more with the armor upgrade from a G&B Factory.The Scout has 0% base armor, so it will get 20% armor with an Adaptive Armor Mk3. ![]() A Gunship (40% armor with armor perk) will have a total of 60% armor/damage reduction with an Adaptive Armor Mk3.The Interceptor has 10% base armor, so equipping an Adaptive Armor Mk3 will add 20% to that, giving a total of 30% armor or 30% damage reduction.The armor bonus is additive, meaning that equipping an Adaptive Armor will add 10/15/20 percent more damage reduction. We Break for Nobody (no pause in equipment menu): the comparison screen when looking at equipment that's still in-space will still be paused.Handle With Care (increased component damage chance) will have no effect if you manage to get the Component Casings upgrade from a G&B factory tuning station.Beating Hardcore will unlock it as a permanent option if you like the effects and music. Retro is more of a fun handicap rather than a real detriment, but it does significantly decrease visibility. ![]() Unspent credits will carry over into the next sector, so don't worry about spending all of them.New equipment slots and a few of the ship-specific perks are also very useful. When unlocking new perks, definitely focus on energy and speed perks.No Subroutines or Glyphs can be selected.No Ancient Structures will generate in the run (excluding the one in Sector 7).Be comfortable with hard difficulty before attempting this mode. Hardcore is an extreme challenge, as it limits Perks and introduces a new handicap mechanic. Scrap is the most common resource and is yielded from all equipment when salvaging.In the early game, save your access keys for getting Subroutines from derelict Colonial stations.The energy and speed perks are also very important. A good pilot perk to focus on leveling up first is Credit Loot Bonus, which will let you progress much faster.Don't be afraid to stop while exploring - use freelook to look at your surroundings and plan where to go next while your energy core recharges.Energy recharge doubles when not moving or firing (after a short delay).Check out the G&B, Okkar, and Outlaw pages for enemy ship info.Try to get behind enemy fighters - they can't shoot at you, but you can shoot at them.Be careful when boosting in combat - it helps with dodging damage, but firing and boosting at the same time quickly depletes your energy.It also saves energy, as boosting is not needed. Alternate strafing left/right and hovering up/down - this will make it very hard for enemies to hit you. Once you get a feel for the movement, try to master circular forward or backward dodging.After completing the story, Colonial warships will stop jumping in, and there will only be three waves of Okkar ships.The Okkar that jump in after taking too long in a zone can drop fuel and occasionally credits, but otherwise they won't drop anything.Crafting consumables and secondaries and using them while pausing is very useful in fights.Stay calm - panicking will often get you killed.Mines will often spawn in scrap fields and near derelicts - if you're in a tight location, scout around with the action freeze to look for any nearby mines you might trigger.Prioritize comm hubs if there is one in a zone - they will often reveal containers or other loot you may not have seen without them, as well as letting you prioritize more rewarding parts of a zone. ![]()
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