![]() ![]() rumors, that the hard enemies will target systems more often than empty rooms, but I'm not really sure. I think I just misremembered this, doesn't seem to happen now. Or maybe they just start in certain rooms but the changed priorities make them leave? Hm. I think enemies also spawn in their respective rooms on from the start on hard (not sure about normal again), while on easy they may start in the pilot room. There are differences in manning priorities, I think on easy the go something like pilot>shields>weapons>engines, while on hard shields go to the bottom all but pilot may be reversed. This is a general guess, as runs will differ greatly on any difficulty. I don't think there are exact number for the scrap available anywhere, but if a decent hard run without crew kills or scrap improving augment would net you about 1600-1800 scrap, normal would probably be able to go into around 2100-2300, and easy another 400-500 more. The Easy Mode Flagship will only have 3 shields when playing with Advanced Edition disabled. However they will spawn on any other non-exit beacon that is not in a nebula. Interestingly, it is impossible for any enemy to spawn with the maximum set amount of crew members it is dictated within the files, unless it is the same as the minimum amount as with the Slug Interceptor.Īnti-Ship Batteries will not appear on the exit beacon on Easy Mode. The amount of crew members that spawn on enemy ships does not change on any difficulty level. This renders the Crew Teleporter no longer an automatic Win button on this difficulty, but makes it much more vulnerable to beam weapons hitting across the Piloting, Shields and Missiles. The Laser and Missile rooms on all three phases are connected to the main ship on Hard Mode. As such, Hard Mode surges which spawn all-Laser drones can cause untold amounts of damage even with completely-maxed Shields and Engines. The amount of drones generated by the Phase 2 Power Surge is different for every difficulty, however the drone composition on all difficulties remains random. If an Energy ship is generated, the Zoltan Shield will be missing. Zoltan Energy Shields will not appear at all in Sector 1 on Easy Mode. This means most enemies will have +5% evasion, which is extremely noticeable. ![]() The difference between Normal and Hard enemies is typically only a single upgrade point, however enemies on Hard are twice as likely to spawn with systems such as medical facilities, and are much more likely to have heavily-upgraded subsystems such as Piloting.Įnemy manning priority is different on Hard Mode, preferring to man Engines as a first non-Pilot priority instead of Shields. The percentage odds have yet to be precisely determined for Hard Mode, however.Įnemies are significantly easier on Easy Mode than any other difficulty, and also spawn with 1 less hull point. The likelihood of enemy attacks striking critical systems increases with difficulty. This results in an intense amount of excess scrap on Easy, but a somewhat less restrictive income on Hard than you might think. Scrap rewards are accelerated one sector on Easy (as in, you'll get S2 Normal rewards in S1 Easy and so on) and delayed 1 sector on Hard (S1 and S2 have the same rewards as each other). You start with 30 scrap on Easy Mode, 10 scrap on Normal Mode and no scrap at all on Hard Mode. ![]() ![]() Alright, let's see what I can recall off the top of my head from countless testing over the years. ![]()
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