8/26/2023 0 Comments Crying suns fan![]() ![]() When a planetary excursion says you might lose five to ten of them, it's worth doing the math on what you can get in return.īefore disembarking on the excursion, you have to send one of your officers to lead your squad of commandos. Look, I might be an asshole captain, but soldiers are an expendable resource that can be bought from most trade stations for 10 scrap-dirt cheap. ![]() It's often tense, but don't let the game fool you into thinking your squad matters that much. These missions play out passively, with you deciding at certain points whether to press on and potentially endure more casualties or pull out early and leave behind whatever valuables you might've found. One of the unique features in Crying Suns is the ability to send a squad of soldiers to a planet's surface to scourge for resources and rare loot. If you have the choice between two systems and one of them has an anomaly on its star, it might be better to avoid that system altogether. Be warned,anomalies can spawn on the star that you automatically warp to when first entering a solar system,forcing you to deal with the anomaly immediately. They're risky, so you should only take one on if you're confident you can handle whatever they throw at you (usually they trigger a really tough fight). Represented by a yellow checkmark, anomalies represent either really good or really bad events and they can appear on top of any point of interest, creating a kind of roadblock you have to first clear before getting to the actual encounter. Some of these will be merchant stations or planetary excursions-or dozens of other events-but you should always pay careful attention to anomalies. Unlike FTL, where each point in a sector represents a single random encounter, Crying Suns has solar systems with several points of interest you can warp to (for a cost). (Image credit: Alt Shift) Look before you jump into a new solar system Sub-zero guns and cruisers are an effective combo. It's tempting to only go for weapons that do raw damage, but it's better to carefully consider your existing arsenal and how you can manipulate the battlefield to your advantage. But when you pair cruisers with thesub-zero gun you can freeze those incoming squads in place and let your cruiser quickly mop them up. But that's because weapons and squadrons often combo together in clever and destructive ways.Ĭruisers, for example, feel particularly fragile since they can only attack enemies one space away and most enemy squads can quickly get in close and destroy them. ![]() ![]() The sub-zero gun, which temporarily freezes enemies in place for a few seconds, feels particularly toothless compared to other weapons that deal devastating amounts of damage. Like boomer drones, it's easy to write off different battleship weapons and squadrons as useless. While it might sound like a good idea, repairing them restores their maximum HP to full-and we want them to die quickly so they can blow up enemy squads at the same time. The trick, though, is to never repair those boomer drone squads in between fights. When coupled with any upgrades or auxiliary systems that decrease their respawn time, you can quickly field an army of kamikaze drones to overwhelm your enemy.Īfter beating chapter two, you'll unlock the Kaos class battleship which specializes in this tactic by giving you a hangar full of boomer drones. When boomer drones die, they explode and deal damage to all nearby units. Early on, one of the most effective loadouts I've discovered is loading up on Boomer drones along with upgrades that lower the respawn rate of your squadrons. ![]()
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