Posted September 26, 2012
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Game balance considerations probably.
![avatar](/upload/avatars/2009/01/2612263f9d0be320c381409c0d0bf03328ed0b66_t.jpg)
But yeah, I'm more partial to the defense or repair drones myself.
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Starting with a glaive beam would definitely make the stealth ship more palatable (less dependant on luck to get a decent gun combo for a 3 sloted ship).
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The medbay is the first thing I target before I board and I teleport my team inside the medbay.
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When my cloak is charged and I'm in the middle of a crew battle, I tend to hit it ASAP to get me a couple of seconds to resolve the crew fight inside the ship.
![avatar](/upload/avatars/2009/01/2612263f9d0be320c381409c0d0bf03328ed0b66_t.jpg)
First, they need to take down your Zoltan shields before they can board and then, you cloak, buying you an extra 15 seconds.
That gives you enough time to target their weapon systems AND their teleport pad.
If you don't think you'll make it despite that, you can always pre-de-oxygen certain areas of your ship in anticipation.
Also, if their board your engine room, you can always send a patsy or two to keep them occupied while the surrounding area de-oxygens itself.
They don't need to win the battle, just keep them occupied for a few secs for you to set the deathtrap terrain and then bail behind blast reinforced doors.
It does require more micro, but then, it's not a problem with the pause button.
That being said, getting a fight capable crew (ideally rocks or manthises, but even slugs or hummies are an improvement at the beginning) is a priority as it makes handling boarding situation even easier (if you can just overpower them and don't need to de-oxygen anything, it's even better).
Then, you can use the patsies (whoever happens to be working in adjacent rooms really) to hold off the boarding crew until the cavalry arrives :P.
Post edited September 26, 2012 by Magnitus