I really like Artisan because you can get the best primary weapons in the game this way, and I usually can find enough fusion torpedos and Arks to ensure capital ships aren't a threat. The third slot is currently up in the air for me between Artisan and Splitter, which is funny since they're pretty opposite in practical use.Īrtisan (Pro: Craft enhanced primary weapons. By the that time you should have a good feel for when to switch weapons on the early sectors before you get your first M1 or M3 beam. My advice is to get about a dozen runs (successful or not) under your belt before using this. The downside isn't an issue if you're using M1 and M3 beams (equal damage to shield/hull), but the early game can still be a tricky. You know right where the subspace blocker is, right where that cluster of 3 containers are floating out in the middle of nowhere, and which of those 2 big asteroids is full of goodies. Warp in and within 5 seconds of looking around you've got the whole sector figured out. Sensory Overdrive (Pro: See everything, basically an always-on communication hub, except. Even in Sectors 1 and 2 you can still use secondaries - those light and heavy missiles do wonders on B&G freighters, and a broadside of heavies is a great poor man's substitute for fusion torpedos against an early drone carrier or corvette. An arsenal full of fusion torpedoes and an Ark are enough to handle even the biggest of capital ships. Embracing that mentality lets you dedicate your secondary weapons to the big boys.
Primary weapons, combined with Weapon Overdrive and the occasional application of Time Extender, are more than enough to handle fighters and light fighters, especially when their missiles no worky. This is with the interceptor, which is my hands-down favorite ship.īeeline (Pro: homing missiles are homeless. I'll kick it off with my preferred gear for both normal and hard.