The Explorator A is a difficult ship, since it has a bad layout, with systems placed far apart. With your weapons are all the way in the back. And, if you kidnap people off the enemy ship, they end up there. You are pretty much forced to put your strongest fighters in weapons. Though both emitter and penetrator kinda fall off after early game, and should be replaced with better stuff. Autosurgeon (in one of the 2x2 rooms, to heal 4 people at a time) is pretty useful here, if you can get one, since circadian stabilizers only work during a jump. Also, Hardened Casing (+10 HP to machine slaves) and its machine priest equivalent are clutch finds. It's not vitally necessary to put either assault sled or husk rack in a 2x2 room. The sled can be loaded up with 2 people at a time, and the husk rack only makes 3 max husks, and you can let them spill out in adjacent rooms. I've found the bombard pretty difficult to use properly, since it's hard to time right. If you don't specifically knock out shields and engines on the enemy ship, it just ends up as a somewhat unreliable (can miss) shield basher, even at max upgrade (fires every 1.5 seconds).
All valid points dude. The assault sled/husk rack combo was never going to light the world on fire (the 2x2 placing was a convenience thing as much as anything). Would have killed for hardened casing. I think the penetrator is a decent enough weapon, but definitley drops off mid to late. I do think that with the right weapon setup the bombard can do enough to justify the cost, timing it wasn't too bad but still something I'm getting to grips with in game. Also spacing crew that didnt fit the theme is never a good idea, but a themed run is seldom going to be optimal 🤣 Definitley an enjoyable run though. Explorator B I find so much better 😁
Blood cultists in the next one 😁
The Explorator A is a difficult ship, since it has a bad layout, with systems placed far apart. With your weapons are all the way in the back. And, if you kidnap people off the enemy ship, they end up there. You are pretty much forced to put your strongest fighters in weapons. Though both emitter and penetrator kinda fall off after early game, and should be replaced with better stuff.
Autosurgeon (in one of the 2x2 rooms, to heal 4 people at a time) is pretty useful here, if you can get one, since circadian stabilizers only work during a jump. Also, Hardened Casing (+10 HP to machine slaves) and its machine priest equivalent are clutch finds. It's not vitally necessary to put either assault sled or husk rack in a 2x2 room. The sled can be loaded up with 2 people at a time, and the husk rack only makes 3 max husks, and you can let them spill out in adjacent rooms.
I've found the bombard pretty difficult to use properly, since it's hard to time right. If you don't specifically knock out shields and engines on the enemy ship, it just ends up as a somewhat unreliable (can miss) shield basher, even at max upgrade (fires every 1.5 seconds).
All valid points dude. The assault sled/husk rack combo was never going to light the world on fire (the 2x2 placing was a convenience thing as much as anything). Would have killed for hardened casing. I think the penetrator is a decent enough weapon, but definitley drops off mid to late. I do think that with the right weapon setup the bombard can do enough to justify the cost, timing it wasn't too bad but still something I'm getting to grips with in game.
Also spacing crew that didnt fit the theme is never a good idea, but a themed run is seldom going to be optimal 🤣
Definitley an enjoyable run though. Explorator B I find so much better 😁