Collector's Illesctrian Cruiser | FTL Multiverse
Автор: Tropical!
Загружено: 2025-08-08
Просмотров: 298
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There's a Buddhist temple not too far away from my childhood home that I would go to a lot on most weekends for an evening meditation session. Each one would last about an hour long, but we stuck around at the temple for a bit longer after it was over, sometimes for dinner, so the overall visit would be a little over two-ish hours each time if I had to estimate. The majority of the monks there did not speak English flunently, but the girl who organized the weekly meditations and promoted them on various sites was bilingual, so communication between the parties was pretty smooth. Not that it was required or anything; the monks were more than happy with people visiting the temple, if not happy to see them practice in meditation. I don't really remember exactly how many years we were involved with that temple, but I have some memories from when I was in elementary school about that place, so I'd assume quite some time. I wonder how they're all holding up after all of this time. Most of the monks weren't too old, so I think they're all still around, hopefully. Maybe I'll go there sometime in the Fall; the Autumn weather was the best weather to have at that temple by a mile. As much as I adore Winter, Fall is just as good in its own way.
Illesctrian vessels are among one of my favorite type of ships to play because of their versatility, and strength. Playstyle of the cruiser parallels the way the Zoltan Monks operate, so it's not really that surprising that a slow-burn but reliable approach to the Multiverse makes for an exceptionally strong path. Anyways, in terms of specific, this cruiser starts with two monks and an Engi Defender for extremely powerful ship-side potential; with the only real downside being the actual boarder suppression. But with the powerful stun of Monks, and airlocks, most of the early-game enemy boarding can be dealt with pretty easily. I'd say even Free Mantis can be fought off well enough. The ship itself doesn't start with an immediate way to deal system damage, but by having both Cloaking, ordinary shields, and a Super Shield, you're pretty much ready to scale your offense from the first store. I think I talked about it before as well, but weapon slots on a ship aren't particularly important one way or another, except in the extreme cases of ships that have utterly horrible offenses. But then again, those ships have their own struggles; this Monk ship for instance doesn't really care. In-fact, you could say indirectly that having fewer weapon slots is actually more beneficial for late game potential, because you're incentivized to use very reactor efficient weapons, such as most missiles. Anyhow, cool ship.
Yeah the run was pretty strong for a standard Multiverse route. Could've been an easy True Ending push, but I decided to lay back and just kill some more rebels instead. CURA-less True Ending is also kind of tedious anyways, and I didn't particularly have any means of adjusting my ship better to the opposition I'd face in that questline; so that's more or less the reasoning I went with.
More runs to come.
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