Hey guys, welcome back to the Multiverse! In this run we try out the second ship that we unlocked last run, and hope to get to the Multiverse Flagship!
A key detail in MV, blue options aren't always 100% beneficial (technically, they aren't in vanilla either, though the not-so-good ones are much less frequent). In MV they're treated more as special interactions rather than explicitly good interactions, so context matters a lot
All subtypes (like outcasts) retain their normal crew type's abilities unless mentioned otherwise. The stats listed are those that it gains in addition. Additionally, scanning a crew's biometrics at empty beacons reveals all of their stats
@@ajc71398 As of 5.3 (the latest update) this whole mechanic was reworked entirely. All crew types now list ALL stats, including those inherited, in their description. You can only talk to unique crew now as well, but their interactions are much more advanced.
I can't believe you make the super basic FTL mistake of keeping the slow-charging weapons to the right, thus losing their charge every time the weapons system gets hit.
I feel like the correct strategy here would have been to ditch all the lasers and rely on sniper + artillery. Shield piercing weapons do not synergize with non-piercing ones. This would have saved enough credits to get cloaking or defense drones going.
@@ryansirk6766 there’s a blue option to send in a human, in which hes relieved and joins your crew but if you send in a mantis he will freak out and attack, killing your mantis
The mining beam is pretty OP if you upgrade weapons in the text options to reduce charge time. My first run with this ship I had it, a halberd beam, and another beam who's name I forget that used no power. Plus the ship started with a 4x charge laser which was my shield breaker
A Conservative Beam? That weapon group only needs other weapons to be powered, to work. Nice way to round out the arsenal when you are either low on power, or already at the cap. Would even take the Repair Bomb, its hull repair and no power requierment makes it usefull for once, either as a slot filler, or as something to slot in after battle.
I just played this mod for the first time. First ship I come across has 2 lvl 2 drones, one tha's a normal attacker drone and the other causes hull breaches with every shot. Enemy ship had a basic laser and basic beam. Went down to 2 hp, lost 2 crew, had 11 breaches and couldn't repair a thing without having my 15 hp pilot dying going through the breached rooms to the medbay with 2 breaches in it.