FatCobra wrote:
I have some questions for this game as well.....
Which ship is the most useful? I find the Endymon MkII's three pods tend to not be very effective, either I die from having the wrong weapon out or I use up the ammo too quickly to make the three storage bays really effective. I get some pretty good results with the Mk. III, with it's double peashooter and one weapon slot, since I tend to use up gunpods quickly. The Astraea (the one with pods on both top and bottom) is really fun to use but get the wrong weapons and you're screwed, and I can never really use it effectively.
It hinges on what you're most comfortable with. For many players, the progression in fighter choice tends to go from the Endymion Mk. III, a brief flirt (or none) with the Astraea, then to the Endymion Mk. II.
The Mk. III is an obvious choice for beginners. It has a very simplified weapons system, and double machine guns. It's best to use the time spent with the Mk. III to get a feel for the game, tactics, enemy and boss patterns etc. In a holistic sense the Mk. III is probably not the best fighter for higher levels of play. It's limited in shear firepower and can only carry one gunpod. Interesting tidbit. The Astraea Mk.I served as the prototype for the Mk.III.
The Endymion Mk. II is, as the game states, the lead production fighter for the game. Overall, it's the more tactical fighter of the bunch. You can stock up on gunpods, and save what you need for later. To use this fighter successfully, you have to spend time learning how to switch gunpods in the heat of the moment, without thinking, as well as grabbing other gunpods, avoiding replacing the wrong gunpod etc. While it doesn't spell doom, the sudden changeup of a gunpod can jar you out of focus, which can be costly later on.
The Astraea FGA Mk I. is actually a pretty solid fighter, despite probably being the least popular of the bunch. While you don't have to worry as MUCH about gunpod switching, as with the Mk II., you'll need to master other skills to bring out its potential. It offers the most firepower, as its FGA (Fighter Ground Attack) designation signifies. You can rack up lots of Cannon and Wasp ammo, especially with the Japanese version of the game.
You'll need to learn what gunpods work best in combination, when to grab one, and learning to swoop/catch gunpods to equip on top or on the manipulator arm. It takes a bit more focus/concentration to be a master with the Astraea. As with the Mk. II, you can have a gunpod drop on you or replace the wrong one. With patience, you can lessen this occurrence. It does not necessarily spell doom when this happens. If you're good enough, you can recover your wits and make due with the Vulcan or Blade if that's what you're stuck with.
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What's the best pods to take at the start of the game?
For the Mk. III I'd recommend the Flash. It's more versatile, and you're going to probably use up most of it at the end of the stg1. You've got quite a bit more leeway for the Mk. II. Grenade, Flash, Riot, Juno take your pick. You can tuck it safely away from damage. Kinda depends on your tactics and overall long term strategy in the end.