Sunrider 4.2a Hard Mode: Mission 5

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This is a run of Sunrider's Hard Mode in version 4.2a. I made this to give other players an idea of the strategies I used to win. All missions will be completed without using mid-battle saves, to ensure that the strategy is consistent enough to be replicated to some extent. Depending on what attacks hit or miss, you may not be able to follow my strategy exactly, so improvise as needed!

Just a quick note, while my laptop isn't exactly high-end gaming, it seems that this game lags even on fast machines so I can't make the speed a whole lot better at this point. As I understand it the devs are trying to optimize the code to make the battles run faster.

Mission 5, the Pirate Base. For this one I do a little planning ahead and put my upgrades into reducing energy needed for Kinetic weapons. For the mission after this one I want to then upgrade the Sunrider's reactor to 120 EN so that I can fire the Kinetic cannons twice in a turn. It's one of the golden tools in this early leg of the game where you're seriously lacking in anti-ship firepower.

Reducing the EN requirement at this point doesn't really give me extra options, but this ensures I can buy the double Kinetics on the next mission no matter how high my repair costs get. Setting aside $400 is good if you can keep your damage under control. If you can do this by buying a Rocket, by all means go ahead! Since you can fire a Rocket and the Kinetic cannons in the same turn, you can take down the Pirate Base really fast and possibly make this level more consistent. I just decided to tough it out and try something different this time.

Without a Rocket, it's kind of a delicate balance between keeping distance to avoid damage, and moving forward to shoot the Pirate Base. If you miss any Kinetic shots you'll probably have to take another turn; I have to ensure I hit with the first 87% shot before I use the Kinetics on the Pirate Bomber that gets in my face. Well, you could also pull back and take your time on the reinforcements, but by then your Full Forward will run out, making the rest of the level kind of slow... also, you'll only get an extra $330 for shooting down the 9 units I didn't get.

Oh, I use missiles against the Destroyer right off the bat because there's not much for Chigara to do on the first turn, so I have her use FlakOff at that time. Also it becomes harder to use missiles once the Destroyer moves down and behind the pack of ryders.







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