Sunrider Mission 11: Low Resources

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Published on ● Video Link: https://www.youtube.com/watch?v=t27QqaKbIRo



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Ver. 4.2a. It seems like many players agree with me that Mission 11 is kind of a roadblock, so I made this video where I beat it in Normal Mode using $1700 worth of upgrades (You should get at least that much by beating Mission 10, the Mnemosyne Abyss) and 2250 CP. You can see at the start that I use the debug refund option to reset all my upgrades, then partially reallocate them to simulate having $1700 in upgrades.

Upgrades: 2 Kinetic Damage for Seraphim($250), 1 Hull Plating for Seraphim, 1 Hull Plating for Black Jack, 2 Hull Plating for Sunrider.($450) Also bought 2 rockets and a Repair Drone.($1000)

I used Full Forward twice, but by the time the first one wore off I already took care of the battleships, so you can also make a dash for the exit instead of spending another 750 CP if you want.

Again, I have the Black Jack get a ryder kill on the first turn to draw enemy aggro. As much as I'd like to showcase a run where I don't use dodge-tanking since it's kind of a non-intuitive technique, the fact is that with $1700 worth of upgrades I do need a little luck to pull through.

The only real luck needed for this strategy is to either shoot down or dodge the battleship rocket on the enemy's first turn. It has about 30% chance to hit the Black Jack before taking Flak into account. The extra Kinetic damage for the Seraphim is to give a good chance that I can finish off the Cruiser on Turn 2 with a Kinetic shot, followed by a laser and assault. After that, there's no chance of your rockets being intercepted. If you don't mind a little savescum you can also try firing your rockets right past the Cruiser. It only has 20% chance to intercept so you'll get them through eventually.

Definitely keep the Sunrider moving, as you don't want to stick around when the cavalry arrives. Try to keep both Shield units next to the Sunrider whenever possible, since there'll be lots of lasers in the second half.

There's not a lot of leeway to pull off this strategy on the first couple of turns, I have to say. But you guys will have a lot more upgrades so it shouldn't be this bad! In particular it really helps to have 120 EN on the Sunrider for extra movement, and/or powered up Sunrider rockets to give the possibility of blowing up both battleships fast.







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Sunrider
game
strategy