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Post Dungeon Galaxy Strategy
Found yet again unnoticed guide on TLA.

Dungeon Galaxies (Also referred to as DGs), are wormholes found in many normal Galaxies that lead to small, uninhabitable systems filled with hostile AI ships. You can easily recognize a DG by its wormhole colour (which is always red) as well as it’s name, which will usually be something along the lines of “DG 1.234”. These rogue Dungeon Galaxies can be found anywhere from Sol onward to the fringes.

Note: You can always tell how “Deep” a DG is by the first number in its name. In the example I gave above, DG 1.234, the DG would be 1 level deep and then have a final level, which holds the Boss. Please note that the Danger Factor (DF) of the Galaxy you find the DG in goes up by 10 with each level of depth of the DG. So if you find DG 3.464 in a Galaxy which is a natural DF of 150, the first level of the DG will be DF 160, the second level of the DG will be 170, and so on until the final level.
Upon entering a DG you will be promptly attacked by random AI. What determines the type of AI is the Danger Factor of the Galaxy, the Galaxies location, and a number of other factors not yet known. You will find that as you kill the AI they drop Neural Keysyncs. KeySyncs are exactly what their name implies: Keys. You keep them in your ship until you kill all the AIs needed and then use the gate to warp down to the next level of the DG. You cannot warp down without having a certain number of keys.

Note: It is highly recommended to drop half the total keys of each level before you go down because if you must retreat, you can always go back up a level, let your Shields and Energy regenerate, and then head back down again without having to change DG or wait for it to respawn itself.
When you hit the last “Boss” level of a Danger Galaxy, you will find something different. As usual the mobs of AI will attack you immediately, but there will also be another, usually different type of AI with a higher level, called a “DG Boss”. They are usually far stronger than any of the normal AI in the DG and they are also usually the point of doing the DG in the first place. These bosses, upon being killed, will drop one or two “DG Item’s”, which can range in variety from Specialization Augmenters to extremely valuable items, such as the shields 'Give and Take' or 'MisDirection', or weapons such as 'Death Warmed Over' or 'Liposuction'. What determines your drop is the “DF” of the Boss Level, and possibly some other unknown factors.

Now that we have some General Knowledge of what a “DG” is, lets look at some tactics and statistics to help you along your way.

Known DG AI and some tricks in dealing with them:

[edit] Blue Pirates (Scouts, Interceptors, Alphas, Betas, Gammas).
Description: A very common type of DG AI, no matter the DF.
Damage Types: Energy, Laser.
Weaknesses: Virtually everything, although Heat appears to be exceptionally effective. On the Blue Betas and Gammas, heat is no longer as effective as mining due to the Beta and gammas' heat resist. They have no resist to mining if not a weakness to mining.
Personal Difficulty Rating: Easy. They do have the potential to do a lot of damage to you, especially if you are in a ship with little to no Energy Resistances.
Weapon of Choice: DWO (Death Warmed Over).
[edit] Slumberchromes
Description: Fairly Common AI in the North Warp 2/3 DGs.
Damage Types: Energy, Laser
Weaknesses: Surgical, Physical
Personal Difficulty Rating: Medium. They can be extremely easy to kill if you have the correct weapon types with you but if you don’t, be ready for a long battle.
Weapon of Choice: Open Heart Laser (OHL)
[edit] Infernos
Description: Somewhat Common AI in Warp 1 DGs.
Damage Types: Laser, Heat
Weaknesses: Everything
Personal Difficulty Rating: Medium. These buggers can be tricky if you do not have a good shield bank as they can put out a lot of damage but, thankfully, they are easy to kill.
Weapon of Choice: Anything
[edit] Big Green (BGs)
Description: Extremely Common in deeper Warp 3 DGs
Damage Types: Energy, Laser
Weaknesses: Nothing (Possibly Radiation)
Personal Difficulty Rating: Hard. These guys can pack a punch. Although it can be relatively simple to take them down, their difficulty can vary wildly based on what they have equipped as Augmenters. Watch out for Firing, Shield, and Range Augged BGs.
Weapon of Choice: DWO, Catapults.
[edit] Ice Picks
Description: Somewhat Common in south Warp 3 DGs.
Damage Types: Energy
Weaknesses: MINING!
Personal Difficulty Rating: Extreme. These guys, in my opinion, are the hardest AI in the game. They are only weak to Mining damage and can tear you to shreds within seconds. Take extreme caution whenever you see one as they are very fast, very difficult to kill, and they can put big holes in your shield bank very quickly.
Weapon of Choice: Excommunicator
[edit] Rosmaries
Description: Very Common AI in South Warp 2/3 DGs.
Damage Types: Surgical, Laser
Weakness: Surgical
Personal Difficulty Rating: Easy, unless you are in a Porp and do not have a 4D weapon on hand.
Weapon of Choice: Open Heart Laser, Love Cylinder
[edit] Basils
Description: DGs seem to always have at least one level of Basils in Warp 3 South. Extremely Common.
Damage Types: Energy, Laser
Weakness: Heat
Personal Difficulty Rating: Very Easy, as long as you can avoid their Hunelites.
Weapon of Choice: DWO
[edit] Forgones
Description: Somewhat common in North Warp 3 DGs in the later DFs.
Damage Types: Energy, Laser
Weakness: Mining?
Personal Difficulty Rating: Medium. Just try to avoid their Torps and you should be fine.
Weapon of Choice: DWO, Love Cylinder
Special Note on Forgones: Watch out for Traction augged Forgones. They are extremely annoying. You can tell if a Forgone is Traction augged when you are suddenly 100k out moving at 3 times your ships normal speed and not knowing whats going on.




[edit] Ruby Carriers and Ruby Transports
Description: Common AI in DGs.
Damage Types: Laser and Energy
Weakness: Heat and Radiation
Personal Difficulty Rating: Annoying. They are not very damaging but since their Laser has Gremlin effect which stops your engines from turning, they can take a long while to kill.
Tricks
Slowly separate the Rubies by dragging the Speed augged ones out from the pack then sit on their backs one at a time and pound them with DWOs or Great Immolations.
Have a teammate sit on the warp firing Open Heart Lasers, while you pick them off one by one using trick number one.



[edit] Reavers
Description: Rare DG AI
Damage Types: Laser
Weakness: Everything, I prefer heat.
Personal Difficulty Rating: Annoying. Anything with Grem lasers is annoying. Watch out for Range augged ones. Try to outrange them and you will be fine if you do not try to resist their tractor beams.
Weapon of Choice: DWO or LC.
[edit] Omega Platforms
Description: Somewhat common to very high DF DGs.
Damage Types: Laser
Weakness: Mining
Personal Difficulty Rating: As I have not done many of these, I will have to go off what the general concensus of my friends. These guys hurt. Rating: Hard.
Weapon of Choice: Excommunicator.
[edit] Moving on: Good DG Farming Spots.
I have personally found that over my time on Star Sonata, there are some DGs that you will want to camp, and other DGs that you will want to avoid. This is a list of DGs I’ve found to be exceptionally good to camp.

Bonnet – Stede Bonnet has a DG filled with many Basils and can be a little tricky to kill, but is well worth it as he can drop DWOs, Liposuctions, and the enigmatic Mzungu Thunder.
Early Warp 3 DGs with 1 level – These can be very useful to camp as the AI outside the DGs do not become much of a threat to kill you and force you to lose your items, and they can drop some very valuable things such as MisDirections, DWOs, OHLs, and so on.
Very Low DF DGs - These can be extremely useful as even the lowest DF DGs can drop Spec. augs, so if you are hunting for an enigmatic Station Master or Merch Spec, try very low DF DGs.
Finally, please keep in mind that politeness is a large factor in getting a good DG team. Always be courteous and respectful, and try not to be too critical of the people you play with if it is not constructive.

Here are some unspoken DG rules:

Always assume that the loot is going to be shared equally, by selling what has been found and splitting the profit among members equally.
Never interrupt a teams' DG.
Do not "ninja" the DG Bosses drops; it is seen as being rude. Leave it to the designated holder or allow everyone to be within range when scooping, but do not touch the drop within 5 seconds of the Boss being killed.
Let the strongest member of the group lead the way; always give him/her all the Keysyncs. Usually there is a designated leader.
Do not run unless it is clear to all members that the team stands no chance. As always, women and children first.
Help manage aggro. If you see a certain member of your team is taking abeating and will not be able to stand up to it much longer, attack the AIs he/she has not hit yet to take the aggro off of that person. Repeat as needed until everybody is okay with the damage they are taking.
LISTEN. When a much more experienced DGer is telling you or suggesting you to do something, it iss always a good idea to do it or at least keep it in mind, as they know what they are talking about.
A general strategy by Goz: (added after contest) It's usually good to have a plethora of secondary skills to do a DG of DF 150+. Try having AT LEAST 1 shield monkey, 1 sniper and/or speed demon. Make sure people have some free hull to scoop DG drops (the biggest items can be over 200 space and over 1b in value!). If you don't have enough space toss some things of lesser value, but make sure it's worth it!




Feel Free to Edit/Add to this Essay as needed - Original Essay by Sodomy

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Mon Jul 07, 2008 8:24 am
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Post Re: Dungeon Galaxy Strategy
Pick take heat now, forgones take surgical. Mining is for bases...

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Mon Jul 07, 2008 1:30 pm
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Post Re: Dungeon Galaxy Strategy
And Rubys now use Missiles... ouch.


In addition to all of the above info, you should be aware that some DGs have TWO (or more) "paths" through them.

That is, you may encounter a DG level that has MORE than one exit gate. Each of these gates will lead to a separate set of lower levels, and a separate boss AI for each one.

I usually target the gate to the next level BEFORE I warp through it into the next level. Then QUICKLY, scan through the gates (using the "Target Similar" key) to see if there's more than one exit gate from the new level.

If there ARE more than one, DON'T kill ALL the AIs all at once. LEAVE half of them alive so you can return back up through the levels from the boss of one "path", kill the remaining AIs on that original level (the one with the multiple gates), then use their Keys to go through the OTHER gate down the other "path" to the other boss at the bottom of those levels.

If you kill ALL the AIs and just drop half the keys, hoping to use them for the second gate later, the odds are they'll have "expired" and disappeared before you can get all the way back up and pick them up again.

Be sure to remember which gate you've already gone through, because the keys disappear when you use them and if you accidentally go back into the "path" you just completed, there won't be anything for you to kill (since you just killed everything on that side), and you'll have to wait for the AIs to respawn on the level with two gates so you can get through the second gate.

Note that you may encounter OTHER levels with more than one gate on the alternate "paths" which means that path will split again into two more "paths". (Sounds a little complicated, but it means you get to kill more bosses.)


Also note- on each "boss" level, there's a new feature- there will be TWO exit gates. One goes back up to the previous level, the other exits DIRECTLY back to the original "normal" galaxy you started the DG from.

This gives you an "express exit" from the DG so you don't have to work your way back up through all the levels (and through all the AIs which will have respawned while you were taking care of things lower down).

BUT- if you're doing a "multiple path" DG, be careful not to accidentally exit back to the top galaxy when you really want to return back up a few levels to take the "other path".


And, be aware there's a "timer" on the boss level so you can't just sit there and wait for the boss to respawn. After a certain amount of time, you'll be "kicked" out to the top galaxy.


Finally, you DON'T have to kill ALL the AIs on a level to go down to the next level. If you know one type of AI is hard to kill, and you don't want to bother wasting the energy to kill them all, just fly over the exit gate and hit the "Jump" key. If you don't have enough keys yet, you'll see a message on your Events Tab that will tell you how many keys are needed.

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Fri Jul 11, 2008 1:49 am
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Post Re: Dungeon Galaxy Strategy
you hit all the classes but one, Tom Corbett

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Fri Jul 11, 2008 10:01 am
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Post Re: Dungeon Galaxy Strategy
Yeah... I never could stand those math classes... :wink:

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Sun Jul 13, 2008 12:59 pm
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Post Re: Dungeon Galaxy Strategy
Kite proggys cause they have some nice DPS, they have crap shields so it shouldn't take long.

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Mon Jul 14, 2008 11:48 pm
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