I started up a sandbox game because I wanted to see how far the nebula questlines go. Some more impressions.
-I can't decide what unlocks to get. I ended up getting a bunch of level 2 unlocks (because only 1 point, natch) and after the 9th mission I finally got HBCs modules and sighed. They seem to be balanced like knowledge costs; you can get a small number of things all the way through but nowhere near everything. That's great, except I also really get the impression you're supposed to swap champions often and mix and match modules for each nebula encounter. And then the character of the missions changes near the end, from mobile ship suppression to base killing.
-The balance... I'm not really sure how to say what I mean, but it feels like you're intended to have to cheese things and/or used advanced micro to clear the later ones. I still have no clue how I'm supposed to clear the colony ship one if it spawns near the end. 60 exploding colony ships every 10-20 seconds? Not a single ship had a chance. I ended up doing it after 2 hours of savescumming by loading a zenith champ up with 2 bomber bays (for distractions), 2 missiles (for dps), and then running through and killing the bases as fast as I could. Won with 1% health left after too much pain. Your ship is way too slow to even try engaging the regular enemy ships in that fight, let alone the colony ships.
-I hate how the large enemy bases decide to spawn more things once you clear the small bases out. It's like, you think you made progress, but NOPE. Especially hate how large starbases end up spawning 6+ advanced command cruisers at a time, because they take forever and a day to kill and poison the well by murdering bombers so efficiently that your allies are useless for the rest of the fight, and you basically have to clear the large starbase by yourself. With very long & tedious needle pricks.
-Yeah uh, I ended up recharging shadow, running up to a large starbase, spamming the shield, and running away after 20s to begin the long recharge (and exit the nebula to repair shield modules). If there's a better way to do it, I didn't find it.
-The shadow regen thing isn't very good. You can't use it in a firefight, and while it's nice that you can heal a starbase, it doesn't actually help you achieve victory.
-Shield modules being able to die, but not other modules, feels wrong (although I can see why it turned out this way).
-Speaking of which, is something broken with the Neinzul champion's radar damping? Some tooltip might be lying to me, but I'm not sure which one. Missiles get something like 6k more range than the radar damping (16k vs 10k iirc), meaning you should be able to sit outside a starbase's radius and ping it to death. But that, uh, doesn't work; the starbases are ignoring it or something, and firing at me from max missile range. The tooltip doesn't mention that as one of their immunities though...
-Does vampirism only apply if the main gun deals the final blow to an enemy?
I kept trying after eventually getting 9 clears and my battleship. 10 looped back to the beginning of the rotation and gave me grey spire. ~45 gatlings spawned at the start. gg.
Overall: I much prefer the variety here to the fallen spire stuff. There are many more ways to play it, and many more missions that aren't boring. With some time this is going to turn out really well, I think.
re: new fallen spire: the shard moves too fast. My fleetball can't keep up.
zen siege engine: could use longer range. I can't see a way to use them without suiciding them, aside from an elaborate whipping boy setup.
possibly broken (have not tried): shield bearer + med frigate