Faster Than Light | Finally won as the Stealth C, man they did not make this ship easy. |
- Finally won as the Stealth C, man they did not make this ship easy.
- What now ??
- First Ever Victory on Hard Mode
- All the augments looked at and compared!
- Fed-A Artillery Beam FTW On Hard
- Have You Played FTL: Captain's Edition?
- FTL on iPad is the best thing ever
Finally won as the Stealth C, man they did not make this ship easy. Posted: 06 Mar 2021 07:32 PM PST
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Posted: 06 Mar 2021 08:48 AM PST
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First Ever Victory on Hard Mode Posted: 06 Mar 2021 04:55 PM PST
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All the augments looked at and compared! Posted: 06 Mar 2021 09:27 PM PST I'm doing this for fun because the augments are insanely unbalanced with so many being completely useless, some being staples that you always want and some being essential on certain ships. S-Tier (Augments that no matter the ship are always a great choice) - Long ranged scanners: What is there to say? More scrap, less hazards, more efficiency, also only 30 scrap) - Zoltan shield: If you get it, wow does it feel great, makes longer charging weapon setups way better as your enemies first volley likely wont damage you at all - Weapon pre-igniter: It is the most expensive augment for a reason, firing a volley before your enemy is crucial to staying alive and snowballing so if you get a decent weapon setup and this you will win - Scrap recovery arm: More scrap. Of course the earlier you get it the better and not worth using by sector 7-8 if you can find more combat oriented augments - Repair arm: The opposite to scrap recovery arm, you want it late game to stay healthy during those last 2 sectors. Of course if the run is already won due to 4 BL2's then don't get it A-Tier (Augment that are essential on specific ships or are just a little outclassed by S-tier augments) - Battery charger: This is probably the strangest entry in the list but I think backup battery is criminally underused, 30 seconds for 4 extra power is awesome. Also backup battery can be used to essentially indefinitely power systems like cloaking, hacking and crew teleporter, leaving extra main reactor power for engines and shields. For example if you turn on a level 2 backup battery and wait for ten seconds, power up level 3 cloaking, hacking or crew teleporter then you will be able to use backup battery again when the systems cooldown ends. - Automated reloader: A nice effect but does too little when you can only have 3 augments. Also you don't need this when you have access to cloaking, hacking, weapon pre-igniter and zoltan shield to assist you in successfully firing your weapons - Shield recharge booster: Like Automated reloader despite being a universally useful effect it doesn't have as large an impact as the S-tier augments for your run - Slug repair gel, Fire suppression and defence scrambler: The augments are extremely useful but either the crew or your own input can deal with the problems these augments solve for free but having them is still great - Reverse ion field: Really good against the first dropship phase as can render the laser and beam obsolete if you have 4 shield bars. Also is just good against ion weapons especially ion bomb, don't know how many times my weapons have been ion bombed and this saves my arse - Engi med-bot dispersal: Makes repairs, fires, breaches and boarding on your ship way easier to deal with, also having your crew able to heal while not being in the med-bay mean they can repair and man systems for longer, keeping up weapon charge and evasion - Stealth weapons: It is good if you have level 3 cloaking and fast firing weapons as you can pop off a free volley every time you cloak - Drone recovery arm: Essentially makes the use of defence and offensive drones free which means more scrap for other things - Zoltan shield bypass: Absolutely essential for boarding strategies, being able to board any ship off the bat is crucial to winning with a boarding strategy. Also makes phase 3 dropship way easier. B-tier (Would rarely buy this at a store unless under specific circumstances) - Reconstructive teleport: When I use boarding I intend to kill all the crew before I have to teleport back to heal so this augment is not very useful to how I board but I can see how useful this would be to take out some of those later sector mantis and rock ships where there may be 5-6 crew per ship. At 70 scrap as well it is very pricey - Explosive replicator: If you use tons of missiles this is good but missiles are the weakest weapons imo except for small bomb, ion bomb, breach 1 and 2 and breach missile. Unfortunately if you miss with these weapons it feels horrible as they have long charge times. D tier (Would never buy this from a store... ever, if I got it for free maybe I would use it but likely I would sell it for scrap): - Emergency respirators: Scrap - Backup DNA bank: Repairing the clone bay is a better strategy than this but if you have the space then using it is a good idea - Hacking stun: Hacking without this is strong enough and you really don't need this, scrap. - FTL recharge booster: Scrap, unless you are going for achievements if you can't kill ships in your sector you have already lost - Adv. FTL navigation: Maybe will grant you an extra beacon or two but the rebel fleet still reaches the exit beacon in the same number of jumps. To get value out of this you are taking a big risk with the rebel fleet and diving so it is not worth it in my eyes - FTL Jammer: Scap -Distraction Buoys: Scrap - Lifeform scanner: If you have sensors you don't need this, if you have a slug crewmember you don't need this. Scrap - Damaged Stasis pod: Probably shouldn't be on the list - Mantis Pheromones: Scrap - Drone reactor booster: Scrap - Rock and titanium plating: Scrap - Crystal vengence: Scrap I don't think I missed any augmentations let me hear what you guys have to say about this! [link] [comments] | ||
Fed-A Artillery Beam FTW On Hard Posted: 07 Mar 2021 12:11 AM PST
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Have You Played FTL: Captain's Edition? Posted: 06 Mar 2021 04:01 PM PST
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FTL on iPad is the best thing ever Posted: 06 Mar 2021 12:18 PM PST
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