EchoesofOld wrote:I believe The Nisos (Fed C) begins with the double laser, but dónt quoteYea this will be proper. The ships that start with dual lazers are - Given T (Nisos) SteaIth A (The Gila Monster) Slug A Engi M And I think mantis A too but i cant quite keep in mind. The dual lazer seems op because it can be. It is definitely a better version of the burst open lazer 1 in every method but it isn't accessible in sport.
The following guide to laser weapons in FTL: Faster Than Light will help you decide which of these weapons are best for your needs. Heavy Laser Mark II (2 Damage. I saw that while answering another persons question a lot of people incorrectly stated that 'signals' or 'Information' could not travel faster than light, so this is just a reality check. No physical object can travel faster than light, but beams of laser light, signals, information can and have since the late eighties. You guys all knew this, right?
It begins on these boats so that it can equalize them out. You dont want to provide a dispatch like stealth A a 3 energy weapon program from the find go, so u provide it a double.
Its a good tool to keep onto.
Contents Weapon varieties Lasersare general-purpose power weapons. Each laser chance temporarily gets rid of a guard layer. As soon as all glasses are down, lasers can strike areas and offer system, hull, and staff harm.Like any projectiIe, lasers can skip. They can just be chance straight down by Mark II Protection Drones.Flakfire waste materials particles in a shotgun-like fun time. Each flak projectile in the short term gets rid of a safeguard layer.
As soon as all glasses are lower, flak can hit rooms and deal program, hull, and team harm.Flak weaponry use region targeting, producing them much less precise at hitting the qualified space (especially a little area). Like any projectile tool, they can furthermore skip. Flak can end up being chance down by protection drones (Mark I and lI).Missilesconsume 1 missile ammunition each period they open fire, but totally ignore shields. They offer system, hull, and crew damage in the targeted area.Like any projectiIe, missiles can skip. They can become shot lower by Defense Drones (Mark I and Tag II).Ionsdisable techniques by making power out of them.
They do not harm hull, systems, or staff.Like any projectiIe, ions can skip. They can only be shot straight down by Mark II Protection Drones.Beamscut across several rooms, enabling them to harm several systems and deal large amounts hull damage. They are the just weapons that by no means miss.Supports do not really deplete safeguard levels, and most are totally clogged by shields, making them ineffective without support.Bombs make make use of of built-in teleporting technology to transport explosives or canisters formulated with nanobots directly into enemy or allied ships. By teleporting into the foe mail, bombs bypass all and defense drones, but they can still miss an evading cruise ship and teleport into vacant area where they explode harmlessly. They cannot get through the Zoltan face shield, but some bombs can deal harm to it. All bombs consume 1 missile ammunition device per photo.
Since bombs bypáss the hull óf the focus on vessel, they do no immediate hull harm, but most of them possess some special impact (like igniting fires, leading to hull breaches, stunning enemy staff, performing ion damage to disable systems, or encasing the room in crystals). A bomb can end up being damaged before détonation by a Iaser blast or missile that strikes the space it is certainly in, therefore be cautious with timing.
Bombs can focus on your personal ship, making maintenance and heal bombs useful, and can be used to damage, stun, or trap boarding celebrations.See the.Launching sharp, hard crystals with slight safeguard piercing properties, crystal weapons are usually a special technology just utilized by the crystal individuals. Crystal weaponry function likewise to laser weapons.
Nevertheless, all weaponry of this type have got one level of guard piercing, we.y. They disregard the lowermost degree of any foe's shield. If they cannót pierce a safeguard, they rather lower it by one degree. They can only be attained in the concealed crystal field, or by playing as the Type A or Type D. The augmentation also fire a chance of this type.Notice the.General notesLasers, ion mounting bolts, flak particles, deposits, and missiles can wage war in room, eradicating each various other. Volley Handle relates to shooting your weapons in the many effective volley feasible.
Effectiveness depends on what weaponry you possess, how strong the foe defenses are usually (, and ), and what damage you want to perform. In general, you want your volleys to be as tight as probable with as little time probable between when the first shot hits to when the last shot hits (presuming zero misses). Download game angry bird space. This lessens the possibility of a safeguard regenerating during yóur volley and canceIling a single of your pictures or a ray. When you shoot 3 weapons or more, your even more forward weapons will likely hit very first. Ships like the Kestrel (either design) or the Federation Cruiser (either design) have a good length between the forwards weapons and the weapons in the wings.
In purchase to possess a limited volley, you will would like to shoot the wing weaponry, pause-unpause-pause the sport until your very first shots are usually roughly parallel with your ahead weaponry, when that happens, you can open fire your ahead weapons.There are moments when you will end up being better off not really having a tight volley. One example would become if you encounter a manned vessel with a degree 2 or 3, little hull still left (2 or 3 points) and the cruise ship is certainly about to leap (screen states 'certain jump'). Furthermore, the boat only provides one safeguard (you may possess partially destroyed the safeguard already) and you have the (Kestrel design N) with its unique weapons (4 a fundamental lasers). In this situation, you are much better off shooting all your weaponry once and focusing on the cóckpit.
With a Iittle good luck, your very first 2 photos strike. The second the cockpit will be damaged will be the second the foe pilot starts repairing it. Simply because quickly as the repairs begin, the pilot is simply no more time manning the cockpit, which indicates the dispatch's dodge rate takes a nose dive. If the mail offers a level 3 cockpit, the ship can nevertheless dodge also when reduced to a degree 2 (a degree 1 cockpit only helps if its getting manned; not repaired, and a unmanned level 1 or ruined cockpit means the vessel can't dodge). Your next 2 photos possess a significantly better possibility, if not guaranteed, to strike the cruise ship.
If you got attempted to hit the dispatch with a restricted volley, there wouldn't be enough period between shots for the dodge price to fall (the game declares a skip before it signs up damage).Weapon SpeedAnother worries for volley control will be projectile quickness. It't worthy of noting that Ion weaponry possess a significantly slower projectile rate than standard weaponry - if you require a restricted volley to get past a Defense Drone II, ór if you require your ion mounting bolts to occur very first, you will need to consider the projectile acceleration distinction in thing to consider.Approximate quickness purchase from quickest tó slowest is:Light beam (Quick) Heavy Laser Laser beam Missile/Bomb/Flak Ion (slowest)Shooting Order. These are guidelines; not guidelines.
It will be supposed the foe craft started with a shield. Suggested shooting purchase of your wéapons:. Missiles/Bombs (Be careful of ). Ion bIasts (To disable shields).
Flak (To knock down shields). Standard Lasers. Hull Lasers OR Crystal clear (Depends on your payload, target, and your foe's glasses). Weighty Lasers. Light beam Weaponry (You can flame your light beam as soon as shields are decreased to no)Both Missiles ánd Bombs bypass shields, allowing you to damage the boat's hull and techniques directly. They are usually good weapons to open up with because they can become softer the enemies' defenses. A prosperous strike on their guard can decrease their shields by one while a prosperous hit on their motors or cockpit will decrease their dodge capability.
Actually if you aren't focusing on those techniques with your missiIes/bombs, the harm you perform offers a chance of peeling off foe crew users from those manned systems, which gets rid of the manned reward. In that situation, the enemy manages to lose 5% in dodge or glasses regenerate approximately 0.2 seconds slower.There will often be lines and wrinkles and exclusions to making use of missiles-bombs very first. For missiles, there is certainly the obvious exception involving protection drones. Protection drones have got a minor possibility of missing an incoming missile, specifically in an asteroid field. Also, the Protection Drone Tag II attempts to quit all incoming projectiles (missiles, lasers, and deposits).
You may become able to key the Mark 2 by shooting another weapon implemented by the missiIe. If you have got the Pegasus or several missile launchers, you can obtain a missile by a single drone.As fór bombs, Ion bómbs earned't deteriorate the enemy ship defenses' unless you focus on those 3 techniques straight or the enemy offers a Zoltan Guard. Nevertheless, the foe or ( are like a discomfort) might end up being more important. Healing bombs have got no offensive make use of unless you have an apart party. Lockdown bombs are usually difficult because they can be used in a great deal of methods. You can protect your away group, or reject enemy team a opportunity to cure. Also, you can locking mechanism the foe crew out of a room (engines, glasses, medbay).Why use Ion lasers 2nd and flak 3rd?If the enemy ship provides shields energetic, ion lasers will often focus on them as they hit - not really the program you were aiming the lasers át.
If you would like to make use of the ion harm to stun a program, then take your some other weapons initial to permit your ion laser to get past the glasses. If the foe offers a Zoltan Shield, it is usually smart to make use of your ion weapons first as they offer double damage, but maintain in thoughts that ion damage will impact the face shield system if it damages the Zoltan guard. When one layer of shields can be ionized, the additional layers regenerate without the manned reward (0.2 seconds slower).Flak is a brand-new weapon kind presented in the Advanced Model. It provides some advantages since it provides all its damage in a very much tighter volley thán laser/crystal/missiIes weapons do but it can just end up being half aimed and it can skip with 0% evasion. The absence of purpose and the tight volley create it the preferred tool to hit shields behind ion weapons.Why use hull lasers after normal lasers?Normal lasers put on't do any additional harm and just have a small opportunity of causing a fireplace. Hull lasers can perform double damage to systemless rooms. Actually when concentrating on system rooms, it is worth using the hull lasers after regular lasers.
Hull laser can still cause fire but furthermore hull breaches. Bécause of the huIl breaches, hull Iasers can end up being particularly useful in battles with Automated Cool dude ships, especially during long battles. The Auto-Rebels can'capital t fix hull breaches and any system with a hull break is completely broken.Why use deposits after normal lasers?Crystals are unusual and useful weapons; they bypass one shield bubble and have a slight opportunity of causing a hull breach.
Both protection drones and glasses can cease their shots. This can be a excellent tool to consider out the foe shield power generator. Make use of a tool to reduce the foe's glasses to a solitary bubble, after that use your Crystal weapons to hit their glasses system, dealing harm to the huIl and the system. If you have a couple of Crystal Break open (either Tag I or II), think about shooting your crystal weapons at the safeguard room, then make use of your some other laser weapons.
If you have got a ray weapon, keep in mind it manages to lose energy if one shield is up.Nevertheless, if you plan to make use of beam weaponry to take out a mail (or also if making use of the to eliminate the team, or the to destroy enemy techniques and team), shooting crystal weapons first is certainly a better concept. That way a regular laser can get down the glasses to clear the way for beam weaponry.Why use heavy lasers after regular lasers?Weighty lasers do 2 points of hull/system damage, but just perform 1 point of normal shield harm. For this reason, you really would like them to strike the hull and not the guard. They also can result in fire and hull bréaches. When you have got a Large Laser Tag I and face an enemy with Zoltan glasses, use the Mark I to get down the Zoltan shield as they do 2 factors of harm to the Zoltan safeguard and have a very brief cooldown (9 seconds at most).Why fire beams last?Because shields prevent them. lf during your voIley, you hit the cover down to nothing at all, stop the game immediately and fire place your ray to its full devastating possible. If the light beam damage can be more than 1, you can nevertheless fire place through certain enemy glasses without obtaining the full damage effect.
(instance: You have the Glaive Beam and the foe offers 2 cover points. If you fire while they possess 2 safeguard factors, it will deal 1 harm to each area strike. If you open fire while they have got 1 safeguard stage, it will offer 2 harm to each space hit.)Weapon Integrating and Damage Impact.
When feasible, look thoroughly into Weapon Pairing. Given, in a roguelike like as FTL, yóu can't control what arbitrary weaponry you will discover.
You would like your weapons to function well together, which means consuming into account weapon cost time and Damage Impact. You normally want to charge up all your weaponry, and after that open fire one very powerful rush all together or over a few of secs. Sometimes nevertheless you obtain a couple of Ion Fun time I (8 seconds) and a Halberd light beam (17 mere seconds), or Burst open Lasers I/II (11/12 seconds) and a Glaive Ray (25 mere seconds). These illustrations have less weapons with charge time less than half of the even more powerful tool, which indicates you can do an intermediate rush between your huge rush without stalling your big burst.As for harm impact, you wish all your different damage effects to function together. For illustration, weak ray weapons (bio, open fire, hull, or pike) would function badly with missiles, bombs, or deposits because the latter weapons wear't get down shields unless they target and kill/neutralize the cover program.
While it wouldn't end up being horrible in the earlier industries, the past due sector enemies usually have got three, four, or also occasionally five cover levels and would require multiple strikes to the face shield space for the poor light beam to function. Lasers of any kind work very much more effectively, as their ability to bring down multiple amounts of shields synergizes properly with light beam weaponry.In some cases, the foe mail or crew will have an effect on how your weapons perform occasionally for the worse and occasionally for the better. For example, breach making weapons have less effect on slug ships because the can automatically seal off the break. Meanwhile, weapons that can cause breaches possess added effectiveness against AI cool dude boats and an AI-controlled cool dude flagship, as they are usually incapable to autorepair any program with a breach. You occasionally need to end up being familiar with how the computer will react to damage. For instance, enemy crew will leave any 2x2 room that offers 4 fireplace squares, actually if the crew are usually Rockmen and immune to flame damage.Finally, consider how your weaponry and their respective damage effects function with your dronés and boarding events. For illustration, fire beams or fire drones become more powerful when you plank the enemy mail with open fire resistant Rockmen.
Along similiar outlines, generating a breach (with a tool like the breach explosive device) and adhering to up with á Lanius boarding party will quickly diminish the oxygen in the area.Tool ComparisonSee.
Yes, I understand I'm years later, but I just really obtained into FTL a calendar year ago, and I lastly sense I've played it plenty of to create my own weapon tiers.Right now, this list is divided into two - Starting Weapons and Store Weapons. Starting weaponry can just be discovered aboard the vessel that has them (I consist of Crystal weapons because getting to the Crystal clear Industry to purchase them can be an incredibly rare and tough event) and Shop Weapons can be found or purchased in regular gameplay. I'm ranking them separately because you don't actually have got an choice with the Starting Weapons, you have them, the only question will be to maintain them or not.Starting Weapons tiers:Maintain - These are weaponry that should discover you all the method to the manager. Flak I (Lanius C)3 flak photos for 1 power and 8 seconds, the most efficient weapon in the video game bar none of them.
Laser Charger + (Stealth G)2 lasers at 11 seconds or 1 every 5.5 at 1 power. Efficient AND flexible. Double Lasers (Slug A new, Stealth A, Federation W, Kestrel C, Engi D)2 lasers at 10 mere seconds for 1 strength, another quite efficient weapon.Update - These are solid weapons, and should only be changed if you need to make area for a high-ranked Store Weapon (observe below checklist).
Large Pierce I (Rock B)A single second extra for a héavy laser that pénetrates 1 safeguard. Good. Artemis Missile (Kestrel A, Rock A, Slug M)One power for a 2-harm missile every 11 seconds. IMO, linked in 2nd place with Pegasus for missile weapons. Artillery Light beam (Federation A, Federation C)Costs 160 discard to fully upgrade, at which stage you get a assured 3-6 unaimed harm every 20 seconds. The just question can be if there might end up being better issues to buy. Mini-Beam (Stealth A new, Stealth G)In only 1 strength, can make a quite cheap accommodating tool.Jettison - These are weapons that require to become replaced simply because quickly as you discover something from Tier 0, 1 or 2 on the shop weapon checklist.
Actually a Tier 3 might be a better choice based on circumstance. Crystal Burst open Mk I (Crystal A)2 photos with 1-cover pierce, but lengthy cooldown and can become halted by defense drones. Leto Missile (Zoltan A, Federation W)2 secs faster than Artemis, 1 less damage, not really worth it. Fundamental Laser (Mantis A, Kestrel B)1 chance every 10 secs there are better weapons for 1 strength. Heavy Crystal Mk 1 (Crystal clear A, Stone D)It's a lousy missile. Ugh.
Lockdown Crystal clear Bomb (Mantis M)A new explosive device that will no system damage, does not break, ionize, or set on fire. Why?. Flak Artillery (Federation Chemical)After 160 scrap to fully enhance, you get 7 unaimed flak at 20 mere seconds for 4 strength. The Flak II gives you 7 targeted shots at 21 secs (17 secs with a completely trained crew) for 3 power and costs 80. Do you discover the issue?! This weapon is literally not worthy of the reactor energy, and it can't actually be marketed!
In truth, if it actually gets broken, don't restoration it. A program which is usually destroyed by boarders or fireplace offers hull harm, so better get rid of the vulnerability by keeping it pre-damaged!And today we arrive to the Shop Weapons. These are weapons that (depending on good luck) may be bought or found in regular gameplay.Rate 0 - Prioritize these weaponry, they assist no matter what kind of technique you follow. Burst Laser II3 photos, 12 secs, 2 power. The go-tó for rapid-firé accuracy harm. Flak I3 photos, 10 seconds, 2 energy.
Sacrifices precision for rate of fire.Tier 1 - These are strong and should be obtained by anyone searching to improve weaponry. Halberd Beam65 scrap, 3 strength and 17 secs is cheap for this type of harm potential. Swarm MissileCharges 1 shot every 7 secs for upto 3 1-damage pictures.
The go-tó missile for defeating defense drones and/ór locking down á room with speedy fire. Small BombFast unstoppable little tool for working enemy techniques and team. Ion Fun time Mk 1I place this in Tier 1 just for how inexpensive it will be. 30 discard, 1 energy and 8 securities and exchange commission's cooldown will be dirt inexpensive for a great supporting weapon.Rate 2 - Good weapons for the devoted gunship. String VulcanUnloading a chance a second at optimum cost, This weapon can single-handedly tear apart all but the most heavily defended ships, but the cost period, 4 power necessity, and extreme vulnerability to disruption (particularly ion or hacking) will keep it out of the top tiers. Flak IIShields? What shields?
Originally posted by Gremlin Jáck:. Flak Artillery (Féderation M)After 160 scrap to fully up grade, you get 7 unaimed flak at 20 seconds for 4 power.
The Flak II provides you 7 targeted shots at 21 seconds (17 secs with a fully trained crew) for 3 strength and expenses 80. Perform you observe the problem?!
This weapon is literally not worthy of the reactor power, and it can't even be offered! In reality, if it actually gets broken, wear't fix it. A system which is destroyed by boarders or open fire offers hull harm, so much better remove the weakness by maintaining it pre-damagéd!Yéah, it's not like you need, say, tool pubs to run a flak lI or anything. lf you run flak II with 7 overall energy (which gives you 4 energy of additional weapons and flak is late game so that's definitely a typical use for it), it costs even more than updating and extra strength for the flak arty expenses (bars 5, 6, and 7 cost 215, arty costs 160 and one even more power so 195).And after that you can move even higher.On the other hand, pike can perform the arty beams work for actually less scrap, and if your boat doesn'capital t have guard bursting for that it sucks anyway.
A guaranteed method to perform damage is definitely kind of good on the very few works where you can't get decent weaponry (but you start with á BL lI/DL+missile, só you could run a pike beam for most of the video game off of simply that instead)Fun fact, flak arty is usually better at focusing on rooms than flak II. You obtain 7 'different' pictures at a smaller radius at each room, whereas flak II will almost always have a significant chance to miss any rooms, sometimes massive chance.Much less fun fact, it doesn't really even issue if we evaluate flak II tó flak arty, ór flak arty tó ray arty, because they'd all proceed very with a mail that provides no some other criminal offense and would actually just benefit from a small explosive device to help the boarding considerably more. Flak arty is usually a target of Fed C.Some other than that, underestimating normal lasers Iike BL I ór hull lasers wiIl obtain you destroyed. Hull lasers are usually costly and not really really worthy of it but a good BL I at the correct time is victorious games, result in it's i9000 cheap, extremely typical, and works great in most beginning loadouts. A kestreI with an extra BL I will go into the late game like that.
Completely a good buy if you put on't discover anything exceptional instead.Nearly all other stuff are acceptable plenty of. Ion bomb and pike too low. Little ion blast and the swárm missile of aIl factors too high.
But meh, close enough. Originally posted simply by:a great BL I at the correct time is games, result in it's cheap, quite common, and functions excellent in most beginning loadouts.
A kestreI with an extra BL I will go into the past due game like that. Totally a great purchase if you don't see anything excellent instead.Most other factors are reasonable good enough. Ion bomb and pike as well low. Small ion blast and the swárm missile of aIl issues too higher. But meh, close up enough.Therefore, you're stating you'd buy a BL l if you cán't discover anything else, and because it't dirt cheap. I'll push it to Rate 2. After all, I'm rating the Ion Fun time I therefore higher for similar reasons.
Just the IB I costs less, and requires only 1 slot machine, I rate it so high because you can by no means go wrong tossing it into the combine. Originally published by:I don't recognize why you would put Hermes therefore reduced. It's a 3 damage missile that charges in 14 seconds. Theres a cause players♥♥♥♥♥♥their pants every period they see an enemy provides one of these issues.
Same goes for break missile.The Hermes consumes 3 strength and provides a 14 second cooldown, but fires just a one photo. This indicates max opportunity of missing with a weapon with restricted ammo, and a Defense Drone shuts it down completely. Infringement has same issue, even much longer cooldown.You can't use them early because 3 energy weapons are usually challenging to support, and you can't use them past due because enemies will possess higher evasion and missile defenses.The Artemis on the some other hand requires only 1 energy slot, so it doesn't cost you significantly to keep onto it. But I wear't like missiles in common, the only ones I rate properly are usually the multi-shot techniques like Swarm and Pegasus. Initially posted simply by:a good BL I at the correct time wins games, trigger it'h cheap, extremely common, and functions excellent in most starting loadouts. A kestreI with an extra BL I will go into the late sport like that. Totally a good purchase if you put on't notice anything extraordinary instead.Almost all other factors are affordable sufficiently.
Ion explosive device and pike too low. Small ion fun time and the swárm missile of aIl issues too higher.
But meh, close enough.Therefore, you're saying you'd purchase a BL l if you cán't discover anything else, and because it'beds dirt cheap. I'll bump it to Tier 2. After all, I'michael ranking the Ion Blast I so higher for very similar reasons. Only the IB I expenses much less, and takes only 1 slot machine, I price it so higher because you can never ever go wrong putting it into the blend. Originally posted simply by:I don't recognize why you would place Hermes so low.
It's a 3 damage missile that fees in 14 seconds. Theres a reason participants♥♥♥♥♥♥their jeans every period they see an foe provides one of these stuff.
Same will go for break missile.The Hermes uses 3 energy and offers a 14 2nd cooldown, but fire just a individual shot. This means max opportunity of missing with a weapon with restricted ammo, and a Defense Drone shuts it down completely. Break has exact same issue, even much longer cooldown.You can't make use of them earlier because 3 power weapons are difficult to support, and you can't use them later because opponents will have got higher evasion and missile defenses.The Artemis on the other hand takes only 1 energy slot machine, so it doesn't price you significantly to hold onto it. But I put on't like missiles in general, the just types I rate nicely are usually the multi-shot techniques like Swarm ánd Pegasus.
I don't actually believe any of that issues when I have got 50 missiles in share. Originally posted by Gremlin Jáck:Yes, I know I'm years later, but I only really obtained into FTL a 12 months back, and I lastly sense I've played it enough to produce my very own weapon tiers. Heavy Crystal clear Mk 1 (Crystal clear A, Stone G)It's a crappy missile. Ugh.You can think of this as a slightly slower Artemis (that doesn'capital t price you any kind of missiles), or a slightly slower Large Pierce that can end up being chance down by defense drones.