Ftl final boss guide4/18/2023 ![]() This ship presents an unusual challenge, as it starts without Shields built-in, but if you compensate for this by the careful use of your built-in cloak, it should be manageable. If you’ve got an important fight coming up and you’ve got a crew with low health (and a Clone Bay), it is usually wise to kill them from suffocation (or fire if currently present), in order that they won’t get killed at an inopportune time. Send in your Lanius if you need to distract any boarders or drain the oxygen faster, though be sure to temporarily power off the oxygen system in order to speed up this process. Its layout is amazing for dealing with boarders, though try to have crew located in the weapons room along with level 2+ doors, and then it should be smooth sailing. A teleporter is also nice for any Lanius crew, but just be sure not to stun them while they’re in the room which you’re ioning. ![]() It’s also devastating in combination with a weapon that creates fire or hull breaches often, as they will not be able to go to the health bay, douse the fire, and/or repair the breach. If combined with hacking or mind control, they may be unable to repair their shield, allowing you to focus fire on their weapons. The ion stunner prevents enemy crew from repairing the system they’re in. ![]() If you find a drone system or bomb/missile weapon late in the game, you can use it against the Rebel Flagship without needing to worry much about your inventory. Stacking lasers is a very cost-effective way to progress through sectors, and their fast charge speed will prevent you from taking much damage, so you will accumulate scrap, drones, and missiles fairly easily. Starting with a Mantis crewmember gives you the flexibility to pursue a boarding strategy if you can find a teleporter and some other items that help with boarding (a bomb weapon or a second combat-oriented crewmember), but this ship will usually be more effective as a gunship. If you need to send your Zoltan to repair a system, fight off boarders, put out a fire, etc., it’s better to lose 1 power in your engines than 1 power in your weapons, since that might cause a weapon to go offline. The weapons crewmember will level up very quickly due to the constant recharge and firing rate, and the bonus from being human. You should switch the engines crewmember and the weapons crewmember. In the early game, your lasers charge fast enough that you can usually neutralize enemies’ weapons/drones before they can do much harm to you, so your early priority should be upgrading shields to minimize damage taken. For that reason, it’s best to either replace all of your lasers at the same time, or replace them gradually with weapons that have similarly low cooldown rates. But if you replace one with a weapon that has a 15 second cooldown, each remaining basic laser is now giving you 1 damage with a 15 second cooldown (assuming you fire all your weapons in a salvo) – this is inefficient. The Basic Laser does 1 damage with 10 second cooldown – this is good. Over the course of the game, you will need to replace the Basic Lasers with better weapons, but be prepared for how this will change your offensive speed. The Basic Laser doesn’t pack much of a punch individually, but four of them are very effective for early and even mid game. Because of this, it is crucial that player upgrade the door system at least once as soon as possible, preferably after getting the 2 layers of shield. This also leaves the ship prone to large boarding parties as it gives quick access to vital systems, as with fire. As with all gunships, acquiring multiple engi crew helps greatly, especially in quickly repairing the rather isolated oxygen room. ![]() The ship’s layout and initial crew makes it extremely prone to breaching and fire. Cloaking, defensive drones, and a hacking module are generally the most useful system upgrades, since the ship doesn’t have any initial equipment, crew, or layout that give it advantages in boarding. The ship is geared towards a gunship build, so adding beam or more burst weapons is also an excellent idea. Ideally it would eventually be replaced by a more reliable shield removal tool, such as flak or ion weapons. The Artemis becomes less useful in later sectors, but only requires one power, so it remains acceptable as a complementary weapon unless you need to make room for something better. The Burst Laser II will continue to be a great weapon throughout the entire game. The ship’s initial offensive capabilities are very strong, so early upgrades should be focused on improving the shields, with 2nd layer of shield as the top priority. ![]() Since you don’t start with many missiles, it’s best to conserve them for dangerous battles at environmental hazards, or when you start facing enemies with two layers of shields. In the early game, the Burst Laser II alone will obliterate most ships. The starting weapons are some of the best in the game. ![]()
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