๐Ÿ– Must-have system and weapon in your ship? :: FTL: Faster Than Light General Discussions

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The higher levels are good for restoring oxygen faster to the ship after it's been vented (manually or through a breach). While it's best to keep this system on 1.


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Weapon and Shield systems should be a top priority. Engine too, especially if you see โ€œFTL chargingโ€ in the enemy ship window; that means.


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r/ftlgame: A subreddit to discuss the Kickstarter-backed "roguelike-like" game FTLโ€‹: Faster Than Light by Subset Games.


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tae hea led wav veh vot FTL ||||||0,|| IB In order to reach the best system classification quality, the experiment was.


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This page contains community strategies for various ships in FTL; your mileage may vary. The The starting weapons are some of the best in the game. In the early The ion stunner prevents enemy crew from repairing the system they're inโ€‹.


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The higher levels are good for restoring oxygen faster to the ship after it's been vented (manually or through a breach). While it's best to keep this system on 1.


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Weapon and Shield systems should be a top priority. Engine too, especially if you see โ€œFTL chargingโ€ in the enemy ship window; that means.


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r/ftlgame: A subreddit to discuss the Kickstarter-backed "roguelike-like" game FTLโ€‹: Faster Than Light by Subset Games.


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amarant-ural.ru โ€บ ftlgame โ€บ comments โ€บ the_best_plays_systems_a.


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The higher levels are good for restoring oxygen faster to the ship after it's been vented (manually or through a breach). While it's best to keep this system on 1.


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But this combination on Lanius A is surprisingly deadly, rivaling even the power of the Crystal B boarding A-team. A few weeks ago, I would have clearly chosen Cloaking. User Info: obliviondoll. Hacking weapons seems worse than hacking shields and firing at their weapons. I kind of wish Hacking were a drone schematic instead of a separate system. I don't want 2 systems using drones as that competes for resources from a limited pool. It's error prone, and when I'm boarding, I like being able to control precisely where my shots will land. It can't miss, blue Shields won't stop it, Evade is useless to it, and it can be used to either guarantee that your attacks will do something or to considerably delay the enemy attacks. Hacking would allow me to cash them at least. Don't have an account? It's also unfortunate that it doesn't have as much defense as I'd like for the flagship. For some reason, teleporting bombs comes with a camera. I now have more experience playing Hacking and Mind Control, and I can now say with complete and utter confidence: I have no idea what the best combination of systems is, or even if there is a single best set. Yes, I threw all my unbiased thoughts out the window, and let you know just how sunshiny I feel about these three together. Thanks for the additional clarification. Also, can your own boarding party walk through the hacked doors? And if you do damage the system, it goes a long way in its interference on repairs, both from the doors and through a repair penalty it imparts. Please be specific when titling topics. I will explain why. Cancel X. This is assuming you don't fire a shot. Obviously, it would be better if it didn't use drone parts, but, if I'm very hesitant to pitch the Drone Control when I would otherwise accumulate a ton of uncashable value from my drone parts. I have the "send more boarders" mentality, and for a good reason: More healthy bodies, to keep the first wave working. You see what's inside the room, right up until the bomb goes boom. If there's spoilers involved, feel free to remain ambiguous! But even with very fast boarding, a lot of ships will pepper you with missiles. If so, Hacking is starting to sound a lot better than I first realized, if for nothing else as a poor man's lockdown ability. So, when you have Hacking and no Cloak and no Drone Control, and the enemy has missile weapons, what's the best play? The three systems together provide a pretty solid defense against the enemy's assault while your own boarders are given some added support from the enemy's own doors. Hack before it fires the second. Of time, this gives you a generous amount, and of defense, few systems can match it. You may not know of a best combo, but perhaps you still have a favorite? Use a bomb weapon. I'm now leaning towards this combo as my favorite as well. In a particularly positive light, because Well, I'm selecting this combo. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts. I do have a slight tendency to avoid Drone Control and Mind Control, seeing as I have enough control, but I won't shy away from those if I find I need a system badly. The doors aren't that strong, but a few seconds may well be all that is needed to kill someone trying to run to Medbay. Any sort of defensive drones, alas, are its weakness You spend less time worrying about your ship and more time with a clear plan in the enemy's. The Crew Teleporter is the main and foremost way to get crew kills. Keep me logged in on this device Forgot your username or password? You have your own favorites, right? Boarding, Mind Control, Hacking, drones, repairs, waiting out timers, FTL, weapon charge -- None of those remove up to 3 seconds of your cloak time! Hack the weapons and cloak. It's fine if you are now indecisive, there is a lot to get used to in this version. If the layout of the enemy ship is just right, the room you hacked is one you wanted to anyway, and the enemy has two doors to break through first. Still, if you hack those weapons, Hacking-3 can delay them for about 20 seconds -- 10 seconds of reverse charge, and another 10 seconds getting back the lost charge. I believe I know my way around boarding pretty thoroughly, though I was tripped up by a few Slug ships with the update. Mind Control is also cheaper and neutralizes enemy mind control, which can be very helpful particularly against the flagship.{/INSERTKEYS}{/PARAGRAPH} For folks who love Hacking over Drone Control, what's your take on avoiding missile damage? That leaves Mind Control vs. User Info: FatRatKnight. Oh, Cloaking's off cooldown. If you have some confidence in handling the enemy's weapons, hack the Medbay, and you can be sure the battle will end that much faster. FatRatKnight posted I've been playing some of the older Armored Core games lately, and they have Bio Sensors, which is why I had that term in mind. Cloak-Dodge the first. The fact that Hacking uses drone parts is actually appealing to me. That Artemis causing trouble? User Info: rhaining I'm going to have to give the new systems more of a chance, especially Hacking. It's not perfect, and you've spent your Hacking on something other than nullifying Evade, but you do greatly reduce incoming damage for the most part. Avoiding missile damage is a constant worry. This gives your boarders a chance to escape impending doom for a little longer, as well as getting them where you need them. This is probably enough time to get in two volleys of around 12 to 15 seconds charge , as well as giving your boarding teams a shot at sabotage or slaying a few crew with those purple doors. What do you need help on? The threat of missile attrition is a constant one throughout, and one cloak stops the first missile. Mind Control makes boarding a lot faster against normal ships, which keeps you safer and thus arguably could achieve the same goal as Cloaking. After your cloak ends Oh, Hacking is off cooldown. If you fight well, they don't get a second shot. One of those is probably your favorite at this point. But really, that's me. As a side effect, it also allows fires to spread right through as though the door is open. I hope your Engines are pretty strong Or your weapons are backed by a Pre-igniter. The enemies will get overwhelmed by the boarding force, your weapons will strike the unpiloted ship, and any threats will be terminated in good time. There are still six other combos to choose from. There are rather few ways the enemy can outright stop a teleport -- Only the Zoltan Shield can thwart it, and Hacking poses a potential problem if it ever lands in the wrong room. {PARAGRAPH}{INSERTKEYS}Log In Sign Up. I want to know what it's about before I click it! Even if you have a Cloak, you'll still only be able to use it against every other missile or so. I only need one way to cash the value of drone parts, and I would likely be inventory-constrained if I tried to use both. For me, Teleporter is a must. It turns doors purple, removes a crew-based bonus, and ruins the affected system. That is how I see the three systems together. Sign up for free! I guess that means you can Mind Control something in the room you just bombed? Oh, I just remembered one more way to reveal enemies, and therefore Mind Control one of them. Cloaking is expensive stuff, but resistance to missiles are few. With enough boarders, they will take care of the enemy ship from within, disable the weapons, and leave the ship intact without your ship ever being threatened. So, I'm just not certain what the best combo is anymore. Hacked doors give free passage to boarders and block the ship's crew. It's a rather esoteric way of doing so, however, and not the least bit intuitive, but you do gain vision, if for only a moment. Hacking is a lovely system. OTOH, it's great that you have two different ways to use drone parts, mirroring missiles vs. Hack the Engines -- Let's see their Weapon Control avoid your missile or laser volley now!