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报告翻译问题
Other things are personal preference and also depends on ship.
What's your opinion on the ol' boarding and mind control route?
Engine: at least 4/5 by the end of sector 1, then 1 for every sector
Shields: at least 2 by the end of sector 2, I usually finish the first 4 sectors before upgrading to 3
Doors: 2 as soon as I have some spare scrap, and +manning when someone boards me
Hacking: 2 as soon as I get it, 3 for the flagship
Mind control: like hacking
Teleporter: keep it at 1, if I have spare scrap 2
Cloaking: worth upgrading if i have stealth weapons
Keep in mind that i play on easy so by sector 8 i max almost everything except auto-piloting and sensors
Doesn't even depend on the difficulty that much, because you'll always have something else that's more useful to spend on than the highest bars.
However Lvl 5 and 6 allow you to dive much easier as with lvl 6 you won't get hit by the ASB.
Also if you get the Zoltan Shield (or start with it) you can basically pour all your scrap into engines... may or may not have left S1 with Lvl 6 engines and no shields as Zoltan B....
TP goes up to Lvl 2 as soon as I get it (allows boarding autoscouts). Hacking works best when maxed whenever.
I upgrade my weapons system whenever I find a weapon that I want to use. Aside from buffering, there's no point in having more weapon power.
And for your zoltan run, that was just bad. I mean it's fun sometimes just to see how it goes (go shieldless runs), but it is 100% bad: while the green shield works with engines well, the ship has no real issue with ships that this actually matters against. Then you see one beam drone mk II, and they're useless while lvl 4 and a shield would make you close to immune.
On a normal ship, what sector should you aim to get Lvl 3 shields? ASAP, or would you recommend something else first (like a Drone Control or Cloaking for missiles)?
Drone control can be reasonable very early, and if you get it with a defense drone, a nice 3 bubbles + 3 engine bars + DD I combo can last a loong time against damn near any enemy.
By the time you're fighting the Flagship, you should aim for a baseline of Tier 3 Shields, Level 5 Engines, Level 2 Piloting, Level 2 Oxygen, Level 2 Cloaking (if you have it). Doors 2 is often a good idea as well. More money for defense should usually be put towards Tier 4 Shields, especially if you don't have Cloaking. Upgrading medical facilities isn't important, but can still be helpful for some.
All systems are useful and helpful; Hacking is very storng and synergizes with everything. Defense Drones and Cloaking are both powerful but less useful when you already have the other.
I usually only do this with pure surplus scrap (i.e. literally nothing else to do with it at the end), when entering Mantis Homeworlds sectors (for the K'etc encounter), or when trapped in a medbay in a ship with no oxygen and a blown out O2 system.
Of course you can always be a glutton for punishment and play the Engi B or stealth C.
No words can describe the stealth C but play that ship if you want to play the game's hidden impossible mode.
Because it goes well with either a boarding ship or a gunship, and often both.
Boarding:
1) Teleport into medbay
2) Hack Medbay
3) Kill leftover crew
4) Win the fight before their Hermes gets a shot off
Gunship:
1) Hack piloting and fire EVERYTHING on that barrage
or
1) Hack Shields and fire your Glaive (especially noteworthy on the Stealth B, but other systems (& better weapons) are usually more important
or
1) Hack random system in the middle of the ship (good example would be the small Mantis craft 2x2 weapons rooms in the middle of the ship, or the 2x2 shields room in the non-Elite rebel layout, or the Engines room in the Elite rebel layout) and watch as their crew cannot repair systems because the doors are now in the way. This also works very well with boarding, as you can use this to pick off their crew.
The other reason Hacking is very useful is because it is the best counter to their hacking. They're hacking your shields? No problemo, just hack 'em back. As an added bonus they'll eventually run out of drone parts & you won't have to worry about them hacking you. (Locking down the Hacking room works REALLY well on the flagship, too. With a little power micromanagement you can use this to slaughter all the crew, if with more effort than your usual hack medbay.
Cloaking is not a direct counter to cloaking, drones are not a direct counter to drones (Anti-Combat aside), but MC is a direct counter to MC and Hacking is a direct counter to Hacking. Except that MC is rather shoddy - fun to play around with, but not that powerful - whereas Hacking works in any situation..
As a final note, Hacking gives you a lot of Blue options[ftl.wikia.com], including stopping Slug hacking and giving a free 30 hull repair in the Engi Virus event. And you can use it to turn an ASB from you onto them.[ftl.wikia.com]
You dissing my Dual Lasers and Mini Beam mate? Stealth A's weapons are enough to (barely) carry you to Sector 4. And the stores usually sell something, even if it's only a Burst Laser I or Ion Blast.
Maybe I exaggerated a bit haha, but I do prioritize engines :D
Managing drone parts isn't too difficult. Just buy some when ya need 'em and if you don't use hacking on every enemy you'll be fine.
If you have a Drone Control system along with that that's your problem - the logical step is to use Cloaking and Hacking, so Hacking can use Drones and cloaking doesn't use Drones. However, I've run a Def I + Hacking combo many, many times (more than I have Cloaking + Hacking, probably). Just gauge up whether 1 drone part = 8 scrap at a store is worth the hull damage of repairing (in some cases, if it's a Leto, it probably isn't).
Also hacking is nearly half price (80 vs 150) of Cloaking.