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报告翻译问题
a) Boarding guide
Adapted from http://blackrabbit2999.blogspot.com/2012/09/ftl-game-ship-boarding-detailed-guide.html
Requirements
2 boarders (Mantis or Rock), preferably with combat EXP.
Level 2 teleporter (15 seconds cooldown is sufficient for your boarding party to get back while still alive)
General strategy
1. Disable enemy med-bay, and keep it down. Enemy AI will retreat to med-bay when hurt unless medbay is destroyed.
2. Teleport boarders to a size 2 room, so only 2 enemies will be able to engage them. Even better if the 2 size room is the med-bay, as your boarders will prevent repairs.
3. Make sure enemy cloak or door controls are disabled so your boarding party can be teleported back safely.
4. To guarantee a safe retreat, cloak immediately after teleporting your party back to your ship so stray missiles will not kill your already hurt boarding party.
b) Flagship strategy
Adapted from http://blackrabbit2999.blogspot.com/2012/09/ftl-game-rebel-flagship-final-boss-guide.html
A word on how the flagship works.
First form
- 4 weapons. From left to right, tri-ions, tri-laser, tri-rocket, beam.
- No special abilities
Second form
- Begins with boarding drone
- No tri-ion cannon, no cloak
- Special ability - spawns many attack drones every so often (has same cooldown as your cloak, so you should be able to dodge all the waves).
Third form
- Begins with 10hp zoltan shield
- No beam, no ion.
- Surviving crew attempts to teleport to your ship
- Special ability - shoots 10 lasers or regenerates zoltan shield.
Each new form regenerates systems and hulls, but surviving crew is carried over.
If ALL the enemy crew is killed, flagship will turn into an auto-ship, and can repair itself.
General strategy
First form
- This is where all the hard work is done. If this is done properly, the other two forms are a breeze.
- Begin by sending boarding parties, one after the other, to the rocket, ion cannon, and beam compartments. Leave the tri-laser alone (2nd weapon from the left), you want to keep that crew member alive so the flagship doesn't become an auto-ship.
- Dedicate all your power to turtling - maximize shields, engines, and cloak while waiting for your boarders to disable all the weapons.
Once all weapons are disabled except lasers, you can shut off all defense except 3 bars of shield, which is sufficient to prevent all damage.
Dedicate all power to weapons - focus on minimizing hull damage dealt while disabling shields and med-bay. S-bomb or ion bomb can ninja down the med-bay without needling to take down the shields.
Recall your boarding crew, get them healed, and prepare them to board the main ship.
Time your boarding so that:
1) You board just before cloak is going to happen
2) The medbay is kept disabled while you are boarding.
Eventually, all the crew except the single guy operating the lasers will be dead. Proceed to destroy the flagship.
Second form
- Send boarding party to disable drone controls so the boarding drone won't do any damage.
- Disable all weapons except laser again, with either boarders or your own weapons
- During 'power surges', wait until all the drones have appeared on your screen before hitting level 1 cloak to dodge.
- Once weapons and drone control are disabled, proceed to destroy the ship.
Third form
- Wear down the zoltan shield by any means, send boarders in to disable weapons/shields, then proceed to destroy the ship.
- Dodge power surge lasers with level 1 cloak.
Congrats, you are winnar.
I usually start doing this once I have an effective boarding crew as it increases rewards.
Little mention of bomb weapons, which are extremely useful due to penetration. A single Breach Bomb (esp. II) has a major effect in combat when you can selectively knock out systems like shields, weapons, and O2. I'll take punching holes in an enemy ship over the ion bomb lockdown. :)
A lot of the weapons are more situational. You probably won't use heal bombs and bio beams unless you're into boarding, for example. If you have ion blasts, beams can be very useful. The glaive does use 4 power, but will shred any unshielded ships, as it can hit up to 5 rooms with 3 damage.
getting preigniter is the greater challenge.
add cloak + attack drones and most enemies die without being able to fire a shot
And I always maximize my jumps, I sometimes even hold a ruler to my screen to messure how many jumps remain, the flagship will move 15mm each non-nebula jump..
Also, how come no mention of blast doors? For 20 scrap, I'd say that's one of the best defensive buys in the game.
Beyond that, the only other thing I can suggest is to move horizontally as far as you are able on the map if you are low on fuel. You can be saved if you run out of space gas, but it helps to be as far away from the Rebel fleet as you can get.
We agree that the long cooldown ion guns are worthless, but the problem with the rapid fire ones is they take cloaking off the table as an option (unless you pick up cloak weapons aug). Without cloak you're forced to max shields and engines for the flagship (even then that doesn't cut it half the time). Forgoing cloak so you can stack ion guns usually puts you on the losing end of a slugfest against the flagship.
Besides, the main advantage of cloak is the 60 evasion that can be used to dodge a big wave of fire.
Also, higher levels of cloak eat up more bars of power for a longer time. It is still worth upgrading the cloak system to make it able to tank a few more hits, but I rarely use 2nd level or 3rd level of cloak in battle.
Another bonus is that ion damage cannot be repaired, which is useful against the big crew of the flagship.
Boarding drones are useful, but require you to upgrade your drone systems to cope with the power demand, and some ships only have 2 drone slots that may be better served with Anti-ship/Defense drones.
In my experience, ion weapons are very versatile, have no real hard counters.
Boarding drone has it's uses but for a fight like the flagship I dont use it. If we could target where it starts I might but at the moment no.
Power gets bounced between lesser systems like medbay cloak and teleport as needed.
If you're venting to put out fires or trying to kill boarders anything above the basic level1 of power in o2 will greatly reduce the venting process.
If you need to disable systems then bombs and boarding parties are much surer bets that aren't prone to missing.
If ion guns were power cheap it would be a different story, but they're not.