ftl weapons tier list

Ftl weapons tier list

Last Updated on September 12, by Samuel Franklin.

After seeing so many FTL tier lists floating around on the Internet, I decided that I might as well put one together myself and post it here on my website. I've divided the 28 ships into five main tiers based around different levels of overall strength. Ships within tiers are intended to be roughly comparable in power, although they are also ranked within tiers as well. Some of the intra-tier ranking was truly splitting hairs, however, and these ships should be regarded as roughly even in strength. Ships were evaluated under the assumption of Hard difficulty with the goal of defeating the rebel flagship and winning the game as efficienty as possible. The boarding ships with a Teleporter don't get extra weight because of their ability to rack up a higher in-game score although I have indeed factored in the additional scrap and other rewards that they can reap from boarding. The ranking was also done with the assumption of an experienced player using these ships to the best of his or her ability.

Ftl weapons tier list

Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Global Achievements. Now, this list is split into two — Starting Weapons and Store Weapons. Starting weapons can only be found aboard the ship that has them I include Crystal weapons because getting to the Crystal Sector to buy them is an extremely rare and difficult event and Store Weapons can be found or purchased in regular gameplay. Starting Weapons tiers: Keep — These are weapons that should see you all the way to the boss. Flak I Lanius B 3 flak shots for 1 power and 8 seconds, the most efficient weapon in the game bar none. Efficient AND flexible. Upgrade — These are solid weapons, and should only be replaced if you need to make room for a high-ranked Store Weapon see below list Heavy Pierce I Rock B One second extra for a heavy laser that penetrates 1 shield. IMO, tied in 2nd place with Pegasus for missile weapons. Artillery Beam Federation A, Federation B Costs scrap to fully upgrade, at which point you get a guaranteed unaimed damage every 20 seconds. The only question is if there might be better things to buy.

PhoenixNine 9 years ago 6 Vulcan should be in its own tier list of ridiculously awesome.

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For more information, see Missile weapons. For more information, see Laser weapons. For more information, see Ion weapons. For more information, see Beam weapons. For more information, see Bomb weapons. For more information, see Flak weapons. Advanced Edition Content. For more information, see Crystal weapons.

Ftl weapons tier list

Weapon shots can collide with each other, or with asteroids , drones , and hacking drones. These collisions can be accidental or planned example. Beams and ASB shots do not collide with anything. Crew damage depends on the weapon type used: beams only damage crew when hitting the tile the crew is standing on, while all the other weapons do damage to everyone in the room they hit. Every 1 point of system damage from a weapon deals 15 damage to crew. Fire Bomb and Breach Bomb 1 do 30 crew damage, despite only doing 0 and 1 system damage respectively; Anti-bio Beam does 60 crew damage. On-board drones take half the regular crew damage.

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The Zoltan Shield is the best augment in the game, and it's a critical component of this ship's setup. A ship that starts with missiles and missiles alone is a terribly weak ship. Within this tier of ships, Mantis B has the strongest lategame potential, but its early boarding gameplay is just tricky enough for me to rank it behind Zoltan A. All the usual suspects of shields, piloting, engines, etc. Burst II Laser! Against any enemy ship with shields - which is nearly all of them - the Dual Laser is useless. While you might have a playstyle preference for particular weapons FTL has some clear stronger weapon options that will make your game attempts significantly easier. However, Flak I is a lot easier to find and I buy it almost every opportunity I get. Artillery Beam Federation A, Federation B Costs scrap to fully upgrade, at which point you get a guaranteed unaimed damage every 20 seconds. The Artillery Beam will completely ignore shields, and it can be an effective strategy to ignore standard weapons and rely on the beam to deal damage.

Faster Than Light FTL is a popular rogue-like space simulation game where players control a spacecraft and crew as they traverse a hostile galaxy. With random events, enemy encounters, and multiple gameplay paths, no two playthroughs are ever the same.

So long as the Stealth C can stay out of asteroid fields which it can, starting with Long Range Scanners the early game ships aren't much worse than normal. To make up for the lack of starting crew, the Engi B begins the game with a Drone Control system and three drones. Along with the Ion Bomb and Heavy Laser, the Small Bomb is one of my favorite 1 power additions for the final weapon slot at the end of runs. The best of the missile weapons excluding unique ship starting weapons that can turn one missile into three. We're now starting to reach the point on this list where the ships don't have much in the way of advantages, and they make this tier simply by avoiding the crippling penalties of the worst ships. Small Bomb A basic bomb that is readily available across your adventures and only uses a single power that can make it an effective addition to your line up for its 2 system damage if you are struggling to find better options. The ship begins with two weapons: a Heavy Laser and a Heavy Ion. In other words, all of these ships can be good with the right upgrades. Kestrel B's great advantage is starting the game with four Basic Lasers, the only ship in the game to start with four weapons. What you use when you can't find the good stuff. I would never use them over the artemis. Note that this list is only for purchasable weapons and not starting weapons like the Dual Lasers and the Artemis missiles. With Long Range Scanners on board, the player can pilot around the asteroid fields which would otherwise be disastrous for a ship without shielding. If you had trouble breaking through shields, it will often add the extra oomph needed to pierce through and deal significant damage.

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