![]() Mostly assuming Hard difficulty here - some things can be better when scrap is more readily available. It's hard to think of a situation where hacking stun is substantially more useful than hacking alone, especially since you have to pick your hack target at the start of the fight, so you can't situationally target rooms where important repairs are happening.Īlright, here's my initial pass, loosely ordered within tiers. But that seems so incredibly fringe to me. Perhaps it was designed to give you more effective downtime out of attacking one specific subsystem, so you'd shoot it some, then hack it to fully offline it for a while and the stun stops someone repairing it. Stunning him is better than not stunning him, but it doesn't really add anything. The hack always locks the doors and lets you 2 vs 1 (or 4 vs 1) a single guy. Repair Arm (boo, hiss) needs a category of its own. I used this once on an extremely powerful combination of Ion Blast + Ion Stunner + Ion Stunner + Fire Beam + Hacking, but that loadout was wondrously effective without it too. ![]() It might have some marginal use of allowing weak boarding crews to still cause significant damage, and/or maybe a specialized use of hacking the Medbay. ![]() Still, it would be interesting to see what a ship with three of those and an experienced crewmember can withstand. Shield Recharge Booster - just as Shields are usually the last system manned, so do I consider this inferior to its alternatives. Sadly, I only managed to get three Reloaders on an Artillery Beam ship after the AE nerf. The Preigniter, while potentially extremely powerful, does depend on having powerful, long-charge weapons. Would usually still prefer the Scrap Recovery Arm.Īutomated Reloaders are always good to have, regardless of weapon loadout. The fourth scrap-earner is the Long Ranged Scanners. The FTL Recharge Booster, on the other hand might be more useful than previously thought, since now with the ASB, it might provide you with a relatively safe way to explore extra beacons in each sector. Still not worth it, however, since escape is a rare occurrence. FTL Jammer is more useful in AE, now that enemies can jump more quickly. The latter nets you extra scrap without any of the additional risk of exploring another beacon (including the risk of it being empty), and has a profitable blue option - all for less cost. I will, however, note that Distraction Buoys is a good one to have, and will earn you extra scrap, yet is inferior in every way to the Scrap Recovery Arm. LostAlone wrote:Hacking stun (You're already locking the guy in a room by himself and throwing hungry mantises at him tasering him him first just seems uncalled for.)Īnyhow, I'm not going to rate all the Augmentations against each other. Probably inaccurate, but whatever, I've already spent more time than I would've liked on it so I thought I'd at least follow through to the 'end' of it. Defeat ships without destroying them or sending your crew.įTL Recharge Booster - 6.8 ĭistraction Buoys - 6.1 "GUERRILLA": Ion, Bombs, Hacking, Anti-Bio, and Fires. ![]() Reverse Ion Field - 7.6 ĭefense Scrambler - 7.3 "DRONES": Drone Control, some Ion weapons, Hacking, Bombs. May use high-power weapons.įTL Recharge Booster - 6.5 ĭistraction Buoys - 6.0 "STEALTH": Cloaking, perhaps Hacking/Mind Control. Reconstructive Teleport - 8.4 įire Suppression - 5.3 "TROOPING": Teleporting, mind control, bombs, boarding drones. Relies more on offensive gear than defensive.Īutomated Reloader - 9.6 Įxplosive Replicator - 8.8 ĭefense Scrambler - 6.3 "ASSAULT": Lasers, missiles, beams, all out ship-to-ship combat. ![]() With this in mind, I'll try and rate these things by separating the augments into situation tiers in which they would be most valuable. There is what ship you are running, what your battle plan is, what sort of sectors you are going through, and some other things. I think the problem with giving rating to augmentations like this is that, indeed, a lot of them are situational, but situational means a LOT of things in FTL. ![]()
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