Ftl Heavy Laser 2
Nisos: For the first and third forms Dual Shot/Heavy Laser/Breach Missiles/Pegasus, 2x Anti Ship Drones, for the second form replace the missiles with 2 Burst Laser Mark 2's, beat the first 2 forms in about 15 seconds, last form hit my weapons a few times and delayed the inevitable by another 30 seconds or so. The following guide to laser weapons in FTL: Faster Than Light will help you decide which of these weapons are best for your needs. Heavy Laser Mark II (2 Damage.
I would including to know how to optimally use the ((Ion Great time, Ion Fun time Mark II, Heavy Ion).With that objective in brain, I have these questions:How longer will each Ion weapon disable an foe ship system? This is usually therefore I can understand if it is usually optimum to regularly change space focuses on with an Ion tool to disable two systems or even more at the same period (if Ion weapons can disable a system for a lengthy amount of time), or if it is certainly much better to maintain it locked on at a individual room to keep that space's program disabled at all instances (if Ion weaponry only disable techniques for a brief period).Also, it can be described to end up being able to 'strike and disable glasses as nicely as techniques'. Will this imply that I possess to target the enemy shield system area to end up being able to deactivate the glasses of the entire enemy boat? Or will this mean that any enemy ship room I strike will end up being dealt with as if that area provides its face shield disabled?
Getting acquired to depend on an Ion/Ray combination, I've proved helpful out the Critical point for Ion Weaponry is persistence., Multiple strikes within the 'Lockdown' time period collection, but the minute that timer runs out there, the locked program restores to full.So your aim is certainly to keep the lockdown timér on any disabIed program from running away. Therefore you should end up being concentrated on making sure on repeatedly hitting one system within its period instead than spreading ions around various other techniques.To demonstrate; if you bring glasses down to 0 with ion, then target weaponry, you have to hit the shields once again before the Iockdown on the shields lifts, in any other case they'll restore, and then while you're getting them down again, the lockdown you've put on the weapons will raise.If rather you maintain hitting the glasses, you'll hold resetting the Iockdown timer on thém and they'Il remain lower. At this stage your some other weapons pick up the slack and rip into the non-ionned techniques.Once you possess low enough glasses that other weaponry can enter (age.h. Your lasers can provide them down, ór your halberd/gIaive can breach them), you would like to concentrate at least some of your program damage on the helm and motors. Remember, every skip with an ion tool is getting you nearer to a timer reset to zero.One useful trick will be to change between ionning a one system and the shields (elizabeth.g. One to the glasses to reset to zero their timer, then one to the weapons to fasten them down).
Nevertheless you raise the opportunity that one skip will direct to the face shield lockdown operating out, especially with the slower Heavy Ion cannons. (Which is usually why faster ion blasters are more costly/require even more energy than types that perform more harm).Other helpful tips:. Also after a lockdown lifts, weaponry and shields still need to recharge their buffers. Lockdown harm and actual damage doesn'capital t stack. The Cloak time is longer than the lon Timer, so cIoaking is a great protection against Ions. How very much of a problem this is definitely depends on your Ion capability and the foe shields, but you require to disable it. Obtained into a complete stalemate with the manager based on this.I wish this assists!
Ion weaponry wear't do permanent damage to rooms or a ship's huIl, but when théy strike they will count up as if you'd accomplished harm to that area equivalent to the tool's damage ranking for around 5 mere seconds after influence.Multiple hits of an ion weapon before the time runs out add 5 more mere seconds to the timer, in addition to keeping track of as additional temporary harm.If the foe has glasses up, and the ion weapon hits the shields, the ion harm effect happens as if it experienced hit the shield room. If there are usually no glasses (or it will be an ion bomb), then the ion tool will influence the room where it is usually aimed.Systems affected by the ion impact can also not become manned, therefore any crewmember bonuses will not use.If your weapons crew is usually capable of shooting their ion weapons very fast, it is possible to disable multiple techniques with it. Nevertheless, in practice I find that unless l've done even more permanent damage to the glasses program of a art, it's tough to do much more than hit the shields with ion laser weapons. Ion bombs can become highly efficient at disabling essential systems though, as they sidestep glasses and the impact can't become repaired, unlike standard systems damage.
Ion harm is temporary and unless you have got level 3 sensors it will be most effective to become single-minded in your use. With twó mk1 ión bursts you cán maintain shields straight down permanently as you will be adding to the timer slightly faster than it expires, and more significantly the disabled shields do not really come back again until the entire timer expires. Because some pictures will miss, don'capital t get greedy. I recommend establishing the ions tó autofire on shields and certainly not changing focuses on. It will consider approx 32 mere seconds to totally remove glasses, much less if you have many strike speed updates, even more if you skip a great deal.Mix with a pike ray (or two!) ánd you can considerably harm all non-shield foe techniques, while maintaining shields totally out of the formula. One light beam move will get out most pilot techniques, finishing their dodging; two will get out any medbay, enabling your boarding celebration to finish them, and will most likely disable their many dangerous weapon (probably some kind of missile).
Supports don't miss, so they're dependable damage.Zoltan B comes uniquely well equipped for this with 2 burst ions and a pike. Having the zoltan shield buys you about 2 models to remove shields, generally enough, and certainly enough later on on when you possess your very own shields. Buy/find 1 more pike and enhance weapons two even more instances and you'Il be all set. Might need to really get glasses by the third sector even though.Generally, light beam+ion is definitely the greatest combination since ion will be best at disabling the just protection against supports. If you're lucky sufficiently to get two Ion Boost Mark II weaponry on your dispatch, you can quite much maintain an opponent's shields AND weapon systems permanently locked down. An ion great time every 4 secs at each area will keep those techniques offline indefinitely. Of program, this technique also needs you to possess another method of damaging their vessel obtainable (boarding celebrations, drones, another tool), and since Ion Boost Tag II guns require 3 power each, it also demands you to have got a pretty beefy set of enhancements produced to your ship already.Still, if you can draw it off, it's i9000 pretty much the cheat program code for winning the game.
Ftl Heavy Laser 20
As an enthusiastic user of the Engi mail, ion damage of a removes x bars of power from the hit program for 5x seconds. Hitting the program again will reset the timer. If you possess a leveled up weapons guy, you can ion shields and another program with the ion blast mark II. Generally, I go for air. However, it is definitely often very best to just keep it on autofiré at the shields. Furthermore, I believe that ion damage does not allow you to include extra power to ioned systems. Thus, a good tactic is definitely to harm the guard space until there is only one level of guard and autofire ion weaponry into shields.
This will keep shields even more or less permanently down if you do not allow the timer run lower. If it does, the glasses will end up being fully fixed and will proceed back up.This stated, a great technique for the boss can be to have 2 ion weaponry and at minimum 3 laser photos. In my situation, I got the ion tag 2 and heavy ion, hull laser mark 1, and an anti-ship drone tag 1. Ions should become autofired into glasses, and lasers should end up being terminated wherever you want, probably weapons. Anything that damages staff in the area they strike should be fine. If you have got piercing weapons you put on't always require 3 laser shots, just 2. I recommend getting a protection drone to offer with the missles.
Degree 4 glasses are even more or much less required. Cloaking assists, but isn'testosterone levels needed.When I beat it, I got level 7 weapons, level 4 engines, 4 glasses, degree 4 drones, level 1 cloaking, degree 2 doors, degree 2 detectors. In this combat, have got all techniques manned. If you get a 1-shield foe with non-piercing weapons early video game, just autofire ion into any system you wish except oxygen. Using this method, you can levels up all your team in all specialties. This really helps late-game, specifically the tool cooldown and dodgé.If you're making use of a vessel with 4 weaponry slots, have got 2 ion weaponry with a total of 3 or more ion harm (consider down 2 layers of glasses), and at least 3 photos of laser.
Another method would be at least a burst laser mark II and a light beam. Proceed for pike ór glaive because théy have got the longest beams and will many likely perform more damage.If you possess ion mark II and a flattened up weapons, autofire on something additional than shields. More usually than not really, you can keep the timer going. I haven't tried, but a degree 2 weaponry guy should be able to possess 3 techniques ioned.If yóu haven't flattened up weapons man yet, just focus on one program.
FTLFTL: Faster Than Light will be a spaceship simulation, real-time, roguelike-like game by Matthew Dávis and Justin Ma. RULES.Sticking with is persuaded.Please report posts formulated with spoilers not making use of the method below.Please report articles or feedback regarding pirating or begging.Do not really post users' individual information.When publishing regarding mods, please put MOD or the Mod't intials in front of the post name.
For instance, Captain's Version could become CE.RESOURCES.FAQS Manuals.For specialized support e-mail SPOILERSSpoilers may end up being marked by formatting your text as like: A Kills Y(/spoiler)Which will show up as. I've sometimes picked up a Large Laser MK II for free of charge drifting in room, and even then I seldom discover it worth the power cost. Unlike the Heavy Laser MK I which will be 1 photo/1power, the MK II will be 3 energy for 2 shots.
Likened to a Break open Laser beam MK II ór Hull Smashér MK lI it just seems low quality.Does anyone make use of it effectively? Or perform you just use it as á stop-gap untiI you discover a much better weapon and sell it straight aside.Should the Large Laser MK II obtain a fan? It can cause hull breaches which is usually about the just thing going for it, but in nearly all situations you would rather possess the Rush Laser beam MKII/Hull Smashér MK II ór two of Dual lasers/IonBlast/HeavyLaser MKI. It's not really a great tool but it is way much better than you provide it credit score for.Certain, 2 shots for 3 strength is not good. But both of these shots deal 2 harm each and they possess a very much increased chane of leading to breaches and fire than normal laser pictures.If you have got supporting weaponry for it to get down glasses (a flak ór two or ión weapons) then heavy lasers are usually pretty amazing damage sellers.
The Mk1 even more therefore than the Mk2 of program but the Mk2 saves weapon slots. I'd take heavy lasers ovér hull lasers ór breast lasers in my 3rm/4th weapon slot any day assuming that I possess more than enough projectiles currently to reliably hand techinque through glasses in the 1stestosterone levels and 2nd slot machine.The primary problem with the heavy lasers can be that they possess to contend with light beam weapons for that 3rchemical/4th tool slot.
They are not good at having down shields but amazing at wreaking havic as soon as shields are straight down. But they can still skip and provided the option a Halberd Beam will merely wreak a little more havoc than the Heavy Laser beam Mk2.So some other lasers and fIak surpass thém in acquiring down shields and beams surpass them in dealing heavy hull damage. The niéche in which héavy lasers are usually still great is dealing concentrated complete damage (with possibility of open fire and breaches) to specific systems. Supports can't really perform that.In the finish it hardly matters since what you discover is fairly random anyhow. While I generally choose a Halberd Light beam I'll gladly take the Large Laser Mk2 instead to offer harm in support with my ion weapons. It is definitely more than enough to consider down the fIagship on its very own so there is no cause to object. It'beds a damage push after the glasses are lower.
It floods the exact same exact role as a Halberd Ray in a tool set up with some pros and cons:Héavy laser II is usually more concentrated damage - you can damage their tool program for instance. Not just are you doing 4 harm to one program, but you have got a 76% possibility of causing either a fireplace or a break (or both). It furthermore has a instead reduced cooldown, and can get shots off rapidly.On the drawback, it neither will a great deal of damage or takes down a heap of glasses for 3 energy (compare to Halberd ór Flak lI). And unlike supports, it can skip.In the end it's an okay tool that you'll generally find much better options to.
In a great deal of increases the heavy laser II has become a go to choice fór me. It will be pretty fast compared to other high price weapons, offer massive harm to any room it hits with the bonus breach fire opportunity.as been recently said previously its main drawback is definitely the little amount of pictures pr salvo, which indicates that on its very own it is certainly pretty bad. Combined with burst open laser or ións (and flak) thóugh it kicks ass in a compact package.i usually make use of it on boats with 3 tool slot machine games, as it is usually a good match up to a great deal of additional weapon constructions, but a bit too pricey on energy when fielding 4 weapons. I've used it to good effect as a harm dealer. As soon as shields are usually down, it hammers foe ships fairly hard. Wear't forget, it'beds DPS is definitely actually pretty high, assuming it strikes (which you can create sure occurs).Given a opportunity, I'll swap it out - possibly for a Halberd with is certainly my all time favourite damage dealer. I'd just purchase it in desperation: My last shot at something 'héavy' before the employer.
I can't remember ever buying it.But generally there are usually better ways to make use of 3 bars of energy: I'll consider a HL l and a FIak I for 5 damage every. I got it in a latest work, and I has been satisfied plenty of.It is certainly not really the most optimized tool for energy use vs . # of shots. But it has its advantages. 2 Damage to areas with Techniques. If you treat it like a beam tool and open fire it final, bumping two factors off of a system is great. The just other weapons that perform that are missiles / bombs, ánd the Glaive ray.
/win-g-not-working.html. It appeared to trigger breaches pretty frequently.Making use of that tool, I had been capable to put the opponents weaponry of shields offline significantly more very easily, and with the breach or fire impact, they stayed offline very much longer.Finish COMMUNICATION.
I'michael at a point where I possess to market one or the other, and can't make my thoughts up which to keep!Hull Smasher Laser beam Tag II15s charge3x1 shotsDouble harm on systemless rooms.Heavy Laser beam II13s cost2x2 shotsThis is definitely on a shortly. to become protected stealth dispatch, to end up being used in conjunction with the share Double Lasers Small Ray plus Automated Ré-loader. (.It'beds why I'michael selling the weapon!)I'michael inclined toward the Smashér because I discover breaking shields is more useful than coping optimal harm to systems. The higher recharge period of the Smasher will be a little harmful, but not build-breaking as I'michael working a lvl2 cIoak atm.The dual damage to systemless rooms is certainly a wonderful boon as well, though not of vital importance at this stage.Can anyone provide me a cause to favour the Heavy Laser? If you have some way to get the shields lower, the heavy laser will let you disable systems more efficiently.
Of training course if the mail you're also fighting offers any dodge possibility whatsoever chances are you're heading to be better off with the additional shot from the huIl smasher laser. Thát can make it highly most likely that you'll end up being capable to damage a 3-shield boat with yóur mini-beam ánd gives you a good opportunity against a 4-face shield cruise ship, though you should attempt to either get a drone handle and ánti-ship drone ór a much better weapon rather of thé mini-beam. l could become incorrect but right here are my ideas on this:Hull Smasher Laser Mark I: I would make use of that to lower the glasses since every chance counts. After it'beds being used, I immediately make use of another tool to do harm.no waiting around after this one since shields do refresh fast.Large Laser beam II: I would use it when the shields are straight down or at optimum 1 shield.
Doesn'capital t make feeling to me to capture 2 instances with 2 harm if theres 3 glasses. It earned't end up being sufficiently to proceed through that shieldEither way, both weaponry cannot become used on your own mainly because wouldn't end up being adequate to damage that focus on since with period you could get rid of a lot of hull which can be not simple to repair.