Not as extreme as the Vulcan, but less vulnerable to disruption and cheaper to support. Shields? What shields? Would be higher if not for the cooldown.Ĭheap and stuns, but has 2 second longer cooldown than Ion Blast I, and with ion weapons rate of fire is everything. Unloading a shot a second at maximum charge, This weapon can single-handedly tear apart all but the most heavily defended ships, but the charge period, 4 power requirement, and extreme vulnerability to disruption (particularly ion or hacking) keeps it out of the top tiers. Tier 2 - Good weapons for the dedicated gunship 30 scrap, 1 power and 8 sec cooldown is dirt cheap for a great supporting weapon. I put this in Tier 1 just for how cheap it is. The go-to missile for beating defense drones and/or locking down a room with rapid fire.įast unstoppable little weapon for hammering enemy systems and crew. Tier 1 - These are solid and should be acquired by anyone looking to improve weaponsĦ5 scrap, 3 power and 17 seconds is cheap for this kind of damage potential.Ĭharges 1 shot every 7 seconds for upto 3 1-damage shots. The go-to for rapid-fire precision damage.ģ shots, 10 seconds, 2 power. Tier 0 - Prioritize these weapons, they help no matter what type of strategy you follow.ģ shots, 12 seconds, 2 power. These are weapons that (depending on luck) may be purchased or found in regular gameplay. A system which is destroyed by boarders or fire deals hull damage, so better remove the vulnerability by keeping it pre-damaged!Īnd now we come to the Store Weapons. Do you see the problem?! This weapon is literally not worth the reactor power, and it can’t even be sold! In fact, if it ever gets damaged, don’t repair it. The Flak II gives you 7 aimed shots at 21 seconds (17 seconds with a fully trained crew) for 3 power and costs 80. Why?Īfter 160 scrap to fully upgrade, you get 7 unaimed flak at 20 seconds for 4 power. Even a Tier 3 might be a better choice depending on circumstance.Ģ shots with 1-shield pierce, but long cooldown and can be stopped by defense drones.Ģ seconds faster than Artemis, 1 less damage, not worth it.ġ shot every 10 seconds… there are better weapons for 1 power.Ī bomb that does no system damage, does not breach, ionize, or set on fire. Jettison – These are weapons that need to be replaced as soon as you find something from Tier 0, 1 or 2 on the store weapon list. The only question is if there might be better things to buy.Īt only 1 power, makes a very cheap supporting weapon. Artillery Beam (Federation A, Federation B)Ĭosts 160 scrap to fully upgrade, at which point you get a guaranteed 3-6 unaimed damage every 20 seconds.IMO, tied in 2nd place with Pegasus for missile weapons. One power for a 2-damage missile every 11 seconds. Artemis Missile (Kestrel A, Rock A, Slug B).One second extra for a heavy laser that penetrates 1 shield. 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) Dual Lasers (Slug A, Stealth A, Federation B, Kestrel C, Engi C)Ģ lasers at 10 seconds for 1 power, another very efficient weapon.ģ flak shots for 1 power and 8 seconds, the most efficient weapon in the game bar none.Ģ lasers at 11 seconds or 1 every 5.5 at 1 power. Keep – These are weapons that should see you all the way to the boss. I’m rating them separately because you don’t really have an option with the Starting Weapons, you have them, the only question is to keep them or not. 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. Now, this list is split into two – Starting Weapons and Store Weapons. Yes, I know I’m years late, but I only really got into FTL a year ago, and I finally feel I’ve played it enough to create my own weapon tiers.
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