

If you can keep their weapons offline, they won’t be able to shoot back…your ship’s hull and its systems will thank you. You might take a hit or two before you get your shots off, but if you’re lucky, you’ll partially or fully disable their weapons. If the enemy ship has more or if they sport missiles, you may do well to use tip number one’s tactic and aim for their weapons from the start. When encountering an enemy ship, it’s important to look at the ship to see how many weapons it has and compare that to how many shields you have. I’ve found that waiting those extra seconds to let your weapons charge and firing them all at once will make your battles a whole lot easier.Ģ. Firing laser weapon “A”, then firing laser weapon “B” five seconds later, will give the enemy time to recharge their shields. If you are using lasers or any weapon that doesn’t pierce shields, you’ll want to hold off on firing them until they are all charged. One of the first things I noticed was that enemy shields recharge very quickly. With Subset Games having now created a basically definitive version of FTL, minus maybe a couple of possible tweaks in future, I can't wait to see what they move onto next.1. This is surely the best kind of expansion, one built without a business model in mind that only enhances the original game and rewards long-term players. Yet I'm pleased that almost two years on, FTL has given its fans a load more outcomes to be wary of as they crawl to sector eight. They've got access to the same new toys as you, of course-maybe this is just a balance check I have to be better prepared for. I've had the same issue, and it seems to always come down to hacking drones putting you at an immediate disadvantage by targeting a vital room on your ship.
FTL SHIP STRATEGY PC
With a newly added hard mode, it's tough to work out if Normal has changed or not-discussing it with PC Gamer's Chris Thursten, he's found a couple of games to be fairly easy until he hits an enemy ship with a hacking drone, when the journey comes to abrupt end. Every time I do an easy run through I've breezed to the last sector in the Kestrel without taking more than half hull damage, and that's rarely avoiding conflict. Obsidian's Chris Avellone has written some of them alongside narrative designer Tom Jubert, and when you've dealt with slaver ships and Tuco the pirate countless times before, having that fiction expanded makes FTL feel more complete.Įasy mode feels a bit softer now, too.

Helping to mitigate repetition are the new story scenarios, thrown into the pot with the existing ones in Advanced. Their presence adds variety to the kinds of foes and potential crew mates you'll meet out there, which only helps when you've spent countless hours among engi and slugs. A new alien race comes in the form of the Lanius, who suck oxygen from wherever they're positioned and have their own type of starship. The changes aren't limited to the make-up of your ship, either - there's a conscious effort to expand FTL's fiction, as well.

You can turn boarding soldiers against each other, or even have them help repair parts of your ship temporarily.

I've only just got to grips with mind control, which temporarily turns one member of the enemy crew against the others. That kind of option makes the Advanced Edition an essential add-on to FTL for me, and there are still loads of possibilities I'm sure I haven't come across, roughly eleven games later.Īdvanced completely opens up your strategic options by adding just a few features. Clones also make it a lot easier to deal with enemies boarding your ship or you boarding theirs, since you can throw waves of less experienced crew at them without any long-term consequences. This is just one way to use the Clone Bay.
