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现在有中文版!****新内容现已面市****免费资料片《FTL:高级版》现已面市!额外内容包括:新外星种族、事件、武器、可操控飞船、无人机等等!还额外新增了Ben Prunty创作的音轨,以及由Tom Jubert和特邀编剧Chris Avellone所设计的事件。如果你已拥有《FTL》,则新内容应该会自动更新。从此以后,玩家只需购买这款游戏即可免费玩到包含在其中的高级版内容。************************在《FTL》里,你将感受驾驶太空船拯救银河系的氛围。这项任务危机四伏,每次遭遇将向你呈现解决方案多种多样的独特挑战。如果重型导弹弹幕破坏了你的护盾怎么办?是将所有能量输送至引擎并尝试逃离,还时给更多武器提供能量并消灭敌人,还是登上他们的飞船,直捣黄龙?在这款“类rogue太空船模拟”游戏中,你将驾驶飞船,与船员一起在一个随机生成的银河系里展开冒险,体验光荣的胜利与痛苦的失败。关键特色:复杂而富有策略性的游戏玩法——给船员下达命令,管理飞船能量分配并在紧张激烈的战斗中选择武器的攻击目标。以自己的步调进行游戏——战斗中可暂停游戏以评估你的策略并下达命令。独特的生命体与技术——在六个风格迥异的外星种族的帮助下升级你的飞船并解锁新飞船。成为自己心目中的船长——数百种文字遭遇迫使你做出艰难的决定。随机化的银河系——每次通关都会遇到不同的敌人、事件以及你的决定产生的后果。通关过程绝不会千篇一律。没有第二次机会!——永久死亡意味着你死亡后无法回头。游戏过程中你时刻都有失败的可能,因此你采取的每项行动都意义重大,令人不敢有丝毫懈怠。
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两全
2026-02-17 22:00:11 · 发布在 「FTL: Faster Than Light」
《超越光速》舰船与布局解锁指南
这是一份解锁舰船及其布局的指南! 猎鹰级巡洋舰 解锁方式 - 初始即可获得该舰船!成就 - The United Federation - 船员包含6个不同种族。 Full Arsenal - 安装所有系统及子系统。 Tough Little Ship - 使船体生命值降至1点后完全修复飞船。 个人建议优先完成这艘船的后两个成就。Full Arsenal很简单,只需收集大量废料并购买传送器、隐形装置和无人机,大约需要250废料。 至于Tough Little Ship,实际比听起来简单。试着在一到二星区找到小行星带。击败那里的飞船后,关闭护盾。没错,关闭护盾,让小行星撞击船体。一旦船体生命值降至1点,立即重新开启护盾,并尽快前往最近的商店进行修复!需要注意的是,你需要准备大约60个【废料】,因为从1点耐久度完全修复大约需要这么多材料。隐形巡洋舰 隐形巡洋舰获取条件:需要一名engi族船员(在接取任务前) 要获得这艘船,你需要在engi母星区接取一个随机任务。注意这里指的是母星区,而不仅仅是engi控制的区域。任务起始于一个没有任何特征的信标,没有遇险信号,对于拥有长程扫描仪的玩家来说,也没有环境危险或其他飞船。接取任务后,你会获得两个任务标记,可能在当前星区或下一个星区。其中一个任务标记是假的,但如果你先遇到假标记,只要之后找到真标记,仍能完成任务。当你到达任务标记点时,那里的飞船会试图逃跑。阻止它逃跑并对其造成足够伤害后,他们最终会吐露你正在寻找的信息。这将引导你前往最终任务标记点。到达标记点后,摧毁那里的飞船,它就归你了!成就 - Bird of Prey - 在单次隐形状态下摧毁一艘飞船(摧毁动画必须完成才算成功!) Phase Shift - 通过隐形规避9点伤害 Tactical Approach - 不进入带有环境危险的信标,抵达第8扇区 如果想快速完成这些成就,第一个可以在简单难度下完成。简单难度初始拥有足够的废料将隐形系统升级到2级。升级后,找到一艘没有护盾的无人机船。等到武器充能完毕后开火,然后立即启动隐形。假设两次攻击都命中,飞船就会被摧毁,这样就能完成成就。 接下来建议完成Tactical Approach。初始拥有远程扫描仪,利用这一优势避开所有可能遇到的飞船以及所有环境危险。在战斗中给引擎注入额外能量,加快超光速航行(FTL)充能速度,然后直接逃跑。一路逃到第8星区。 相位转移,我个人必须在母舰第三阶段完成。我还没遇到过其他能发射足够火力让我通过隐形来完成这个成就的敌人。螳螂巡洋舰 螳螂巡洋舰获取条件:需要传送器、2级医疗舱、螳螂族船员(有人说不需要螳螂族船员,但为了保险起见最好带上) 这艘船可以通过螳螂族母星获得。注意,是母星而非受控制的星域。如果你有螳螂族船员,在遇到海盗卡扎克普莱斯奇基利克(这名字真够长的……)时,他们会向他发出通讯并进行某种仪式,无论如何你都会进入战斗。记住,不要摧毁对方的飞船,你的目标是消灭所有船员。此时会出现一个蓝色选项,让你将卡扎克普莱斯奇基利克先生传送回你的飞船,接着会出现第二个蓝色选项,用你高级的2级医疗舱为他治疗。之后他会告诉你这艘船的存放地点,这样你就能获得它了!成就 - 使用螳螂巡洋舰在第6扇区前消灭20艘舰船的船员。 使用螳螂巡洋舰时,在一场战斗中消灭5名敌方船员,且自身船体未受损伤、未损失船员。 使用螳螂巡洋舰时,用己方最后一名船员在敌方舰船上消灭最后一名敌人。 好了,我现在已经达成这个成就了。我个人觉得第一个和最后一个最容易。第一个成就,你只需要尽可能追击遇到的每一艘船,希望别遇到太多无人机。最后一个成就,我把一艘船的船员打到只剩1个,然后除了一名螳螂人外,把我所有的船员都派出去送死,再派那名螳螂人过去,就拿到成就了。不过,我不建议你用这种策略继续游戏。工程师巡洋舰 工程师巡洋舰 - 很简单,只需到达第5扇区成就: Robotic Warfare - 同时激活3架无人机 I hardly lifted a finger - 仅使用无人机(不使用火炮)摧毁一艘飞船 The guns...they've stopped - 同时使4个敌方系统或子系统离子化 前两个成就是目前最容易完成的。Robotic Warfare:购买一些无人机填满槽位,并为飞船的无人机区域提供足够的能量以运行它们。进入战斗,启动它们即可。第二个成就在第一个星区最容易完成。找到一艘没有护盾的无人机飞船,只需派出一架无人机。非常简单。联邦巡洋舰 联邦巡洋舰—— 不简单……但要在最终区域击败 Boss! 此外,多亏了 Aura,我们还有第二种方法: 如果你遇到反叛者要塞区域,有机会在普通的非遇险/非敌人信标上找到反叛者造船厂。系统会提示你探索或逃离,选择探索后,你将与处于第三阶段的第二艘反叛者旗舰交战,它整体上也稍弱一些。 击败它会获得大量燃料、废料等,偶尔还会有武器或强化部件,并解锁游戏内的【Federation Cruiser Quest】成就,如果尚未解锁该舰船,也会一并解锁。成就: Master of Patience - 仅使用火炮光束摧毁敌人 Diplomatic Immunity - 在第5扇区前,让船员参与4个特殊蓝色事件 Artillery Mastery - 不升级武器系统到达第5扇区 第二个成就完全靠运气。你需要拥有多样化的船员,但仍需运气加持。第一个成就相当简单,面对……你猜对了,第1扇区的无人机!光束可以穿透所有护盾,所以有无护盾都无关紧要。Artillery Mastery有点麻烦,但你可以尝试逃跑策略(将大量能量分配给引擎/护盾,并避开所有战斗)。鼻涕虫巡洋舰 鼻涕虫巡洋舰 - 需求 - 鼻涕虫船员 或 传感器等级2 鼻涕虫母星。这里到处都是喜欢挑起争斗,却在被你痛扁后临阵脱逃的鼻涕虫。此时,许多鼻涕虫会主动拿出他们商店里的东西。其中一个会提供一件武器——反生物光束。不过,此时你可以选择要求数据作为替代。选择该选项后,你将获得一个任务标记。前往标记地点,选择跟踪飞船的选项,如果你满足上述要求,就会出现一个蓝色选项。击败并摧毁那艘飞船,鼻涕虫巡洋舰就归你了!注意:有人说无法通过摧毁飞船来解锁它,但根据我所见的所有解锁该飞船的情况(我自己一次,朋友两次),玩家都是通过摧毁飞船解锁的。所以是否摧毁由你决定,但我认为摧毁是可行的。 daniu -TLG- 指出了关于获取蛞蝓巡洋舰任务的一点:你【不能】杀死船员。如果你杀死了船员,就没有人能给你信息了,你必须削弱飞船的船体!成就: - We're in position:在传感器失效的情况下(传感器可以有,但必须处于损坏状态),获得敌方飞船每个房间的视野。 - Home Sweet Home:在第8扇区前跳跃至30个星云信标。 - Disintegration Ray:用生物光束一击杀死3名敌方船员。 第一个成就,你需要传送足够数量的蛞蝓到敌方飞船,以便能看到所有相邻房间。第二个成就,顾名思义,尽量前往尽可能多的紫色扇区。最后一个成就,敌方船员被击中时不必处于满血状态,只要他们死于同一道光束即可,所以试着先把他们的生命值都降低一些,然后再进行攻击!岩石巡洋舰 前往岩石族母星,寻找一艘岩石突击舰(拥有长程扫描仪的玩家会看到舰船标记)。当这艘船向你发出通讯时,会提供几个选项。你需要选择的选项是:我们将为拯救联邦战斗到最后一刻。选择后会出现任务标记,前往标记地点,你将面对一艘靠近恒星的舰船。不要攻击这艘船,你希望它跳走,所以攻击越少,飞行员就越有可能为了修理而离开。当然,要确保自身存活。如果需要摧毁对方武器以阻止其攻击,那就去做。但不要攻击任何可能导致它无法跳走或完全爆炸的部位。当这艘船跳走后,会出现新的任务标记。前往任务标记处,你将获得飞船以及本次运行的强化插件!成就: Is it Warm in here? - 在敌人的飞船上击杀一名着火的敌人 Defense Drones Don't Do D'anything - 使用仅有的导弹摧毁一艘激活了防御无人机的敌舰 Ancestry - 找到秘密区域 我个人使用岩石巡洋舰获取了水晶飞船,所以最后一个成就就这样完成了。防御无人机那个成就相当简单,你只需要计算好发射时间,让两枚导弹同时发射。将它们都瞄准敌舰的无人机控制台,有望摧毁防御无人机。至于第一个成就,火焰光束或其他高点火率的武器会是你的好帮手。点燃敌人,派遣一些岩石人过去,在那个房间里击杀敌人!另一个需要注意的点,正如Kuhaa所指出的,关于【火焰】成就,必须由你的船员在着火的房间内杀死敌方船员,而非火焰本身造成的伤害。反叛旗舰的密封武器室为获取该成就提供了绝佳机会。佐尔坦巡洋舰 佐尔坦巡洋舰—— 正如你所猜测的,从佐尔坦母星区域开始!你会遇到一个信标(对于拥有长程扫描仪的玩家来说同样没什么特别之处),那里有一些佐尔坦人(没有飞船)希望进行和平对话。你有两个选项;你需要选择倾听他们的诉求。之后你会获得一个指向当前或下一个星区的任务标记。到达那里后,你会遭遇一艘反叛军飞船。你的首要行动应该是与对方飞船通讯。然后选择“或许我们的理念可以在不发动战争的情况下达成和解?”,最后选择“真正的进步只能在不流血的情况下实现”。成就: 护盾坚守 - 在敌方飞船突破你的索尔特护盾前将其摧毁 全力输出,舰长! - 使系统总功率达到29 人力驱动 - 不升级反应堆的情况下抵达第5扇区 第一个成就最简单,在第1扇区找到无人机,先摧毁其武器,再将其消灭。只要武器能快速被摧毁,就能轻松完成。第二个成就难度稍高,最后一个是我完成的另一个。不升级任何东西抵达第5扇区其实不算太难,因为大多数敌人的护盾不超过2层。不过2层护盾的敌人可能会有点棘手,但如果打不过……就跑! 最后一个成就再说明一下:你不能升级反应堆。不过,你可以升级武器系统、护盾系统、舱门以及其他任何设备。只是无法提升飞船的总能量值。幸好你有泽尔坦人,因为你会需要他们的!水晶巡洋舰(??? 舰船) 水晶巡洋舰(??? 舰船)- 解锁条件 - 并非强制但强烈推荐...装备远程扫描仪和岩石巡洋舰 解锁该舰船的过程堪称最令人头疼。你需要触发3个随机事件,其中一个事件所在的星域甚至可能不会出现在你的游戏中。下面开始介绍: 随机事件1 - 停滞舱 该事件会通过engi、Zoltan、岩石或海盗星域的遇险信标触发。信标本身(在远程扫描仪上)不会显示 asteroid field(小行星带),但事件对话中会出现相关场景。如果你驾驶的是岩石巡洋舰,将必定成功回收停滞舱。其他舰船则有一定概率遭遇小行星带和舰船周围突发故障,最终一无所获。不过先拿到逃生舱,然后我们就会进入下一个随机事件!【注意:逃生舱会占用一个强化槽位】 随机事件2 - 打开逃生舱 该事件可在engi族和zoltan族星域触发。会有一个信标(长程扫描器无法发现其特殊之处),一些zoltan族人会希望研究你,但如果你有逃生舱,可以询问他们能否打开它。照做之后,你将获得一名crystal族船员!不要弄丢他!他是第三部分的必要条件! 随机事件3 - 岩石族母星 终于。你拿到了逃生舱,也打开了它。现在只能祈祷岩石族母星还在你的星图上。因为这就是最终地点。对于拥有长程扫描器的人来说,最终信标没有任何特殊之处。所以为了自己好,尽量探索更多区域吧。尝试靠近所有你能看到的信标,前往那些不是遇险信标、没有飞船或没有环境危险的信标。由于最近的更新,信标上应该会有任务标记!当你找到目标信标时,你的水晶族船员会给出一个蓝色选项,你将被传送到秘密水晶区域!这就是终点。现在你已经成功了。这里有一个任务信标,所以只需生存下来。活下来,然后恭喜你成功了!成就: 甜蜜复仇:使用【水晶复仇】强化模块的碎片摧毁敌人 无处可逃:使用水晶能量或封锁炸弹将4名敌方船员困在同一个房间内 泰坦之战:摧毁15艘岩石族飞船(包含海盗) 我已获得第1个和第3个成就。第一个成就是我找到一架无人机(水晶可以穿透1面护盾,所以在第一扇区无论敌人是否有护盾都无所谓),将其生命值打到1点,然后关闭我的护盾并让飞行员离开房间,这样无人机就不会打偏。第三个成就,尽量找到尽可能多的岩石族扇区,与遇到的所有飞船战斗,其中大多数都会是岩石族飞船。第二个成就只要将4名敌人封锁在同一个房间内即可获得,这个房间可以是你飞船上的房间,也可以是敌方飞船上的房间。拉尼厄斯巡洋舰 拉尼厄斯巡洋舰 - 除了猎鹰级外,解锁4艘其他舰船即可解锁。换句话说,拥有5艘可用舰船。舰船布局不计入此条件。成就: - Advanced Mastery:同时激活黑客、心灵控制和电池 - Scrap Hoarder:仓库中拥有600单位废料 - Loss of Cabin Pressure:在飞船净氧气水平不超过20%的情况下到达第8扇区,此条件从首次跳跃后开始计算 我终于不再拖延,解锁了这艘飞船的B型布局。个人发现完成第二个任务是获取B型布局的最简单方法。开始游戏后,在跃迁到任何扇区之前,打开除驾驶舱(人类角色所在位置)外的所有舱门。保持这种状态直到到达第8扇区,即可获得Loss of Cabin Pressure成就。Scrap Hoarder成就也相当容易获取。在游戏初期的几个星区(我是进入第5星区后完成的),尽量前往更多的信标。收集尽可能多的废料,除非万不得已(例如船体生命值过低需要维修时),否则不要花费任何废料。早期星区的敌方舰船通常只有1层护盾(有时甚至没有!),这使得在这些星区刷取资源最为容易。高级版补充说明 解锁舰船 - 不再需要完成上述任务来解锁舰船。现在,你只需使用前一艘舰船通关游戏,即可解锁下一艘舰船。目前我尚未清除存档数据进行测试,但我认为水晶族巡洋舰和拉尼乌斯族巡洋舰可能不适用此规则。如果有人发现相关信息,请告知我以便更新。 C型布局 -
爱心小蛋糕
2026-02-17 22:00:20 · 发布在 「FTL: Faster Than Light」
200小时游戏时长总结:一位FTL大师的42条顶级技巧
At 200 hours played, a set of tips for you to thrive in FTL! I just hit 200 hours played (combined over three computers) in FTL. At this point, Easy mode is a breeze and Normal quite manageable even with the more difficult ships. And of course, I've unlocked all the ships and types. But I remember a time when Easy mode provoked me to say things like "DANG THIS IS ONE HARD GAME!!!". So... with that in mind... and knowing that there's probably plenty of folks who feel this game is way too hard... here's some tips to help you along. Like all knowledge, it's one thing to know and another thing to be able to do... but at least I hope to point you in some right directions. These are in no particular order. Feel free to add to them if you also feel you are an FTL master and want to contribute (or disagree). The 42 Top Tips Revised 12.25.2015 to reflect changes, better information... it's about time! 1. Develop a boarding team as soon as it is safe to do so. This is critical for the additional scrap & fuel recovery you get from capturing ships (rather than blowing them up) as well as for the final boss, where you can use two man teams of boarders to disable the big ship's gun pods (less applicable on hard mode, where only two of the mothership's gun pods are isolated). 2. Time your shots. It is often better to wait for all your guns to charge up and then chain them rapidly together (in the new version you can fire as one big salvo... in the older versions it was often better to chain shots). That way you can hammer down shields before they can regen. 3. Ideal Positions: Pilot: Slug (vision) Rock (fireproof, tough), Lanius (o2 proof, deadly o2-less aura), Crystal (o2 resist, tough, lockout boarders) Engine: zoltan (if he needs to leave in hurry it won't uncharge weapons or drop shields), rock, engi weapons, shield: engi door, sensor: mantis *zoltans are good for other positions too, just be careful when pulling them out to avoid discharge 4. Grind jump points. It's not a race to get to the exit - plot a course that lets you get exposed to as many open points as possible. 5. Level 2 shields are good up to sector 4 on normal, sector 5 on easy. Level 3 is good until the end of the game on all levels. In the same way, Engines at 25% and then at 45% to the end of the game. 6. For most ships and situations, level 1 cloak is better than 2 or 3 as it rapidly recharges. Use it only when missiles are incoming (or you really need a recharge break). 7. Use a defense drone for stage 2 of the final boss to take out boarding drones. (or anti-drone, but unreliable) 8. Try to kill all crew but the guy manning the heavy laser pod in the very first fight with the final boss. In the second fight, dump all your crew into the enemy drone room right away. Priority to disable on the boss is always 1) missile pod 2) ion pod 3) beam pod. Exception is if you are having a very slow time disabling the drone room, then take out the beam pod before ion. 9. Fighting the first battle is too complex to detail here. But suffice to say it goes like this: 1) disable missile pod. 2) with your transporter at level 2, send another 2 man team to the ion pod while your first team is still dismantling the missile pod. 3) wreck shield room 4) return all boarders and heal them 5) switch to medbay, destroy it 6) transport boarders to door control room; if you have the four man transporters, send them all into the medbay, shield, or cloak rooms. 10. Upgrade doors to level 2 by the end of sector 2, level 3 by sector 5. with level 2 doors you can kill off most boarders by simply venting rooms (and forcing them to break through doors only to go into more vented rooms). 11. Having an AP or boarding drone will kill all the pesky spiders. 12. Have medbay at level 2 and a transporter when visiting the mantis sector. 13. Don't be afraid to send EVERYBODY over if you have those 4-man transporters. I do it even with 2 man transporter rooms - just be aware of the risk of having a burning ship that you can't come back to. 14. Always destroy medbays! sometimes even before you disable their guns. 15. killing engines or the bridge will prevent a ship from fleeing. if you board their ship and they send their pilot to help fight, that will also disable the ship (no pilot). 16. The best bang-for-buck gun in the game is burst laser mark 2. buy them at every opportunity. two BLM2s will beat a glaive beam (the most powerful single weapon) any day. after that, it's the flak I cannon. 17. the best augments are: weapon pre igniter, drone recovery arm, scrap recovery arm. note that the drone arm can't retrieve boarding drones. you can also recover hull repair drones but ONLY if you warp out before it gets to "finish" the repair job. 18. level 2 transporters will be able to send two men over to automated sentry ships and get them back before they asphyxiate. I often send two mantis over to knock their shields over, then pull them back right before they gasp out. 19. crystals are incredibly powerful as boarders. Pop all three of them (two if you don't have the carnelian ship / type b yet) into the enemy weapon room, freeze it, bam bam bam... freeze again.... bam bam bam... freeze again... disabled ship. you can also use it to trap enemy crew in a room with your boarders - no trip to the medbay for you! 20. don't every buy repair past where the drone bracket ends on your hull health bar. IOW, leave 5-6 units unrepaired. that way, if you rescue a benevlonent ship you can benefit from the free repair they're reward you with. 21. also, try to keep your hull right about there in terms of health. 22. rockmen + fire bomb in enemy medbay ... hahahaahhhaahhaa come get some. fire beam rather sucks .. unless you have a way to take out their shields easily. 23. the antibio beam is a novelty only unless you really are good at this game. it takes an obscene amount of timing and planning to use well. but it IS very deadly. problem is, it deals no damage and cant get through shields. ps: it kills spiders in blue text - thanks titanphallus! 24. hull and pike beam suck but can be used to decent effect. just don't buy those things unless you really need a 2nd weapon and there' snothing better. halberd beam, on the other hand, is an incredibly useful little beast. 25.You can hit 4 rooms at a time with the halberd beam against most ships. 26. If you have a great crew, don't take stupid risks - especially ones like giant spiders and the great zoltan eye. If your crew is middling and the game is early, why not... but still avoid spiders. it is the absolute worst in terms of always failing miserably. (unless you have clone bay, which protects against EVERYTHING except for the rare Zoltan death or Plague death). 27. burning space station? don't send your guys in. just dock. you can't lose a man if you dock, only get a few points of hull damage. now if you have a rockman or repair drone.. 28. Engi and Rockmen have the most blue options. try to have one or both on yoru ship. 29. slugs have a few, mantis has one against slugs, zoltan gets you a boarding pass to a store in zoltan worlds (but you usually want to fight your way in anyway), humans have one to help you rescue a confused mantis, crystal can open the wormhole to crystal world. lanius has two (one in engi, one lanius) 31. the best bang-for-buck missile weapon is the humble artemis. the rest kind of suck when compared to bombs. swarm isn't bad but slow, pegasus great but also very slow. either of those + missle replicator = missles all day 32. with that said, ANY weapon in the game can be used to good effect with some thoughtful planning. 33. don't be greedy! greedy captains soon find themselves in empty ships. take good, calculated risks... and if a ship starts looking bad, get your crew out of there! 34. you better know what you're doing if you decide to board in asteroid belts or fire novas. 35. defense drone II - you don't need it if you have defense I. 36. beam and anti ship drones are good only if you have ion III or multiple lesser ion guns. 37. no need to fly around with the hull repair drone equipped. only use it between jumps. keep soemthing better in the slot. 38. don't bother going to the store if you have less than 45 scrap unless you want to sell or repair. 39. if you meet a ship with puny guns that can't ever hurt you, stick a man in the shield room, one in the engine room, one in the pilot room.... then go make a sandwich. they'll be experts at evading / recharging in no time. 40. nothing wrong with dismissing crew in favor of zoltans. but weigh the benefits carefully... 41. to get mantis ship, you need teleporter + level 2 medbay or clone. in mantis world 42. be mean to the engi for more $$ Addenum A: Feb. 15th, 2013 - Defense drone II is indeed in many ways only a small benefit over DD1. Personally, I always sell them unless I have to use them - as we know, FTL is a game where you really have to be very fluid and constantly make the most of what you get. this is not the kind of game where you can do a set order of steps and then achieve an easy victory. Why do I not use DD2? Because often it will waste its shot on a laser that my shields can block, and then let the fat 4-point missile through. Doesn't always happen, but it does happen enough that it just isn't worth 4 power to me. - Yes, I do like boarding a lot. It's not so much about powergaming for me as I really like the feeling of sending an elite death squad over to wipe out the enemy. But FTL has TONS of playstyles, not just Boarding / Weapons / Disabling. Some examples: -- Fed Cruiser: Fed Beam build -- Zoltan: Glaive / BLIII build (taking advantage of extra shield time) -- Crystal A: Ion + Heavy Crystal build (ie., 2 ion blasts and a heavy crystal) I enjoy them all, and one of the best parts about FTL is that you really don't know which strategy you'll eventually wind up with. - mantises... yes, they make nice boarders, but they are not the only ones nor are they the best. In order of best to good: #1: the crew that you have. be flexible! I have done well with a single Engi boarder. How? I just make him run all over the enemy ship, disrupting their crew and kiting their defenders until I can get them into a single room. Then, fire all shots into that room while simultaneously warping my engi out. -- crystal men -- mantis -- rockmen (these move up one notch if you have firebomb) -- regular humans. why? because no one ever cries when they lose a human.... - Breach Bomb II is a very high quality weapon. Not only will it severely disable any system (with at least one shield guaranteed), it prevents crew from easily repairing that room. It cannot be blocked, cannot be put out, and mantis ships find it incredibly difficult to handle them. - Board ships with upgraded doors only very cautiously. You do NOT want to get trapped in a room. With unupgraded door ships, you can easily kite the entire enemy crew all over the ship, dodging most shots until your transporter is ready to beam you back. This is another reason to buy upgraded sensors. The same is true of ships with cloaks as you cannot teleport while the enemy is cloaked. - Double boarding with lvl2 transporters is a very strong strategy. Send a first team into the O2 room (which will almost always be undefended and containing only two spaces). Follow up the first team with a second team to either bridge or weapon room. If your first team is badly damaged, send all four into a 4-man room. with some kiting you can get the defenders to attack the new team in melee, allowing your injured first team to shoot at them without retaliation. - If your team is doomed, with no way to get them back in time, try to draw as many enemy as you can into a single room. Then bombard that room. - The federation beam is not to be relied upon, ever. it is nice to have around but doesn't become a real threat until fully upgraded. even then, you cannot count on it - and you must be careful that you don't kill your own boarders or destroy a ship prematurely. that said, it is a very good bonus support weapon that can go through even super shields. The Mantis Ships The Mantis ships are both ideal for boarding-happy players. Gila M has just enough firepower to be a highly versatile ship that can easily run any strategy from the start, with a crew transporter built in. - single shot laser - small bomb - lvl 1 shield, transporter - no sensors. 1 engi, 3 mantis. Mantis Pheremones (+25% speed for all crew, on your ship or theirs) It is best to use the Engi for a pilot, and two mantises for boarding. The third mantis can have engine room duty until new crew show up. Use the bomb to disable enemy weapons, giving your mantises time to kill off the crew. You will also need to use the bomb to take out med bays - then move your mantises into the med bay to make their stand there. Conserve your bombs! You will need to rely on them until you can get better weapons. Upgrade the shield to lvl 2 as soon as you can. If you're good at the game you can get away with putting this off a little longer, but weak shields + weak weapons = taking lots of hull damage = unable to afford good buys at stores. The engine also needs to be upgraded, at least to lvl3. It's cheap up to lvl3 and you will need it if you run into heavy sentry bots or zoltans. Your puny single shot laser and bomb will take FOREVER to take down a zoltan shield. It's probably better to flee. Mantis Pheremones are nice (esp with rock men) but they are also 40 scrap and don't hesitate to sell it if you need money to buy decent laser gun. If I see a heavy laser 1 at the store in sector 1, I would not hesitate at all to sell MP for it. Basic Laser is a godawful weapon and is akin to going to war armed with a single-shot .22LR squirrel gun. It's pretty much only good for kicking the enemy when they are already down. don't bother buying sensors too early. you ARE going to board that ship, regardless of what might be on board. besides, you're mantis. who's there to be afraid of? The Basalisk.... ahh, yes. Severely underpowered out the gate, but with some TLC can become an absolute terror by sector 4. - boarding drone - defense drone - no weapons!!! - teleporter, lvl 2 shields. 2 mantis. Mantis Pheremones. You will be going "all-in" for each fight, at least in the beginnng. As soon as you warp into a fight, send both mantis to the transporter. What follows will then be a desperate race to kill the crew before your ship takes on too much damage. You need a 3rd crew member, STAT. Rockmen or Engi are ideal, but any joe will do as anything is preferable to being a sitting duck. You desperately need a gun. Any gun. Unfortunately, the Basalisk tends to run into gun-free stores more often than most (the same is true of Crystal B). If you are lucky, you'll find a store selling Heavy Laser I in sector one. Buy it - even if you have to sell Mantis Pheremones or even the boarding drone. Otherwise, the only thing you'll be able to do against bots and zoltans is run away. If you get another mantis as your first crew member find, consider staying with the "all-in" strategy. 3 mantis boarders all at once in the weapon room is a deadly thing.... and your shields can take quite a beating at least early on. If you have no crew staying on board, consider venting the whole ship when boarded. Be aware that this is a very risky strategy as you may wind up unable to return to your ship. Then again, if you wanted a low-risk, average return investment you wouldn't be playing the Basalisk, would you? 4 Elite mantises are a true terror. However, 2 rockmen and 2 mantis are also very good. If a fire breaks out in the enemy ship, send the rockmen over.... Hope these help! Remember that being flexible is most important... (Contributor Notes) Eegxeta's Boarding Tips Eegxeta 55 minutes ago Unless you catch the fire immeditely before it has spread a single crew member can put it out, but once it has spread only a single Engi or Rockman can put it out the rest you need two and Mantis three. Eegxeta 1 hour ago So to put out a fire you need send a minimum of one of the following to the room 1 Engi, 1 Rockman, 2 humans, 3 Mantis, ? Zoltan. As soon as I find out the minimum for Zoltan crew I'll post it. Comments must be less than 1000 characters?!? That is just, ah I don't even know what to say. Eegxeta 1 hour ago NEVER EVER not have at least level 2 sensors and doors those are quite litterly the two most important things on the ships besides the engines and cockpit. sensors so you can see what the bloody hell your shooting at and doors so fires don't consume your ship. Fire is one of the most lethal things in the game because to put it out your crew uses their repair skill. It is practically impossible for a single non-Rockman or Engi crew to put out a fire, it spreads slightly faster than they can put it out so they will burn to death before they can put it out. I have tried this serveral times. You need at least 1.5 repair speed(like having three mantis crew) to put a fire out before the crew burns to death, Zoltan's have less health so I am not sure what they need to put the fire out before they burn. Eegxeta 1 hour ago I have done plenty of boarding now and I can say I have pretty much lost crew because I did something stupid like fireing a boarding drone after I beamed my team in on a ship with upgraded doors or forgot to turn off auto-fire and beamed the team in then shoot them lighting the room on fire. Hear it a nice tid bit level 2 transporters are fast enough to beam and team in and beam them out before they die from fighting, as much as I like to send my team running around in circles on the enemy ship and watch as the crew hopelessly chases them while playing circus music(note have not actually played circus music, but it would make a great youtube video). Having two sheild blocks in sector 1 and 2 literlly makes you invincible, unless the guy has missles or bombs, making it easy to train crew. Neoviper's guide to the Red-Tail The Red-Tail is the B variant of the game's starting ship, the Kestrel. It can be unlocked without too much trouble compared to some of the other ships in the game, and is quite a bit better than most of them in my opinion. It's main strengths are superb early game firepower, a diverse crew, and a great room layout. With upgraded doors and good use of venting there are very few situations where you will be anything more than annoyed by fires or boarders. In terms of weaknesses, the initial weapons lose a lot of their effectiveness once enemies start getting more shields, so finding new weapons is very high priority. So, here is my early game list of priorities, in order: 1. Get two shield bars and level two doors. 2. Stockpile a bit of scrap to use on stores in sector two and three. 3. Buy a crew teleporter, as soon after upgrading shields as possible. The thinking behind that first one is that the majority of early deaths come from lasers or beams, both of which are heavily mitigated or outright negated by shields. Engines are very good later on, but in the beginning shields are the best defensive upgrade you can buy. Don't wait to get the necessary power before upgrading shields, that can always be pulled from engines or o2 should the need arise. Put some points into the reactor after you get the second shield layer. Get level two doors after that, I can't overstate how valuable they are; this goes for essentially every ship in the game. Once you've got two shield layers there is next to nothing that will do more than scratch your hull. At this point, the focus shifts to getting a crew teleporter and/or additional weapons. If something like a burst laser two shows up then grab that, but if no good weapons present themselves buy the teleporter. Your initial mantis crewmember can be sent along with one of the humans to board quite successfully. A useful tactic that can be used for battles your crew couldn't win normally is to lure enemy crew into a room, and then shoot it with your lasers. Shortly after the lasers are fired, move your crew out of the room; if you timed it right the enemies will still be in the room when the lasers hit, damaging them heavily. This is a somewhat risky maneuver so only use it when you would otherwise lose the fight, and be especially wary if your crew are low on health. It's also a good idea to upgrade sensors when you get the spare scrap, it lets you spot an easy fight, or avoid a particularly tough one. Doors are very important as well, since you'll be leaving only two crew on your ship while boarding theirs, so fires and enemy boarders can cause a lot of trouble if left unchecked. If you've gotten the teleporter and a few defensive upgrades, you're in a very strong position to complete the run. Continue to save a decent amount of scrap, ideally 80+, and keep an eye out for stores. Everything might be going well right now, but starting around sectors four and five ships will start getting more shielding than the basic lasers can handle. If you haven't gotten any additions to your boarding crew or weapons, things can get pretty rough, but it is still possible to continue on. Try to use your boarding crew to get the pilot of the enemy ship to leave his station, usually forcing a couple enemies to retreat to the medbay can lure him into trying to attack your crew. Avoid auto-ships as much as possible if you get to this point, as boarding is very dangerous given the lack of oxygen, and their elevated rate of dodging negates your lasers almost entirely. Most of the time this won't happen though, most weapons found either at random or bought at a store can be used to keep you going for a long time. But until you do get one, always be on the lookout for stores while keeping enough scrap on hand to buy a weapon from them. There's a ton of information out there on how to beat the flagship, but the quick version is board the weapons systems, kill as many crew in the main compartment as you can, and hope the drones don't tear you a new one in stage two. If you do go for killing the crew of the ship, try to leave one alive, specifically the one triple laser room. If you kill all of the crew then the flagship switches to AI mode, and begins automatically repairing systems. Not a good situation to be in, avoid it if you can. Hopefully this guide has helped you to understand the Red-Tail some more, and allow you to use it to better effect. I really enjoy having the power to kill any ship in the first couple sectors without breaking a sweat, and then putting together a nice little boarding team to go raiding with. I've found this ship to be very reliable for beating the game, so if you're having trouble give it a few tries and see how you like it. Good luck and happy hunting! The Stealth Ships The Stealth ships are notoriously difficult to use as they suffer from both narrow layouts and a complete lack of shields. However, they also pack some of the most potent weapons available in the game. To master the Stealth ships, you need to learn timing - much more so than the other ships. Perhaps these tips may help you on your way. The Zoltan belongs in the Engine room. You do not want your glaive beam dependent on whether the zoltan stays in the room or not. Do not cloak right away when you are in combat. Rather, save it for -just- before the first shot impacts your ship. This gives you maximum cloak benefit. If you are facing an enemy with missles, especially large missles, take the initial laser hits. A hit from a laser or ion cannot is far better than a hit from a Breach missle which can potentially lead to catastrophic ship failure. Right before the big missle hits, cloak. As you are depending heavily on the cloak for defense, the first priority using either ship is to upgrade the cloak. For Stealth A, level 2 is sufficient (though not ideal). For Stealth B, level 3 is necessary. This is so you can cloak right before a major hit, stay cloaked (and thus preventing enemy weapon recharging), then pop out of cloak with a glaive strike right away. For this same reason, the next order of business is NOT to buy a shield. Rather, invest in your engine. You want that cloak to be near foolproof and the engine will still help protect you even when not in cloak. Caveat: if you happen to be going into a nebula, it is likely worthwhile to buy Pilot level 2. [/i] The Stealth ships are lousy boarding craft, but you can still make it work for you. Use the hints in the addenum and main article to best use your two boarders (and tiny med bay). Essentially, use your boarders to prevent enemy repair; run your guys into empty rooms so you can get alpha strikes on the first guy who walks into the room and then run again to keep repeating alpha strikes with little retribution; and run your guys back and forth through the med bay to heal more than 2 at a time. The glaive beam should always hit at least 3 rooms. In most ships, you can do 4. Remember, all you need is a tiny bit of the beam to reach the room. Use auto-fire so you don't have to keep finding the perfect beam line-up. Don't sell long-range scanners until late in the game. You need that badly to avoid asteroid belts. If you do happen to get into an asteroid belt, don't fire your weapons (esp the glaive beam) until the enemy ship gets at least one hit from an asteroid. Remember fire order: Ion, Laser, then lastly Beam. Contrary to popular belief, the Stealth ships do not come with Stealth Weapons. That makes it a very good choice to buy if you get the opportunity. You don't really need Titanium Hull. It's better to not get hit, period. But if you have money to burn, it's nice to keep. [/list]

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