Ftl can you sell missiles




















Although it will require re-balancing the scrap you get from defeating a ship I think that selling missiles and drones fuel is rarely too much is a good idea. For example I'm currently in like S4 with an Engi cruiser and have 40 missiles and NO bomb or missile launcher. I like using drones and Ion guns with this ship after all - it's the Engis we are talking about. So carrying all those missiles is pretty much useless.

Frankly I don't care if 1 missile is to be sold by you for scrap even though its store price is 6. It is very even extremely rare that you encounter someone who offers to buy missiles in exchange for scrap or something else from you.

The same applies for players that don't like using drones who can blame them - they cost lots of resources, power and additional slots. Well, before the update there were no random events that traded for these things. Be glad we at least have them now. Shops buying these are a bad idea however as has been explained by previous posters. Last edited by Ray Robertson ; 11 Aug, am. Per page: 15 30 Date Posted: 19 Aug, pm. Posts: Keep me logged in on this device Forgot your username or password?

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User Info: Zeusty. Yes at the stores you can click sell and sell any unwanted equipment by dragging it over to the sell box. User Info: Delta Note you can't sell supplies spare fuel and drones etc. Can someone do the table for this weapon?

Drones are so tightly integrated with their weapons that their weapons are incomplete without them. Ion weapons temporarily disable systems without causing hull or system damage. Systems hit with an ion weapon are shown in a light blue colour with a countdown until the impairment expires.

For each ion damage a weapon causes, the cooldown increases by five seconds. All crew bonuses for the system are lost for the duration of the ion damage.

While a system is recovering from ion damage, if it takes additional ion damage, its cooldown is extended -and- more of the system becomes disabled, so focus firing on a single system with ion damage can result in it being completely disabled. Powered down systems are not affected. Hitting shields with ion damage counts as hitting the shield system.

Ion weapons deal twice the damage to Zoltan shields. Ion weapons other than Ion bombs travel more slowly than lasers. When volley firing with a mix of ion and laser weaponry, usually you will want to fire the ion weapons first, wait to see if they hit the enemy shields, and then fire your lasers.

If you fire all your weapons at once, the lasers will reach the target before the ion shots do. To fire a beam weapon, the player must first target a point on the enemy ship and then indicate the direction they would like the laser to travel over the enemy ship. Beam weapons deal damage based on the number of rooms hit, so it is a good idea to pause the game and find the optimal route for your beam to travel. Shield bubbles will subtract 1 damage of a beam without discharging themselves.

Most beams are unable to damage ships until other weapons first take out their shields. Once the shields are down, however, all beams are devastating weapons.

They make pretty good boarders. With 28 starting missiles and a few breaks, it's easy enough to roll through the first two sectors in the Bulwark. But if things break the other way, or if you can't find anything to suppliment your combat, you could run into trouble. The Rock has a pretty strong start I think, but it's subject to mid-game problems for the reason you mentioned; if you spend too much on ammo you'll not get other, necessary, upgrades.

Still, it's one you can build towards gradually as the two energy weapons can take you through most of the game. I think it's better to save money and hope for the right upgrade than to keep buying ammo. That means there will be games where you are nearly in a fail state by sectors , but that's true even if you are buying lots of ammo. And the upside of finding good complimentary energy weapons or getting a good drone setup outweigh the downside. Conserve ammo by carefully planning every shot.

Use your hull missile on empty rooms you can destroy ships with 6HP in first sector with 2 missiles instead of 3, and ships with 8HP with shots instead of 4. Try to save up scrap and buy teleporter early, so you can use your rock people for boarding also getting more crew helps.

The ship seems going by experience here, and nothing more much more likely to run into the secret sector quest chain events. In one run for instance, I had the pair of initial encounters come up four or was it five?

Each time was the same. I'm suspecting there is an intrinsic "bonus" on the ship to make the achievement easier. Knowing this, you can somewhat build a strategy around it to a amass free weapons or b build an army of crystal boarders.



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