![]() " Minelaunchers reload faster than regular missiles, but also have slower projectiles. FTL: Multiverse also adds elite, red-colored variants of crystal weapons that can pierce an additional shield layer (for a total of 2) while also applying lockdown to the room hit. These weapons can only be found in crystalline-controlled sectors. Against ships with multiple shield layers, crystal shards will deplete a layer of shields instead (just like a laser). Instead of aiming for a specific room, each projectile lands within a certain radius of the aimed room, sometimes causing the projectiles to hit a nearby room (or even miss entirely!).Ĭrystal weapons fire crystal shards that can pierce straight through one shield, bypassing it entirely to deal damage to hull, systems and crew. This makes them a good weapon to use for distracting defense drones.įlak weapons often charge faster than their laser counterparts, but are quite innacurate. All projectiles can be targeted by even basic defense drones, much the same as missiles, even though the flak guns don't consume ammunition. Whilst several projectiles are fired, only a few (1/2 or less) can actually cause damage and pop shield bubbles. ![]() Many bomb weapons apply a unique effect to the room they explode in.įlak guns shoot several scraps of junk to the enemy ship. They can also target your own ship (cluster bombs will only shoot once and no bomb will miss in this case). Like missile weapons, they consume 1 missile when fired. As they are not projectiles, beams cannot collide with anything for example, they cannot be intercepted by a stray laser or asteroid.īomb launchers fire a teleporting bomb directly onto the ship, bypassing all shields and defense drones, and dealing damage to systems and enemy crew. They hit the first room instantly, then rapidly track along their path. Some beams deal no damage to systems or hull, but instead start fires or hurt crew.īeams do not deplete shield layers, and most are completely blocked by shields, making them ineffective without support.īeams are the most common type of weapons that never miss. Ion weapons do not usually damage hull, systems, or crew, although some of them have a chance to stun crew.īeam weapons cut across multiple rooms, allowing them to damage several systems and deal large amounts hull damage. When ion weapons are blocked by shields, the ion damage is applied directly to the shield system instead of the targeted room. Ion weapons deal ion damage, which disables systems by forcing power out of them. "Ion weapons can disable systems without causing hull damage." While bombs tend to be better support weapons than missiles, they can still be a useful tool nonetheless. Typically, missile weapons should only be used in a supporting role, as continuously firing them will rapidly exhaust your ammunition. Most missiles have a chance to light fires, cause hull breaches, and stun crew (though certain missiles are designed specifically for these tasks). They consume 1 missile ammunition each time they fire, but completely ignore enemy shields. Missile weapons shoot large, shield-piercing missiles at enemy ships, dealing system, hull, and crew damage to the targeted room. Lasers can only be shot down by Defense Drones (not Guardian Drones). Like any projectile weapon, lasers can miss. Once all shields are down, lasers can hit rooms and deal system, hull, and crew damage. Each laser shot temporarily removes a shield layer. Lasers are general-purpose energy weapons. " These lasers might not be flashy, but they get the job done."
0 Comments
Leave a Reply. |