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I haven't full examined that, but I feel like it does. Bosses on each run are definitely not equivalent. What I haven't decided yet is if the boss is more difficult due to bounty or more difficult in sequence.
I.e. When I play free play "clear all the bosses", each boss is definitely ramped up from the previous. You can tell this especially when you fight the same boss more than once. It will simply have more hull points, more crew abilities etc.
What I don't know is again, if that's caused because my bounty is higher later in the game or because of the sequence I completed them.
Here's another tip: the Behemoth is the only currently available ship with a modified subsystem. It's Life Support Module starts with 5, instead of 3 max. (Not sure why the Kraken doesn't also have this feature.) So it can produce 10 food from Day 1. If you want to play with a lot of Rakkhi units, especially for boarding parties, this ship is pretty much necessary; not to mention the two Rakkhi ships are the only ships that sport 2x2 teleporters.
Alternatively, any Technicians that "add 2 levels" to your systems can be used to pump up food production beyond the limit when in a pinch.
Those are some great advanced tips. I had never thought about "Team Cleric", but you are right that it would be devastating. RE: Defense Drones. Also very true and is why I have naturally been leaning towards multi-shot weapons to avoid the micro of dealing with those pesky buggers.
As far as I can tell, each system level has 15 hp. So if you see a weapon that does 5 system damage, it'll take 3 direct hits to break one bar. This should help put into perspective comparisons between weapons with, say, 1 emp dmg vs another that does 15 system dmg.
1) Activating Stealth will disrupt enemy teleporters, causing cooldown. Guaranteed protection from enemy boarders.
1a) Your stealth isn't interrupted by your own teleporter.
2) Defense Drones shoot ALL projectiles, only lasers are excluded. My FTL-logic handicapped me on this. Anyone with only single-shot slow firing weapons, beware enemy ships fielding Defense Drones.
3) You can find Captain/Hero units from space stations and events. An additional tag will be near their name; e.g., Great Warrior, Bouncer, etc. They are all Technicians, Warriors, or Doctors. They have superior abilities; e.g., Megavolt adds 4 energy (instead of 2) to your systems. There's a Doctor that adds 2 hp/s (instead of 0.5 hp/s) to all units on the ship. These are extremely advantageous.
4) Combat Medics cannot heal themselves. But Team Cleric is a legit strategy for boarding parties. The unique Taertikon Combat Medic (heals 5 hp/s to all units in the same room) plus another Combat Medic and some unique Warriors (e.g., Freddy and Rahk-something), can easily board any ship, including Taertikon ships without air. Suffocation induces -5 hp/s, but this group recovers 7 hp/s. Invincible.
5) You can sell Frozen units for currency only at Pirate Stations. There's no indication for finding these on the map. The sectors do seem to be faction-based however. Maybe there's a trick to identifying which sector is a Pirate Sector? Anyway, if a station looks all broken and dilapidated, that's a Pirate Station. If you have a consistent method for sniping enemy captains to capture enemy units, this is an easy source for grinding currency.