![]() ![]() The outcome of the fight can lead to a new crew member even if you got one through the teleporter dialogue option. If this fails, you will fight the salvers. If you have level 6+ Engines, you can attempt to outrun the slavers. Outcomes 3: No crew member up front, but fight the slavers. Outcomes 2: Receive 1 random crew member and fight the slavers. ![]() Outcomes 1: Receive 1 random crew member and fight the slavers. There are a couple different ways to resolve a slaver encounter which will result in new crew members: The best weapon to start with is (in my opinion) the missile launcher, which is third from the left. If you send 2 of almost any race of boarders into these rooms, you can kill the guard and disable the system, thereby making this fight easier. It's also been noted in a couple of strategies for fighting the final boss that the weapon systems are in isolated rooms with just a single human guarding each. Possible spoilers if you've never been to sector 8: Don't forget that you can pause the game with the space bar, so if you think getting your crew back on board is going to be a close call, pausing and unpausing to slow the game down may help you slice the timing razor-thin. On the other hand, getting into an engagement and realizing they have no medbay pretty much means I've got a win locked down.Īs you've noticed, Rock and Mantis crewmembers are the best to send as boarders. If they've got significant crew, especially a lot of mantises, I may give up trying to win by wiping them out. Some ships are particularly bad for trying to board, however. Trying to get the timing right for lasers (to reduce shields) + beams (to do damage) is also kind of tricky if you're also monitoring a boarding party.Īlso, it helps if you've got a couple of teams of boarders - while you're healing the first squad, send the second squad in to keep the pressure up. I do believe that firing on the rooms where your boarders are will hurt them as well as the enemy, so I tend to avoid this. Fire bombs and subsystem bombs are the best for this sort of attack. That way, I can finish off heavily wounded crewmembers while disabling their ability to heal. Once I've hurt one or more of their crewmembers, I'll target the medbay with missiles or bombs. Meanwhile, I'll target whatever critical system I choose (usually weapons, shields, drones, or engines) with my laser weaponry. If they don't respond, then I've pretty much sealed their death quickly. When boarding, I tend to aim for the Oxygen subsystem room - it's typically small, and critical enough that I will quickly attract attention. Forum SDL fullscreen keyboard grab breaks alt-tabbing.steamcommunity Forum Linux: can't alt-tab out of FTL when it's running in full screen.A bit unrelated, but one topic asking how to handle ALT+Tab in SDL suggests forfeiting SDL Altogether and using the GTK desktop-programming toolkit instead, which is a lot of hard work to get alt tab support and other minor desktop integrations. From what I understand, its a limitation (really out of scope) for SDL to integrate with a window manager (I suppose you could even write a window manager with SDL!). The summary of the problem as I understand it, FTL uses SDL (Simple DirectMedia Layer), for both receiving keyboard events, and drawing a desktop window. My Config (Cinnamon WM + Numix Window Borders 1080x1920 Display): #Manual resolution choices - overrides anything in the options ![]() #If you do not support GL_ARB_framebuffer_object, "stretched" will not function #Set manual to 1 and then change the resolution Original Text: #Manual resolution choices - overrides anything in the options This file has a small section for manual display size, here is the original and my settings for a thin window manager on a 1920x1080 dispaly. ~/.local/share/FasterThanLight/settings.ini The game's windowed-mode loads its display resolution from an ini file located here ![]()
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