![]() You get to know which beacons are fights and/or hazard, which helps you avoid those nasty boarding events (like the sun flare with no ship detected), find fights, avoid dangerous fights (pulsar when you don't have hacking). That's the value of knowing what are at nearby beacons. ![]() It's pretty cheap (30 scrap), which means you can afford to buy them after a few jumps (and with some ships that have extra stuff to sell, instantly) and it makes you earn so much more scrap. This augment is 100% the best in the entire game. Which is why it's often correct to sell an augment you got for free, even if it's B or A. And that can often enable important purchases. Selling an augment is always a quick boost to your scrap (25 to 40 for most augments). And exception made of S-tier augments, or some situational ones like pre-igniter or zoltan shield bypass, you should probably always sell an augment if it enables an important purchase. A critical system upgrade (the most notable one is level 2 shields by the end of sector 1 after that, systems upgrades become already less significant)Įxception made of Long Ranged Scanners, you should never buy an augment instead of an important purchase.Make no mistakes, finding your systems (which are, usually, hacking, cloaking and MC) is what will win you the game consistently. The notion of important purchase seems important to explain this. And that's the case because they're not critical to your win conditions, like systems or weapons are. The thing is – in FTL, most augments are bad or situational. A-tier however, in my definition, probably feels like B to you. S-tier seems, well, what you'd expect from S-tiers, which is a "must-have". You will notice there is a somewhat high gap between S-tier and A-tier. * Several and common, because a lot of bad augments have a blue option in one very specific event, and while this blue option is cool when you get it, it doesn't make the augment any better. options with high scrap rewards, or stuff (mostly weapons or crew), and decreases the likelyhood of you getting a nasty outcome in some events. Has several and decently common* blue options, i.e.Increases defensive capabilities significantly (similar to an extra system's value in terms of given possibilities or raw power).Increases offensive capabilities significantly (similar to an extra system's value in terms of given possibilities or raw power).Here is a non exhaustive list of criterias I use to rank augments: I will not, however, detail the rarity or price for each augment – there's the wiki for that, and it's not the point of this guide. Of course, I'll explain the reasoning behind every ranking. Basically free scrap if you get them, because they just don't do anything useful. A-tier: I would consider keeping them if picked up free, or even buying them in some situations, but most of the time it's just something you'll avoid (or sell).S-tier: should always be bought or picked up, whenever possible.I'm going to rate augments based on a system of tiers :
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