Is Repair Arm Worth It Ftl
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Augmentations are items that passively provide benefits to your ship. Your ship tin equip up to three of them; spare augmentations cannot be stored in the cargo hold. They tin be bought at stores or rewarded from events.
Their benefits range from improving stats (FTL Recharge Booster) to granting entirely new abilities (Adv. FTL Navigation) and effects (Reverse Ion Field).
Most of the stat-boosting Augmentations stack with each other. The ones that don't stack are grayed out in stores if you already own one (or if all your augmentation slots are filled). If you loot an broaden that you already own and does non stack, you receive 25 scrap instead (regardless of the augment value). If you lot loot an augment and don't accept room for it, you must choose one broaden to go out behind, and you do not earn the resale value.
Contents
- 1 Weapon Augmentations
- ane.1 Automated Re-loader
- 1.2 Weapon Pre-Igniter
- one.3 Stealth Weapons
- i.four Explosive Replicator
- one.5 Hacking Stun
- ane.6 Defense Scrambler
- 2 Defensive Augmentations
- 2.1 Shield Charge Booster
- 2.2 Reverse Ion Field
- 2.3 Repair Arm
- two.4 Emergency Respirators
- 2.5 Fire Suppression
- 2.six Backup Dna Banking company
- three FTL Augmentations
- 3.1 FTL Recharge Booster
- 3.two FTL Jammer
- 3.3 Adv. FTL Navigation
- three.4 Lark Buoys
- 4 Misc. Augmentations
- iv.1 Long-Ranged Scanners
- 4.2 Fleck Recovery Arm
- 4.3 Drone Recovery Arm
- iv.4 Battery Charger
- four.5 Zoltan Shield Bypass
- 4.six Reconstructive Teleport
- 4.7 Lifeform Scanner
- v Non-Purchasable Augmentations
- 5.i Engi Med-bot Dispersal
- 5.2 Stone Plating
- 5.3 Titanium Organization Casing
- 5.4 Drone Reactor Booster
- 5.5 Slug Repair Gel
- 5.6 Mantis Pheromones
- five.7 Crystal Vengeance
- 5.eight Zoltan Shield
- 5.nine Damaged Stasis Pod
Weapon Augmentations [ ]
Automated Re-loader [ ]
"Cooldown between weapon shots is improved past 10 percent."
- This likewise applies to the artillery system on the Federation Cruisers
- Stacks additively with multiple reloaders, and stacks multiplicatively with crew skill
- Price: 40
- Rarity: ii
- The augment description is somewhat misleading. It actually increases firing rate by 10%. You could think of information technology as increasing shots per minute. Reloaders stack additively, so three of them increase firing rate by 30%. Cooldown is the inverse of firing rate, so one Automated Reloader divides cooldown by one.1.
- If "C" is the crew skill multiplier and "R" is the number of reloaders, the charge fourth dimension multiplier is: C/(1 + R/10)
- For example, with fully-trained coiffure and iii reloaders, the multiplier is 0.8/(1 + 3/10) = 0.615, meaning a Flak 1 would burn down in vi.15 seconds.
Weapon Pre-Igniter [ ]
"Weapons are made immediately available later on an FTL jump."
- Only works for weapons that were powered from the previous beacon.
- Only skips the showtime charge cycle of concatenation weapons (so no "instant Vulcan")
- Only gives one charge to accuse weapons, by default. Tin fully charge them using a play tricks.
- Does non affect the artillery weapons constitute on the Federation Cruisers.
- The about expensive broaden in the game.
- Cost: 120
- Rarity: 4
Stealth Weapons [ ]
"Prevents your weapon fire from disrupting your cloak, assuasive y'all to shoot at volition while cloaked."
- This augmentation removes the cloak-shortening issue acquired past firing non-beam weapons while cloaked.
- Cost: 50
- Rarity: 3
- Helpful with quick-firing weapons, if you want to fire during cloak. However, the augment too prevents intentionally breaking cloak, which tin help your cloak recharge betwixt Flagship power surges.
Explosive Replicator [ ]
"Missile based weapons have a 50 percent take a chance of not using a missile."
- Multi-shot weapons (Swarm and the Pegasus Missiles) have the same 50 percent take chances of non using a missile in their volley. This is because one missile is used when firing these weapons, even though there are multiple attacks from them.
- Not stackable.
- Toll: 60
- Rarity: 3
- Advanced Edition only.
Hacking Stun [ ]
"All coiffure inside a room during a Hacking Pulse will be stunned for the elapsing."
- Affects both the enemy'due south and player's coiffure members.
- Crew members who enter the affected room during the Hacking Pulse are stunned to the cease of the duration equally well.
- Price: 60
- Rarity: iii
- Avant-garde Edition but.
- This broaden is almost useless, since hacking already locks doors and impedes enemy crew motility.
Defense force Scrambler [ ]
"Prevents enemy defense force drones from targeting anything."
- Causes defensive drones to completely stop working.
- Does not affect the enemy Shield Overcharger.
- Does non affect enemy gainsay drones or boarding drones.
- The Engi Cruiser Layout C starts with this augment.
- Cost: fourscore
- Rarity: 4
- Advanced Edition simply.
Defensive Augmentations [ ]
Shield Charge Booster [ ]
"Boosts the ship'due south shield recharge charge per unit past xv percent."
- Stacks additively with multiple Shield Charge Boosters, and multiplicatively with crew skill
- Cost: 45
- Rarity: two
- Useful when dealing with a lot of lasers, such equally the drone assault in phase two of the flagship.
- It's a 15% increase in recharge rate, not a 15% subtract in recharge time. Recharge time is the inverse of recharge rate. To find the improved time, carve up past 1.15, giving about 87% of the base time (not 85%).
- Shield Charge Boosters stack additively, then iii of them give a 45% increase in recharge rate (dropping the recharge time to almost 67%).
Opposite Ion Field [ ]
"Protects your ship from ion damage, giving a 50 percent chance to negate information technology entirely."
- Stackable.
- Immunity to ion damage with multiple.
- Can protect from the ion pulse ecology hazard.
- Cost: 45
- Rarity: ii
Repair Arm [ ]
"Repairs your hull every time you collect chip, but reduces flake nerveless by xv percent."
- Repairs your hull for 2 points every fourth dimension y'all collect bit.
- The fleck reduction percentage rounds against you.
- Not stackable.
- Price: fifty
- Rarity: 3
- Widely considered an undesirable augment, since the scrap loss might be significant. But information technology may find its use in betwixt Flagship battles.
Emergency Respirators [ ]
"Crew take half damage from low oxygen."
- Crystal coiffure members have only 25% damage from low oxygen with this augment.
- Allows crew members to heal in a level 1 medbay without oxygen.
- The effect also works when boarding enemy ships, allowing safer boarding of Lanius or Automated ships.
- The Lanius Cruiser (Type A and Type B) beginning with this augment, as does the Federation Cruiser Type C.
- Non stackable.
- Price: 50
- Rarity: two
- Avant-garde Edition but.
Fire Suppression [ ]
"Automatically put out fires throughout the ship."
- Cost: 65
- Rarity: iii
- Advanced Edition merely.
- Puts out all fires at once, slightly slower than a Human crew.
Fill-in Dna Bank [ ]
"Your coiffure is safety in clone storage even if the organization is off or cleaved."
- Has no consequence with a Medbay.
- Dead crew members will remain in the clone queue regardless of the state of the Clone Bay, allowing you to delay their cloning for as long as necessary.
- Does non resurrect crew members who died before getting the augment or who died when a Clone Bay was not installed.
- Discarding the augment while crew members are in the clone queue with the Clone Bay depowered will trigger the "Crew are dying" warning.
- If all of your crew die and the Clone Bay is destroyed, in that location will be no-one to repair the Clone Bay (unless you are able to deploy a Arrangement Repair Drone or Repair Burst) and your coiffure will stay in the bank forever. The game over screen won't testify, forcing you to restart manually.
- Can be used in the Crystalline Research Facility event.
- Cost: 40
- Rarity: 2
- Advanced Edition only.
FTL Augmentations [ ]
FTL Recharge Booster [ ]
"The ship's FTL Bulldoze powers up 25 pct faster."
- Stackable.
- Cost: 50
- Rarity: ii
- The bonus works like Automatic Reloaders. It's a 125% multiplier for the accuse rate, not a 75% multiplier to the charge time; so accuse time is multiplied by eighty%.
- The recharge boost from this broaden is rather weak, and then scrap is commonly better spent on engines instead.
FTL Jammer [ ]
"Scramble enemy ships' FTL computers, doubling the fourth dimension it takes for them to bound."
- Not stackable.
- Cost: 30
- Rarity: 3
- Can be slightly useful for defensive setups, though the 30 scrap might be improve spent on improving your offensive capabilities instead.
[ ]
"Allows the ship to leap to any previously visited Beacon."
- Not stackable.
- This means you lot can go back to any 'blueish' beacon in only 1 leap.
- Tin be used in the Civilian FTL Haywire Escort event.
- Price: 50
- Rarity: 3
- Occasionally this lets you lot get actress beacons when "diving" by the leave. Otherwise, generally useless providing you plan your route in advance.
Distraction Buoys [ ]
"Leaves a imitation signal at sector offset to delay Rebels i jump."
- Not stackable.
- Simply works at the offset of a sector, and so it's never useful right away.
- Can be used in the Crystalline ship messaging nearly Rebels event.
- Cost: 55
- Rarity: iii
- Avant-garde Edition only.
- Best to sell it past Sector seven as its effects become pointless in the concluding sector. This broaden is like to Scrap Recovery Arm.
Misc. Augmentations [ ]
Long-Ranged Scanners [ ]
"Adds additional info about nearby Beacons on the star map."
- Allows y'all to see if an adjacent beacon contains a ship or an environmental hazard before jumping to it.
- If a beacon does not point a ship, it may even so consequence in a send fight. Likewise, even if a ship is detected, there may be means to avoid a fight.
- Is used in some events.
- The Stealth Cruiser (All Layouts, A, B and C) starts with this augment.
- Some quests will not be shown on the map with the scanner (Rebel Shipyard, Unarmed Zoltan Transport, and The Engi Fleet Discussion).
- Toll: 30
- Rarity: ane
- This augment is well worth purchasing. Finding more fights significantly increases scrap income, and seeing hazards is also useful.
Scrap Recovery Arm [ ]
"Allows the ship to collect 10 percentage more scrap from any source."
- It always rounds down, and extra arms stack additively (earlier rounding).
- If you had the arm and got 19 fleck, yous would get i extra scrap. If you had 2 arms, and got 15 scrap, y'all would get 3 extra chip.
- Provides a blue upshot option which involves mining an asteroid field.
- Cost: l
- Rarity: ane
- This augment will almost always pay for itself, unless purchased very late. The scrap gains are considerable. Notwithstanding, the opportunity cost tin can also exist loftier, especially when purchased early on. Rarely a wise buy on Hard.
Drone Recovery Arm [ ]
"Non-destroyed drones will exist retrieved when jumping, allowing their parts to exist reused."
- Simply recovers your own drones, not enemy drones.
- Merely recovers external drones. Does not recover Boarding Drones, Ion Intruders, or hacking drones.
- Allows you to use multiple gainsay or defensive drones in every fight, without running out of parts.
- Can be used together with Hull Repair Drone. The drone e'er repairs a minimum of 3 hull before vanishing, so jumping after 2 repairs makes those repairs e'er gratuitous.
- Toll: 50
- Rarity: ii
Bombardment Charger [ ]
"Backup Bombardment'south lock fourth dimension is halved."
- Not stackable.
- Reduces the bombardment cooldown menstruation to 10 seconds.
- Price: forty
- Rarity: 2
- Avant-garde Edition only.
Zoltan Shield Bypass [ ]
"Allows crew/flop teleportation and mind control to work through Zoltan Shields."
- Doesn't allow a hacking drone to adhere to enemy ship.
- Doesn't let boarding drones to breach enemy ship.
- Cost: 55
- Rarity: three
- Advanced Edition only.
Reconstructive Teleport [ ]
"Crew gets fully healed past teleportation."
- More useful with a clone bay, allowing y'all to have full-health boarders without waiting multiple jumps or resurrecting them with loss of skill.
- Will heal mind-controlled enemies.
- Cost: 70
- Rarity: 3
- Advanced Edition only.
Lifeform Scanner [ ]
"Detects the location of whatever life forms, even when sensors don't function."
- Functions exactly like a slug crewman showing crew. Y'all could just spend 45 scrap and outright buy a Slug crewman, however.
- Can be used in some events.
- Cost: 40
- Rarity: 3
- Advanced Edition only.
Non-Purchasable Augmentations [ ]
Engi Med-bot Dispersal [ ]
"Engi nano med-bots heal the coiffure exterior of the med-bay (at a reduced speed)."
- Does not work if you lot have a Clone Bay instead of a Medbay.
- Your Medbay must be powered.
- Not affected by Medbay upgrades.
- Used in some blue event options.
- Not stackable.
- The Torus (Engi Cruiser Layout A) starts with this augment.
- Can be caused past any ship through the Rebel attacking Engi consequence.
- Toll: 60
- Heals one.6 health points per second.
- Does not work on crew that is on another transport (teleported).
Stone Plating [ ]
"Superior hull armor provides a 15 percentage chance to negate incoming hull damage (hitting systems will still be damaged)."
- This augment likewise provides blue options for a few events. These include a guarantee of being able to larn the Damaged Stasis Pod when the appropriate event is found. Without information technology, chances are but ane/3.
- The Stone Cruiser (A, B and C Variants) starts with this broaden.
- Can exist acquired by any ship through the Rock Cruiser unlock event, even if the Rock Cruiser has already been unlocked.
- Toll: fourscore
- With decent luck this finer grants you lot most 5 "extra" hull points on the flagship fight. It also saves some repair costs.
Titanium System Casing [ ]
"All ship systems have additional plating that provides a 15 percent chance to negate impairment when hit (hull will even so be damaged)"
- The Nesasio (Stealth Cruiser Layout A) starts with this augment.
- Tin can exist acquired by whatsoever transport through the Stealth Cruiser unlock event, even if the Stealth Cruiser has already been unlocked.
- Cost: 80
- This augment is essentially the counterpart to Rock Plating: instead of reducing hull harm, it reduces system damage.
Drone Reactor Booster [ ]
"Your shipboard drones accept their movement speed increased past 25 percent."
- The Vortex (Engi Cruiser Layout B) starts with this augment.
- Can be acquired by any ship through the Engi Virus result.
- Cost: 50
- A very negligible boost. It makes drones motion from fifty% the speed of most crew to 62.v% the speed of most crew. Selling it for 25 scrap is the recommended strategy.
Slug Repair Gel [ ]
"Slug ships excrete a thick gel that automatically repairs any hull breaches."
- The Slug Cruiser (A, B and C Variants) starts with this broaden.
- Can be acquired by any ship through the Slug Cruiser unlock upshot, fifty-fifty if the Slug Cruiser has already been unlocked.
- Cost: threescore
Mantis Pheromones [ ]
"Your crew'due south movement speed is increased by 25 percent."
- Applies both on your ship and when boarding an enemy.
- The Mantis Cruiser (A, B and C Variants) starts with this broaden.
- Tin can exist acquired by any ship through the Mantis Cruiser unlock event, even if the Mantis Cruiser has already been unlocked.
- Cost: 50
- Somewhat useful, especially when boarding with 2 coiffure. Faster movement is helpful with avant-garde boarding techniques. Less relevant on 4-crew boarding setups.
- In practice, Mantis Pheromones seems to give well-nigh a 23% speed increase.
Crystal Vengeance [ ]
"Every time your send takes damage, at that place is a x percent take chances to break off a shard that flies at your enemy."
- This counts as a normal missile shot that does 1 damage and has a ten% chance to breach. Like any other projectile, the enemy tin dodge it with their current evasion percent.
- The Crystal Cruiser (A and B Variants) starts with this broaden.
- Can be acquired by any ship through the Crystal Cruiser unlock event regardless if the Crystal Cruiser has been unlocked.
- Cost: eighty
Zoltan Shield [ ]
"An unexplained technology creates this nigh impenetrable shield. Only the energy outburst from an FTL engine is powerful enough to recharge information technology."
- Cost: lxxx
- Upon arrival at a beacon, y'all start with an additional greenish free energy shield that will absorb 5 points of damage before your standard shields and hull will beginning to take damage.
- Absorbs damage from all weapon types, including missiles, bombs and beams, but takes twice as much damage from ion weapons. Beam weapons deal their room damage twice to the shield (including the Arms Beam). With precise use of some beams, it's possible to get through a Zoltan Shield and deal harm to ane or 2 rooms. Aiming the Hull Beam at systemless rooms will not increment damage on the Zoltan shield.
- Until they are destroyed, Zoltan Shields forbid boarding, hacking, and mind command. Nonetheless, the Zoltan Shield Bypass augment will allow boarding, bombs, and heed command. Sure events that spawn intruders aboard your ship are explained in-game past the enemy having this augment.
- Leaving and returning to an area with an enemy ship that has a Zoltan Shield will cause the enemy's shield to replenish.
- Pulsar waves cannot penetrate the Zoltan Shield, just will quickly strip information technology.
- The Zoltan Cruiser (A, B and C Variants) starts with this augment.
- Can be acquired by any ship through the Zoltan Cruiser unlock event, even if the Zoltan Cruiser has already been unlocked.
- Phase 3 of The Rebel Flagship uses a more powerful version of the Zoltan Shield.
Damaged Stasis Pod [ ]
"This baroque conflicting artifact appears to be barely operational. It has no applied office but perhaps someone can repair it."
- This "augment" is used exclusively in an event sequence to access the Hidden Crystal Worlds.
- Can only be acquired during the Dumbo Asteroid Field Distress Call random consequence.
- Can only be used during the Zoltan Research Facility random event.
- More than one Stasis Pod can be acquired and held at a fourth dimension; each i volition occupy an augmentation slot. Information technology is also possible to encounter multiple Zoltan research facilities (even in the same sector), and each i will open up a single pod.
- Cost: 30
Is Repair Arm Worth It Ftl,
Source: https://ftl.fandom.com/wiki/Augmentations
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