FTL Weapons
Lasers
Lasers are the bread and butter of the Faster Than Light universe, they are the most common weapons and usually the backbone of any weapons system. Lasers do not require any resources to fire, only the required power supplied to the system.
Damage: 1 laser/damage
Power Consumption: 1
Cooldown: 10s
Damage: 2 lasers/damage
Power Consumption: 1
Cooldown: 10s
Damage: 2 lasers/damage
Power Consumption: 2
Cooldown: 11s
Damage: 3 lasers/damage
Power Consumption: 2
Cooldown: 12s
Damage: 5 lasers/damage
Power Consumption: 4
Cooldown: 19s
Damage: 1 laser / 2 damage
Power Consumption: 1
Cooldown: 9s
Damage: 2 lasers / 4 damage
Power Consumption: 3
Cooldown: 13s
Damage: 1 laser, 2 damage, pierces 1 level of shields
Power Consumption: 2
Cooldown: 10s
Damage: 2 lasers / 2x damage against systemless rooms
Power Consumption: 2
Cooldown: 14s
Damage: 3 lasers / 2x damage against systemless rooms
Power Consumption: 3
Cooldown: 15s
Charge & Chain Lasers
I'll put both of these categories together, because there's only 5 weapons total for both weapon types and both were released together with the Advanced Edition.
Chain Lasers start off weak just after you jump and get stronger throughout the battle. Each volley that you shoot with these weapon reduce the cooldown of further volleys (up to a cap). If you can get into a long engagement without taking much or any damage, then these weapons will be quite strong. However, if the weapons room is damaged and the Chain Lasers lose power, then they will have to start from scratch again, not from what volley the Chain Laser was already up to. The better your defenses, the better that this weapon type becomes.
Damage: 2 lasers/damage
Power Consumption: 2
Initial Cooldown: 16s
Cooldown Reduction per Volley: 3s
Capped Cooldown: 7s
Damage: 1 laser/damage
Power Consumption: 4
Initial Cooldown: 11.1s
Cooldown Reduction per Volley: 2s
Capped Cooldown: 1.1s
Charge Lasers are weapons that have great flexibility. You can fire them for a single laser at a very low cooldown, or you can charge to fire additional lasers in a volley in exchange for a longer cooldown. You can also mix up volleys, you could charge 3 lasers for the first volley, then shoot 1 laser in the second at a very short cooldown. The volleys themselves aren't exactly powerful or efficient, but the flexibility of the weapon is their greatest strength. This is a high skill cap type of weapon, as intelligently varying your volley size when needed will increase the mileage you get out of these weapons.
Damage per Laser: 1
Max Number of Charges: 2
Power Consumption: 2
Cooldown per Charge: 6s
Damage per Laser: 1
Max Number of Charges: 4
Power Consumption: 3
Cooldown per Charge: 5s
Damage per Laser: 1
Max Number of Charges: 2
Power Consumption: 1
Cooldown per Charge: 5.5s
Ion Lasers
All Ion weapons (including the Ion bomb which will be in the Bomb section of this guide) do no damage to the hull or enemy personnel. It simply disables a system for 5 seconds times the Ion Damage done to the system (reduced from 6 seconds per Ion damage in the basic game). And introduced with the Advanced Edition conent, there is a low chance of stunning the crew in the room you aimed for (not just enemy crew however, be careful if you use boarders). Ion Lasers do not require any resources to fire, only the required power supplied to the system.
Ion Damage: 1
Power Consumption: 1
Cooldown: 8s
Ion Damage: 1
Power Consumption: 3
Cooldown: 4s
Ion Damage: 2
Power Consumption: 2
Cooldown: 13s
Ion Damage: 1, stuns crew for 5 seconds
Power Consumption: 1
Cooldown: 10s
Ion Damage per laser: 1
Max Number of Charges: 3
Power Consumption: 2
Cooldown per charge: 6s
Initial Ion Damage: 1
Damage increase per Volley: 1
Maxium Ion Damage: 4
Power Consumption: 3
Initial Cooldown: 14s
Flak Guns
Flak guns function in a similar way to lasers, but instead of shooting lasers, they shoot pieces of shrapnel instead. Due to this, the accuracy of these weapons is much lower than their laser counterparts. The pieces of flak can be shot down by defense drones, but only 1 piece is shot down per volley. There are only 3 types of Flak Gun and only 2 of them can be bought in stores, but they are still a reasonably common sight throughout the universe.
Damage: 3 flak/damage
Power Consumption: 2
Cooldown: 10s
Area of effect: Medium
It is still quite a good weapon though, and worth using if you are in the market for a slow but powerful weapon. If you have a Weapon Pre-Igniter, then this on it's own can wreck ships.
Damage: 7 flak/damage
Power Consumption: 3
Cooldown: 21s
Area of effect: Large
Damage: 3 flak/damage
Power Consumption: 1
Cooldown: 8s
Area of effect: Medium-Small
Beams
Beams only do damage if no shields are currently active, apart from the Halberd and Glaive which can do partial shield piercing. Therefore, make sure that your beams have other weapons that can take down shields easily, whether they be missiles, bombs or lasers. Beams also take skill in the way that you can choose what rooms get hit with each beam.
Damage per room: 1
Power Consumption: 1
Cooldown: 12s
Beam Length: Short (3 tiles)
Damage per room: 1
Power Consumption: 2
Cooldown: 16s
Beam Length: Very Long (6 tiles)
Damage per room: 2
Power Consumption: 3
Cooldown: 17s
Beam Length: Medium (4 tiles)
Damage per room: 3
Power Consumption: 4
Cooldown: 25s
Beam Length: Medium (4 tiles)
Damage per room: 1, 2x damage in systemless rooms
Power Consumption: 2
Cooldown: 14s
Beam Length: Long (5 tiles)
Damage per room: 0, Very high chance of creating fires
Power Consumption: 2
Cooldown: 20s
Beam Length: Long (5 tiles)
Damage per room: 0, 60 damage to crew when hit directly with the beam
Power Consumption: 2
Cooldown: 16s
Beam Length: Long (5 tiles)
Missiles
All missile systems use 1 missile every shot and pierce all shields except the Zoltan shield. Missiles generally are worse than bombs as missiles can be shot down by Defense Drones, but they still have their uses.
Damage: 1
Power Consumption: 1
Cooldown: 9s
Damage: 2
Power Consumption: 2
Cooldown: 10s
Damage: 2
Power Consumption: 1
Cooldown: 11s
Damage: 3
Power Consumption: 3
Cooldown: 14s
Damage: 2, 2x damage to systemless rooms
Power Consumption: 2
Cooldown: 17s
Damage: 4, Very high breach chance
Power Consumption: 3
Cooldown: 22s
Damage: 2 each missile, 2 missiles fired
Power Consumption: 3
Cooldown: 20s
Damage per Missile: 1
Max Number of Charges: 3
Power Consumption: 2
Cooldown per Charge: 7s
Area of Effect: Small
Bombs
Bombs use a missile per use but teleport onto the target ship. This means that they are better than missiles due to the fact that they can't be shot down by defense drones and that they can target your own ship.
Damage: 2 damage to systems, 30 damage to crew
Power Consumption: 1
Cooldown: 13s
Power Consumption: 2
Cooldown: 15s
Damage: 1 damage to systems, 30 damage to crew, Certain chance of a breach
Power Consumption: 1
Cooldown: 9s
Damage: 3 damage to systems, 45 damage to crew, Certain chance of a breach
Power Consumption: 2
Cooldown: 17s
Ion Damage: 4
Power Consumption: 1
Cooldown: 22s
Damage: 0, Instantly heals your crew in that room
Power Consumption: 1
Cooldown: 18s
Damage: 0, repairs a damaged system by 8 in that room
Power Consumption: 1
Cooldown: 14s
Damage: 0, stuns all crew in that room for 15 seconds
Power Consumption: 1
Cooldown: 17s
Crystal Weapons
Here it is, by popular demand, the crystal weapons! All of the crystal weapons apart from the lockdown bomb shoot crystals that can pierce through 1 level of shield and deal that damage to the enemy hull. However, any shields greater than 1 means that the crystals will be blocked by the shield. Additionally, a major drawback is that these crystal can be shot down by defense drones, which means that these weapons generally are much worse in the later stages of the game. Also as far as I'm aware, these can only be bought in the crystal sector, although I've found the Lockdown Bomb in just regular sector stores before (might be because it's classed as a bomb weapon as well).
Damage: 2 crystals/damage, pierces 1 level of shields
Power Consumption: 2
Cooldown: 15s
Damage: 3 crystals/damage, pierces 1 level of shields
Power Consumption: 3
Cooldown: 17s
Damage: 1 crystal, 2 damage, pierces 1 level of shields
Power Consumption: 1
Cooldown: 13s
Damage: 1 crystal, 4 damage, pierces 1 level of shields
Power Consumption: 3
Cooldown: 19s
Damage: 0, Locks down a room for 12s
Power Consumption: 1
Cooldown: 15s
Best Weapons
Of course every weapon has a place in this game, but the weapons that are the most useful in most situations are the weapons I consider to be the best weapons of this game.
Lasers - Dual Lasers / Burst Laser Mark IIThe Advanced Flak is simply incredible and by far the best weapon in the game. Sadly it is only avalible on 1 ship in the entire game but having 3 improvements over a weapon that is already considered one of the best in the game? This weapon is simply overpowered.
The other missiles systems just do not compare to the Artemis and the Swarm. The reasonable damage, low cooldown and reasonable power requirements of the Artemis means this is an efficient weapon at all stages of the game.
The Swarm missile reduces 2 of the major drawbacks of missile weapons when compared to the rest.
The Heavy Crystal Mark I has the best combination of power consumption, cooldown and damage to power ratio of any crystal weapon. It is a very good weapon early game, but drops off significantly in the later game so will likely need to be replaced. The lockdown bomb is predominantly for ships with boarding parties and should be used either
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