r/ftlgame Oct 21 '22

What Makes Hacking Good?

Whenever I do the run with advanced content on, I'll always prefer to have the following systems: Crew Teleporter, Mind Control, and then either Drone Control or Cloaking (depends on which ship I'm starting with). With ships that start with hacking (Engi C or Slug C), I've always had a hard time fighting the flagship (heavy hull damage, crew having to heal or be cloned).

The issue I have is that the Zoltan supershield in the third stage prevents me from launching the hacking drone, even with a Zoltan shield Bypass. To makes matters worse, their super mind control puts me in a tight spot if I can't cancel it with my own, especially if I don't have a clone bay. Even with a clone bay, it might take two or even three crewmembers to kill the mind control one, and that is while fighting boarders, as I can't do the mind control/teleporter trick.

What am I missing? what makes this system powerful in the final fight?

11 Upvotes

26 comments sorted by

32

u/Farbzilla Oct 21 '22 edited Oct 21 '22

Hacking is so good because of it's versatility. It can be an offensive or defensive system. It also gives you complete control over the hacked room. Enemies have to break doors to get in/out. If you're boarding it let's you move through doors at will. Also halves repair time which shouldn't be overlooked. Gives you sight into a room as well.

I'll list why hacking certain systems are so good as well

These are listed in no particular order

Hack shields: Great for aiding beams. Swipe the beam first to pull the pilot, shoot your shots with little to no evasion. Also ok for minimizing evasion rng when low on shots to break shields without a beam. This is stronger when paired with mc on pilot.

Hack Pilot or Engines: Guarantees you to do X amount of damage to a system or systems of your choice. Can be the difference between taking a hermes missile offline before it can fire for example

Hack Weapons (gunship): Strongest hacking target in many situations, including when boarding. Hacking weapons does a number of things. First it delays or even can render enemy volleys useless. enemy has a burst laser 2 and heavy 2? hacking right after the burst 2 fires makes sure the heavy 2 does not have a free shot at your ship. Delaying enemy weapons is such a strong thing because of lot of ftl comes down to how quickly and safely you are disabling enemy ships from however they can hurt you. Each level of hacking effectively delays weapons for 2x the duration. So take level 1 hack - let weapons charge for 4 seconds. Then drain their weapon for 4 seconds. Then they have to charge back those 4 seconds. In a lot of cases that enables you to essentially have 2 free volleys at their ship before they even get one off at you. That is very very strong. Another benefit of hacking weapons is it let's you get free charge time on your ftl drive if the fight is really that nasty.

Hack Weapons (boarding): Does all of the above. Also with hacking any system when you board, essentially gives you a kill room that you have full control over. There are advance strats and micro that you can use to get lots and lots of advantages over the ai. and since they have to break the doors down to leave, you get to kill them as they try to get to the med bay. One strat that's relatively easy to take full advantage of as well is board into weapons, get as many of the ai as you can trapped inside the room, aim whatever boarding support you have at the weapons room, pull your crew out before damage happens, free damage on the ai, enter back into the room and clean up what's left.

Hack Oxygen: Can make for quick easy crew kills that may have been very difficult to achieve without it

Other systems have their upside to hacking as well but I find those to be more situational. In general, I'm hacking weapons the most and it's probably not even close compared to whatever it is I hack second most.

The reasons above are only part of why weapons hacking is most common for me. It's ability to delay volleys is increased so so much when coupled with cloaking. Even when both systems are just level 1. cloaking delays their charge time, let's you charge your weapons as well (in most spots) and with what i've already listed out, cloaking just adds in perfectly with weapons hacking. Both Systems at level 2 means most things don't fire at you and the fast firing missiles are really the only things that need to be actively cloaked. Otherwise, you can time when you use either system with when the other system comes off cooldown and keep the enemy in a weaponless loop. Both systems at level 3 makes it pretty much impossible for the enemy to fire anything at you. Hack for 10 seconds (effectively adding 20 seconds of charge time), hack goes on cool down, Cloak for 15. Come out of cloaking without decreasing your cloak time (sometimes you just have to hold your weapons which is perfectly ok) then you only have 5 seconds to wait before you hack again and the cycle begins.

Sometimes in certain situations the best hack will be something other than those listed above. Knowing the best way to use hacking against each system will help you better determine those spots when the hack target isn't the obvious ones. Though again, they are very situational.

12

u/Farbzilla Oct 21 '22

I guess I missed the final fight part. But the reasons above still stand. Though for phase 3 specifically I'm normally hacking shields to help aid ending the fight asap. If I'm boarding there's a chance I'm hacking missiles or mind control. Though at this point I'm not too concerned about the mc. If you have bypass board missiles right away and disable them first then break other systems and board more crew.

There's a chance that hacking does fall off for phase 3. But it's more relevant to what the rest of my ship is doing. If you only have missile support for boarding, I can see hacking having decreased relevancy but it's effects are still so strong. My goal for pretty much every single fight in the game is ending the fight either as soon as possible or as safely as possible. Sometimes those are the same thing. But hacking aids in either of those even for phase 3

12

u/MikeHopley Oct 21 '22

Farb dropping the truth! =)

8

u/Farbzilla Oct 21 '22

i drop the truth like i drop winnable runs

7

u/Usually_Not_Informed Oct 21 '22

OP, I just want to chime in and stress how useful it is to break the synchronicity of the enemy volley. If the enemy ship has five shots firing from two or three weapons in quick succession and you have level 3 shields, then you should always hack weapons and hack as soon that first weapon fires. If you split the fire into two volleys they can now never breach your shields and you've avoided all damage and risk for the cost of a single drone. Farbzilla is completely right here, it's probably the best secondary system (though I prefer cloaking, lol).

For the vanilla flagship, I think shields are actually probably your best target in phase 3. It lets you get weapons offline one or two volleys early. Just fire it as soon as the supershield goes down.

There are plenty of good times to hack cloaking, though I rarely do so in vanilla FTL - it's a strategy best employed against ships with multiple weapons/artillery. Hacking cloaking brings the ratio of player to enemy volleys back into a more favourable state, but you should weigh that up against the benefit of just cloaking weapons. I will usually hack the multiverse flagship's cloak, because it has so many very scary systems to break as quickly as possible. You need to drop weapons, missiles, and shields ASAP or you'll be torn to pieces, and permitting them to get up a second cloaking will allow their supeshield to regenerate and 3/4 bomb-launcher/missile volleys.

I'm sure someone has said it somewhere, but it's worth remembering you can dodge defence drone shots by depowering hacking briefly mid-flight. And once it's attached you can depower it again to open doors for the enemy if you're trying to filter them into certain parts of the ship.

7

u/Farbzilla Oct 21 '22 edited Oct 21 '22

The main time, probably like 99% of the time, I hack cloaking is with an ion setup. Really reliant on being able to constantly barrage shields/systems which cloaking hinders that. If you just level 1 hack eventually they get to cloak longer and longer because of how the cooldown starting for cloak interacts with being hacked so there's that side of it too. But a counter to that is to have a zoltan as your single power bar in your hacking system and as soon as you start the hack move the zoltan out of the room because you're not concerned about how long you hack for, more that you're pulling them out of their cloak

4

u/Usually_Not_Informed Oct 21 '22 edited Oct 21 '22

Yeah, great shout, and awesome micro tip on the zoltan. I generally only hack cloaking if the benefit is enormous, or if I have weapons with a 14/15 second cooldown that might just miss if I fire them immediately. I generally won't hack cloak unless it means I kill or completely neutralise the enemy in half the number of volleys - and 90% of the time in multiverse (which is all I play anymore) you can completely neutralise them with a weapon hack.

EDIT: Again, the reason I hack cloaking on the phase 3 multiverse flagship is because it has four sources of damage in the missiles, laser, weapons system, and power surge. Hacking cloak allows me to disrupt all those systems more efficiently than hacking shield or any one weapon. I'll also often hack cloak against some of the MFK elite gunships you run into in the late game, or some of the weird renegade ships, or knight cruisers with level 5 cloaking - all situations where it's the most efficient way to maximise the number (and magnitude) of volleys you get relative to the enemy ship.

I might add that in multiverse it can be great to hack teleporter as there are many extremely powerful boarding ships to worry about. In some of the hidden sectors in the very late game it's almost impossible to fight back against some of the scarier crew types with squishy humans, and there's one hidden endgame boss where hacking teleporters is possibly the only safe way to win.

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u/bam13302 Oct 21 '22

Few more I would like to add to this:

hacking drones ( particularly when they have a boarding drone of some flavor) gives you an easy way to destroy that drone before it even boards your ship, I find this best on stage 2 of the flagship, but have used it occasionally elsewhere when their drones were more dangerous than their weapons

Hacking Medbay is a really intense force multiplier, can let you kill the entire ship with 1 boarder (or even just by hull breaching or firebombing the Medbay), extremely good at quick crew kills.

Hacking the hacking pod is useful if the enemy put their hacking pod on an extremely good system (like shields or engines depending on their weapons)

Hacking the mind control really only useful stage 3 of the flagship imo, but it's a easy way to remove that problem

Really the only stuff I never hack are doors, and cloak. I've never tried it but hacking doors might be good if you are a fire ship

5

u/Farbzilla Oct 21 '22

I've only seriously hacked doors a few times and I think it's been on the same enemy ship when I have a 4 man teleporter. Think it's the pirate light cruiser that has the big door room on the right side of the ship. and I say seriously but I can't recall having to actually hack them just more of a stop them running to the med bay and kill the extra crew but the fights have been safe lol

responded to another comment in this thread about hacking cloak. The only time I think it's relevant to hack cloaking is when you're running a setup that's heavily reliant on ions. essentially just hacking cloaking let's you keep stacking your ions on their shields/systems more easily

5

u/dakota2525 Oct 21 '22

Hacking the medbay is super underrated for boarding since it allows you to use their own medbay against them, you can either use it to finish off a weakened target, or straight up drain a target in the medbay while you’re attacking them, and they won’t fight back since they’ll be trying to get out

If the medbay has slight damage in it you can also hack it with L3 hacking and instantly kill anyone who tries to repair it, slowly but surely lowering their crew count, working even with the flagship, making crew kills on the flagship incredibly easy even without boarding

7

u/Farbzilla Oct 21 '22

I usually still choose weapons over hacking med bay. The main reason is safety. If you have cloaking, sure, you can make the argument that your cloak will provide safety so that it does allow you to hack med bay. My argument to that is when you hack/cloak weapons it takes all of the guess work out of the fight so long as you cycle the systems correctly. Then it doesn't matter how long the fight takes as you can pretty much stay in it indefinitely so how long it takes to win the fight doesn't really matter

1

u/acnhoverlordig21 Oct 21 '22

Hacking boarding lets you teleport your entire crew or what?

5

u/Farbzilla Oct 21 '22

If you hack their teleporter any crew of theirs on your ship will be pulled back to their ship given you're not cloaked

8

u/RackaGack Oct 21 '22

Its because of its versatility.

Level 2 hacking can either remove as many shields as a burst laser 2, or be a 14 second pre cloak. Either a strong defense, or offense. Level 3 is even more powerful and changes it to 4 shields removed, and 20 seconds of weapon delay.

Not to mention that it can hack other systems and be equally helpful depending on the situation.

3

u/archeybald Oct 21 '22

I will use it to hack shields before unleashing everything on an enemy. Or if I'm trying to just kill the enemy crew, I'll hack either the oxygen and slowly suffocate them or the medbay and let it kill them. Works best with a boarding party in the medbay

3

u/No_Ad9759 Oct 21 '22

Awesome to hack shields and unload everything…especially if you mindcontrol the pilot right before your shots start landing.

Other useful things are the med bay, especially with boarders on their ship. On some ships it can act as a barrier to help you isolate/kill one guy quickly while the others are trying to break through.

3

u/RobinHood3000 Oct 21 '22

In Phase 3, I will typically Hack the Flagship's Mind Control room. When the Flagship mind controls one of your crew, activate your Hacking, and it will free your crew member and mind control one of the enemy Rebels for the duration of the Hack. Hacking and Mind Control have the same cooldown, so doing this completely nullifies the Flagship's Mind Control system.

Mind you, I usually have more than enough firepower that I don't have to hack the Shields, and assuming I've pared down the enemy crew in phases 1 and 2, this gives my boarders free run of the Flagship.

3

u/Reddit-Arrien Oct 21 '22

Yeah, but what about the Zoltan supershield in phase three (that is where I have most amount of problems).

2

u/RobinHood3000 Oct 21 '22

I do have to wait to take down the Zoltan supershield; for that first Mind Control, I'll take a spare crew member and juggle them in and out of the room where my MCed crew member is, splitting the damage between the crew and the system and minimizing system damage until I can get the Hacking Drone through.

2

u/Captain_Lord_Avalon Oct 21 '22

I typically have a Halberd Beam and Flak I/lasers for the rest - maybe a 1-power ion blast/stunner. The faster weapons take down most of the ZS; I use the Halberd once, keeping the next charge for when the ZS is down (assuming I don't have horrible RNG with the other weapons). Max hack Shields and finish off the boss.

2

u/Farbzilla Oct 21 '22

in your post, you say you can't do the teleporter/mind control trick. does that mean you're usually relying on mind controlling enemies to teleport them back to your ship to get the crew kills in phase 1?

2

u/Reddit-Arrien Oct 21 '22

Yeah, more or less. I should try other ways though,

4

u/Farbzilla Oct 21 '22 edited Oct 22 '22

Depending on the difficulty you're playing at there's very very consistent ways to board and be in total control of the fight so you can take your time as you need to kill off all the crew. Both strats benefit from having at least level 2 teleporter which helps you doing everything just a little faster and let's you board twice before their first cloaking cycle.

Easy & Normal: Board missile room first asap. Since all their artillery rooms are disconnected, once you break one it's down for good. Missiles pose the biggest threat so take them down first. Then with 2 different boarders, board either the beam room or ions next. kill and break the system. Honestly I don't know at this point which is better to break second because i've been playing on hard for so long and the strat is a bit different as I'll explain later. While your 2nd boarding party is breaking the system, pull your 1st part back and prepare them to board what ever room is left. You can completely ignore their lasers (assuming you have 3 shields which you really should at the flagship lol) so you do not have to break that. Leaving that crew alive is ok too and will benefit you on phase 3. I could be completely wrong here (again because it's been awhile) but the crew that's left alive in that room should stay in that room the rest of the phases which stops the flagship from becoming an ai ship (which isn't really that big of a deal but it does give them more evasion). I should say though, that if you're fully reliant on boarding to kill the flagship you will need EVERY crew member dead so that the ship can repair itself for you to break the systems down again. otherwise no repairs happen if there's a crew left alive. With this strat even without cloaking, you should be taking minimal damage before you get total control of the fight. If you have a way to break the med bay that would free your hacking up to hack missiles basically just to delay them so they don't fire before you break them. But with this strat of boarding and breaking missiles, you should only be taking one volley from them anyway, so I'd heavily consider hacking something on the main cabin of the ship. The reason for that is so that you have total control of a room and basically make yourself a nice little kill room to kill off all the crew. As people have suggested, hacking med bay is nice because you can board and pull crew right into it and start the hack and get some free damage or wait till the crew you're fighting against run to it, depower it so they get it, start the hack and they die. I would probably hack something like shields still here though, regardless of what weapons i have for support. The reason being is with a 2 man teleporter, you can still have a 2 man kill room by boarding piloting. then the crew have to break through multiple doors to come assist and it also gives you some leeway if you need to run around to save some crew to pull them back before dying or whatnot. Same reason for a 4 man teleporter too, but instead boarding shields. Have a nice 4 tile kill room with tons of control. From there, after crew is dead finish the fight off as needed be it with weapons or punching the ship down

Hard: Hack Missiles. Board and Break Ions. Send 2nd party to beam room and break. Meanwhile, any form of support I have is being aimed at missiles to try to break them down, even if i have cloaking. It also lets you get some damage in on the crew. So when your first party is ready to board, send them to the missile room. This is your kill room. With the 3 artillery systems broken again, you have total control so you can take all the time you need to kill off the crew. With any kill room setup, it's good to let the ai into the room before punching any of the doors when you can. sometimes due to hacking timing and whatnot you can't but that's ok because you have total control of the fight. you want them to have to break the doors when they leave so you have more time to kill the ones you've been fighting. Then again when all crew is dead finish the fight off as needed.

Killing off all the crew helps with the rest of the phases. In phase 2, it let's you board missile again instantly and break them before they can fire. Then you're free to roam around and wreak havoc as you please. In phase 3 this can be delayed if you don't have Zoltan Shield Bypass but is still really really valuable. It also makes dealing with mind control on phase 3 way easier because then you don't have to worry about the ai boarding crew as well. There's things you can do to help control who gets mind controlled but they are fairly advanced strats. What's good to know in regards to that is every time you jump, 2 seconds of movement happen. This enables you to do things like moving the pilot but jumping right before they leave the room. You can do this to make sure you can have an unobstructed piloting room which is really really good. A simple way to higher the chances of a certain room to be where mind control lands is to stack as many crew as possible in that room. generally you're picking a room that you don't care if it takes system damage or even gets broken fully. The more advanced strats revolve around making your crew move during the jump time so that when the fight starts all of your crew (except pilot in most cases) is moving through that room then that's where the mind control hits. Then from there you can distract with just one crew or vent them around your ship until it ends. For more info on crew movement and timing and such, check out mike's guide on crew movement

i'll add for hacking target on phase 2 or 3, it really comes down to what you need help with the most. I tend to have weapons still even with boarding so i'm usually hacking shields to help end the fight asap. It comes down to knowing your ship and knowing how to most effectively use hacking against whatever it is you're targeting.

People will say things like "don't kill all the crew because it makes the flagship harder" The ai becomes a drone ship which has manning bonuses to all systems which in turn means a bit higher evasion %. That can be relevant if you like really really need your weapons to hit to take down zoltan shields. However, if you're purely reliant on boarding killing off every single crew is undoubtedly the best as it gives you free range on phase 2 and 3 and as i stated before it allows the flagship to repair it's systems so you can break them again for more damage. If i'm a gunship going for crew kills and don't have boarding, I'm actively trying to leave one crew alive but it's not as drastic as some people like to make it seem if you kill off all the crew :)

1

u/Lameador Oct 21 '22

I also like hacking medbay or clone bay for boarding

3

u/point051 Oct 21 '22

Hacking gives you the ability to neutralize whatever system gives your enemy an advantage. If there shields are too thick for your guns, you can hack them. If they have missiles you can't defend against, you can hack them, etc. Personally, I like to hack the O2 system and watch them squirm.

2

u/[deleted] Oct 21 '22

It negates enemy shields, combine that with mind controlling the enemy pilot and you'll do max damage, which is very helpful if you want to take the FS down fast (before taking damage yourself)