Adv. FTL Nav usefulness?

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Dash_Headlong
Posts: 13
Joined: Sat Jan 19, 2013 11:18 pm

Adv. FTL Nav usefulness?

Post by Dash_Headlong »

I don't think I can bring myself to actually spend the scrap on one, but I've lucked out and gotten a few from random encounters. I love the IDEA, but the only way I can see it being useful is if you start the sector hauling heiney for the exit so its an established jump point, explore whatever you can until the fleet catches up, then BAMF! out the back door. Of course, then the problem becomes what to do if you have a "lonely" exit and the majority of the waypoints are bunched up near the entrance.

Anyone having fun with this one, or have other ideas? It just seems to depend on too many factors like the random Sector generation and whether you can slow the pursuing fleet or at least keep them from accelerating (Scout FTL jumps).

EDIT: I know its good for some blue text options, but in my experience its a rare event and "Because blue text!" shouldn't be a primary factor in loadout selection. (RNG karma should, lol.)
BKT
Posts: 211
Joined: Sat Nov 24, 2012 3:17 am

Re: Adv. FTL Nav usefulness?

Post by BKT »

The only real ... 'usefulness' (if you can even call it that.. :roll: ) of it I ever found is in the last sector; because you can jump back at or close to the base from anywhere in the map in 1 jump, it open up more routes you can take and enable you to squeeze a few more jumps before zipping back to wherever previous explored beacon near the base the flagship is on at the last possible moment.
mrguy888
Posts: 48
Joined: Sat Jan 12, 2013 5:33 pm

Re: Adv. FTL Nav usefulness?

Post by mrguy888 »

I find the 30 scrap for selling it useful. Does that count?
Dash_Headlong
Posts: 13
Joined: Sat Jan 19, 2013 11:18 pm

Re: Adv. FTL Nav usefulness?

Post by Dash_Headlong »

mrguy888 wrote:I find the 30 scrap for selling it useful. Does that count?

:lol:

I'd say "No," but in FTL 30 scrap can be game-changing. I did mean as an onboard active system though.
postman
Posts: 31
Joined: Mon Jan 21, 2013 9:03 am

Re: Adv. FTL Nav usefulness?

Post by postman »

I've had a few sectors where there were a significant number of jump points past the exit that I'd like to explore, but I can't risk jumping back through several Rebel ships (one is usually fine though). I've never had it at this points, but I could see its usefulness.

I *did* just buy one in my last game since I had extra scrap. I had fun using it to get free repairs in between rounds of the boss at the Last Stand. Did you know repair points can be used more than once even though they are not labeled after the first time? Fight, jump back for repair, jump back for new fight.
greetingsfromoslo
Posts: 77
Joined: Sat Feb 02, 2013 11:47 am

Re: Adv. FTL Nav usefulness?

Post by greetingsfromoslo »

postman wrote:I had fun using it to get free repairs in between rounds of the boss at the Last Stand. Did you know repair points can be used more than once even though they are not labeled after the first time? Fight, jump back for repair, jump back for new fight.
That's a good use, but very circumstancial. If you get the necessary composition of systems and upgrades before the final boss, such as teleporter and cloak, and a more or less fully repaired ship, your management and tactics should keep reduce the hull damage inflicted on your ship to a low that won't require additional repairs between the phases. If you somehow are extremely unlucky with system offers and scrap timings instore, then a Adv. FTL Nav might be a good backup, although not as fail proof as the other systems.
Agg Shell
Posts: 98
Joined: Wed Jan 30, 2013 10:24 pm

Re: Adv. FTL Nav usefulness?

Post by Agg Shell »

I think that a way to make Adv. FTL Nav better would be to let it show you where the fleet will jump to next, but jumps in advance. so maybe it could show you where the fleet would be in 3 jumps using lighter shades of red? it would also update depending on nebula / fleet slowing event. that would be cool.
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Kenshkrix
Posts: 51
Joined: Wed Oct 03, 2012 9:00 pm

Re: Adv. FTL Nav usefulness?

Post by Kenshkrix »

Agg Shell wrote:I think that a way to make Adv. FTL Nav better would be to let it show you where the fleet will jump to next, but jumps in advance. so maybe it could show you where the fleet would be in 3 jumps using lighter shades of red? it would also update depending on nebula / fleet slowing event. that would be cool.
I think it'd be awesome if the Adv. FTL Nav could synergize with the FTL Jammer, allowing you to slow the entire rebel fleet, the Adv FTL does reach the entire sector, after all.
I'd consider it less OP than several individual augments (WPI, Reloader), but still pretty useful if you're willing to use up two augment slots for it.
magicwalker
Posts: 16
Joined: Wed Jan 16, 2013 3:54 pm

Re: Adv. FTL Nav usefulness?

Post by magicwalker »

The ability to (in the last sector) return to a Repair beacon (that hasn't been taken by the rebels) between rounds with the boss, can prove to be the difference between Victory and a fiery explosion-y death.
Infinitum
Posts: 1
Joined: Thu Mar 21, 2013 12:39 pm

Re: Adv. FTL Nav usefulness?

Post by Infinitum »

I don't think anyone mentioned this but this is what I do.

In a slow moving sector, IE Nebula and when you start you go via the top lane even though it is nowhere near the exit, knowing you can jump back to the start (or near to it) and continue down the bottom lane.

It doesnt have to be reliant on an exit, in most situations one travels a route and ignores many beacon points because it wouldn't be safe to visit them both before the fleet catches up but that hinges on the time it would take to go along one way and then DOUBLE BACK.. take out the DOUBLE BACK factor and zip to the start of the fork in the road and you can often double your scrap earning pottential.

Well worth it
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