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[[File:Cloak.jpg|thumb|200px|a cloak room]]
 
[[File:Cloak.jpg|thumb|200px|a cloak room]]
Cloaking increases your ships evade by 60% and prevents it from being targeted by enemy weapons or drones(except boarding drone). Combined with engines and piloting it is possible to have 100%+ chance to evade, although anything above 100 is just as effective as 100%.
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Cloak is a system that can be installed on most ships (except Osprey and Nisos). It requires manual activation in order to power it up, which cloaks the ship completely and adds 60% to Evasion chance. With upgraded Engines and skilled Crew it is possible to achieve 100+% Evasion chance, although the extra Evasion does not do anything else, and is regarded as a waste.
   
While cloaked, the enemy's weapons do not charge at all. The same effect applies to you while an enemy is cloaked. This means that it is usually best to activate your cloak ''immediately after'' the enemy fires their weapons; this will cause the shot to almost certainly miss, and then drastically delay their next shot. This can effectively give you a 2-volley advantage over the enemy.
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While cloaked, the enemy's weapons do not lock-on at all. The same effect applies to you while an enemy is cloaked. This means that it is usually best to activate your cloak ''immediately after'' the enemy fires their weapons; this will cause the shot to almost certainly miss, and then drastically delay their next shot. This can effectively give you a 2-volley advantage over the enemy. Beam weapons are less vulnerable to this, as the AI will likely fire the beam just as it is fully locked-on, and a fired beam will not miss even if already cloaked.
   
Firing weapons while cloaked will remove some of the duration, causing you to be revealed sooner. The [[Augmentations#Stealth_Weapons|Stealth Weapons]] augmentation negates this penalty.
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Firing weapons while cloaked will remove some of the duration, causing you to be revealed sooner. The [[Augmentations#Stealth_Weapons|Stealth Weapons]] augmentation negates this penalty.
   
After coming out of cloak, the system is temporarily shut down (as if by ion damage). Cloaking for longer also increases the time it takes to reactivate the system. If the enemy is shooting fast volleys (such as the power surge of the boss' second and third forms), it may be better to keep the Cloak system on a lower power level so that it is available during each volley.
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After coming out of cloak, the system is temporarily shut down and remains unavailable for 4 lapses of Ion Damage. Cloaking for longer also indirectly increases the time it takes to reactivate the system, since power cannot be drawn away from the system once it is activated. If the enemy is shooting fast volleys (such as the Power Surges of the [[The Last Stand|Rebel Flagship]] 's second and third forms), it may be better to keep the Cloak system on a lower power level so that it is available during each volley.
 
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Revision as of 20:46, 6 November 2012

File:Cloak.jpg

a cloak room

Cloak is a system that can be installed on most ships (except Osprey and Nisos). It requires manual activation in order to power it up, which cloaks the ship completely and adds 60% to Evasion chance. With upgraded Engines and skilled Crew it is possible to achieve 100+% Evasion chance, although the extra Evasion does not do anything else, and is regarded as a waste.

While cloaked, the enemy's weapons do not lock-on at all. The same effect applies to you while an enemy is cloaked. This means that it is usually best to activate your cloak immediately after the enemy fires their weapons; this will cause the shot to almost certainly miss, and then drastically delay their next shot. This can effectively give you a 2-volley advantage over the enemy. Beam weapons are less vulnerable to this, as the AI will likely fire the beam just as it is fully locked-on, and a fired beam will not miss even if already cloaked.

Firing weapons while cloaked will remove some of the duration, causing you to be revealed sooner. The Stealth Weapons augmentation negates this penalty.

After coming out of cloak, the system is temporarily shut down and remains unavailable for 4 lapses of Ion Damage. Cloaking for longer also indirectly increases the time it takes to reactivate the system, since power cannot be drawn away from the system once it is activated. If the enemy is shooting fast volleys (such as the Power Surges of the Rebel Flagship 's second and third forms), it may be better to keep the Cloak system on a lower power level so that it is available during each volley.

Rank Cost Cloak time
1 150 5 sec
2 30 10 sec
3 50 15 sec