FTL

EriktheRed wrote:
Quintin_Stone wrote:

Rough runs with the Fed Cruiser B and the Slug B. These two are giving more trouble than any ship I've played since AE came out.

IMO Slug type B is the worst ship in the game.

I made it to the boss and beat the first stage so far. Lost my boarding team though last sector and I don't have a lot of confidence in my chances.

Jonman wrote:
Vargen wrote:
Duoae wrote:

I don't think anyone is playing this game thinking, "i'll pass up that weapon system that i need and save the scrap for no reason."

;)

But I bet a lot of people will think "I have a lot of scrap; I should boost my ship's systems" and then can't afford to buy a weapon that would have been a better use of resources. I know I do that more often than I'd like.

This is every game of FTL ever. Never a f***ing store around when you need one, and more shields is always better, amirite?

This is just me talk'n, but I'd say you're right.

EriktheRed wrote:
Quintin_Stone wrote:

Rough runs with the Fed Cruiser B and the Slug B. These two are giving more trouble than any ship I've played since AE came out.

IMO Slug type B is the worst ship in the game.

I made pretty convincing argument/rant (with screenshots) about Stealth B several pages ago.

I haven't touched the game since.

Vargen wrote:

I bet a lot of people will think "I have a lot of scrap; I should boost my ship's systems" and then can't afford to buy a weapon that would have been a better use of resources. I know I do that more often than I'd like.

This is an absolute killer. I try to guard against it now by shunning "field upgrades". I tell myself "the store is where you spend scrap", no matter whether I'm buying weapons, shields or power bars.

Jonman wrote:

This is every game of FTL ever. Never a f***ing store around when you need one, and more shields is always better, amirite?

I think one of the keys to success is knowing when you need the shields and knowing when you need to hold back the scrap in case you find a weapon for sale…

Shields are overrated. I mean, they're good, but part of the game is knowing when to invest in shield upgrades and when to spend your scrap on other things. 4 bars (2 levels) will get you through sector 5. 6 bars (3 levels) will get you through the boss fight. 8 bars (4 levels) is a luxury.

Personally, I prefer engine upgrades over shield upgrades, mostly because missiles and bombs are such a huge threat.

I haven't had problems with Fed B, because the artillery beam more than makes up for the other shortcomings of the ship. Notably, it ignore shields, which ends up being tremendously useful throughout the game.

Itsatrap wrote:

Shields are overrated. I mean, they're good, but part of the game is knowing when to invest in shield upgrades and when to spend your scrap on other things. 4 bars (2 levels) will get you through sector 5. 6 bars (3 levels) will get you through the boss fight. 8 bars (4 levels) is a luxury.

Personally, I prefer engine upgrades over shield upgrades, mostly because missiles and bombs are such a huge threat.

I haven't had problems with Fed B, because the artillery beam more than makes up for the other shortcomings of the ship. Notably, it ignore shields, which ends up being tremendously useful throughout the game.

It's the classic armor/resistance vs dodge/defense argument.

Like the steady resistance (shields) and dislike the luck roll chance to dodge (engine).

Jonman wrote:
Vargen wrote:
Duoae wrote:

I don't think anyone is playing this game thinking, "i'll pass up that weapon system that i need and save the scrap for no reason."
;)

But I bet a lot of people will think "I have a lot of scrap; I should boost my ship's systems" and then can't afford to buy a weapon that would have been a better use of resources. I know I do that more often than I'd like.

This is every game of FTL ever. Never a f***ing store around when you need one, and more shields is always better, amirite?

This is me. Every - single - game.

Vargen wrote:
Jonman wrote:

This is every game of FTL ever. Never a f***ing store around when you need one, and more shields is always better, amirite?

I think one of the keys to success is knowing when you need the shields and knowing when you need to hold back the scrap in case you find a weapon for sale…

Exactly. I usually wait until late sector 2 before getting level 2 shields, and late sector 5 before getting level 3 shields. Either or both of those upgrades could happen later if I get cloaking.

But yeah, knowing when to invest in ship upgrades and when to save scrap for stores comes with experience. The more you play, the better your judgment.

The problem is, if you don't invest in shields, you lose scrap on repairs. So I get shields up a level...and then also hit a store and no scrap to spend...It's nasty lol

Jarpy wrote:
Vargen wrote:

I bet a lot of people will think "I have a lot of scrap; I should boost my ship's systems" and then can't afford to buy a weapon that would have been a better use of resources. I know I do that more often than I'd like.

This is an absolute killer. I try to guard against it now by shunning "field upgrades". I tell myself "the store is where you spend scrap", no matter whether I'm buying weapons, shields or power bars.

Corollary: before spending scrap at a store, check the map to make sure there's not another store the next system over. Lost count of how often I've gotten to a store, found they didn't have the thing I really wanted, so I spent everything on upgrades only to find that the next system over had a store with an awesome weapon or system and now I didn't have the scrap for it.

The Lanius ship is so much fun. Managed to get a healing teleporter and a hacking module. On certain ships I would focus on a corner section of the enemy ship and breech the hull with a missile. While the crew would rush to repair, I'd use a module to lock them in and then send in my lanius team to tear up the opposite half of the ship and eat all their delicious O2.

Can someone please help with the Stealth Ship achievement for not going through any sectors with environmental hazards? I've avoided all the solar flares, ion storms, and meteor showers I see with the long-range scanners, but twice I've gotten to the end and thought I'd unlocked it, only to be denied because of who knows why? Must you only avoid the sectors with the hazard circles around the stars, or are nebulae also forbidden? How about jumping backwards into the path of the fleet, is that forbidden?

And those two are after sector maps like this:

IMAGE(http://i.imgur.com/HNA59rq.png)

or this:

IMAGE(http://i.imgur.com/pfwJy08.png)

or this:

IMAGE(http://i.imgur.com/z57TZDa.png)

or this (Sector 7, really?):

IMAGE(http://i.imgur.com/YL6RSEb.png)

Keithustus wrote:

Can someone please help with the Stealth Ship achievement for not going through any sectors with environmental hazards? I've avoided all the solar flares, ion storms, and meteor showers I see with the long-range scanners, but twice I've gotten to the end and thought I'd unlocked it, only to be denied because of who knows why? Must you only avoid the sectors with the hazard circles around the stars, or are nebulae also forbidden? How about jumping backwards into the path of the fleet, is that forbidden?

Nebulas are fine, hazard circles must be avoided. That means no asteroid fields, ion storms, solar flares or pulsars. The rebel fleet doesn't seem to have any effect on it.

Sometimes the game is a dick and gives you only a single path that leads through a hazard zone. Took me a couple tries because of that.

Got a Vulcan on my Red Tail run. That thing is insanely overpowered. Finished with the boss with a Vulcan, burst 2, and chain laser. Cloaked through the drones and superweapon.

Found a new way to play in trying to unlock the Lanius B. Get a teleporter and mind control -- after brainwashing an enemy I'd then teleported them back to my cozy oxygen free ship.

It was eeriely satisfying. They'd just wander around the ship waiting to die.

Tamren wrote:
Keithustus wrote:

Stealth Ship achievement for not going through any sectors with environmental hazards??

Nebulas are fine, hazard circles must be avoided. That means no asteroid fields, ion storms, solar flares or pulsars. The rebel fleet doesn't seem to have any effect on it.

Ya, that's exactly what I thought too, but twice I've gotten to sector 8 by abiding by that and I still don't have the achievement. I suspect that the rebel fleet actually does count because they have red hazard circles and I don't think I've ever gotten to sector 8 without flying through at least a handful of those after scouting the maps.

Tamren wrote:

Sometimes the game is a dick and gives you only a single path that leads through a hazard zone. Took me a couple tries because of that.

Yes, on iPad alone I've tried at least six times: four from the images above and the two I thought I'd completed it.

Motleyai wrote:

Found a new way to play in trying to unlock the Lanius B. Get a teleporter and mind control -- after brainwashing an enemy I'd then teleported them back to my cozy oxygen free ship.

Heh yup, figured that out a while back. Another combo with the new AE weapons is to use stun damage on crew trying to put out a fire or seal a hull breach. Stun weapons lock them in place for 5-15 seconds so they just stand there taking damage and not repairing stuff. You can even combo it with boarding crew in various ways.

First win on Normal:

IMAGE(http://i.imgur.com/stZbPrU.jpg)
IMAGE(http://i.imgur.com/cZ0PXz1.jpg)
IMAGE(http://i.imgur.com/FqJNsP3.jpg)

It was close....

Note also: 2 Charge II Lasers and poorly upgraded systems. Upgrading is for after you've found decent weapons.

Failed run against the boss in a Fed Cruiser B. My ion charge II and burst laser III just weren't capable of getting through the shields and I ran out of drones for hacking and defense. That being said, my lvl 3 artillery is what got me past stage 1 and 2. Such a shame that I couldn't reach any repair systems between stages.

When I reach the boss and lose, it's almost always because I'm unable to take out the triple-missile system quickly enough. Basically, this requires that you have something that can bypass shields (a crew teleporter or bombs/missiles).

A defense drone is great; it'll kill inbound hacking modules as well as those pesky boarding drones (while they're in-flight). Sadly, the defense drone will sometimes miss or get destroyed, so they're not 100% effective.

I pretty much always upgrade my O2 to level 2, so that I can refill my atmosphere if the system gets hacked.

Fire bombs are really great; I try to keep 55 scrap in reserve in case I find them in a store. Actually, all of the bombs are useful, especially in combination with other missiles/bombs. You'll want about 20-30 missile parts to deal with the boss.

Well this was stupidly easy.

IMAGE(http://i.imgur.com/GwWyWlT.jpg)

And as a bonus, I finally unlocked both Mantis and Slug ship during the run.

First of all how the heck do you win at this game? I have played maybe a dozen runs and I have only gotten to the final area about twice - and I have never won.

Second here is a nice IMGUR album of 3d images of the Kestrel. Kind of cool but I didn't want to link the whole album.

Slacker1913 wrote:

Well this was stupidly easy.

Oh man, the Vulcan is probably the best weapon to have in this game, if you can find it/if the RNG blesses you with it.

Never gotten one before.

My general strategy for FTL:

1. Don't get trapped in a dead-end branch of the sector.

2. Explore as many buoys as possible in each sector.

3. Avoid stores unless you plan on buying something.

4. Stockpile fuel in the early sectors. Plan to reach sector 8 with minimal fuel.

5. Try to alternate between upgrades and store purchases.

6. Prefer jumping into nebula buoys.

7. Expect boarding parties around sector 3.

8. Plan to upgrade your engines about once per sector.

9. Plan to upgrade shields to level 2 by sector 3, and level 3 by sector 6.

10. Buy a Scrap Recovery Arm.

11. Kill the crew instead of destroying the ship.

12. Decline when a ship tries to surrender, unless they offer you a weapon or crew.

13. Have a plan for dealing with the boss' triple-missile launcher.

Mostly good tips, but I'll respond to a few.

3. Avoid stores unless you plan on buying something.

I never avoid stores. Even if I have what I consider a good build, I still check every store I find (unless I literally just spent all my scrap a jump or two earlier). There has been plenty of runs where I didn't find a much-needed system, cloaking for example, until sector 6 or 7. Besides, you have to visit a lot of stores if you plan to...

4. Stockpile fuel

5. Try to alternate between upgrades and store purchases.

Not a bad plan, but I don't make a point of alternating any kind of purchases. I upgrade things when I feel I really need to, and I buy things from stores that I know will help me, regardless of what was the last thing I spent scrap on.

6. Prefer jumping into nebula buoys.

I usually avoid nebula beacons and especially nebula sectors. With the addition of the backup battery in AE, if I have it, I won't feel quite as bad about jumping to a nebula beacon, but I'd still avoid nebula sectors. I've just had so many bad experiences with nebulas that it's just not worth the risk.

10. Buy a Scrap Recovery Arm.

Only if you find one by sector 4 or earlier, and the earlier, the better. IMO buying it in sector 5 or later is too late to get a good ROI.

11. Kill the crew instead of destroying the ship.

Don't forget to leave one person alive to avoid the annoying AI that repairs the ship.

I'll add to that:

0.) Save up 90 scrap. Whatever that early-game upgrade is that you think you just can't live without, live without it. Never go below 90 scrap until you find a Crew Teleporter in a store. Boarding parties are just plain the best way to kill off enemy crew without destroying the ship, which gives you better rewards.

14.) When possible, wait to make ship upgrades until you've scouted out enough of the sector that it's unlikely that you're going to run into a store in the next jump.

15.) When you enter a new sector, try to jump toward the center of the sector first to scout out store locations. When you've found one, plot as many jumps as you can before you reach it to gather scrap.

MeatMan wrote:
10. Buy a Scrap Recovery Arm.

Only if you find one by sector 4 or earlier, and the earlier, the better. IMO buying it in sector 5 or later is too late to get a good ROI.

Not sure about that. If you pursue a boarding-heavy strategy, it can pay the investment back in a single sector, especially in the later ones. The arm costs 50 scrap, so you need to collect 500 scrap to start "profiting" from it. Given that boarded ship in later sectors often nets you 40+ scrap, you can really get it back in a single sector. Especially if there are also some quests and/or ship traders that exchange e.g. drone parts for scrap (scrap recovery arm adds 10 percent to any scrap regardless of source, not just destroyed enemy ships).