Owned the game since it came out. Second hard win. Posted: 16 Dec 2019 05:26 PM PST |
Such are the woes of first jump Engi B... Posted: 16 Dec 2019 04:21 AM PST |
So I just got my first win on the Kestrel after 19 hours. Decided to try out another ship and won with the Torus on my 2nd try lmao Posted: 16 Dec 2019 08:20 PM PST |
Weirdest Setup You've Won With Posted: 16 Dec 2019 02:17 PM PST I'm sure this has been done before, but what's the weirdest weapon setup you've won with? A few of mine: - 3 pike beams and hacking
- 2 pike beams and three combat drone ones
- Advanced flak and 3 ion stunners
submitted by /u/Benja_Bones [link] [comments] |
Saying Goodbye To My Favorite Game of All Time With My Finished "Every Obtainable Item in FTL Tier List" Posted: 17 Dec 2019 12:55 AM PST These are general ratings and may not accurately reflect how good it works in every situation. So, once you have a good grasp on the items I encourage you to start thinking situationally for how you spend your scrap...especially on hard. UPDATE - 500 hours of this game and I cant play it anymore. It mostly has to do with sector 1 and how ridiculous some of the ships are on hard. It makes it frustrating getting good enough to win almost 70% of the time after getting out. Thank you all for your shared passion in an excellent game and I wish you all the Burst Laser ll's you can handle! Today I lost my final battle to the Rebels 😥 S TIER Ranked from best to worst In almost all situations or runs the following items will be a serious asset to attaining victory against the rebels Hacking - this was a hard choice but hacking is by far the most versatile of the top 4 items in the game...it does everything...you get to basically remove any 1 system from your enemy whether that be shield, piloting, or weapons and really it allows for the runs where you can't find any good weapons to somehow become winnable...it just does the most and looking back on my 2000 hours of playtime I feel like hacking by itself saved my ass and won me a lot of games I shouldnt have...a big part of why hacking and cloaking are so powerful is consistency...you will almost see these systems in multiple shops along your journey to the final boss Burst Laser ll - this is the best weapon in the game and the second best item in the game overall...2 power for three shots on a 12 second timer is absurdly strong and two of these will get you through 2/3s of the game by themselves and if it was not so damn rare to find in shops it might be #1 Flak l - the second best weapon in the game, the reason why is auto scouts and other ships with high evasions and the skinny rooms...yes flak has a better cooldown but being able to target and take specific systems offline is essential and only in specific situations would I choose flak over burst ll as your other weapons charge time can completely make it's faster charge time obsolete as you have to wait for your other weapons to charge to fire in a volley...on the other hand eventually you will notice you find a lot more flak l's than you do burst lasers ll's because in the game files flak has a rarity of 1 and burst 2 has a rarity of 4 making it show up a lot less often Cloaking - my favorite defense in the game and the most reliable and really only way to deal with the bursts from the flagship...it's just really good...150 scrap and you prevent so much damage...on top of barely needing to invest scrap to upgrade it as 5 second cloak is plenty Long Range Scanners - so huge of an item to get early and I hear a lot of people say it is the best item in the game and in some ways they are right but honestly for it to be that good you have to get it almost immediately and the items above this one are there because they are necessary to win this is not but still easily an s tier and a snap purchase sector 6 or earlier Heavy Laser l - I believe this is the 3rd best obtainable weapons in the game because of how efficient the energy to damage ratio is, how common it shows up in shops, and it is cheap to get online....The only thing holding it back is 3 weapon slot ships that need more bang for their buck in the late game Halberd Beam - it's very good and the only reason I placed it below heavy laser l is because it's a bit awkward knowing when to purchase this and when to not...3 power weapons are expensive to get online and when you have to purchase it as well it just makes it a little more situational than heavy laser mkl A TIER Ranked from best to worst Although the following items are not always great, the majority of times they will be Mind Control - This is a godsend when you are short on crew to counter boarding/mind control...as well as the ability to mind control the enemy pilot and same as hacking/cloaking it is a consistently obtainable tool for most runs...all that being said though there are times when you cannot use this offensively because of a lack of scanners which makes it a little situational otherwise it would be S tier Teleporter - 4 man teleporter or not, boarding is an effective strategy given the correct type of crew....10% extra scrap and better other rewards to boot with a downside that all 4 man teleporter ships start with crap weapons but in most cases (except mantis C) it's not that big of a deal as long as you pick up some crew Defense Drone - single handedly makes drone control worth it for most people on hard but personally I do underuse this drone as I like hacking and cloaking so much Backup Battery - for 35 scrap you will end up picking one these up most of your runs...it by no means is necessary and I rarely upgrade it but it's a useful item to have around when you are scrap starved, in ion storms, and for having more power flexibility late game Small Bomb - ignoring shields and defense drone is a big deal...great with boarding and an excellent accent weapon...the only thing keeping this from S tier is 3 weapons slot ships which need more bang for their buck and the occasional missile count becoming a problem...to be fair it is high S tier when it comes to boarding ships Automated Reloader - I may overvalue this augment but 10% seems like a big deal because say you have 3 flak l's and so does your enemy...whoever fires first has a big advantage and usually it amounts to 1 to 2 seconds faster fire rate, it is also worth noting that it's even better with certain weapon setups involving Vulcan, glaive beam, flak ll, etc Hull Repair Drone - most people do not like hull repair drone but I do...it provides a lot of value throughout a run when you already have drone control and will more them likely pay for itself with the repairs you wont have to buy...being able to turn drone parts into health is strong all throughout a run...at the end of the day though it is a very rare item to see and that on top of having to have drone control and drone parts makes it very situational...but especially since drone recovery arm is a thing there are times this is downright broken and will ensure a victory B tier Ranked from best to worst The following items have considerable value in a number of situations, but will be so less consistently than previous entries Weapon Preignitor - this thing shows up pretty rarely and half the time you wont be able to afford it...not to mention you have to have some long charge time weapons to make it worth the set back of buying it and although it can break the game with certain set ups like double glaive beam it is not as good as we once thought :( Drone Control - defense drone and hull repair are the only stars of this show, but they both do a lot on runs where you have had no luck with any weapons and are struggling to make it to the boss. It will prevent a lot of damage from missles along the way, but it is worth noting that some ships have only 1-2 extra systems slots and that makes it hard to justify when having to choose between it and hacking or cloaking but the rebels on hard get their missle launchers at Sam's and as with everything else you get a big discount when you buy a lot Heavy Laser ll - 4 damage in two shots at 13 seconds for 3 energy is high damage at a fast fire rate and makes it pair well with hacking and burst lasers because of the similar fire rate as well as a decent chance of breach and fire being a nice bonus...mind you the three power and high purchase price makes it tough to get online and on hard that's a big deal Pike Beam - this and hull beam are very similar and they both have situations where they are better...but I like hull beam for the boss and pike beam for most other fights Hull Beam - good damage against the boss and some other big ships in times of need this makes for a great finisher and weapon for 2 energy Breech Bomb ll - definitely one of the best missle weapons in the game...I personally only use missles as a transitional piece until I get something better as the longer you use or have to rely on them the more likely you are to run out of missiles...the few great missle weapons like this and small bomb are not affected by defense drone and that alone puts them miles above the rest...yet they do suffer some from the fact that they do no hull damage...the reason I dont often use them more permanently is they dont compliment well with the best type of weapon in the game (lasers) and when you only have three weapons slots you have to be very picky about your final weapon system and for me that does not usually include a missle weapon...for boarding purposes though this and small bomb are S tier and for gun ships missile weapons are better suited towards early and mid game ship fights as well as transitioning Drone Recovery Arm - on some ships this could almost be called S tier and if you have drone control hull repair and this augment it's basically a free win but that does not come together that often...I struggle to place it higher because of its rarity as well as needing multiple systems/drones to make it good Clone Bay - this is very awkward to rank but you dont ever have to think about it you either have this or medbay and they are both adequate enough to keep your crew "alive" except in fringe scenarios but which is better depends on the situation like clone bay is better for 2 man boarding and medbay is better for 4 man boarding but clone bay I would say has a small edge over medbay because it allows you to not be worried about losing crew from events and such Med Bay - Most of what I had to say about medbay I said in the previous topic but these systems are an integral part of a ship...I mean in the one case where a ship doesnt start with either a medbay or a clone bay it is a top priority to purchase one of the two in the first few sectors and not to mention the slug b is the 3 or 4th worst ship in the game and no medbay or clone bay has a lot to do with that Charge Laser l - this is exactly the same as burst laser l with a tiny upside that it can be fired as 1 or 2 shots in 5.5 second increments Burst Laser l - this is like the absolute middle of the road when it comes to weapons it's not good and it's not bad and most of the time it will be used as a transition weapon and then sold for an upgrade if possible and usually only when your weapon starved will this be a purchase Vulcan - this weapon is a powerhouse after 36 seconds but 4 power weapons especially at a purchase price of 90 scrap makes it very situational...but for 3 weapons slot ships especially engi/mantis that start with no weapons or just drone offense the fact that this can kill the flagship and most everything before it by itself is a huge bonus for runs where you aren't offered any offense. Update - this was the toughest decision on the list and many people disagree, but this weapon is a godsend to boarding setups where you struggling to put together a decent offense...you may disagree but this is where I think it belongs Ion Bomb - super strong effect for 1 energy but a pretty massive 22 second fire rate really holds this one back along with the small drawback of needing missiles makes it b tier at best C tier Ranked from best to worst The following items are mediocre, not good or bad, usable but rarely worth purchasing (rated for hard difficulty) Vulcan - this weapon is a powerhouse after 36 seconds but 4 power weapons especially at a purchase price of 90 scrap makes it very situational...but for 3 weapons slot ships especially engi/mantis that start with no weapons or just drone offense the fact that this can kill the flagship and most everything before it by itself is a huge bonus for runs where you aren't offered any offense Hull Laser ll - it's a slow burst laser ll that costs 1 extra...I could see some argument for making this b tier as technically its 6 damage for 3 energy but once again downing systems in most cases is the goal and when you hit a system it's only 1 damage per laser Flak ll - 3 power for 7 damage where do I sign up? Unfortunately it's not that simple as we are in the C category...its very slow so it doesnt work well with other weapons and later on ships will dodge half or more of the projectiles...daddy flak just doesnt live up to flak jr. Charge Laser ll - 4 shots in 20 seconds for 3 power with the versatility to be able to fire any amount of shots in 5 second increments..it is usually a transitional weapon but can be used somewhat effectively throughout a run but the problem I have with this weapon is its cost to get online...two power weapons are at a sweet spot because they are relatively cheap to get online/purchase early in a run when high speed cheap weapons are important...three power weapon are awkward and it makes this a high C tier because of it Scrap Recovery Arm - early on in my ftl experience this was one of my most frequently purchased items...as i got better though and started to only play hard it becomes a lot more difficult to justify spending 50 scrap even if it will eventually net you 170 scrap because of how important where you spend your early scrap is...even when you get this sector 1 on average you get 1600-1700 scrap per hard run and when you consider buying this over over getting second shield the extra damage you'll take from being behind makes it not worth buying...one of the better augments to get for free though Defense Drone ll - most will say it is strictly worse than defense l but I do think you can compare it to having 2 extra shields which is useful...my problem with this drone is figuring if and when it is worth purchasing and the answer to that is never...scrap allocation is a fickle mistress that must be mastered to start consistently winning with any ship and you can't spend 80 scrap on things that are not absolutely necessary Hull Laser l - 2 cost for 2 shots and 14 second charge time...so generic...double damage to system-less rooms is just not very big upside as the goal is to get systems offline first and then worry about killing Charge Ion - the best ion weapon in the game by quite a margin...it succeeds where the others fail at being able to target more than just shields...it is worth noting that in certain situations ion weapons such as this and ion stunner/ionblast1 and ion blast 2 can be effectively combined with beam weapons or offensive drones to take down enemies...although I believe it to be less effective than hacking with beam weapons such as halberd or a bunch of pew pew lasers, it is still a valid strategy and forgive me for bunching all the ion weapons together but imo they are only effective with each other so they are all at relatively the same power level Ion Blast l - flexible transitional weapon for 1 power and gets even better when combined with other ion weapons and drones or beam weapons Ion Stunner - very similar to the previous entry but will stun any crew residing in the room it hits which is relatively useful Ion Blast ll - this by itself can get rid of 3 shields entirely if the enemy doesnt have high evasion so in the realm of ion weapons it does quite a bit also great for weapons training crew I rate it worst of the 4 useful ion weapons just because it's rare to find this when you want it and is much more expensive to get going Swarm Missle - basically a charge missle with flak targeting...on paper it looks decent but in the end missle weapons outside of boarding are more transitional weapons until you can find an upgrade at the store but in times of weapon scarcity this can be used somewhat effectively Offensive drones - forgive me but I am gonna lump all these in together as they are relatively the same power level and to me they are a fun set of tools to use in challenges where you try to beat the boss with only drones...unfortunately in a general way they aren't going to be a major aspect of most of your runs as you need drone recovery to even make it any where near reliable Backup DNA Bank - it's not uncommon that you'll lose 1 to 2 crew per run due to the system breaking at a bad time and for those moments it will save them so it has use but most often you'll end up selling it for something else Distraction Buoys - although widely hated this augment is actually somewhat helpful if you get it early you'll get anywhere from 5-6 free jumps out of it and then you sell it...for free only as we are still in D tier Glaive Beam - while powerful it is just too slow and too much of a commitment on hard to justify the purchase when it will be useless by itself as soon as ships show up with 3 shields mid game...sells for a lot though :D Shield Charge Booster - most of the time I will keep this if I got it for free until I need an extra bit of scrap to get a weapon or I run out of slots for augments but its effect can save you some damage especially in phase 2 of the boss fight from the drone burst Reverse Ion Field - when I get it for free I end up keeping it around until I need to sell for something else...helpful for any ion damage Reconstructive Teleporter - only c tier when you are boarding with clone bay otherwise it would be an E tier Zoltan Shield Bypass - t has it fringe uses but I struggle to put it above C tier as a large majority of the time it's either useless or it has use but you still find yourself needing to down the zoltan shield so you can get weapons offline and I think in almost all cases I would trade for a weapons upgrade Pegasus - the fact that this is split into 2 missles for 2 damage each makes it quite a bit better as a defense drone no longer conterd your entire weapon and that's a big deal but it is still a missle weapon but one of the better ones Fire Bomb - crew kills are good and it's nice to have when ships can't hurt you...this does bypass shields but relies on bombs...which is better is situational but for the sake of ordering them I have to go with fire bomb as it bypasses shields/drones and does system damage if the fire stays around long enough and it keeps crew occupied trying to put it out while they burn...fire is definately more satisfying and while for the satists Anti-Bio Beam - of the crew kill weapons this is the best...it will two shot all races except rock and although it does not do anything with removing shields it just works much quicker than the other candidates which is a big deal...the reason they are not rated any higher is because as you get into later sectors these become less viable as soon as you run into ships that are too dangerous to not kill as quickly as possible Fire Beam - crew kills are good blah blah blah this is the worst because not only do you have to have a way to get through shields you also need to sit around for 10 minutes until the crew suffocates or burns Stealth Weapons - this augment is an odd one to place as its effect is relatively strong in some fringe scenarios but in most cases it just doesnt work...the only situation that would make this worth 50 scrap is if you have a lot of extra scrap and a bunch of flaks D tier Ranked from best to worst Just like grades in school I was told getting a D was bad and just like grade school the following items are mostly bad but still passable in some situations Hermes - 3 energy and 3 damage its inefficient and pretty slow to boot...that mixed with defense drones making it useless and it requiring missles makes a lot of downsides and will often be sold or a transition piece for boarding System Repair Drone - has its uses for fixing o2 when oxygen is scarce and medbay is down...we have all been there before and lost because we only had mantis and the o2 was broke...also just in general good when low on crew...when you get enough crew though it is usually a pretty quick sell Breech Missile - 4 damage and a high breech chance you would think would bump this above the others but the 22 second charge time makes it worse than pegasus and even Hermes as Hermes only takes 14 seconds to charge Burst Laser lll - 9.9 times out of 10 this will be sold for extra scrap because you got it for free I am not sure what the developers were thinking burst laser 1 is a two power weapon 2 shots in 11 seconds...burst ll is a 2 power weapon 3 shots in 12 seconds...burst laser lll is a 4 power weapon 5 shots in 19 seconds and if you do the math burst ll does 0.25 dps and burst lll does .026 dps nearly identical damage yet one cost 2 power and the other 4...just sell it Battery Charger - pretty niche item that even in the best case is not very good...if you manage to get it for free while having backup battery it's okay but would still sell for a multitude of other things Lifeform Scanner - This rarely can be useful if you dont have scanners or a slug for use with mind control...but it's very niche and will be sold 99/100 at your earliest convenience Heal Burst - I guess it has some use for 2 man boarding ships early on but still not good Hacking Stun - I have actually never used this item and to be honest I'm surprised there is any item in this game that I haven't used but I haven't heard any complaints about it being in D tier Ftl Recharge Booster - any item that can have any use whatsoever I struggle to put in the E tier and ftl recharge booster is 99% of the time useless but it can get you out of suns/asteroid/ion without taking damage and can help in a situation where your diving Ftl Jammer - once again very niche item but it has stopped ships from getting away before so not completely useless...but close Emergency Respirators - can be of use for mantis ships on occasion but the shitty thing is even if your mantis can survive a jump to a auto scout you still cannot kill it unless you have clone bay but is helpful for lanius ships Defense Scrambler - can be helpful for missiles and some drones like boarding and ion intruder but very very niche Hull missile - super slow as well as only doing 2 damage to systems and 4 damage to system-less rooms...its just bad Lock Bomb - never worth purchasing but it has uses for boarding such as keeping people out of a room so you can 2 vs 1 a mantis or do system damage or keep them out of a healing bay...other than that sell it Explosive Replicator - missles do not work really in a lot of scenarios but just because rock A is a thing (sadly) it gets rated a bit higher but even then I would rather just find other weapons this is only a last ditch effort kind of thing Fire Suppression - once again it's just extra scrap on everything except maybe engi b or mantis b until you get extra crew...yes theoretically it has an upside but I would rather have so many other things E tier Ranked from best to worst Absolute trash, 99 times out of a hundred you will sell these at the first store Chain Ion - by the time it charges the fight should be over on the other hand this weapon can be dangerous in the hands of an enemy that you have trouble killing quickly Advanced FTL Drive - the only use this has would be to get back to a store you already visited to sell it Heavy Ion - for 2 energy it is as effective as the 1 energy fast firing ions. When you miss it makes it so much worse as well, just terrible and it's the worst ion by quite a margin Stun Bomb - I hate this weapons...very easily the worst bomb in the game Repair Arm - most often this is actively bad and only when you look at the flagship will you find any good use for it but it's very likely the worst item in the game submitted by /u/Denske203 [link] [comments] |
Where and when FTL was first mentioned to you? Posted: 16 Dec 2019 06:41 AM PST |
By the skin of his/her/its teeth Posted: 16 Dec 2019 12:46 PM PST |
Finally got that Engi B win [Hard] Posted: 16 Dec 2019 04:22 AM PST |
Stealth Cruiser quest - wrong reward Posted: 16 Dec 2019 03:35 AM PST Today I completed the Stealth Cruiser quest (for the millionth time) but instead of getting the Titanium System Casing, I got the Battery Charger. I was using the Engi A as a boarding ship. There was no saving or reloading involved. Anyone else ever got the wrong reward for this quest? submitted by /u/MyBrotherIsSalad [link] [comments] |
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