Faster Than Light | When anyone asks me about any kind of FTL strategy |
- When anyone asks me about any kind of FTL strategy
- Ode to the humble Hull Laser II, a silent workhorse and saviour of shitty runs.
- My gf did a shieldless run (normal) and killed the flagship
- TIL if you forcefully keep a ship from FTL jumping when you have no fuel, the game will force it to surrender fuel to you
- Me: *gets breached* Me: Who are you and what are you doing on my ship?
- Finally, I have them all
- Excuse me? Where is the shield system?
- I <3 pre igniter
- What are your thoughts on the morality aspect of the game?
- Manu firma et karisma [Flag of The Rebellion] (hand drawn)
- Remember to always carry at least one extra Flack!
- That moment right before the orgasm
- I am very bad at this game now, but somehow I used to be better.
- First game after a long break. Got to sector 2, no stores anywhere. And this is just after a fight i survived with 1 hp...
- Finally all ships. (Status report. Almost 600 games played, though so many were sector 1 restarts!) Won easy with all A/B ships to open up Crystal.
- Things I learned after my first normal victories
When anyone asks me about any kind of FTL strategy Posted: 28 Jan 2020 02:11 PM PST
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Ode to the humble Hull Laser II, a silent workhorse and saviour of shitty runs. Posted: 28 Jan 2020 02:11 PM PST Everyone knows the holy trinity of purchasable weapons: Flak I, Burst Laser II and Halberd beam. Most people know about certain weapons that specialize in different areas that make them memorable. Glaive is slow as shit but it's horrifically powerful when it hits. Vulcan takes a long time to charge but ends ships by itself. Ion II and charge ion are the great ion weapons for their fast charge. Heavy lasers are the best system wreckers. Flak II destroys shields. Breach bomb II is the most efficient boarding weapon for disabling systems, etc. But then there's weapons that are well rounded, never a bad buy but never excel at anything, and so they're forgotten. This is one of them. Hull Laser II. 15 sec charge time, 3 shots for 3 power. Sounds meh right? BL II can output three shots for 12 secs. Heavy Laser II outputs 2 shots but each do more damage and it does this at 13 secs. But it's remarkably versatile. 3 power for 3 may not be power efficient, but it's slot efficient, making it better on ships with only 3 weapon slots. Its fast shot speed actually makes it fairly good as a shield stripper for your other weapons, in case you need it for that purpose, and it's also not bad when the shields go down. 3 shots for 2 damage to hull is 6 damage, which is higher than Heavy II. But its true power is paradoxically against systems. Hull Laser II is very different from Hull Laser I, whose projectiles aren't nearly as good. Laser I only has a 20% chance to breach, but Hull laser II has a 10% chance to cause fires and a 30% chance to breach, which makes it almost as good as heavy II for shutting down systems and making sure they STAY DOWN. An unshielded volley from hull laser II will very often cause at least one breach, sometimes 2, which is absolutely backbreaking for the enemy to repair, and completely destroys auto ships who can't repair breaches at all. That and its ability to output 3 shots, also make it workable in a beam loadout, or as the shield stripper for other heavy lasers. Its this versatility that makes this weapon valuable, in the cruel depths of sector 2 where you're desperately looking for a weapon to reliably beat 2 shielded sector 3 ships. When you're knee deep in sector 2 and can't find a flak or BLII, don't discount the silent workhorses. Hull Laser II may save your run one of these days and it's certainly saved a few of mine. [link] [comments] | ||
My gf did a shieldless run (normal) and killed the flagship Posted: 28 Jan 2020 05:47 AM PST
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Posted: 28 Jan 2020 03:33 PM PST
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Me: *gets breached* Me: Who are you and what are you doing on my ship? Posted: 28 Jan 2020 07:35 PM PST
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Posted: 29 Jan 2020 01:53 AM PST
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Excuse me? Where is the shield system? Posted: 28 Jan 2020 10:12 PM PST
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Posted: 28 Jan 2020 06:15 AM PST
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What are your thoughts on the morality aspect of the game? Posted: 28 Jan 2020 05:49 PM PST While I love this game, especially how it feels like an amazing Star Trek Simulator, I feel like the morality system (for lack of a better term) is quite lacking. Now, I am not proposing one of those goofy moral systems some games implement where obvious good choices get you x reward, and bad thing gives you y reward but people hate you. But, I can't help but feel that I only choose "bad" moral options because the game gives me no reason to care. It has no effect on further gameplay, nor does the greater world building make you care that you screwed people over. All that happens is you see a textbox throw some insults at you, and that's it. But what do you guys think? In some ways this may be more realistic than other morality systems. Do you like this system? Do you wish it was utilized differently? [link] [comments] | ||
Manu firma et karisma [Flag of The Rebellion] (hand drawn) Posted: 28 Jan 2020 05:14 AM PST
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Remember to always carry at least one extra Flack! Posted: 29 Jan 2020 01:25 AM PST
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That moment right before the orgasm Posted: 28 Jan 2020 09:30 AM PST
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I am very bad at this game now, but somehow I used to be better. Posted: 28 Jan 2020 12:05 PM PST I think my ability as a star ship captain is broken. I was able to beat this game a few years ago when I first started playing on Normal difficulty and the proof is clear as day in my hanger where I have the ships I used tagged for the times I was able to do it... I just started playing again, and died so many consecutive runs on Normal that I stepped it back to Easy, and still I can make it to the flagship almost every time, and with very powerful setups, but have not been able to beat it once in 30-40 playthroughs, on Easy. I'm ashamed. Did the game change or is FTL just beyond me now? [link] [comments] | ||
Posted: 28 Jan 2020 05:00 AM PST
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Posted: 28 Jan 2020 07:26 AM PST
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Things I learned after my first normal victories Posted: 28 Jan 2020 11:05 AM PST Honestly, I feel the difficulty of the game gets overestimated a lot. Yes, the game is challenging, that does not mean it's impossible.
Immediately after jumping, pause. Look at their weapons, if you don't know them yet, use the wiki. There is no penalty in taking your time. Before every action, pause and think in advance. By far the most important thing in this game is to pause. I used to be way too careless while playing. Don't ever use auto-fire, the timing of your weapons is critical.
While a certain amount of flexibility is good to have, the scrap resource is extremely limited and even 1 scrap can make a difference between life and death. Don't deviate from a single good strategy, because you can't really do multiple things at once, you will waste your valuable scrap. For example, if you get Halberd beam early, try to focus solely in using that weapon efficiently.
As I said, every scrap is important. Take maximum advantage in every sectors by jumping as much as possible. This gets even easier with Long Ranged Scanners which let you focus purely on fighting ships. Don't be afraid of getting inside the danger zone once, if you have good engines and shields, there is a good change you don't take any damage. [link] [comments] |
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