Faster Than Light | I made a little Zoltan patch |
- I made a little Zoltan patch
- I made a little Mantis patch to keep my Zoltan patch company
- I’ve had a hell of a good run for sector 4.
- AI is playing a different game from us
- The AI just outplayed me so hard
- Redrawed resources icon. More colors :D. How you think?
- Figured I'd invalidate a sub
- [Hard] Couldn't help but win with this weapon layout
- Oof. So close
- ( ͡° ͜ʖ ͡°)
- RIP my Hardmode Stealth B streak with 13 consecutive wins
- tips for unlocking ships?
- *intense crying*
- I got one of my dream setups and I still didn't win. I'm still 2 wins away from reaching my goal.
- Multiverse notes, of varying kind, for no reason in particular.
- OP is complaining about easy AI enemies. They should have a go at FTL!
Posted: 25 Sep 2020 11:38 AM PDT
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I made a little Mantis patch to keep my Zoltan patch company Posted: 25 Sep 2020 01:33 PM PDT
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I’ve had a hell of a good run for sector 4. Posted: 25 Sep 2020 06:59 AM PDT
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AI is playing a different game from us Posted: 25 Sep 2020 06:27 AM PDT
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The AI just outplayed me so hard Posted: 25 Sep 2020 12:39 PM PDT So I'm in sector 6 of a Mantis A run, and (most) everything has been going swimmingly. Two of the mantises I started with have long been combat pros, and I'm fighting a slug ship that has it's O2 room separate from the rest of the ship. Great! I teleported my fighters in and out, leaving them with no oxygen. In my hubris, I decided to try to take out their weapons to save myself a couple hull points. My lasers didn't make it through their shields, so I teleported my fighters into their weapons room. They were fighting, and the slugs started running back to their med bay. I let them keep beating on the weapons room, figuring that I'd teleport them back as soon as the room ran out of oxygen. Their last powered weapon was a breach missile. They hit my teleporter room... right as their own ship ran out of oxygen. I scrambled my two engis over to the teleporter room, but there was a hull breach. They couldn't repair it in time before my best mantises suffocated in the enemy ship. Curse you slugs!! [link] [comments] | ||
Redrawed resources icon. More colors :D. How you think? Posted: 25 Sep 2020 06:51 PM PDT
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Posted: 25 Sep 2020 10:18 PM PDT
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[Hard] Couldn't help but win with this weapon layout Posted: 25 Sep 2020 09:36 PM PDT
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Posted: 26 Sep 2020 01:14 AM PDT
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Posted: 25 Sep 2020 04:26 PM PDT
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RIP my Hardmode Stealth B streak with 13 consecutive wins Posted: 25 Sep 2020 02:11 PM PDT Hello FTL lovers. My Stealth B streak died tragically to a loss that was entirely avoidable. I was hoping for a forced loss to end this streak, but I guess everyone makes mistakes, as perfectly as they may try to play. This post is meant to be both a challenge and a suggestion to the FTL community. Personally, I think the competitive category of random ship streaking with pause is relatively dead. It takes too long to make an attempt at the world record, and the average win-rate is much too high for most runs to even be a sweat. A logical attempt to rectify the situation is creating a new competitive category: Stealth B streaking. You take the worst ship in the game, and you streak with it. Another decent idea would be to cycle through the 5 worst ships. I know this suggestion is painful, but there you have it. I hope that others in the community consider attempting to streak with the Stealth B. In the near future, I will submit a new and improved Advanced Stealth B guide, which will include both techniques in micro as well as my ideas of what proper Stealth B macro/mindset should look like. I generally don't enjoy writing or putting myself out there, so it might take me a bit of time to put it up. In the mean time, I recommend Mike Hopley's guide to stealth B, found here: https://ftl-ships-guide.netlify.app The biggest challenge to overcome is to perfect the defensive mindset for the ship (one which I unfortunately ignored in my losing run). The biggest piece of advice in micro I can give is that it is simply mandatory to toggle off your glaive during incoming enemy fire. This tricks the AI into targeting weapons at a much lower frequency than usual. Here's an old thread on how to trick hard-mode enemy AI and how the AI targeting works: https://www.reddit.com/r/ftlgame/comments/7pmz3j/hard_mode_ai_targeting_mechanics_some_stuff_for/ If you want to watch my vods (the streak was live on twich), you can watch some of my recent runs before they disappear from twitch at: https://www.twitch.tv/lifesaburrito Throw me a follow if you enjoy the content. <3 [link] [comments] | ||
Posted: 25 Sep 2020 01:35 PM PDT so far i have 30ish hours on the game (AE and easy mode bc i suck), and i guess i'm wondering how i can unlock more ships lol. i have kestrel a-c and engi a-c (yes i went through the hell of getting engi b to sector 8), but i've failed pretty much all the unlock events i've found, which is only like half. i think i've failed stealth and slug once, and i have yet to encounter any other event (minus the stasis pod one, neither of the 2 other parts to crystal though- not ready for that torture). even with long-range scans in the right sector, i just usually end up not encountering the events or not being strong enough and i guess idk how to actually unlock things effectively lol. edit: just unlocked zoltan finally, and i do know how to unlock each ship i just havent yet and am looking for strats [link] [comments] | ||
Posted: 25 Sep 2020 02:41 PM PDT
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I got one of my dream setups and I still didn't win. I'm still 2 wins away from reaching my goal. Posted: 25 Sep 2020 09:38 AM PDT
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Multiverse notes, of varying kind, for no reason in particular. Posted: 25 Sep 2020 04:42 AM PDT Thanks to Kix, Laythe, AgentTHeKat, Markus_McCloud, PDTM (Please Don't Touch Me), Woona, Moreorlesser, Magic Badger, and Solid Boi (CurseDC) for Multiverse! I'm really enjoying Multiverse, and highly recommend it to experienced players. Still fun, and sometimes incredibly challenging. I've made a few notes for people who might be interested, and maybe the devs will take a look at noted problems. Basically I'm just randomly rambling because i want to. There are bugs of course, but I'm sure they'll be fixed. Ghosts sometimes are incorrectly damaged by fire, enemies will teleport over after the encounter would normally have ended, and some empty beacon events won't work properly (so much trouble with using the scanner to upgrade sensors!!), but really nothing outrageous. I like the idea of empty beacon actions, but unless the situation is desperate they're not worth the delay. Of course there are plenty of new events. I haven't been making notes, but they're usually good. Opening crates and accepting rebels after defeating their ships are ones to be careful with. Some events are obviously funny, like the ship selling one fuel for 100 scrap. Nice! Missiles seem to be rather plentiful. I've finished missile runs with plenty in reserve, and non missile runs will often leave me with 60+. I wish some weapon descriptions would be much clearer. Some indicate piercing "additional" bubbles, but really they pierce just one. The adaptive laser gets more powerful each firing, but never knocks down more than one bubble. Some weapons don't affect Zoltan shields at all, but that's never specified. When a weapon is relied upon to do a particular thing it should seem to do, but doesn't, a run could go pear-shaped quickly. Stun laser is awesome-a better BLII. Light laser is great too. Cluster bombs are outright murder with evasion hacking. Chain flak is crazy good. I never found the energy weapons to be particularly helpful, and some beams do only crew damage or breach damage or system damage but not hull damage. Carefully inspect your ships. Particular strategies are often necessary, and should be considered before leaving the hangar. Most of the time, your first choice will be to take an extra crew member but sometimes the weapon is better. That one extra laser can make the first few sectors much easier, and depending on the ship, will be necessary to attack two bubble enemies. Watch out for sectors four and five. Enemy ships will have multiple systems, and your ship will probably be behind the curve. It's almost punishing! Unless your anti boarding situation is very strong, avoid late Mantis sectors. Instantaneous transport and suzerains with big nasty teeth will chew through crew fast. Hacking their transporter may be an actual requirement for survival. The instantaneous transport is powerful! Sending six guys over in a few seconds kills, and pulling out one guy at a time as necessary is beyond amazing. If the enemy has it, be very very careful. The last sector will offer choices when entered, which can mean no auto repair depending on your choice. And if you hit the base when the flagship isn't there, it will act as a repair beacon. I've had very good luck finding early repair beacons, but no idea if that's programmed that way. The flagship operates differently than vanilla. The missiles and laser are accessible to the ship (like vanilla hard). The crew are "elite" and fight harder. No matter how many are killed in earlier phases, there's always some to board in the third. It has different systems too. Watch out for early mind control! I enjoy all the additional races. They're fun and well-designed. Monks won't hand to hand at all, Shells explode, all good fun. The ancient robots move slow but hit hard. Elite versions have special activated skills which can be very useful; don't forget about them. Some have notable weaknesses, so be aware of those. [link] [comments] | ||
OP is complaining about easy AI enemies. They should have a go at FTL! Posted: 25 Sep 2020 06:29 AM PDT |
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