Tips for Faster Than Light?

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Zhukov

The Laughing Arsehole
Dec 29, 2009
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Yes, I know, I'm drastically late to this particular party, as per usual. I finally snagged this sucker during the Steam sale after hearing you people bang on about it. Turns out, it's actually nearly as good as folks have been saying. I'm not totally taken with it (the encounters that give random negative consequences without any indication of actual odds can all go fuck a pineapple thank you very much) but it's fun and addictive and at $3.00 was quite the bargain.

Thing is, apparently I suck at it. After 25 rounds I haven't won once and only reached the final fight twice (both times with the Engie cruiser). I probably could have taken it the second time, but I didn't realise that the big bad ship didn't actually have to get all the way to the endpoint in order to game over my sorry arse.

Sooo... now I'm done with that somewhat verbose intro, does anyone have any tips to offer?

By way of exchange, I offer a tip of my own:
For the love of all that is good and holy, buy blast doors as soon as possible. They stop fire from spreading and enemy boarders have to break through them to pass, which takes a while. It almost turns fire into a non-issue since you can just seal off the burning room and then open the airlock(s) and vent the room. However, the real beauty of blast doors is that they make dealing with boarders so much easier. Just vent whatever room they're in and watch them suffocate. Even if they manage to get through the blast doors in time they'll be severely damaged. I've fought off 4 Mantis boarders with just a few Engie crewmen using this tactic.
 

BoogieManFL

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Apr 14, 2008
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The single best tip I can give to anyone playing that game is combining a teleporter with some Mantis, or failing that, Rockmen, and then coordinating them with your ships subsystem targeting (particularly medbay after they run from your Mantis) is for me the most effective way to deal with almost any fight, including the final fight.

I usually keep 2 mantis for my first wave, and beam them back when they get low. A backup pair of boarders is really important to keep the pressure on as well. Once they run from your boarders to heal in the medbay, blast the medbay. You'll hurt/kill them while keeping them from healing/repairing effectively. Until this point try work down the shields and weapons in preparation. For the final fights, kill the gunners. They are in their own compartments and can't flee or get reinforcements. Go for the missile launcher guy first.

Other than that, high evade from nice engines and good pilot works wonders with decent shields by giving them more chances to regenerate and saves your hull from many missile hits.
 

Ryotknife

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Oct 15, 2011
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boarding is pretty much a must, especially for the final boss. Easiest way to disable the bosses weapons. but you will need a way to take out the medbay on regular ships if you want boarding to be a success

-Firebomb + rockmen boarders inside the fired room = cheating

-pegasus missiles are amazing

-stay in each sector as long as possible

-try to get 2 zoltan crewmembers and stick them both at shields. One, they provide their own power allowing you to power more systems than usual. Two, their energy is NOT affected by ion weapons, meaning no matter how much ion damage you take it cant go below 1 shield from ion damage.

-humans are bloody useless

-slug interceptors have a massive weakness, their oxygen compartment is separate and unreachable to the crew. All you need to do is take that out and they will eventually suffocate to death

-be wary of the quest with gaint spiders, major character killer event.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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BoogieManFL said:
The single best tip I can give to anyone playing that game is combining a teleporter with some Mantis, or failing that, Rockmen, and then coordinating them with your ships subsystem targeting (particularly medbay after they run from your Mantis) is for me the most effective way to deal with almost any fight, including the final fight.
I was doing exactly that just today.

Sadly, it didn't quite work out. I retreated my two badly wounded Mantises (Manti?) back to my medbay to heal up and within seconds the medbay got hit by a missile. Things went rather poorly after that.

Clearly a winning tactic though.
 

GiantRaven

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Dec 5, 2010
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Never aim for a specific ship build/loadout. Go with the game's flow and take what it offers. As long as you amass enough stuff, the boss can be beaten. Having 2/3 of high shields, high evasion or cloak lvl 2 are the only real requirements that I can think of.

Also, it's better to ignore any random event encounter that you don't have blue text for, especially ones that can potentially kill your teammates.
 

Pink Gregory

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Jul 30, 2008
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You reached the final ship with the Engi cruiser?

You're a better man than I, Gunga Din.
 

CAPTCHA

Mushroom Camper
Sep 30, 2009
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I found a combination of an ion weapon, a multishot weapon and a beam weapon made for a good loadout. Use your multishot to take down the shields, disable their weapons with ion, then beam them for damage. Once you get into a rhythm with it, every encounter goes by without taking much damage.
 

Not G. Ivingname

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Nov 18, 2009
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Zhukov said:
Yes, I know, I'm drastically late to this particular party, as per usual. I finally snagged this sucker during the Steam sale after hearing you people bang on about it. Turns out, it's actually nearly as good as folks have been saying. I'm not totally taken with it (the encounters that give random negative consequences without any indication of actual odds can all go fuck a pineapple thank you very much) but it's fun and addictive and at $3.00 was quite the bargain.

Thing is, apparently I suck at it. After 25 rounds I haven't won once and only reached the final fight twice (both times with the Engie cruiser). I probably could have taken it the second time, but I didn't realise that the big bad ship didn't actually have to get all the way to the endpoint in order to game over my sorry arse.

Sooo... now I'm done with that somewhat verbose intro, does anyone have any tips to offer?

By way of exchange, I offer a tip of my own:
For the love of all that is good and holy, buy blast doors as soon as possible. They stop fire from spreading and enemy boarders have to break through them to pass, which takes a while. It almost turns fire into a non-issue since you can just seal off the burning room and then open the airlock(s) and vent the room. However, the real beauty of blast doors is that they make dealing with boarders so much easier. Just vent whatever room they're in and watch them suffocate. Even if they manage to get through the blast doors in time they'll be severely damaged. I've fought off 4 Mantis boarders with just a few Engie crewmen using this tactic.
Don't worry.

I hav sunk 70 hours in the game, and I have only won ONCE, and that was the best ship, the standard Engie ship.

Recently I been getting better at making it to the Last stand, although the boss keeps killing me during it's "spam droids" phase.

Here are my tips:

1. Avoid using Autofire when you have weapons that fire at different times. If the enemy shields are up, don't use your weapons until each and every one of them is ready to fire. If you have nothing but laser and ion weapons (precluding Ion bombs) fire them all at once to have a better chance of going through the shields and hitting the ship. If your using a combination of laser and/or ion weapons with a beam, hold off firing to all are charge, use the lasers/ions to open up/weaken the shields, and hit with beam. If using missiles plus any combination of the above, fire missile first at shield. If it hits, use your other weapons. If it misses or you do not have enough ions/lasers/beam weapons to pierce the remaining shields, hold your fire till your missiles are ready to fire again.

2. Drone control is extremely useful, but there are only two drones you should ever bother to get. Defense 1 and Anti-ship 1. Both only take 2 power in a battle and one drone part per battle. Defense 1's protection against missiles is very reliably and is VERY useful, quickly paying for itself for the damage you will not be taking. The enemy will only have bomb weapons and mass lasers to get past your shields. Antiship 1 will essentially take a layer of shielding out of the equation, if you time your attacks right, and will do massive damage if you knock out a ships shields. It also blocks boarding drones, VERY useful. All others are basically useless. Defense 2 takes double the power, but will often ignore the missiles for the lasers your shields could of stomached. Antiship 2 also is not much better than the lower version, sometimes removing two layers of shielding but that is it. Beam rarely does more than a single point of damage against unshielded ships and does nothing to help you take down enemy shields. System repair can sometimes be useful if you do not have a dedicated repair engie, or constantly need to things while being boarded/in oxygenless rooms. Boarding is pretty useful, although rare, can often be taken out and will never do much against a ship with a medbay (unless your flying the second mantis ship, using the drone to have up to five people boarding an enemy ship at once). Hull repair only is really useful if you have massive amount of drones/against the final boss, although the latter makes it worth picking up when you can.

3. Mass beam spam is a cheap and effective way to take down enemy ships.

4. Advanced navigation allows you more reliably get resources, since destroying an enemy ship always gives you resources (barring if the rebels catch up) rather then the gamble of going to shipless beacons. Dodging supernovas is also very nice.
 

Gizmo1990

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Oct 19, 2010
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If you are pissed off trying to unlock the other sips, as it is pure luck, then you can modify a game file and disable the fleet pursuit, letting you visit all star in a system. The game is no fun to play as you can get soo much money and weapons that the boss is easy but I just unlocked the ships then returned the game to normal.
 

SomebodyNowhere

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Dec 9, 2009
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my most successful games included using the transporter to send a mantis and rock crew member over into the enemy ship. Drop the two of them into a 2 by 1 room so they don't get outnumbered(I usually go with the room with the steering wheel) and then pull them out before either is killed, if all goes well you'll take out at least 1 of the enemy crew members. Sending crew into the weapon bays to eliminate the guns helps avoid getting shot to pieces by the end boss and since they are not connected to the main ship they won't be repaired.
 

Bertylicious

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Apr 10, 2012
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I am uncertain about all this boarding business; much better to strike from an impregnable defense whilst having a few burly fellows on board to repel any teleporting churls looking for trouble. What's that? You want easily digestable bullet points?

- Only ever click on blue text when given a text based choice, otherwise just leave as you have no advantage (e.g. robot crewmember looking after sick people etc...) and all you'll do is take damage and/or lose a crewman.

- Defense drones that shoot down missiles are super vital.

- Shields are more important than weapons.

- You are the greatest apex predator that strides across this blue earth. Be omnicidal: kill everything and take their stuff.

- Just quit if you get some bad luck early on.
 

lunavixen

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Jan 2, 2012
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I've never had to get cloaking or boarding/crew teleporter (unless i have the spare scrap just sitting around, I've never had boarding though), if you have drones, the best way to go is anti-ship 1 and defense 1, as defense 2 is not that good (it prefers hitting the lasers instead of the missiles), the boarding drone and hull repair are reasonably good if you have the spare power and drones.

I always upgrade the shields to max and the doors to max, i try to have a variety of weapons, burst laser, heavy laser and missiles (pegasus, breach or hermes, don't bother with the ion bomb it's pretty useless unless being used with other ion weapons) if possible, I upgrade evasion and sink a few power levels into it (it gets upgraded further if i don't get drones). The Federation cruisers artillery beam is handy at higher levels because the cooldown gets drastically cut.

Just so you know, i've won without cloaking, boarding or drones.
I've won with the Kestral (the original ship), the Torus (Engi Cruiser) and the Osprey (The Federation cruiser).
 

Eomega123

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Jan 4, 2011
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Play on easy when trying to unlock the ships. Once you've got a nice fleet at your disposal and have a good handle on the game, then give normal a whirl.

You get the best rewards from a fight by killing the crew but leaving the ship intact, either through boarding or the fire/anti-bio ray. Failing at that, accepting an enemy's surrender will generally award you with better items, though less scrap, than destroying the ship.

If you get boarded early in the game and don't have the manpower to fight back, shuffle everyone into the medbay and open all the airlocks and inner doors except those on the medbay. The boarders will be forced to fight your crew while they're being healed, allowing even an Engi to take down Mantis boarders.

When you see slavers, attack them, you can usually get a free crewmember out of it. If you kill the crew instead of destroying the ship, you get to pick the slave of your choice.

Get a defense drone as soon as you can. Being able to shoot down missiles will save your hide many times, and it will pay for itself through the scrap you save on hull repair.

As soon as you get 90 scrap, upgrade shields to level 2. It wll make the first two sectors much easier for you.

Level 2 sensors, a teleporter, and med bay level 2 will open up a lot of blue text options and occasionally save your crewmembers' lives in the riskier events.

Don't be afraid to restart if the game deals you a bad hand at the beggining.

Try and have all systems and subsystems at at least level 2, even if you never give them extra power. This will give you an extra buffer to keep them online if they take a shot, and decrease the damage boarding parties can do.

Lasers are your friend. Nothing tears through shields faster. Just remember to wait until they're all charged, then alpha strike the hell out of them.

Generally speaking, having a crew memeber of a particular race will give you some blue text options in their sectors, so take that into consideration when picking your next location.

Never trust the slugs. Ever.

Unlocking the Crystal Cruiser is a ***** and a half. Be prepared to restart a lot. If you want this ship in your fleet, here's what you need to do.

Play as the rock ship. The rock ship and the stealth cruiser are best suited to this mission, but the rock ship has an achievment for it, and you'll be kicking yourself if you have to go back and do this again.

Try and pick up the long range sensors (the stealth cruiser starts with them, but you're hopefully playing as the rock). They're not neccesary, but they'll help you find the beacons you need.

As soon as you get through sector one, look at the map. If you can't immediately go to an Engi, Rock, or Pirate sector, restart. If there aren't at least two chances for a green sector after that, restart. If there aren't at least three chances for a red sector after that, restart. This will save you a lot of wasted time.

Your first destination is Engi, Rock, or Pirate sectors, where you're going to hunt down every distress beacon you can until you find one where there's an abandoned ship with no life signs in an asteroid field. Having rock plating gives you blue text here. Take the damaged stasis pod.

Location two is in Engi or Zoltan sectors. If you found the pod in an Engi sector, it's possible to find the neccesary beacon in the same sector. You're looking for an event involving a Zoltan research station asking to study your crew. It occurs at normal, non-distess, non-ship, non-hazard beacons (when using the long range scanner, it will not have any label or icon) Having the stasis pod will give you a blue text option to have them repair it, which will earn you a crystalman crewmember.

The last, and hardest to find, location is in the Rock Homeworlds. Like the Zoltan research station, it's at a totally ordinary beacon with no indicators. If you need to, ignore distress beacons, stores, and all other beacons to hit as many ordinary beacons as possible. The event you're looking for involves your ship stumbling upon a small crystaline device. If you have a crystalman crewmemeber, you'll have a blue text option to activate it, sending you to the secret sector.

Once in the secret sector you'll get a quest marker. Just head straight there. The fights here can be difficult, and you don't want to die when you've come this far. Getting to the quest marker will earn you your ship, and hopefully justify the hours, and possibly days, you likely put into this.

As someone has said, boarding is the best way to take care of the final boss, and definitely take out the missiles first. Most importantly though, keep the rebel in the triple shot laser alive. You'll kill the other gunners while taking out their weapons, and you'll probably have to take out the main crew in order to bring down their shields, but keep that one operational, because if you don't the ship's AI takes over and starts repairing EVERYTHING, making the fight much more difficult. If you don't have a good boarding party at this point, just pound the neccesary targets with missiles or fire bombs.
 

bananafishtoday

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Nov 30, 2012
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GiantRaven's advice is the best there is. Like many other roguelikes, FTL is first and foremost about making the best of what you're given. There are many different builds that can do well against the boss, and the key to the game is trying to build a loadout around whatever "big" items you happen to get.

Eg, my first win, I found Ion 2 (fires once every four seconds) and stealth weapons aug (firing while cloaked doesn't burn cloak time) relatively early. Knowing that the ion cannon would keep 1.5-2 full shields offline permanently and that I could cloak-dodge triple missiles in phase 1 and drone/laser bursts in 2/3, I spent the game maxing my weapons at the expense of my defenses and bought every laser I found that maximized shots per energy. If I'd instead found, say, weapon preloader (all weapons start charged) I might aim for a ton of missiles to try and cripple as many enemy systems as possible at the start (though I've never tried this, so I dunno if it'd work.)

Beyond that, everything you do until the final boss should be about maximizing scrap. Plan routes that visit as many sectors as possible, run from fights that would cost more scrap in repairs/missiles than they'd likely pay out, don't spend scrap on things you can likely get for free (especially crew members--fight slavers and they'll give you one if you accept their surrender.) Boarders are really good even if you don't build around them because you get more scrap from intact ships. The scrap arm is almost always worth it; the repair arm is almost always not. Try to keep a bank of scrap on hand at all times so you can buy any item you might stumble across in a shop that would serve your build well.

Also, props for doing well with the engi cruiser, I get absolutely wrecked every time I try to use it. Doesn't fit my play style I guess.

Edit: I've won with the Kestrel, Red-Tail (my fave), and Osprey.
 

Naeras

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Mar 1, 2011
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I've managed to reach the point where get through the entire thing on a regular basis, so I'll throw out some general tips(lots of text incoming):

- Get shields level 4 asap, or at least fairly fast. You take less damage from stuff, and you're going to want that upgrade for later anyways. That being said, don't completely down-prioritize weapons either, as you do need to kill stuff. It's a matter of balance.

- Get a full crew. Should be self-explanatory, but just do it anyways. Also, having several races on your boat can be a massive help, because they can fill different roles. It doesn't matter as much what roles you take, but for the love of god, don't get a pure mantis or pure engi ship. You'll die horribly. Humans, slugs and to some extent rock(or crystal, durr) are the most well-rounded races, mantis are great as boarding crew, engi can repair shit and not much else, and zoltan are just really nice to have. Still, maxing out the crew and getting them leveled is more important than the crew composition.

- Make sure that your weapon layout can take out shields without resorting to missiles. This means that for earlier enemies, you can save missiles for tougher ones, and it means you're not screwed at the final boss(phase 2 has a defense drone). Obviously this isn't always doable at any part of the game, but you should still aim for it.
It also means you won't be screwed if you run out of missiles.

- Shoot shields first, ask weapons later oh god that was horrible please kill me for even thinking that
..sorry. Anyways. Your usual tactic for most ships will be to disable their shields so that you can reliably do damage, then take out their weapons. If they have high evasion, fire a barrage at their engines or their cockpit(the first one can often be knocked out in one hit, reducing evasion to 0% temporarily) and then continue with the above plan.

- If you have multiple laser weapons, fire in volleys. Kind of obvious when you think about it: just fire all your weapons at roughly the same time to make sure the shields get taken out and the maximum amount of shots penetrate. If you have heavy/hull lasers, fire them slightly after the other ones so that they're not wasted on the shields.
This is very important if you want to effectively use beam weappons. Take the shield down with a laser volley, then fire the beam. Try to have the shield room as the first target for the beam, and then drag it over as many rooms as possible to maximize damage. If you have a halberd beam or a glaive beam, this tactic can destroy a ship in a single volley.

- Grind out sectors. You want to get to the exit beacon one turn before the rebels, if possible. The reason is simple: you want as much scrap as possible, as well as the possibility to get more crew other random stuff. Also, you might get a new ship, if you're lucky.

- Get a teleporter, if for no other reason than to destroy the missile launcher on the boss. That thing is beyond any doubt the most dangerous thing on that ship, superweapons included.
Beyond that, boarding ships is great fun. Another thing to note is that if there's no mantis and no upgraded blast doors on the enemy ship, you don't need to upgrade the teleporter. If your boarders take too much damage during the engagement, just run from room to room on the enemy ship until the teleporter has recharged.

- Learn to use doors properly. They're one of the best pieces of equipment on your ship. You can use them to put out fires and weaken/kill boarders, without putting your crew to risk.

- Don't upgrade stuff immediately after combat. Check if there's a shop in the neighboring sector first, you might want to buy something there rather than spending a lot of scrap on an engine upgrade.

- Early scrap recovery arms are great. If you get it by the first 3 sectors, your total income will be ridiculously boosted and your ship will be so much better late game. They're not worth the cost late game, however, as you need 500 scrap collected for the arm to pay for itself.

- Stay out of nebula sectors unless you have a long-range scanner. Ion storms are the worst hazard to face by far, and nebula sectors don't give the same chase bonus that other nebulas do. If you have a scanner, however, nebula sectors are fairly nice. There's still a small chase bonus(I think), and the scanner gives several blue options in the nebula.

- Stay out of rebel sectors. There's just no reason to go there, apart from killing rebel scum. Few good events and rarely interesting crew members. Also, if a rebel scout gets away(and there are lots of rebel scouts in rebel sectors), you lose so much free time in the sector. Blergh.

- Ion weapons 101: If they're not paired with another ion, they suck. Don't even bother, just get another laser instead. The notable exception is Ion Blast II, which can perma-disable shields.
If they're paired with another ion, they can be good, as you can perma-disable shields.
If paired with an ion blast II, they're flat-out overpowered. Fire the IB2 at a system you want taken out, and the other ion at the shields. Both of these systems will be permanently disabled, because the initial IB2-stacks on the shields will stay up thanks to the other ion weapon, and the IB2 will take care of the other system.

As you might have guessed from that last paragraph, my personal favorite ship is the regular engi ship. If you can get a second ion weapon and a drone recovery arm, you won't even have to do anything to win: just select two systems you particularly don't like, have the ions autofire at them, and proceed to fire up your drones(I'd suggest using anti-ship I, beam I and defense I as drones. Effective and easy to get). Pump the rest of your scrap into defensive upgrades, and make sure to get non-engi crew and blast doors to be completely safe from boarding parties(med-bot dispersal <3). Cloak kind of sucks with this setup unless I get stealth weapons, though, but that's not even relevant before the boss.

That being said, there are a lot of effective weapon-, system and augment combinations in the game, so don't hesitate with experimenting. And if all else fails, you can teleport your entire crew onto the enemy ship and bludgeon everybody to death like a man(I beat the final phase of the rebel flagship by doing that once, because I ran out of missiles. It was hilarious).

Hope that helped a bit. Good luck with killing the rebel scum and saving the galaxy!
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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PieBrotherTB said:
You reached the final ship with the Engi cruiser?

You're a better man than I, Gunga Din.
bananafishtoday said:
Also, props for doing well with the engi cruiser, I get absolutely wrecked every time I try to use it. Doesn't fit my play style I guess.
It actually wasn't that hard, I just...

Naeras said:
As you might have guessed from that last paragraph, my personal favorite ship is the regular engi ship. If you can get a second ion weapon and a drone recovery arm, you won't even have to do anything to win: just select two systems you particularly don't like, have the ions autofire at them, and proceed to fire up your drones(I'd suggest using anti-ship I, beam I and defense I as drones. Effective and easy to get). Pump the rest of your scrap into defensive upgrades, and make sure to get non-engi crew and blast doors to be completely safe from boarding parties(med-bot dispersal <3). Cloak kind of sucks with this setup unless I get stealth weapons, though, but that's not even relevant before the boss.
... yeah, uh... basically what he said.

A crew of mostly double-leveled Engies.
Two ion weapons to disable shields and systems.
Auto-loader for extra-quick ion shots.
Two anti-ship drones to pummel their hull.
One defense drone for obvious reasons.
Drone recovery arm to ensure I never ran out of drone parts.
3 layers of shields and a decent engine.
Blast doors to suffocate fires and boarders.

Worked out nicely.
 

Naeras

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Mar 1, 2011
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bananafishtoday said:
If I'd instead found, say, weapon preloader (all weapons start charged) I might aim for a ton of missiles to try and cripple as many enemy systems as possible at the start (though I've never tried this, so I dunno if it'd work.)
I'd say the best weapons to use with a pre-igniter would be mass laser + halberd/glaive beam, as it covers the biggest weaknesses of those weapons. As a result, you can destroy pretty much ANY pre-boss ship in one volley, and the boss can be killed in two if my memory serves me correctly.
 

hazabaza1

Want Skyrim. Want. Do want.
Nov 26, 2008
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Use the pause button to get some time to think. Very handy.
Fire in barrages. Even if you have to wait another second or two, the massive damage is really handy. Unless you're using missiles, just shoot those as much as often.
If you can get the mantis boarding strategy down, do so, non-blown up ships give a lot more salvage.
Keep somebody in the weapons room at practically all times. BLOWIN' SHIT UP, YO.
If your shit is getting fucked, teleport the hell away. No shame in it.
 

M0rp43vs

Most Refined Escapist
Jul 4, 2008
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I got the game on recommendation from Nerdcubed and in 2 weeks put in 29 hours into it(Meanwhile, Skyrim and Fallout:NV only have 35 hrs each). I've managed to win three times though I will admit, two were from "Silly" runs when I wasn't thinking of winning the game(First time with a Zoltan B ship with no boarding, cloak or drones and third time with an engi A ship drone spam)

Main things I learned from Nerdcubed's run:
-Pause Button is your very bestest friend here. Being able to stop everything and get your bearings back is a wonderful thing, and
-As everyone's already said, get blast doors. Nothing like chocking out those goddamn boarders or putting out fires.


Now for stuff I've learned myself:
-Remember that button that opens all the doors save for the airlock? useless right? Well, that's what I thought till I learned about pressure differences. Basically, after evacuating fires/boarders, Close airlocks and aerate all doors so Oxygen returns to the room faster so you can do repairs or return your men to your post faster

-I'm primarily a boarding fighter. If you want to be one too, lvl 2 surveillance is useful. Being able to see what everyone is doing in the enemy ship and being able to plan your shots to damage systems AND personnel before sending mantises to pick them off is fun.

-If you are a boarder, bombs are more fun and practical than missiles. Doing more damage to systems and personnel instead of the ship

-TURN.OFF.AUTOFIRE. The only use I have for it is to keep a barrage of ion onto the ship's shield. On the new update, hold ctrl while selecting weapon to turn on autofire FOR THAT WEAPON ONLY

-The main systems to take out are piloting, shields and weapons, the order depending on the severity of the situation. Piloting takes away ALL of their dodge even though repairing it will be faster that repairing engines(PLus you can damage the pilot for your boarders). Only take out Drone control if they have anti ship drones that can get through your shield(If they have a beam drone but their shots can't bring down your shield, you can leave it), if they put a boarding drone somewhere important, or they have a defense drone and your main damage is missiles.

-FUCK alien spiders. unless you have blue, DON'T attempt the event unless you despise your crew members for some reason

-Crew members are the lifeblood of your ship. Remember, no red shirts here unless you want a horrid ship explosion.

-Minor thing, When boarding, count how much damage you're giving and how much the enemy ship can take. NOTHING is worse than losing 2 amazing mantis fighters due to firing one more laser than you were supposed to(See above)

-At a sun event, consider venting all non-manned systems so fires will be wiped out as they appear. Use the aerate trick above before jumping away to get O2 back.

-YMMV, but I don't like cloaks much. save the scrap for ship upgrades.

-A ship specific one but, for the redtail(Kestrel Bship, my personal favourite) get a burst laser or something that can get through shields. 4 lasers are amazing but once you get to the final boss and take out all of it's weapons(I should mention, until I get the mantis or rock ship, this is my favourite boarding ship, get a teleporter for it immediately), you both will be left taking potshots at each other until you decide to give up and sacrifice your crew members because you can't hit their medbay...3 games in a row.

-Finally? Just go with the flow and have fun. Take whatever events, weapons or upgrades you can get when you get them without being picky about it(strategically though, of course). Some people say quit once something bad happens in the first few sectors but really, once you've given up hope on doing anything great in that run, why not see it to it's inevitable end?
You might have a funny story to tell(Ventilated boarders at a sun spot... chocked my crew out instead), get lucky and run into a ship unlock mission(How I got the Slug ships, with a stealth ship with one mantis surviving) or hell, even pull out of it and win the game(my zoltan ship run).

Random unfairness is the main part of a rouge-like and sometimes it's fun to just not take things seriously and attempt to go down with the ship in the most spectacular way. And remember, rare as it is, sometimes random fairness happens in games like this(But please, don't even think of counting on them, that pisses off the RNG)
 

TrevHead

New member
Apr 10, 2011
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I find the red kestrel is useful as those 4 lv1 lasers means your weapons guy lv ups very quickly, training up your crew should be a priority as it's a free way to improve the combat prowess of your ship. Train up reservist crew members too.

While training your crew don't go for the quick kills, draw out fights by disabling missiles and soaking up laser fire on each others shields. Sometimes you will come across weak enemies that can't damage you which gives you the chance of going afk and training up your crew (just remember to have the O2 on)