henke on 10/12/2012 at 19:11
Oh man. A lot of it felt like luck actually. Coming into possession of a Level 3 Laser Blaster or whatever it was called, having so much scrap at the end I hardly knew what to do with it, ending up with SIX crewmembers before the end.
-Keeping a quite diverse crew is a good idea because their unique abilities sometimes gives your extra options when it comes to communicating with and helping people you meet out in space.
-The Engi ship is really good. The combination of Ion Blaster and Anti-Ship Drone is very effective early on while you find a good secondary weapon. Before the bossfight, make sure to have 2 offensive drones and 1 that either repairs your hull or defends from incoming missiles/lasers.
-If you have the choice, go for laser guns instead of missile launchers so you won't have to worry about ammo running out.
-Before spending any scrap upgrading your ship, always check the jump-screen to see if a Store is in range. Often that scrap is better spent on repairs and supplies than upgrades.
-Don't forget to use the doors! If a fire breaks out in a room you currently don't have a crewmember in, it's often better to open a path of doors to outer space than to have a crewmember leave his post to go put out the fire.
-Also, I picked every fight I could along the way, took no prisoners, and played every dirty trick I could think of. The fate of the Federation is at stake here so I figure the ends justify the means.
I also had Cloak by the end but I ended up hardly using it. Draws too much power away from other systems, and keeps that power locked down while it recharges, so it doesn't seem very useful.
WingedKagouti on 10/12/2012 at 19:41
Quote Posted by henke
I also had Cloak by the end but I ended up hardly using it. Draws too much power away from other systems, and keeps that power locked down while it recharges, so it doesn't seem very useful.
Cloak prevents the enemy from locking on to you while it is active. If you use it at the beginning of a battle, it will take that much longer before they can fire their first salvo. It also increases Dodge while in effect, which is useful if your enemy has already fired a salvo or against the special attacks from the flagship.
henke on 10/12/2012 at 19:56
Yeah I know, it's the cooldown period afterwards, when you can't use the powerbars you've used for the cloaking that I don't like. It seems like it might hurt you about as much as the cloaking helps you, canceling out the total effect. Feels like using those 2 or 3 powerbars to power your weapons or a drone instead might be a better use of them. But then again I guess that depends on what kind of a ship you're flying.
henke on 10/12/2012 at 21:43
After I beat the game earlier tonight the Steam counter said "12 hours played". Seeing as I bought the game on Saturday night that means that since buying FTL I've spent a quarter of my time playing FTL? Sounds about right. Would probably keep playing if I didn't have work tomorrow. I don't think a game has grabbed hold of me like this since Dark Souls and Frozen Synapse did last year. FTL might've just nabbed my GOTY away from Mark of the Ninja, TWD, or whatever the hell else I was gonna give it to. Gotta hit the hay now. :bored:
froghawk on 11/12/2012 at 01:13
Hahahaha cheers!
june gloom on 11/12/2012 at 10:59
WHAT
WHAT IS THIS
WHAT IS GOING ON
I AM SO CONFUSED
demagogue on 11/12/2012 at 11:03
I believe the equation works like FTL -> Fuck the Law -> El-P -> The Full Retard -> :cool::cool:
Kuuso on 11/12/2012 at 17:52
An amazing game. I do hope they will keep adding content and lots of it, because this one might have quite a big lifespan if they do. I've only got to the Flagship a few times and the only time I would have had a chance i was too greedy and it got to the Fed base before I attacked it. I've only played it on "normal" and I like how hard it is. It is, after all, hailed as a "roguelike-like", thus it should be brutal.
Handy tips:
- Pick your fights: you don't have to fight, you can always jump away. Best way to collect scrap etc. is to find events and safe jump points. Having scanners that reveal info about jump points is really crucial.
- If you get invaded: always try to force the fight in med bay. If nothing else helps, you can open all doors except the med bay, which makes any invaders head there. If you're under heavy fire, you might want to be careful with that, because doing this strategy and then getting your oxygen systems blasted apart is death.
- Crew teleporter: Currently the "easiest" way to play I'd feel. If you are lucky enough to get 1-2 extra crew members (anything but engi good for this purpose) you should go for the crew teleporter. Invading the other ship is a great way to bypass everything and attack systems straightly. Also, if you kill their whole crew, the ship stays intact and you get more loot. There's caveats: having the enemy ship blow up/jump away while your crew is on board is ragequit material.
Trance on 11/12/2012 at 18:09
As far as I am aware,
the flagship has the same weapons every time: one triple missile launcher, one triple ion cannon, one triple laser cannon, and one cutting beam. As you beat it up, sections of the flagship are blasted off. But it gets new crazy abilities in later encounters to compensate.