FTL: Faster Than Light

It's a little bloated in the sense that there are a lot of useless weapons. Well, they aren't useless on their own but they'll not be upgrades to your own weapons and thus not worth acquiring. But the variety is nice.

Brand new types are focused beams, which are like a beam mixed with a laser. They don't deplete shields or miss, like beams, but only hit one room, like a laser, but have some really high damage on some of them.
Artillery lasers, they bypass a certain amount of shields.
Anti personnel lasers, lasers that only hurt crew.
Effectors, which are beams that do ion damage.
Mines, which bypass shields but only damage hull, not systems.
Stealth drones, drones which stealth so defensive drones can't hit them.
Missile drones, drones that launch missiles. Really awesome!

The rest is mostly new events, ships, sectors. There are bases you can attack which are basically ships but they don't move so they can't dodge or jump away. There's also some outpost drones, which are bases but drones, no crew. There are more options too like you can attack civilians and such, or reengage enemies after they surrender, but doing so can make your crew mad and abandon you.

One feature that could be amazing is you can build stuff at empty beacons, just random augments that don't do anything but act as stuff you can sell. When you reach shops you can sell the items to them. So you can kind of be a trader, but the problem is you don't have enough augment slots to be very effective, as you usually have one or two occupied with gear you need, and selling stuff doubles the rebel fleets pursuit for a turn usually and the items aren't worth enough to give up visiting an extra node. So it needs to be re balanced, where the tradable goods are somehow stored on your ship differently, and then the value needs to go way up.
 
I tend to find in most of my runs i spend the first half upgrading my ship and seeing what the RNG gods decide to give me. Then i upgrade my ship and balance it to accommodate said components, ensuring that i have enough for the final boss. Anything extra i need i buy in a shop a sector or two before the end.

Im not pro though, i mainly just enjoy all the different combinations you can deploy. Even if they're not optimal. Like an ion bomb paired with a fire laser whilst your ship has uber shields and defence drones. And your main tactic is to burn all crew alive (wont work for final boss, but still).
 
I tend to find in most of my runs i spend the first half upgrading my ship and seeing what the RNG gods decide to give me. Then i upgrade my ship and balance it to accommodate said components, ensuring that i have enough for the final boss. Anything extra i need i buy in a shop a sector or two before the end.

Im not pro though, i mainly just enjoy all the different combinations you can deploy. Even if they're not optimal. Like an ion bomb paired with a fire laser whilst your ship has uber shields and defence drones. And your main tactic is to burn all crew alive (wont work for final boss, but still).

Fire works pretty nicely vs final boss actually:

 
Fire works pretty nicely vs final boss actually:


Looks like Dantes inferno :lol:

Would it actually die in that photo though? Im not sure what flak does as ive only just started the advanced stuff. But fire only does damage to the hull once the room is burnt out doesnt it? Or are you just waiting for the auto repair to repair the room and then it gets damaged again and damages the hull?
 
Looks like Dantes inferno :lol:

Would it actually die in that photo though? Im not sure what flak does as ive only just started the advanced stuff. But fire only does damage to the hull once the room is burnt out doesnt it? Or are you just waiting for the auto repair to repair the room and then it gets damaged again and damages the hull?

Flak guns just shoot a clump of metal pieces. Flak 1 has 3 projectiles, flat 2 has 7 but is slower/more power hungry. Both are good but flak 1 is significantly better, barely worse than BL2 and easily a top 3 weapon in the game.

Unlike lasers they can't proc fires, also can't breach. But they're very good at stripping shields as the lead shot in a volley.

So in this case I can just finish it off with flak. It *is* possible to kill RFS with only burn damage but that takes forever.
 
Flak 1 is super op, I think it got nerfed in captains mode mod.

Fire only damages hull when it takes a system down a level with damage, so once that system is red it can burn forever and not do any further hull damage. So it would take a long time cus the systems would need to be repaired and re damaged to do enough hull damage to kill it.
 
Flak 1 is super op, I think it got nerfed in captains mode mod.

Fire only damages hull when it takes a system down a level with damage, so once that system is red it can burn forever and not do any further hull damage. So it would take a long time cus the systems would need to be repaired and re damaged to do enough hull damage to kill it.

AI can't repair systems while burning, but fires will eventually burn out the oxygen, which will put them out since that system can also be burned into red.

Also fire only damages at all when the system goes red. Going down one level won't do any unless doing so breaks the system. Same for crew doing damage.
 
Yea apparently (ive been speaking to ppl on steam) one guy had a similar situation to mine. The flag ship was on its last legs but all his weapon systems were down. And he sent over a solitary crew member who redded out the room, causing hull damage, and destroying the ship. That's true matyrdom lol
 
Yea apparently (ive been speaking to ppl on steam) one guy had a similar situation to mine. The flag ship was on its last legs but all his weapon systems were down. And he sent over a solitary crew member who redded out the room, causing hull damage, and destroying the ship. That's true matyrdom lol

If you have a clone bay rather than med bay you don't lose that crew member. Sort of.

I've beaten the flagship using only boarders to do damage before, weapons didn't deal hull damage.
 
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