FTL: The RNG is a cruel god

Stealth cruiser B victory :V

The thing about beams, other than their guaranteed chance to hit, is that they can disable multiple critical systems with a single shot, which you can't do with other weapons. Also, the flagship always has the pilot, shield, and triple missile rooms clustered together.
Eh, maybe if you don't have teleporter by flagship time.

Teleporters just fuck the sealed rooms.
 
I just took out a Rock ship's crew with firebombs. :V

This is why you don't let your O2 system get wrecked.

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Admittedly, you do need a lot of bombs, but I have the explosive replicator installed sooo.
 
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The Engi A is actually an excellent ship, though it requires a bit of work to really make go -- but you start with the Ion Blast Mk 2, which is one of the absolute best guns in the game and which will level your weapons guy like crazy.

The Engi B, on the other hand, is atrocious. :V
It's actually generally true that the B variants are worse than the A variants early game, since they tend to take the A layout and go whole-hog on whatever those ships want to do. So for example the Mantis A is a decent boarding ship, and the Mantis B is an excellent one, but the A starts with guns... and the B doesn't. They also tend to have less crew to start with.

If you can get through the rougher starts, though, they can be immensely powerful. The 4-man teleporter rooms of the Mantis B or Crystal B, for example, are game-breaking when used to their full potential.
 
Fair note: A lot of this advice on ship layouts gets turned on its head if you download the Captain's Edition mod. While it is a wonderful mod that the devs have given their seal of approval to, it's far, far more difficult.
 
... How do you even manage to get to the flag, let alone kill it, with only two shields?

Evasion. The flag can't hurt you if most of its attacks are missing. I will agree that you will need to have invested heavily in either your shields or engines to survive the flag, but you don't need both.

Also, boarders. The best way to use boarders, I find, is to have them stop the enemy crew from repairing systems that have already been fucked up by your weapons. If you've crippled the weapon subsystem, the other ship can't shoot back until they've cleared out your boarders.

Even by the last two sectors, I could win fights and still have the Zoltan shield up. That is to say, the initial Zoltan shield you get when you jump to a new beacon. I didn't even get the Shield Overcharger until the end of Sector 7. Though yes, the Overcharger is a lifesaver when fighting the Flag.
 
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T'hell you spend all your scrap on? Sure doesn't look like it was in systems...

I spent a lot more on crew than I normally do (2 Rockmen, 3 Zoltan). I actually managed to get the Manpower achievement on this run :V

(The reason why I hired 3 Zoltan is because one of them died in a random event and couldn't be revived by the clone bay *grumble*)
 
So, I unlocked the Basilisk. On the second jump, I appear too close to a sun.

"Okay," I think to myself. "I'll just vent all of the oxygen from the ship since my crew is going to be boarding anyway."

Less than a minute after that, a solar flare destroys the oxygen room.
 


So yeah, 4 man teleporters are awesome. Also, thank fuck for breach bombs and their ability to bypass shields.

I didn't get a proper weapon until stage 3 or 4, but I got an extra boarder and mind control early. Well, technically I had a heavy ion (bleh) and a combat drone (which I kept forgetting to swap in because I'm an idiot), but I ended up not using them.
 
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well
your a better player then me
i just download the Disable fleet mod and just take my time getting scrap
 
Into The Breach: FTL follow-up is smart, tense and surprising

Bunch of details on the gameplay.

There's actually a thread I made for ItB, but no one seems to have noticed it, so...

From the sound of it, the gameplay is probably best summed up as chess with giant robots and monsters. Combat is 100% deterministic, though presumably the cruel hand of the RNG continues to control everything outside of that.
 
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I like the idea. Many of the best moments for me for Turn-Based-Strategy games is when they play more like a Puzzle game. Removing the tactical level randomness is a plus not a minus.
 
Semi-recently got the game on a sale and it really is addictive. Finally got my first victory on Easy, with Rock Cruiser A. Which only happened cause the RNG was kind and gave me multiple nonshitty nonmissle guns. Like seriously, lol, was way too lucky this time around. I literally ran out of fuel twice, and still got by.

I refuse to be nonwimpy and I am going to play everything on Easy mode.
 
As far as i remeber, i still have to beat the game on any non-easy difficulty... and i only managed to beat it with the expansion...

And now i am too busy drowning zee captains exploring the neath in Sunless Sea to play ftl.
 
@Giygas: The game is actually harder with the expansion, in my opinion. Harder to get perfect defense, and even with it disabled the rebalancing it did to things like teleports/cloak made teleport-cheesing your way to victory more difficult.
 
@Giygas: The game is actually harder with the expansion, in my opinion. Harder to get perfect defense, and even with it disabled the rebalancing it did to things like teleports/cloak made teleport-cheesing your way to victory more difficult.
Yes, but my main problem used to be killing the Mothership before it reached my base in the last sector. (At least as far as i remember.)

Before it killed immediately your base, now at least you can chase it away and if it reach your base it isn't an immediate game over.
 


I managed to snag a preigniter and a shield booster, so only the 3rd stage gave me any real trouble, thanks to the damn Zoltan shield and the superweapon. Though things would probably have been somewhat easier if I hadn't gotten my Mantis boarding crew killed during the first stage (the bloody Flagship hacked my Medbay)
 
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Still not playing on hard, @Arcus2611? It looks like you're getting better at things. :D

Also, holy smokes @ Vulcan + Ion II. That's a 'win the game' weapons set up right there. The Burst II and Fire are great weapons too, but functionally redundant.
 
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