Daemian Lucifer wrote:Are you talking about the easy difficulty?Because thats the only one I can reliably beat with anything unless I get REALLY unlucky.
I always played on Normal in vanilla, switched to Hard in Advanced Ed. Easy gives too much scrap, it's hardly even a challenge. I hate to bang my own drum like that, but that's why I always get mad when people talk about how "random" and "unfair" FTL is (not in this thread in particular, this is just something that often comes up on the internet at large): I've never got that impression, beat the game on my second try, and have been able to beat it consistently on high difficulty. And I don't think it's because I'm some kind of a gaming genius. I just happened to pick up on the right strategy, the strategy that the game really ought to explain better than not at all.
It depends on the ship though.
Fed Cruiser is a guaranteed win: the artillery beam penetrates all defences and has no counter (except, maybe, cloak as a soft counter). It is guaranteed to eventually destroy any enemy ship, so you can pretty much focus fully on upgrading defences, occasionally upping the Arty Beam itself to keep up with the curve. It still pays to have a couple weapons, but they can all be utility guns for keeping enemy weapons/drones offline while the beam is charging, you don't need dedicated damage dealers. Not a big fan of Cruiser B though, it's too easily bisected by fire, boarders and the like.
I always win with the Kestrel too, though that one requires actually trying, unlike Cruiser.
The Slug ship A took a bit of getting used to, but after a few failed runs I learned to stop worrying and love the anti-crew beam, and started winning consistently.
Mantis A is my personal nightmare though. I have never managed to win with it on Hard or even Normal, and not for lack of trying. But I always win with Mantis B, which I like much better. Funny, that.
Haven't played with the other ships much. Got kinda bored with the game.
The wiki says that it does,and my experience suggests that as well.
I never knew that! I always felt the crew-less version was much easier to fight, but maybe I'm just crazy.
What do you count as board+lasers?
And if you go for lasers,you go for having as many shots as you can find.You can mix it with ions,missiles or lances,but if lasers are your primary offense,you put energy into other weapons only if absolutely necessary,or if you have shit to spare.
I count a bunch of laser weapons plus a high-level teleporter as things you prioritize investing in. I'll admit, not counting getting extra crew might be splitting hairs a bit, on my part.
But as for other equipment, I say that this reinforces my point: investing in "sideways" upgrades first is nearly always better than going in "depth" on one or two things you already have. And I would further argue that you shouldn't pigeonhole yourself into having a "boarding ship" either, and get a little bit of everything to maximize your chances.
I mean sure,you can use any race to board and harass the enemy a bit while you do shit with other weapons.But then you arent playing a primarily boarding ship.You are focusing on destroying the enemy ship and your teleporter is just an addition to this.A primarily boarding ship focuses on killing the crew,not the ship.
And if you go for lasers,you go for having as many shots as you can find.You can mix it with ions,missiles or lances,but if lasers are your primary offense,you put energy into other weapons only if absolutely necessary,or if you have shit to spare.The point of a primarily laser ship is to overwhelm the enemy with a bunch of projectiles,not hope that your one shot will deal crucial damage.
And both of those are too narrow a specialization, in my opinion.
Hold on,we are talking past each other.You keep talking about JUST lasers,when I specifically referred to boarders AND lasers.When I said specialize,in the very beginning,I specifically said that you specialize in two means of offense.
Sure, but my point still stands: it's better to not specialize, but diversify. One style of offense is not enough, and neither is two. I won't focus on JUST "lasers and boarding stuff", I just don't think this is a good approach in this game. My approach is to go off everything the enemy could, theoretically, have at that point in the game, and try to counter as many of their attacks and defences as possible, eliminate them like a checklist. Laser weapons and boarding stuff are a good answer to some of those things, a mediocre answer to some others, and a bad answer to others still. You seem to imply they are a superior answer to everything, when in large enough quantities, which I just don't agree with.
If you go for laser+missile,for example,when you shop you should not grab that teleport because it gives you more options,you should focus on your two complementing weapons you already have.Sure,that teleport may come handy in some encounter later on,but spending scrap to improve your lasers or missiles will get you further.
I would absolutely buy the teleport, if I had enough free crew to send over. I don't think adding missiles and lasers to missiles and lasers is a better choice: you already have them, they already counter the things they counter, and are countered by the things they are countered by. Adding more will not really change that dynamic: you will still win easily against ships that are weak to this, and suck against ships that are strong. There is a point, around midgame, where a direct upgrade might be needed just to keep up with the curve, but I would just as soon ditch the laser altogether and get something else that fills the role, if it is available, I don't see any benefit in forcing yourself into this narrrow a build.
Meanwhile, a teleport will give you a bunch of "gimme" ships you will crush with no effort, ones that don't have clone bay or medbay and have, like, two crew members. It will provide extra scrap from victories, paying for itself. And it will offer a backup plan for if you run into a ship that has defences your lasers and missiles just can't penetrate, like a ship with a Defence drone and powerful shields/high dodge. You'll probably take some damage, but you'll win instead of dying or running away, and a bad win is usually better than a good run.
Also, all of those things can work together: if the enemy ship has a medbay/clone bay, you can shoot a missile at it and still board it. So now you've also added medbay+high shields to the list of ships you can defeat quickly and efficently. And if they have a medbay but their shields are weak, you can save the missile and just use the laser to disable it, and then board. OR if they have a defence drone and a medbay, but weak shields (Engi, probably), the laser will come through, and that's another type you can defeat without issue. And so on, an so forth.
You should really try it sometimes.Its not that expensive(120 scrap),and it does just enough for fast shooting weapons to justify that cost.Of course,there are better systems Id pick before it(like the autorepair),but its not as bad as you think.
I'm not saying the pre-igniter is bad, I'm just saying it's not as good as most other things I could get for 120 scrap, or whatever percentage you get for selling it.
Fire beams are so fun.Useless against the unmanned stuff,but roasting the entire enemy crew is a great thing to watch.And also pretty effective.
It always sounded fun, but also really slow. First I have to get rid of the shields, somehow. At this point, half of the work is already done, and I can use a regular weapon, like some type of a normal Beam, or a Heavy Laser, to deal a good chunk of damage and probably disable the weapons bay immediately, or ruin the shield gen. OR, I can set fire to the enemy ship and watch it slowly burn, letting it hit me with a lot more salvoes before it finally dies. Sure, maybe the weapons bay will catch fire and they will actually let it burn down, but that's a big maybe, and even then it'll take a while. Slow, situational, expensive in both power and scrap. Not my style, not at all.
Wow,I trimmed my post significantly,and it still is a lot of text.I caught The Rocketeer disease!
It's my fault, really, I keep writing these huge paragraphs and going on all sorts of tangents.
Also, I just realized: every time you've mentioned Scatter, I thought you were talking about Flak. I don't even remember what Scatter does, I just remember that I don't like it. Maybe I shouldn't get into huge arguments about this game I barely even remember...
In conclusion: maybe you're right about the boss requiring special preparation that doesn't fit the rest of the game. And it's certainly dumb that the "story premise", insofar as the game even has one, just says that you need to survive until the final sector, rather than beat the boss, because that implies you can win by just moving as quickly as possible and avoiding as many fights as you can, which is actually a terrible strategy.
But I am adamant that specialization is a bad strategy that doesn't work, or, at least, it doesn't work as well as being a jack of all trades. I guess we'll just have to agree to disagree on that one.