History VideoGame / FTLFasterThanLight

3rd Feb '16 12:03:32 AM TheRoguePenguin
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** If you come across an enemy who absolutely cannot damage you, feel free to just sit there and level up your pilot, plus your engine and shield officers.
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** If you come across an enemy who absolutely cannot damage you, feel free to just sit there and exploit them to level up some if not all of your pilot, plus your tactical officers: pilot and engine and for dodging, shield officers.officers for blocking fire, and weapons if their shields can withstand one of your weapons.
1st Feb '16 11:34:05 AM Leylicite
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correction - Flak II fires 7 damaging projectiles (and some "fake" ones that do nothing but block defense drone shots)
** Flak weapons shoot a cluster of debris. The MKII version shoots 8 chunks at once, and you can have two of them installed at once if you're very lucky. NOTHING has enough shields to deal with that.
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** Flak weapons shoot a cluster of debris. The MKII Mark II version shoots 8 7 chunks at once, and you can have two of them installed at once if you're very lucky. NOTHING has enough shields to deal with that.
16th Jan '16 5:58:59 AM LucaEarlgrey
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*** If the enemy ship has a teleporter, they will ''always'' use it. Even to send just one crew member, or to send in Engies and Zoltans if no other choice of boarders are available, regardless of how much more effective it is to just keep the entire crew on board.
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*** If the enemy ship has a teleporter, they will ''always'' use it. Even to send just one crew member, or to send in Engies and Zoltans Zoltans[[note]]only in vanilla ''FTL''; ''Advanced Edition'' has them [[ActionBomb explode]] upon death[[/note]] if no other choice of boarders are available, regardless of how much more effective it is to just keep the entire crew on board.
12th Jan '16 4:35:11 PM crazysamaritan
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* ImpossibleThief: In Slug-controlled sectors, you can encounter a Slug captain who beams aboard your ship and offers you an unidentified drink. One of the possible results of accepting the drink is finding yourself drugged, allowing the Slugs to steal some scrap from your cargo hold. The amount stolen is not limited by the amount of scrap in your possession, and sometimes you lose more scrap than you had in the first place.
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* ImpossibleThief: ImpossibleTheft: In Slug-controlled sectors, you can encounter a Slug captain who beams aboard your ship and offers you an unidentified drink. One of the possible results of accepting the drink is finding yourself drugged, allowing the Slugs to steal some scrap from your cargo hold. The amount stolen is not limited by the amount of scrap in your possession, and sometimes you lose more scrap than you had in the first place.
28th Dec '15 7:18:26 AM arseyman
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** If you come across an enemy who absolutely cannot damage you, feel free to just sit there and level up your pilot, plus your engine and shield officers.
27th Dec '15 5:28:17 PM IcarusJTP
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27th Dec '15 5:28:15 PM IcarusJTP
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*** The achievement "The Guns...They've Stopped" is a reference to [[Film/ANewHope A New Hope]].
25th Dec '15 8:27:33 PM zequeins
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** We don't get to actual piece itself, but the Anti-Ship Batteries are these. They fire one single, powerful shot that pierces all shields and guaranteed to breach your hull if it hits.
23rd Dec '15 11:37:27 PM shoruke
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* AlmostOutOfOxygen: It could happen to you, or to the enemies, if someone's oxygen generator gets busted. Short of sending Lanius crewmen through a teleporter, oxygen starvation is typically too slow-acting to take a ship's crew down. Enemies will tend to flee rooms that have no oxygen (since they take constant damage), even if this means allowing your crew to destroy their systems.

* BeefGate: Inverted; the super-powered enemies prevent you from advancing ''backwards''. As the rebels take over the galaxy behind you in an unstoppable flood, beacons they've claimed will no longer have random events, only a fight with a Rebel Elite; they're stronger ships than anything else you'll fight in that sector, they're backed up by Anti-Ship Batteries, and the only potential reward is a single unit of fuel.

* CriticalExistenceFailure: Applies to crew. Also, since [[HitPoints hull integrity]] is measured separately from SubsystemDamage, it's quite possible for a fully-functional ship to explode thanks to a stray shot.
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** The Type C Stealth Cruiser takes this UpToEleven by sacrificing the cloaking system for a more power-efficient shield generator drone; with this ship, emphasis is more on "Crippling" than "Specialized". * CriticalExistenceFailure: Applies to crew.crew; at 0 hitpoints, they go from alive to "dying" to dead in about a second. Also, since [[HitPoints hull integrity]] is measured separately from SubsystemDamage, it's quite possible for a fully-functional ship to explode thanks to a stray shot.

* CriticalExistenceFailure: Applies to crew. Also, since [[HitPoints hull integrity]] is measured separately from SubsystemDamage, it's quite possible for ** Blue Options at events can do this; one Rock crewmember can extinguish a fully-functional ship to explode thanks to burning space station or put down a stray shot.riot on his own, a Scrap Recovery Arm can suddenly mine asteroids, the Anti-Bio Beam can one-shot an entire station full of giant spiders without harming anyone else...

* CriticalExistenceFailure: Applies ** The Type B Lanius cruiser starts with a highly power-efficient flak battery; 3 shots, even if slightly inaccurate, will easily chew through 1 layer of shields to crew. Also, since [[HitPoints hull integrity]] is measured separately from SubsystemDamage, it's quite possible for a fully-functional ship to explode thanks to a stray shot.damage enemy systems.

* CriticalExistenceFailure: Applies to crew. Also, since [[HitPoints hull integrity]] is measured separately from SubsystemDamage, GatlingGood: The Chain Vulcan, whose cooldown time decreases each time it's quite possible for a fully-functional fired, down to 1.1 seconds... which is faster than shields recharge, meaning you can destroy literally any ship to explode thanks to a stray shot.using only this one gun.

* CriticalExistenceFailure: Applies GoodOldFisticuffs: When standing in the same tile as an enemy crewman, it looks like everyone fights barehanded. When standing on a different tile of the same room, they tend to crew. Also, since [[HitPoints hull integrity]] is measured separately from SubsystemDamage, it's quite possible for a fully-functional ship to explode thanks to a stray shot.fight with ray guns (which do the same damage), or by throwing rocks.

* CriticalExistenceFailure: Applies HealingFactor: Medbays grant this to crew. Also, since [[HitPoints hull integrity]] is measured separately from SubsystemDamage, it's quite possible for a fully-functional occupants, as long as they're powered on. A certain augment can grant this to your entire ship to explode thanks to at a stray shot.reduced rate. A different augment can take this UpToEleven in short bursts, by completely and instantaneously healing anyone who uses your teleporter.

* CriticalExistenceFailure: Applies to crew. Also, since [[HitPoints hull integrity]] is measured separately from SubsystemDamage, it's quite possible for a fully-functional ship to explode thanks to a stray shot.KineticWeaponsAreJustBetter: Missiles have drawbacks, true, but in the end they ignore standard shields and can dish out some pretty good damage. Even laser and ion guns technically shoot projectiles.

* CriticalExistenceFailure: Applies MoneyForNothing: It's rare to crew. Also, since [[HitPoints hull integrity]] is measured separately from SubsystemDamage, find oneself in this situation, but it's quite possible for a fully-functional to end up in sector 8 with all ship upgrades purchased, scrap left over, and no stores to explode thanks visit. * MoneySpider: [[JustifiedTrope Justified]]; the only thing useful as currency is scrap metal, which you can obtain from every ship you destroy (and you can salvage even more if you kill the crew and leave the ship intact). The exception is if you fight one of the [[DemonicSpiders souped-up Rebel Elites]] at a Rebel-controlled jump point; even if you win, you only have time to a stray shot.drain one unit of fuel (or three, if you're flat out) from them before you have to leave.

* CriticalExistenceFailure: Applies ** Flak weapons shoot a cluster of debris. The MKII version shoots 8 chunks at once, and you can have two of them installed at once if you're very lucky. NOTHING has enough shields to crew. Also, since [[HitPoints hull integrity]] is measured separately from SubsystemDamage, it's quite possible for a fully-functional ship to explode thanks to a stray shot.deal with that.

* CriticalExistenceFailure: Applies to crew. Also, since [[HitPoints hull integrity]] is measured separately Defense Drones don't have perfect targetting, but for the most part will keep you safe from SubsystemDamage, it's quite possible for a fully-functional ship to explode thanks to a stray shot.missiles and even incoming combat/hacker drones.

* SuicidalOverconfidence: Even if your ship has three shield layers and the enemy has a beam weapon and a weak laser as their only weapons, in most circumstances, they will try to fight you.
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* SuicidalOverconfidence: Even if your ship has three shield layers and the enemy has a only beam weapon and a weak laser as their only weapons, in most circumstances, they will try to fight you.you. Also, individual enemy crewmembers aboard your ship will continue trying to fight your crew after their own ship has been destroyed.

* SuicidalOverconfidence: Even if your ship has three shield layers and ** Whoever is manning the enemy has a beam weapon and a weak laser as their only weapons, in most circumstances, they will try to fight you.sensors or door systems.

* SuicidalOverconfidence: Even if ** Some events end up with an intruder aboard your ship has three shield layers and the enemy has a beam weapon and a weak laser as ship; depending on their only weapons, in most circumstances, mental state, they will try to fight you.may lash out if antagonized. ** A downplayed example in the Crystal Cruiser's Crystal Vengeance augment. If you take hull damage, a piece of the debris may strike the enemy's ship.

* SuicidalOverconfidence: Even if your ship has three shield layers ** Fire can spread and the destroy systems, and destroying a system deals one hull damage. If an enemy has a beam weapon and a weak laser as surrenders while their only weapons, in most circumstances, they will try to fight you.ship is on fire, you can accept their surrender... and then watch their ship explode anyway.

* WaveMotionGun: The Artillery Beam. It takes up its own module instead of being incorporated into your weapons, and bypasses all shields except Zoltan shields. It also cuts across multiple rooms like all beam weapons in the game, dealing 4-5 damage to most ships, and sometimes more. The Glaive Beam is available to all ships and is flat-out the strongest weapon in the game, able to do up to 12 damage in one sweep if it hits four rooms and no shields block it.
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* WaveMotionGun: The Artillery Beam. It takes up its own module instead of being incorporated into your weapons, and bypasses all shields except Zoltan shields. It also cuts across multiple rooms like all beam weapons in the game, dealing 4-5 damage to most ships, and sometimes more. The Glaive Beam is available to all ships and is flat-out the strongest weapon in the game, able to do up to 12 damage in one sweep if it hits four rooms and no shields block it. Against certain ship layouts, it can hit more rooms, and do even more damage. ** Anti-Ship Batteries are nigh-unblockable, do high damage, and seem to be too big to mount on a spaceship. Only with a cloaking system or a REALLY good engine can you hope to dodge even one shot, but you will NOT be able to stay alive forever while under fire from them.

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* WaveMotionGun: The Artillery Beam. It takes up its own module instead of being incorporated into your weapons, ** Ships that have a teleporter and bypasses all shields except Zoltan shields. It also cuts across multiple rooms like all beam a strong boarding team but no weapons in the game, dealing 4-5 damage tend to most ships, and sometimes more. The Glaive Beam is available to all have trouble fighting off [[{{Mooks}} automated scouts]], which are usually cannon fodder for ships and is flat-out the strongest weapon in the game, able to do up to 12 damage in one sweep if it hits four rooms and no shields block it.with even lackluster weaponry.
22nd Dec '15 3:00:22 AM dvorak
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* TeleportGun: Bombs use the "teleporting bullet" variation. They can really ruin the enemy (or your) crew's day, but they can't damage the hull.
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