History YMMV / FTLFasterThanLight

8th Jan '18 1:37:29 PM N.Harmonik
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** Also from ''Advanced Edition'', the [[GatlingGood Vulcan Cannon]]. It's extremely rare, starts by firing one shot every 11 seconds, and takes 4 power, but it is the ''only'' weapon you will ever need to destroy anything. The time between its shots drops by two seconds with each firing, so eventually it fires 1 shot per ''second''; the fastest enemy shields will recharge is 1.5 seconds. Battles are reduced to setting the Vulcan to autofire on the shields and breaking it apart, then destroying enemy systems at your leisure and occasionally reminding the enemy crew the futility of repairing the shield with another shot. Not even several misses in a row can stop the onslaught for more than a brief moment.

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** Also from ''Advanced Edition'', the [[GatlingGood Vulcan Cannon]].Chain Vulcan]]. It's extremely rare, starts by firing one shot every 11 seconds, and takes 4 power, but it is the ''only'' weapon you will ever need to destroy anything. The time between its shots drops by two seconds with each firing, so eventually it fires 1 shot per ''second''; the fastest enemy shields will recharge is 1.5 seconds. Battles are reduced to setting the Vulcan to autofire on the shields and breaking it apart, then destroying enemy systems at your leisure and occasionally reminding the enemy crew the futility of repairing the shield with another shot. Not even several misses in a row can stop the onslaught for more than a brief moment.
15th Dec '17 9:33:10 PM Twentington
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** The Stealth B ship, DA-SR12. Like the Stealth A ship, it starts with a cloaking device and the shield system must be purchased separately for 150 scrap. Its main differences are that it has only level 2 engines instead of level 4, has level 2 cloaking, and its only weapon is the [[AwesomeButImpractical Glaive Beam]], a beam that does 3 damage per room, but takes ''25 seconds'' to charge (about 23 if you have a zero-level gunner) and uses 4 bars of energy. Even the Federation Cruisers' Artillery Beam fires faster when maxed out. If your weapons and/or your cloaking get hit in the early game, your best choice is simply to restart.

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** The Stealth B ship, DA-SR12.DA-[=SR12=]. Like the Stealth A ship, it starts with a cloaking device and the shield system must be purchased separately for 150 scrap. Its main differences are that it has only level 2 engines instead of level 4, has level 2 cloaking, and its only weapon is the [[AwesomeButImpractical Glaive Beam]], a beam that does 3 damage per room, but takes ''25 seconds'' to charge (about 23 if you have a zero-level gunner) and uses 4 bars of energy. Even the Federation Cruisers' Artillery Beam fires faster when maxed out. If your weapons and/or your cloaking get hit in the early game, your best choice is simply to restart.
15th Nov '17 1:56:18 PM Wordpainter
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** The Repair Arm augment. Any moderately savvy player knows to ''never'' buy this piece of garbage, since it steals 15% of your scrap to do something that is both cheaper at a store and which should at best be occasionally necessary if you know what you're doing. What makes it fit this trope is that you can be [[PowerupLetdown "awarded"]] the augment as part of a random event, forcing you to rush to a store to dump the thing. Depending on how far along you are, this can either be a small scrap gain, or a small to moderate scrap loss.

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** The Repair Arm augment. Any moderately savvy player knows to ''never'' buy this piece of garbage, since it steals 15% of your scrap to do something that is both cheaper at a store and which should at best be occasionally necessary if you know what you're doing. What makes it fit this trope is that you can be [[PowerupLetdown "awarded"]] the augment as part of a random event, forcing you to rush to a store to dump the thing. Depending on how far along you are, this can either be a small scrap gain, or a small to moderate scrap loss. [[RescuedFromTheScrappyHeap Slightly improved]] in the Advanced Edition, which buffed them by directly connecting the repairs to the scrap earned--so you can be healed more than once at time if you get a double-reward beacon and the scrap reduction stops when you're already at full health.
15th Nov '17 1:48:41 PM Wordpainter
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** As far as crew examples go, [[PunyEarthlings humans]]. They trigger no blue events, [[MasterOfNone have no special abilities]], and are only effective in combat when against Zoltans or Engi. Slugs have the same stats as humans, but also have telepathy (which was further improved in Advanced Edition) and can trigger blue events. The Advanced Edition mercifully gave them [[HumansAdvanceSwiftly slightly faster skill progression]] and a new blue option.

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** As far as crew examples go, [[PunyEarthlings humans]]. They In the original version, they trigger no blue events, [[MasterOfNone have no special abilities]], and are only effective in combat when against Zoltans or Engi. Slugs have the same stats as humans, but also have telepathy (which was further improved in Advanced Edition) and can trigger blue events. The Advanced Edition mercifully gave them [[HumansAdvanceSwiftly slightly faster skill progression]] and a new blue option.
9th Sep '17 8:30:28 AM LucaEarlgrey
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* ItWasHisSled: The Crystal race is supposed to be a WalkingSpoiler, but the [[LuckBasedMission heavily luck-based requirements]] to unlock their sector and ship are [[ThatOneSidequest so notorious]] that it's anything but a secret now.

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* ItWasHisSled: ItWasHisSled:
**
The Crystal race is supposed to be a WalkingSpoiler, but the [[LuckBasedMission heavily luck-based requirements]] to unlock their sector and ship are [[ThatOneSidequest so notorious]] that it's anything but a secret now.now.
** Similarly you're not supposed to know anything about the [[FinalBoss Rebel Flagship]], but nobody cares about the spoiler factor of it.
24th Jul '17 10:24:09 AM Alceister
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** The Rock Cruiser Type B, "Shivan". It has four Rockman crew by default, making it very tanky and resilient to boarding. Its Heavy Pierce Laser can dominate early sectors before the enemies get over one layer of shielding, as it charges fairly fast, ignores one layer of shielding, and does as much damage as an Artemis missile without using ammo or being countered by Defense Drones. It also comes with Fire Bombs, which in of themselves are fairly useful due to their ability to set fires and hurt enemy crew while ignoring shields. Once you install a teleporter however, the combination of a fireproof Rockman boarding party with Fire Bombs will essentially allow you to easily defeat any ship that isn't a drone, or crewed by Lanius.

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** The Rock Cruiser Type B, "Shivan". It has four Rockman plating and four Rockmen crew by default, making it very tanky and resilient to boarding. Its Heavy Pierce Laser can dominate early sectors before the enemies get over one layer of shielding, sectors, as it charges fairly fast, ignores one layer of shielding, and does as much damage as an Artemis missile without using ammo or being countered by Defense Drones. It also comes with Fire Bombs, which in of themselves are fairly useful due to their ability to set fires and hurt enemy crew while ignoring shields. Once you install a teleporter however, the combination of a fireproof Rockman Rockmen boarding party with Fire Bombs will essentially allow you to easily defeat any ship that isn't a drone, or crewed by Lanius.
24th Jul '17 10:20:27 AM Alceister
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*** The flagship's triple missile launcher is notorious for this reason. At best, a defense drone of any make can take down two missiles, and while you can cloak to dodge them, this only works every other time due to the longer cloak recharge. Unless you're fast with your teleporter, odds are a missile is going to connect. On the final stage, it's practically a guarantee since the Zoltan shield takes so long to get through.
** BoardingDrone will cause a breach in whatever room they land in and wreak havoc until you take them out (or the drone control system). Considering they are immune to asphyxiation, has a Rockman's health and Mantis' damage, this is easier said than done. And of, if you manage to take them out, the enemy most likely will send ''another one''. Considering that the Rebel Flagship has both missiles and Boarding Drone, getting a Defense Drone is almost mandatory to complete the game. Previously, the enemy can send the drone without cooldown (although limited by the number of drone parts), almost ensuring that at least one will get through. ''Advanced Edition'' added a cooldown on their launching, making them slightly easier to take care of.
** The hacking and mind control subsystems in ''Advanced Edition''. The hacking drone can be fired at any system and reverses the function of the system it hits (oxygen drains, medbay damages, weapons and shields lose charge, dodge is shut off). Not only that, the room it hits is locked down and has to be broken into. It also doesn't suffer from the drone-cooldown added to prevent drone-spam, so your enemy is going to fire it like it's a machine gun until they hit you. The mind control system co-opts one of your crewmembers and causes them to turn against you, usually attacking whoever or whatever is in the room with them. This can potentially shut off your ability to dodge or damage critical systems. In both cases, you can only hope you can knock the system offline before it does too much damage. On the plus side, these two are every bit as gamebreaking under your control.

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*** The flagship's triple missile launcher is notorious for this reason. At best, a single defense drone of any make can take down two missiles, and while you can cloak to dodge them, this only works every other time due to the longer cloak recharge. Unless you're fast with your teleporter, teleporter or have a bomb/missile of your own at the ready, odds are a missile is going to connect. On the final stage, it's practically a guarantee since the Zoltan shield takes so long to get through.
** BoardingDrone Boarding Drones will cause a breach in whatever room they land in and wreak havoc until you take them out (or the drone control system). Considering they are immune to asphyxiation, has a Rockman's health and Mantis' damage, this is easier said than done. And of, if you manage to take them out, the enemy most likely will send ''another one''. Considering that the Rebel Flagship has both missiles and Boarding Drone, getting a Defense Drone is almost mandatory to complete the game. Previously, the enemy can send the drone without cooldown (although limited by the number of drone parts), almost ensuring that at least one will get through. ''Advanced Edition'' added a cooldown on their launching, making them slightly easier to take care of.
** The hacking and mind control subsystems in ''Advanced Edition''. The hacking drone can be fired at any system and reverses the function of the system or subsystem it hits (oxygen drains, medbay damages, weapons and shields lose charge, dodge is engines/piloting are shut off). Not only that, the room it hits is locked down and has to be broken into. It also doesn't suffer from the drone-cooldown added to prevent drone-spam, so your enemy is going to fire it like it's a machine gun until they hit you.you or run out of drones. The mind control system co-opts one of your crewmembers and causes them to turn against you, usually attacking whoever or whatever is in the room with them. This can potentially shut off your ability to dodge or damage critical systems. In both cases, you can only hope you can knock the system offline before it does too much damage. On the plus side, these two are every bit as gamebreaking under your control.



*** The flagship got ''even cheaper'' with ''Advanced Edition''. Now the first round has the hacking subsystem which needs to be shot down by a defense drone, and the flagship shoots them really fast. Worse, its missiles are almost guaranteed to distract your defense drone long enough to let the hacking drone hit you, which can be deadly depending on what it hits (if it hits weapons, shields, or engines/pilot, jump away from the battle as soon as possible; you've basically lost otherwise). The third round gets the mind control system hidden behind the massive Zoltan shield, which means you'll have a crewmember running around under enemy control for a significant period.

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*** The flagship got ''even cheaper'' with ''Advanced Edition''. Now the The first round has the comes with a hacking subsystem which needs to be shot down by a defense drone, and the flagship shoots them really fast. Worse, its missiles are almost guaranteed to distract can completely throw you off your defense drone long enough to let the hacking drone hit you, which can be deadly depending on what game if it hits (if it hits a vital system like weapons, shields, or engines/pilot, jump away from the battle as soon as possible; you've basically lost otherwise).engines/piloting, and will repeatedly fire until it connects or runs out of drones. The third round gets the mind control system hidden behind the massive Zoltan shield, which means you'll have a crewmember running around under enemy control for a significant period.
29th Jun '17 8:07:04 PM Thecommander236
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** As far as crew examples go, [[PunyEarthlings humans]]. They trigger only one blue event, [[MasterOfNone have no special abilities]], and are only effective in combat when against Zoltans or Engi. Slugs have the same stats as humans, but also have telepathy (which was further improved in Advanced Edition) and can trigger blue events. The Advanced Edition mercifully gave them [[HumansAdvanceSwiftly slightly faster skill progression]] and a new blue option.

to:

** As far as crew examples go, [[PunyEarthlings humans]]. They trigger only one no blue event, events, [[MasterOfNone have no special abilities]], and are only effective in combat when against Zoltans or Engi. Slugs have the same stats as humans, but also have telepathy (which was further improved in Advanced Edition) and can trigger blue events. The Advanced Edition mercifully gave them [[HumansAdvanceSwiftly slightly faster skill progression]] and a new blue option.
29th Jun '17 8:06:26 PM Thecommander236
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** As far as crew examples go, [[PunyEarthlings humans]]. They trigger no blue events, [[MasterOfNone have no special abilities]], and are only effective in combat when against Zoltans or Engi. Slugs have the same stats as humans, but also have telepathy (which was further improved in Advanced Edition) and can trigger blue events. The Advanced Edition mercifully gave them [[HumansAdvanceSwiftly slightly faster skill progression]] and a new blue option.

to:

** As far as crew examples go, [[PunyEarthlings humans]]. They trigger no only one blue events, event, [[MasterOfNone have no special abilities]], and are only effective in combat when against Zoltans or Engi. Slugs have the same stats as humans, but also have telepathy (which was further improved in Advanced Edition) and can trigger blue events. The Advanced Edition mercifully gave them [[HumansAdvanceSwiftly slightly faster skill progression]] and a new blue option.
7th Jun '17 10:22:40 AM Alceister
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** [[spoiler:The Crystal race]], though their Game Breaker properties are justified by the sheer difficulty involved in [[LuckBasedMission unlocking them]]. Their lockdown ability prevents entry and escape from a room, which can be used to contain enemy boarders, trap enemy crew inside a room, or prevent them from accessing a room while you hammer away at its occupants and systems. Extra hp allows them to hold their own against most opponents (excepting Mantis, Rockmen, and Boarding Drones) without suffering any drawbacks save for a slightly reduced movement speed.

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** [[spoiler:The Crystal race]], though their Game Breaker properties are justified by the sheer difficulty involved in [[LuckBasedMission unlocking them]]. Their lockdown ability prevents entry and escape from a room, which can be used to contain enemy boarders, trap enemy crew inside a room, or prevent them from accessing a room while you hammer away at its occupants and systems. Extra hp allows them to hold their own against defeat most opponents (excepting Mantis, Rockmen, and Boarding Drones) without suffering any drawbacks save for a slightly reduced movement speed.
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