History YMMV / FTLFasterThanLight

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.

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** 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.

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** 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.
5th Jun '17 9:08:47 PM Alceister
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** [[spoiler:The Crystal people.]] Their ability to lock down a room, preventing anyone from entering or leaving makes whoever you are facing in the room outnumbered, outgunned and unable to escape, ensuring a certain death. Combined with their extra HP and tolerable speed, and you have the ultimate boarding crew. Their Type B ship takes this even further, with a four-capacity teleporter right next to a medbay, and you start with three crew. Their Type A ship is no slouch, either, possessing weapons that bypass one layer of shielding and don't require ammo. Their Game Breaker property is heavily justified though, as the way to unlock them in vanilla ''FTL'' requires a horrendous amount of {{luck|BasedMission}}.

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** [[spoiler:The Crystal people.]] race]], though their Game Breaker properties are justified by the sheer difficulty involved in [[LuckBasedMission unlocking them]]. Their lockdown ability to lock down prevents entry and escape from a room, preventing anyone which can be used to contain enemy boarders, trap enemy crew inside a room, or prevent them from entering or leaving makes whoever you are facing in the accessing a room outnumbered, outgunned while you hammer away at its occupants and unable systems. Extra hp allows them to escape, ensuring a certain death. Combined with hold their extra HP own against most opponents (excepting Mantis, Rockmen, and tolerable speed, and you have Boarding Drones) without suffering any drawbacks save for a slightly reduced movement speed.
*** Their ships are also quite powerful as well. The Type B rivals
the ultimate Mantis as the premiere boarding crew. Their Type B ship takes this even further, of the game, starting with three crew members, as well as a four-capacity four-slot teleporter located right next to a medbay, and you start with three crew. Their medbay. The Type A ship is no slouch, slouch either, possessing weapons that bypass one layer of shielding and shielding, don't require ammo. Their Game Breaker property is heavily justified though, as the way ammo, and have a small chance to unlock them in vanilla ''FTL'' requires a horrendous amount of {{luck|BasedMission}}.cause hull breaches.
13th May '17 10:12:39 AM Alceister
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*** All three Zoltan cruisers. The Zoltans are the most fragile race and moving them around results in ship systems losing or redistributing power, resulting in weapons getting canceled, cloaks getting deactivated, shields dropping, etc. Their Zoltan Shield augment can prevent enemy ships from using their teleporters or launching boarding drones while it's active, but the ''Advanced Edition'' introduces a special augment that allows enemies (and the player) to get past it, and several random events involve its use. On the other hand, it also gave Zoltans the special ability to explode when they die for a little crew damage, giving at least a little hope to the Zoltan Type C with its clone bay.

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*** All three Zoltan cruisers. The Zoltans are the most fragile race and moving Due to their reliance on Zoltan crewmembers for power, relocating them around results in to different rooms to fight off boarders may cause ship systems losing or redistributing to lose power, resulting in weapons getting canceled, cloaks getting deactivated, shields dropping, etc. Their Zoltan Shield augment can prevent enemy ships from using their teleporters or launching boarding drones while it's active, but the ''Advanced Edition'' introduces a special augment that allows enemies (and the player) to get past it, and several random events involve its use. On the other hand, it also gave Zoltans the special ability to explode and damage enemies when they die for a little crew damage, die, giving at least a little hope to the Zoltan Type C with its clone bay.
7th May '17 8:35:27 AM Alceister
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** The fact that many elements of the game are random does not sit well with some players. Case in point: In one run, you may end up finding four Burst Laser II's, allowing you to cheese the FinalBoss with 12-shot [[BeamSpam laser spam]]. In another run, you may be stuck with default weaponry or at the least ineffective weapons at stores that prevent you from damaging the flagship at all unless you also invest in a teleporter.

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** The fact that many elements of the game are random does not sit well with some players. Case in point: In one run, you may end up finding four Burst Laser II's, allowing you to cheese the FinalBoss with 12-shot [[BeamSpam laser spam]]. In another run, you may be stuck with default weaponry or at the least ineffective weapons at stores that prevent you from damaging the flagship at all unless you also invest in a teleporter.teleporter or hacking system.
6th May '17 10:17:37 AM Alceister
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** The Rock Cruiser Type B, "Shivan". Its Heavy Pierce Laser can dominate early sectors before the enemies get over one layer of shielding and stays useful through the endgame. It charges fairly fast, ignores one layer of shielding, does as much damage as an Artemis missile without using ammo or being vulnerable Defense Drones. Once you find a teleporter, the combination of a fireproof Rockman boarding party and Fire Bombs becomes even more powerful.

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** Similarly, Automated Reloaders augments. They stack, so that with a fully-trained crewmember on weapons, you can slice the charge times of all your weapons by ''half''.
** 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 and stays useful through the endgame. It 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 vulnerable 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 find install a teleporter, teleporter however, the combination of a fireproof Rockman boarding party and with Fire Bombs becomes even more powerful.will essentially allow you to easily defeat any ship that isn't a drone, or crewed by Lanius.



** The Mantis Cruiser Type B "Basilisk", with its starting 4-man teleporter, boarding drone and level 2 shields. It doesn't come with weapons, but you do not need them. There are only two types of ship it cannot beat outright, one of which is easily corrected once you've got some scrap to upgrade your teleporter one level. Almost every encounter can be won simply by beaming over your entire crew to kill off the opposition while your shields soak up any damage they can do. This also gains a lot more scrap than blowing ships up, making it much easier to improve the ship. For AI ships, you can use your boarding drone to destroy systems slowly (AI-Scout) or a combination of the level 2 teleport and drone (AI-Assault). With all that extra scrap, you can easily buy weapons to disable ships you can't kill by boarding. By far, this ship is the easiest one to get to the endgame with because it affords a considerable early game advantage. Its only disadvantage is Zoltan ships, which can't be breached with the teleporter while their shield is up (unless the RandomNumberGod blesses you with a special bypass augment).

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** The Mantis Cruiser Type B "Basilisk", with its starting 4-man teleporter, defence and boarding drone drones, and level 2 shields. It doesn't come with weapons, but you do not need them. There are only two types of ship it cannot beat outright, one of which is easily corrected once you've got some scrap to upgrade your teleporter one level. Almost every encounter can be won simply by beaming over your entire crew to kill off the opposition while your shields and drone soak up any damage they can do. This also gains a lot more scrap than blowing ships up, making it much easier to improve the ship. For AI ships, you can use your boarding drone to destroy systems slowly (AI-Scout) or a combination of the level 2 teleport and drone (AI-Assault). With all that extra scrap, you can easily buy weapons to disable ships you can't kill by boarding. By far, this ship is the easiest one to get to the endgame with because it affords a considerable early game advantage. Its only disadvantage is Zoltan ships, which can't be breached with the teleporter while their shield is up (unless the RandomNumberGod blesses you with a special bypass augment).



** Ion Blast II combined with one or more Ion Blast I. It only takes a few quick salvos to take down even level 4 shields, after which you can keep two or more systems more-or-less constantly disabled, then just relax and take your time finishing off the enemy. Especially good in combination with beam weapons, or with teleported crew.
*** It's also the best weapon for leveling up your crew's Weapons skill.

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** Ion Blast II combined with one or more Ion Blast I. It II. Capable of firing faster than a system can shrug off its effects, it only takes a few quick salvos to take down even level 4 shields, after which making it an ideal complement to beam weapons. With another ion weapon or a stack of Automated Reloader augments, you can keep two or more systems more-or-less constantly disabled, then just relax and take indefinitely suppressed, allowing you to eliminate your time finishing off the enemy. Especially good in combination with beam weapons, or with teleported crew.
*** It's also the best
opponent at your leisure, whether by firing up another weapon or targeting their oxygen system. Its rate of fire and nonlethal nature is also excellent for leveling up your crew's Weapons skill.



** ''Advanced Edition'' adds the hacking and mind control subsystems, which completely unbalance the game once you get them. Forget needing a teleporter, just launch a hacking drone at the oxygen and suffocate the ship. Use mind control to make the crew kill each other. The downside, of course, is that it's almost as easy for the enemy to do this to you with the same.
*** The Lanius B Cruiser gives you a clonebay, mind control, a teleporter, advanced version of the Flak Mk 1 (only cost 1 energy to operate ''and'' has lower recharge time to boot) and ''two Lanius''. Who drain oxygen from rooms. If you can't be hurt by the enemy, then it's triviality to use the flak to destroy the enemy oxygen room, teleport the Lanius in, fight for however long it takes to drain the oxygen out of that room, followed by the rest of the ship soon enough.
** Also from ''Advanced Edition'', the [[GatlingGood Vulcan Cannon]]. It's extremely rare, starts slow, and takes 4 power, but it is the ''only'' weapon you will need. 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. Pairing it up with a Glaive Beam (difficult, considering that arming the two together will take eight bars of power, the maximum your weapons system is allowed to have) will require a small fortune in scrap and either luck or starting with the Stealth Cruiser B, but will give you an unlimited ammo weapons set that will melt anything that you point it at, provided you can survive long enough for the Vulcan to spin up and the Glaive to charge. That, or ''[[UpToEleven 2 Vulcans]]''.

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** ''Advanced Edition'' adds the hacking and mind control subsystems, which completely unbalance the game once you get them. game. Forget needing a teleporter, just launch a hacking drone at the oxygen and suffocate the ship. Use ship, or use mind control to make the crew kill each other. The downside, downside of course, is that it's almost as easy for the enemy to do this to you with the same.
*** ** The Lanius B Cruiser gives you a clonebay, mind control, a teleporter, an advanced version of the Flak Mk 1 (only cost 1 energy to operate ''and'' has lower recharge time to boot) and ''two Lanius''. Who Lanius'', who drain oxygen from rooms. If you can't be hurt by the enemy, then it's triviality it is a trivial matter to use the flak to destroy the enemy oxygen room, teleport the Lanius in, fight for however long it takes to drain the oxygen out of that room, followed by the rest of the ship soon enough.
** Also from ''Advanced Edition'', the [[GatlingGood Vulcan Cannon]]. It's extremely rare, starts slow, by firing one shot every 11 seconds, and takes 4 power, but it is the ''only'' weapon you will need.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. Pairing it up with a Glaive Beam (difficult, considering that arming the two together will take eight bars of power, the maximum your weapons system is allowed to have) will require a small fortune in scrap and either luck or starting with the Stealth Cruiser B, but will give you an unlimited ammo weapons set that will melt anything that you point it at, provided you can survive long enough for the Vulcan to spin up and the Glaive to charge. That, or ''[[UpToEleven 2 Vulcans]]''.
30th Apr '17 9:19:46 PM onyhow
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** Also from ''Advanced Edition'', the [[GatlingGood Vulcan Cannon]]. It's extremely rare, starts slow, and takes 4 power, but it is the ''only'' weapon you will need. 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. Pairing it up with a Glaive Beam (difficult, considering that arming the two together will take eight bars of power, the maximum your weapons system is allowed to have) will require a small fortune in scrap and either luck or starting with the Stealth Cruiser B, but will give you an unlimited ammo weapons set that will melt anything that you point it at, provided you can survive long enough for the Vulcan to spin up and the Glaive to charge.

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** Also from ''Advanced Edition'', the [[GatlingGood Vulcan Cannon]]. It's extremely rare, starts slow, and takes 4 power, but it is the ''only'' weapon you will need. 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. Pairing it up with a Glaive Beam (difficult, considering that arming the two together will take eight bars of power, the maximum your weapons system is allowed to have) will require a small fortune in scrap and either luck or starting with the Stealth Cruiser B, but will give you an unlimited ammo weapons set that will melt anything that you point it at, provided you can survive long enough for the Vulcan to spin up and the Glaive to charge. That, or ''[[UpToEleven 2 Vulcans]]''.
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