Well, if you're still playing the game after 110 straight losses, maybe that's the problem

.
To be fair, everyone has a style that they play. I generally go for a basic rule: improving defense may reduce the amount of damage received, but improving offense does as well. You have won the encounter once the enemy's weapons are disabled.
If you're having trouble, take an easy ship. With 110 games, you should have unlocked the Kestrel-B (aka the "Red-Tail"). This is an excellent ship for someone having difficulty. With four laser cannons, you start out dealing 4 synchronized 1-shot blasts every 10 seconds. One the first two sectors (when just about all ships have 1 or 0 shields), that means that you can usually disable their weapons systems in 12 seconds, at worst 22 seconds. At worst, you'll take two missiles during that period. Most of the time, you won't get hit at all. Your gunner will level up so fast that your firing time decreases.
Early Game:
Put the human in the engine room, the zoltan in the shield room, and the mantis in the weapons room. Set the weapons on autofire. Take your time moving to the exit: use the map feature to show all the paths out of future beacons, and have a clear idea of how you will proceed to maximize the beacon visits before the rebels. Don't spend scrap on things you don't need.
You don't need purchase slaves, unknown weapons, drones or missiles (early on)
You do want to trade for fuel, purchase fuel, purchase repairs.
Scout the sector if it's early in the sector; delay if it will help you get more beacons before the rebels come; fight if you want a challenge.
Try to keep lots of excess scrap on hand. If you see a distress beacon, that's a good time to upgrade your medbay to level 2 (there are several upgraded-medbay events); level 2 sensors might help as well. If you're heading into nebulae or Mantis Space, upgrade your doors to level 2.
When you dock at a store, repair your ship to 2/3rds (20/30). You may be tempted to repair it all the way, but there are events that give you free repairs, and 20/30 should be good enough.
If you ever see a weapon pre-igniter (120 scrap), buy it. Sell what you have to in order to buy it (well, keep at least four lasers). When you see a store, hit as many beacons as possible before going to the store (and leaving one unvisited beacon on the way out).
With an overpowered ship, you'll probably be good against the early level rebel elites, so you might want to consider exploring beyond the exit beacon after the rebels capture it (and returning to the beacon to fight rebels).
mid-game:
when the enemy has two or more shields, you'll probably want to damage them first.
weapons upgrades: with the Kestrel-B, good upgrades are:
Burst Laser Mk I or Mk II
Heavy Laser I.
Ion Mk. II
Halberd Beam.
Breach Missile
Breach Bomb
Others are less desirable. The top-tier weapons (Glaive beam, Burst III) use a lot of power an
Missiles can be nullified by an enemy's defense drone. Bombs miss a lot.
With a mixed arsenal, you'll need to turn off autofire. Use pause to fire all weapons in a volley. Fire the regular/burst lasers a half-second before the Heavy Lasers: the light stuff knocks down the shields, and the heavy stuff does the damage. Similarly, when the lasers knock down the shields, pause the game and target the beam weapon to hit as many boxes as possible. Try to start with the shield room (A shield operator will raise the shields quickly and block your beam; but if the shields are damaged, the operator switches to repairing the shields).
The teleporters can be quite useful for boarding enemies. If you have a boarding party, do not use autofire under any circumstances (just turn it off altogether).
If you're tempted by Drone Control, use drones sparingly.
By far the most useful drone is the Defense I. The Defense II, while faster, also targets lasers, which means that it's often engaging what your shields can handle (lasers) instead of what bypasses shields (that big fat missile, for example). Anti-Ship I is useful for giving you one less enemy shield to blast through enemies and II will keep those shields down for a while. The Boarding Drone can be hilarious. The system repair drone I'd only keep around to help with the giant spiders.
Special Upgrades that are particularly useful to this build:
Weapon Pre-Igniter (Again, keep money around just in case this shows up)
Scrap Recovery Arm
Long-Range Scanners
Cloaked Weapons
Endgame:
if you made it this far, you only really need four engines and three bars of shields to defeat the mothership, but four shields can be helpful.
As you upgrade, try to match your weapons. The other day, I got a 6400+ victory on the Kestrel-B with 3xMk I burst lasers (that just fell out of the sky) and 1 of the starting lasers. With a top-end crew, that's 7 points of damage every 9 seconds. With cloaked weapons, a pre-igniter and an Anti-Ship drone II, that meant that, in the final battle, I took down (and damaged) the mothership's shields as it de-cloaked (teleporting a crew to deal with the Ion weapon and operator), killed some shield operators 9 seconds later, cloaked for the first missile volley, destroyed the missile launcher at T+18, recovered the boarders once they disabled the ion weapon, and spent the next half minute destroying the thing.