My mental walkthrough.
Posted: Fri Oct 12, 2012 8:26 pm
I have played the game for 35 hours. I have extensive experience with a variety of ships and playstyles and I thought I would share my wisdom so anyone here who is having any trouble can better see how to deal with the insane complexity that is this game and win more. I can win 80% of the time after the first sector and deal with most issues effectively. You can too, crushing the helpless rebels and pirates under your unstoppable skills. If you are an experienced player you will likely know most of these things. This is more for new players.
A wise man once said that winning isn't everything, but it's the only thing that matters.
Since at times the random number god hates you I have used all the weapons and used many configurations. Some are obviously superior to others.
There will be several sections covering all of the parts of the ship and then a section on how to deal with the various events, and finally some advice on beating the big boss. A lot of the advice is on how to judge items you get- a lot is vendor trash- and work out what stuff you can sell for more scrap. More scrap means better items and stronger systems.
Section 1. Weapons.
A Lasers
B Missiles
C Bombs
D Beams
Section 2. Systems and subsystems.
Section 3. Augmentations.
Section 4. Races.
Section 5. Boarding.
Section 1. Weapons.
You will have a variety of weapons available to you. Sometimes you can chose the best ones, and some are nakedly superior, and sometimes you'll be forced to rely on suboptimal ones. How you use the weapons makes a massive impact on how successful you will be at the game. You can squander them ineffectively or blow ships up to hell.
Regardless of your weapon, you have several goals with all weapons. These are the goals, in rough order of priority, with the supporting goals of avoiding damaging and maximizing scrap. Pause at the start of each battle, especially when you're new at the game, and consider what you should be firing at.
1.Stop them escaping. Some ships will try to flee. Destroy their pilot system to stop that.
2. Knock out various systems, in order of importance-
Weapons, weaponized drones, Shields, Pilot, Cloak etc.
Their weapons do damage to you and should be the first priority to knock out. If they have a boarding drone or an anti ship drone they can seriously hurt you. I've lost more than once to those anti ship drones. If they have a beam weapon and they knock your shields out they can rip down multiple systems. Once their weapons are down you should take out their shields which protect them and then their pilot and cloak which let them evade your attacks.
The next three goals can be as important in different scenarios.
3. Kill enemy personal. People can repair ships and make systems more effective. If they die then the ship will be easier to kill. You also get more money if you kill the crew and leave the ship intact. This may require destroying medilabs which heal.
3. Render the ship inoperable. Hull breaches and fires stop people from being able to repair systems and slowly destroy the ship. Every second you get means more time to charge up your lasers.
3. Damage the enemy hull. Once you smash the enemy's hull they die. If you can't break their systems then smashing their hull may be your only option. If you see a chance to kill them take it. You get less scrap if you just kill them normally.
Onto weapons
A. Lasers.
http://ftl.wikia.com/wiki/Weapons
Fast weapons that impact on shields and drain them and damage the hull or systems. Only energy needed. Purpose- draining shields, damaging systems, destroying zoltan shields, causing hull breaches and fires.
The most important considerations when chosing these are damage, power, and cooldown. The best weapons, such as dual laser, do 2 damage for 1 power and have a short cooldown so you can beat down shields a lot- your damage per second is huge.
In terms of special effects, hull damage is rarely that important- normally you'll want to damage their weapons long before you break their hull. Dual lasers, crystal, and heavy lasers are very efficient weapons early game. Ion blast 2 is very fast and can lock down enemy ships. Lasers are very energy intensive though late game when enemies have strong shields to knock down, and some other weapons can be very helpful to knock out systems.
B. Missiles.
These bypass shields, but can be shot down by defense drones. They cost material to use and so a missile heavy build can be expensive. More missiles means less upgrades. Their goals are to knock out systems, cause hull breaches, and do damage.
There are two classes of these missiles- early game ones like Artemis (superior) and Leto and late game ones like Hermes (inferior in dps, though it has a faster cooldown), Pegasus and Breach which do more damage. Early game ones you can use to knock out weapons systems or especially tough shields, late game ones seriously damage a system and do massive hull damage. Breach is especially good, making a hole that will deny a room to the enemy. Normally one missile slot is enough due to their high expense.
When using these, always try to judge if you need a missile. Sometimes the enemy is weak enough that your other weapons will suffice.
C. Bombs
These bypass shields, can't be shot down, and can only be avoided by evasion. They use missile material and can be expensive to use. Their purpose is to do special effects like fire, ion, and heal, damage systems, and do a little hull damage.
Healing bomb is not useful.* Sell it and buy doors upgrade. When you're on your ship killing boarders isn't that hard. Run away to medibay, turn off O2, vent their atmosphere.
Small bomb.***** The best bomb, can disable systems quickly and easily.
Fire bomb.** Not that useful, if you haven't already smashed their ship to pieces they can normally put out the fire. Can be good against mantis with poor repair.
A contrary position from Agent_L
Fire bomb/beam is absolutely devastating when combined with rockmen boarding team.
Ion bomb.*** You can use it to knock out shields or weapons at key moments to let your fire hit them. Reportedly good for system denial.
Agent_L Ion bomb - now THAT is a denial weapon. Ioned system can't be repaired, can't be depowered. No other bomb does 4 dmg. And it's personnel-friendly: can be fired on top of your boarders in enemy medbay.
Breach bomb.**** System denial weapon. It can be very useful, and takes a long time to repair. The enemy has to heal the breach before they can repair the weapons system.
D. Beams.
The most cost effective weapon needing only energy. Can't pierce shields, but do damage directly to the hull (or personal). Angle them carefully by putting the start of the beam in a corner of room and you can do a lot of damage. Always good to have one. Glaive is the best as you can easily do 10 damage with it due to it doing 3 damage, not 1 like 3 of the others, though Halberd has a much shorter recharge time (17s vs 25s) and so can often be used more effectively, and does 2 damage per room hit.
To use these effectively you need to use a laser weapon to fully deplete the shield, pause as soon as it is depleted, and set the beam to slice the ship up. You can also use a bomb or missile to destroy the shield. They do damage for every room they cross.
A good set up is at least two lasers, one beam, and anything else.
Section 2. Systems
With all systems more upgrades is better, but some upgrades are less high priority than others. You should generally be upgrading these early on as a high priority.
1. Weapons so you can fire more.
2. Shields or cloak so you can avoid damage.
3. Engines so you can escape enemies faster.
http://ftl.wikia.com/wiki/Systems
Shields. Blocks lasers, beams. 1 is good enough for the first 1-2 sectors, 2 past that, 3 for 5 and beyond. You don't need 4, 3 is enough to survive most attacks and cloak can defend you against more.
Engines. Gives you evasion. More is always good. Avoid blue options that let you flee battle mostly, almost always fight. You can train pilots and engine men up with it once you have cloak- find an enemy that is too weak to hurt you and cloak through every firing they do. The extra evasion will save you a lot of pain.
Weapons. You'll need full slots by the end to kill the boss, but because of the expense it's often good to go for lower cost weapons that don't require fully upgrading your weapons. 3 is fine for most of the early game, upgrade as you go.
Oxygen. Base is enough. Don't waste scrap. You can survive for a long time with o2 off if you need the power for something else. To kill boarders or prevent fire damage from suns normally turn oxygen off and vent as much as you can without compromising combat ability.
Medbay. Base is enough. You can upgrade it one level as it's useful in some scenarios but level 3 is unneeded and level 2 doesn't heal much more than 1. If you need to heal and time is an issue then you'll probably die anyway. It will be my advice later that you use mantis as they fight best, but if you chose to use other inferior races a lot level 3 can be necessary late game to heal your units.
Drones. Sell most drones, keep level 1 defence drone (aka the ultimate most cost effective missile killer) and level 1 beam or anti ship. Both are incredibly useful. Nothing else is that important. Level 2 beam or anti ship or defence aren't that much better and need lots of energy. Crew can do repairs. Boarding drones aren't that good. Hull heal is useful to keep for emergency heals.
Teleporter. Very useful, increases your scrap rewards massively if you kill crews. The teleporter is involved in lots of events that get you scrap so you should get it early. You only need level 1 initially, but level 2 can be useful for quick recall of troops and also allows you to teleport a unit with 100 health onto an automated ship and return it before the unit dies. Late game when facing more enemies and when you have to transport 4 units in to overwhelm them it's good to upgrade to level 3.
Cloak. Increases your evade, stop enemy weapons charging. Use this just before the beams or missiles would hit you, thus making them waste a shot. You can then fully charge your weapons and blow them out of the water. Upgrade to level 3. This serves as one of your main protections against missiles if you lack a defense drone. By pumping up your engines and leveling up your pilot and engine you can have enough evasion to avoid missiles.
Subsystems.
Pilot. The abilities from the upgrade are small, but more piloting means your pilot chair can survive more damage. If you are invaded this can allow your crew to respond in time to prevent destruction of the pilot room.
Sensors. Level 2 is good if you board a lot. Otherwise level 1 is fine. Level 3 is unnecessary, knowing how much energy the enemy has doesn't make your units kill it faster.
Doors. Level 2 is good if you don't have a strong mantis attack force to defend your ship and is a generally useful upgrade in preventing fires from spreading. Level 3 is good if you are in mantis homeworlds and are often invaded by very strong forces.
Section 3. Augmentations
http://ftl.wikia.com/wiki/Augmentations
I'll list the augments in terms of how useful they are- amazingly useful, tier one, sometimes useful, tier two, anything else is tier three and should be sold for scrap unless you really want it. Tier three items are situational in their use and can easily be replaced by system upgrades or more crew.
Tier one.
Automated Reloader. Always useful, faster weapons fire.
Weapon Pre-Igniter. Always useful, have all weapons charged to damage the enemy.
Long-Range Scanners. Always useful, the extra information allows you to seek the kind of encounter you want. Low on hull? Avoid any enemies or asteroid events. Super cheap too.
Scrap Recovery Arm. Always useful, more scrap is good. You just have to get 250 scrap for it to break even.
Zoltan Shield. Incredibly useful against missiles and enemy weapons.
Tier two.
Stealth Weapons. Sometimes useful- it's good to be able to fire when cloaked but with weapons with long recharge times this expensive augmentation can sometimes be less effective.
Drone Recovery Arm. Sometimes useful. If you have a drone heavy build where you regularly use two drones a battle it's a good idea to get this.
Shield Charge Booster. Sometimes useful. If you have good shields and cloaks a faster recharge won't be as important as the enemy will normally either break your shields or fail at it.
Damaged Stasis Pod. Gets you a crystal crew member and eventually a crystal event. Normally not worthwhile unless you want the crystal ship. The quest is unreliable at best.
Section 4. Races.
http://ftl.wikia.com/wiki/Races
There are a variety of different races with different abilities. You should be able to identify each by their image and know what their race means in terms of their repair ability and their combat ability.
Humans. Average repair and combat ability and health. They can beat zoltan and engi in combat normally and serve as your baseline.
Engi. Double repair, half combat. Don't use them for boarding actions, but they are excellent to staff your ship as they can repair damaged systems fast. They can be beaten by any race.
Mantis. Double combat, half repair. Use them for boarding actions, generally don't use them to man key systems. They can beat any other race in combat.
Rockmen. Equal in combat and repair, immune to fire, half speed, 150 health. They can beat any race bar mantis in combat. Both rockmen and mantis sectors are dangerous to go in if you are using a lot of boarding actions as the enemy is just as deadly with them. Rockmen are also very useful if you have fire weapons in boarding.
Slugs. Average repair and combat and health, but they can see rooms around them. They can beat engi, zoltan, and
Zoltan. Average repair and combat and 70 health. It can be beaten by rockmen, mantis, humans, and slugs. They add one free unit of power to any room they are in that is resistant to ion damage. After engi these are the best units to man systems.
Crystals. See the wiki. They're more for advanced players.
Section 5. Boarding
http://www.ftlgame.com/forum/viewtopic.php?f=7&t=2448
This covers most of the points, courtesy of SushaBrancaleone and Aufklarer. I shall add a few of my own on survivability.
Watch the health of your units. If they fall below about 12 hp you should move them away from the room so they can survive or teleport them back.
Often enemies will chase your units down to try to kill them. To avoid this, move them into a room away from the enemy, pause when the enemy is as far away from the door as your unit is, move your unit out of the room. They should cross the door at the same time. By repeatedly doing this you can keep your units alive long enough for the teleport to recharge.
The enemies defend their shield with the highest priority. Going in and out of the shield room can generally draw them away from other rooms. If they are not chasing your low health units then after you leave the room they will go back to whatever they were doing. By doing this you can disrupt repairs and combat.
To be continued.
A wise man once said that winning isn't everything, but it's the only thing that matters.
Since at times the random number god hates you I have used all the weapons and used many configurations. Some are obviously superior to others.
There will be several sections covering all of the parts of the ship and then a section on how to deal with the various events, and finally some advice on beating the big boss. A lot of the advice is on how to judge items you get- a lot is vendor trash- and work out what stuff you can sell for more scrap. More scrap means better items and stronger systems.
Section 1. Weapons.
A Lasers
B Missiles
C Bombs
D Beams
Section 2. Systems and subsystems.
Section 3. Augmentations.
Section 4. Races.
Section 5. Boarding.
Section 1. Weapons.
You will have a variety of weapons available to you. Sometimes you can chose the best ones, and some are nakedly superior, and sometimes you'll be forced to rely on suboptimal ones. How you use the weapons makes a massive impact on how successful you will be at the game. You can squander them ineffectively or blow ships up to hell.
Regardless of your weapon, you have several goals with all weapons. These are the goals, in rough order of priority, with the supporting goals of avoiding damaging and maximizing scrap. Pause at the start of each battle, especially when you're new at the game, and consider what you should be firing at.
1.Stop them escaping. Some ships will try to flee. Destroy their pilot system to stop that.
2. Knock out various systems, in order of importance-
Weapons, weaponized drones, Shields, Pilot, Cloak etc.
Their weapons do damage to you and should be the first priority to knock out. If they have a boarding drone or an anti ship drone they can seriously hurt you. I've lost more than once to those anti ship drones. If they have a beam weapon and they knock your shields out they can rip down multiple systems. Once their weapons are down you should take out their shields which protect them and then their pilot and cloak which let them evade your attacks.
The next three goals can be as important in different scenarios.
3. Kill enemy personal. People can repair ships and make systems more effective. If they die then the ship will be easier to kill. You also get more money if you kill the crew and leave the ship intact. This may require destroying medilabs which heal.
3. Render the ship inoperable. Hull breaches and fires stop people from being able to repair systems and slowly destroy the ship. Every second you get means more time to charge up your lasers.
3. Damage the enemy hull. Once you smash the enemy's hull they die. If you can't break their systems then smashing their hull may be your only option. If you see a chance to kill them take it. You get less scrap if you just kill them normally.
Onto weapons
A. Lasers.
http://ftl.wikia.com/wiki/Weapons
Fast weapons that impact on shields and drain them and damage the hull or systems. Only energy needed. Purpose- draining shields, damaging systems, destroying zoltan shields, causing hull breaches and fires.
The most important considerations when chosing these are damage, power, and cooldown. The best weapons, such as dual laser, do 2 damage for 1 power and have a short cooldown so you can beat down shields a lot- your damage per second is huge.
In terms of special effects, hull damage is rarely that important- normally you'll want to damage their weapons long before you break their hull. Dual lasers, crystal, and heavy lasers are very efficient weapons early game. Ion blast 2 is very fast and can lock down enemy ships. Lasers are very energy intensive though late game when enemies have strong shields to knock down, and some other weapons can be very helpful to knock out systems.
B. Missiles.
These bypass shields, but can be shot down by defense drones. They cost material to use and so a missile heavy build can be expensive. More missiles means less upgrades. Their goals are to knock out systems, cause hull breaches, and do damage.
There are two classes of these missiles- early game ones like Artemis (superior) and Leto and late game ones like Hermes (inferior in dps, though it has a faster cooldown), Pegasus and Breach which do more damage. Early game ones you can use to knock out weapons systems or especially tough shields, late game ones seriously damage a system and do massive hull damage. Breach is especially good, making a hole that will deny a room to the enemy. Normally one missile slot is enough due to their high expense.
When using these, always try to judge if you need a missile. Sometimes the enemy is weak enough that your other weapons will suffice.
C. Bombs
These bypass shields, can't be shot down, and can only be avoided by evasion. They use missile material and can be expensive to use. Their purpose is to do special effects like fire, ion, and heal, damage systems, and do a little hull damage.
Healing bomb is not useful.* Sell it and buy doors upgrade. When you're on your ship killing boarders isn't that hard. Run away to medibay, turn off O2, vent their atmosphere.
Small bomb.***** The best bomb, can disable systems quickly and easily.
Fire bomb.** Not that useful, if you haven't already smashed their ship to pieces they can normally put out the fire. Can be good against mantis with poor repair.
A contrary position from Agent_L
Fire bomb/beam is absolutely devastating when combined with rockmen boarding team.
Ion bomb.*** You can use it to knock out shields or weapons at key moments to let your fire hit them. Reportedly good for system denial.
Agent_L Ion bomb - now THAT is a denial weapon. Ioned system can't be repaired, can't be depowered. No other bomb does 4 dmg. And it's personnel-friendly: can be fired on top of your boarders in enemy medbay.
Breach bomb.**** System denial weapon. It can be very useful, and takes a long time to repair. The enemy has to heal the breach before they can repair the weapons system.
D. Beams.
The most cost effective weapon needing only energy. Can't pierce shields, but do damage directly to the hull (or personal). Angle them carefully by putting the start of the beam in a corner of room and you can do a lot of damage. Always good to have one. Glaive is the best as you can easily do 10 damage with it due to it doing 3 damage, not 1 like 3 of the others, though Halberd has a much shorter recharge time (17s vs 25s) and so can often be used more effectively, and does 2 damage per room hit.
To use these effectively you need to use a laser weapon to fully deplete the shield, pause as soon as it is depleted, and set the beam to slice the ship up. You can also use a bomb or missile to destroy the shield. They do damage for every room they cross.
A good set up is at least two lasers, one beam, and anything else.
Section 2. Systems
With all systems more upgrades is better, but some upgrades are less high priority than others. You should generally be upgrading these early on as a high priority.
1. Weapons so you can fire more.
2. Shields or cloak so you can avoid damage.
3. Engines so you can escape enemies faster.
http://ftl.wikia.com/wiki/Systems
Shields. Blocks lasers, beams. 1 is good enough for the first 1-2 sectors, 2 past that, 3 for 5 and beyond. You don't need 4, 3 is enough to survive most attacks and cloak can defend you against more.
Engines. Gives you evasion. More is always good. Avoid blue options that let you flee battle mostly, almost always fight. You can train pilots and engine men up with it once you have cloak- find an enemy that is too weak to hurt you and cloak through every firing they do. The extra evasion will save you a lot of pain.
Weapons. You'll need full slots by the end to kill the boss, but because of the expense it's often good to go for lower cost weapons that don't require fully upgrading your weapons. 3 is fine for most of the early game, upgrade as you go.
Oxygen. Base is enough. Don't waste scrap. You can survive for a long time with o2 off if you need the power for something else. To kill boarders or prevent fire damage from suns normally turn oxygen off and vent as much as you can without compromising combat ability.
Medbay. Base is enough. You can upgrade it one level as it's useful in some scenarios but level 3 is unneeded and level 2 doesn't heal much more than 1. If you need to heal and time is an issue then you'll probably die anyway. It will be my advice later that you use mantis as they fight best, but if you chose to use other inferior races a lot level 3 can be necessary late game to heal your units.
Drones. Sell most drones, keep level 1 defence drone (aka the ultimate most cost effective missile killer) and level 1 beam or anti ship. Both are incredibly useful. Nothing else is that important. Level 2 beam or anti ship or defence aren't that much better and need lots of energy. Crew can do repairs. Boarding drones aren't that good. Hull heal is useful to keep for emergency heals.
Teleporter. Very useful, increases your scrap rewards massively if you kill crews. The teleporter is involved in lots of events that get you scrap so you should get it early. You only need level 1 initially, but level 2 can be useful for quick recall of troops and also allows you to teleport a unit with 100 health onto an automated ship and return it before the unit dies. Late game when facing more enemies and when you have to transport 4 units in to overwhelm them it's good to upgrade to level 3.
Cloak. Increases your evade, stop enemy weapons charging. Use this just before the beams or missiles would hit you, thus making them waste a shot. You can then fully charge your weapons and blow them out of the water. Upgrade to level 3. This serves as one of your main protections against missiles if you lack a defense drone. By pumping up your engines and leveling up your pilot and engine you can have enough evasion to avoid missiles.
Subsystems.
Pilot. The abilities from the upgrade are small, but more piloting means your pilot chair can survive more damage. If you are invaded this can allow your crew to respond in time to prevent destruction of the pilot room.
Sensors. Level 2 is good if you board a lot. Otherwise level 1 is fine. Level 3 is unnecessary, knowing how much energy the enemy has doesn't make your units kill it faster.
Doors. Level 2 is good if you don't have a strong mantis attack force to defend your ship and is a generally useful upgrade in preventing fires from spreading. Level 3 is good if you are in mantis homeworlds and are often invaded by very strong forces.
Section 3. Augmentations
http://ftl.wikia.com/wiki/Augmentations
I'll list the augments in terms of how useful they are- amazingly useful, tier one, sometimes useful, tier two, anything else is tier three and should be sold for scrap unless you really want it. Tier three items are situational in their use and can easily be replaced by system upgrades or more crew.
Tier one.
Automated Reloader. Always useful, faster weapons fire.
Weapon Pre-Igniter. Always useful, have all weapons charged to damage the enemy.
Long-Range Scanners. Always useful, the extra information allows you to seek the kind of encounter you want. Low on hull? Avoid any enemies or asteroid events. Super cheap too.
Scrap Recovery Arm. Always useful, more scrap is good. You just have to get 250 scrap for it to break even.
Zoltan Shield. Incredibly useful against missiles and enemy weapons.
Tier two.
Stealth Weapons. Sometimes useful- it's good to be able to fire when cloaked but with weapons with long recharge times this expensive augmentation can sometimes be less effective.
Drone Recovery Arm. Sometimes useful. If you have a drone heavy build where you regularly use two drones a battle it's a good idea to get this.
Shield Charge Booster. Sometimes useful. If you have good shields and cloaks a faster recharge won't be as important as the enemy will normally either break your shields or fail at it.
Damaged Stasis Pod. Gets you a crystal crew member and eventually a crystal event. Normally not worthwhile unless you want the crystal ship. The quest is unreliable at best.
Section 4. Races.
http://ftl.wikia.com/wiki/Races
There are a variety of different races with different abilities. You should be able to identify each by their image and know what their race means in terms of their repair ability and their combat ability.
Humans. Average repair and combat ability and health. They can beat zoltan and engi in combat normally and serve as your baseline.
Engi. Double repair, half combat. Don't use them for boarding actions, but they are excellent to staff your ship as they can repair damaged systems fast. They can be beaten by any race.
Mantis. Double combat, half repair. Use them for boarding actions, generally don't use them to man key systems. They can beat any other race in combat.
Rockmen. Equal in combat and repair, immune to fire, half speed, 150 health. They can beat any race bar mantis in combat. Both rockmen and mantis sectors are dangerous to go in if you are using a lot of boarding actions as the enemy is just as deadly with them. Rockmen are also very useful if you have fire weapons in boarding.
Slugs. Average repair and combat and health, but they can see rooms around them. They can beat engi, zoltan, and
Zoltan. Average repair and combat and 70 health. It can be beaten by rockmen, mantis, humans, and slugs. They add one free unit of power to any room they are in that is resistant to ion damage. After engi these are the best units to man systems.
Crystals. See the wiki. They're more for advanced players.
Section 5. Boarding
http://www.ftlgame.com/forum/viewtopic.php?f=7&t=2448
This covers most of the points, courtesy of SushaBrancaleone and Aufklarer. I shall add a few of my own on survivability.
Watch the health of your units. If they fall below about 12 hp you should move them away from the room so they can survive or teleport them back.
Often enemies will chase your units down to try to kill them. To avoid this, move them into a room away from the enemy, pause when the enemy is as far away from the door as your unit is, move your unit out of the room. They should cross the door at the same time. By repeatedly doing this you can keep your units alive long enough for the teleport to recharge.
The enemies defend their shield with the highest priority. Going in and out of the shield room can generally draw them away from other rooms. If they are not chasing your low health units then after you leave the room they will go back to whatever they were doing. By doing this you can disrupt repairs and combat.
To be continued.