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Strategies

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(List of Tips)
(List of Tips)
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# Don't rush through a sector; try to hit as many points as possible while staying just out of reach of the fleet. This ensures you'll get more scrap or other stuff.
 
# Don't rush through a sector; try to hit as many points as possible while staying just out of reach of the fleet. This ensures you'll get more scrap or other stuff.
 
# Pause often during fights. This allows you to adjust your strategy as the fight progresses and stay up to date by the second.
 
# Pause often during fights. This allows you to adjust your strategy as the fight progresses and stay up to date by the second.
# Upgrade your Medbay to level 2 ASAP.  A level 2 Medbay is very cheap and opens up many blue options that allow you to gain an extra crew member or prevent a crewmember from dying while gaining scap and resources (especially at distress signals).
+
# Upgrade your Medbay to level 2 ASAP.  A level 2 Medbay is very cheap and opens up many blue options that allow you to gain an extra crew member or prevent a crewmember from dying while gaining scrap and resources (especially at distress signals).
 
# Near suns, be ready to vent the fires or deal with them. If you have the sensor augment, you might just want to avoid them entirely.
 
# Near suns, be ready to vent the fires or deal with them. If you have the sensor augment, you might just want to avoid them entirely.
 
# Everything is about balancing cost and benefit. If hull damage/crew/missile/drone costs of a fight are likely to exceed the rewards, change your strategy, jump away, or restart the game.
 
# Everything is about balancing cost and benefit. If hull damage/crew/missile/drone costs of a fight are likely to exceed the rewards, change your strategy, jump away, or restart the game.

Revision as of 22:27, 7 March 2013

Guides
Strategies
Cheats

This page is for game strategies and gamefaqs.

General Information

More information FTL Forum - Tips, Strategy and Guides - official discussion area for strategies.

User Guides

More information Final Boss guide.
More information Ship guide.

Contents

Beginner Strategy

Generally, if your ship is near the exit beacon and the rebel fleet is a substantial time away, you should always explore nearby areas to possibly gain scrap, missiles, drone parts, fuel, weapons and crew. Times when you might not want to risk it is when your ship is low on fuel or health or the rebel fleet are close behind.

List of Tips

Basic tips + common sense for the new FTL player:

  1. Don't rush through a sector; try to hit as many points as possible while staying just out of reach of the fleet. This ensures you'll get more scrap or other stuff.
  2. Pause often during fights. This allows you to adjust your strategy as the fight progresses and stay up to date by the second.
  3. Upgrade your Medbay to level 2 ASAP. A level 2 Medbay is very cheap and opens up many blue options that allow you to gain an extra crew member or prevent a crewmember from dying while gaining scrap and resources (especially at distress signals).
  4. Near suns, be ready to vent the fires or deal with them. If you have the sensor augment, you might just want to avoid them entirely.
  5. Everything is about balancing cost and benefit. If hull damage/crew/missile/drone costs of a fight are likely to exceed the rewards, change your strategy, jump away, or restart the game.
  6. Use missiles and bombs sparingly, like to damage a shield system initially. Spamming them is just wasteful.
  7. Focus fire on important targets (weapons, shield, piloting... all depending on the situation).
  8. Taking a ship by killing its crew offers increased rewards, so if you are ever in a situation where you can easily do this, then do so.
  9. Taking hits might feel not very worrying to a player new to FTL - after all, repairing systems is easy. But any hull damage sustained is permanent, increasingly expensive to repair through, and might get you killed eventually. Avoid damage anyway you can, this usually means shutting down their weapons room.
  10. Timing is of big importance when firing weapons. Therefore, Autofire often isn't your friend. Make sure beams only get fired when enemy shields are down. If you have missiles, you may want to fire one first at the Shield room then follow up with laser shots while the shield is damaged or shutdown.
  11. Know each race's strengths and weaknesses. Mantis/Rockmen are the best fighters but bad at fixing stuff due to slow speed or slow repair skill. Zoltans are good for powering Shields, Engines, or Weapons, but their power bar is wasted everywhere else, including being a pilot. Engi are the best repairmen, but again, horrible at anything else.
    1. Mantis are the best boarders (double combat damage, +20% speed, -50% repair rate), followed closely by Rockmen (150 HP, immune to fire, half movement speed; much less likely to die by the time your level 1 teleporters have charged up again).
    2. One very effective strategy with Rockmen boarders is to use a fire weapon and beam into the room that is on fire. The fire will cause your enemy damage (unless they are also rockemen) allowing for an easier fight.
  12. Do NOT have autofire on while you are using a boarding team. You could accidentally destroy the ship with them on it.
  13. Do NOT board automated ships. These ships don't have a crew, and thus don't have oxygen, meaning your boarders will immediately choke and die.
    1. Rockmen have enough health to survive long enough for a level 1 teleporter to recharge before they die. So it is possible to beam over two rockman to take down a shild or piloting system and beam them back, however this is risky because if your teleporter gets destroyed, or the enemy blocks teleporting by cloaking, your crew will be lost.
  14. Keep your group diverse. One race's strength often counters another one's weakness - you will get more blue choices in events, too.
  15. Keep crew stationed at the same system throughout the game so that you have gold level commanders by the time you get to the boss.
  16. As each laser shot depletes one shield layer regardless of its power, multi-shot weak lasers are preferable to one-shot strong lasers.
  17. Hull lasers can cause breaches, making it harder to repair systems, since the breach has to be repaired first.
  18. Hull lasers, hull beams, and hull missiles do more damage to empty rooms.
  19. Scrap recovery arm is a very good item, especially early on. It's possible to get up to 75 scrap when you kill the crew of an enemy ship. Multiple scrap arms give cumulative rewards!
  20. Attack slavers if you want crew members. Ignore them if you don't need them. Surrendering slavers will give you one random crew, killing all of the slaver crew gives three races to choose from, as does selecting the buy option.
  21. Always buy fuel in the shops - running out is easy even if you think you have enough (20 fuel should suffice... unless you're unlucky). Having extra also means you can take advantage of trades for valuable profits.(Such as -4 Fuel for +2 Drones. 4 Fuel is 12 scrap, 2 drones is 16)
  22. Blast doors are a cheap, helpful upgrade: they keep fires from spreading as fast, and slow down boarders.
  23. Nebula sectors let you do more exploring since the fleet is slowed down. (However, note that the slowdown is not nearly as substantial as in nebulae in normal sectors.)
  24. Most encounters have random outcomes no matter what your choice is, though some results are more likely than others. Picking the same choice for an encounter can yield different results.
  25. Always use the "blue" option - blue usually represents a contextual advantage to you in any event, meaning that choosing the blue option, whatever it is, almost always guarantees a favorable outcome
  26. Distress beacons typically always have a risk involved, but the payout is better, if not doubled when you actually save someone. Some are just traps and don't offer anything extra.
  27. If you get boarded early on and/or have weak crews without an enemy ship to fight; one trick you can do is vent the entire ship and run to your med bay. The lack of oxygen will force the intruders to follow you, and if you're quick they won't damage any systems (not recommended if you have more crew than room in your med bay). Enemy boarders will avoid rooms without oxygen, so if the entire ship is vented, they will be funneled to your Medbay where you can easily deal with them. Once they are there, close all the doors to refill the ship. You can also use a level 2 O2 system to refill the ship extremely fast.
  28. Make sure you have some spare scrap when entering shops so you can actually buy stuff. Weapons are usually 50-70, with the best at 80. Crew Teleporter is 75 if you're after that. Drone Control is 80. Fuel/Missiles/Drones are 3/6/8. Scrap Recovery Arm is 50. Rule of thumb is, if you're at <50 scrap, you should probably delay visiting a shop if possible until 50+. At <50, all you can usually get is Fuel/Missiles/Drones.
  29. You can sell things you don't want for extra scrap at stores. Shops will take unwanted weapons/augments for half their selling price. This is helpful for dropping crap weapons for extra scrap.

Ship Specific Strategies

  1. The Kestrel, Loadout A
  2. The Kestrel, Loadout B
  3. The Torus, Loadout A
  4. The Torus, Loadout B
  5. The Osprey, Loadout A
  6. The Osprey, Loadout B

Upgrades

If you command a crew that is not focused on boarding but rather weapons, chances are you may not want to pull members from their posts to fight intruders. If this is the case, it is highly recommended to upgrade the door system to 2 or 3 so that invaders have a more difficult time breaking in as you suffocate them. An upgraded door system also means you can worry less about a fire as the doors lessen the chance of fire spreading as well as being more air tight (Less oxygen is lost from connecting rooms). Upgrades to oxygen is a lower priority in the early sectors as improving many other upgrades are more needed than a faster oxygen regeneration.

If you are more focused on boarding, getting an auto pilot upgrade is recommended as you can leave the ship with less worry of it being hit by oncoming fire. It is good if you are tight on members and want to have a crew manning other important posts (namely, shields and weapons). Upgrading the med bay is useful for quickly healing wounded crew to rejoin the fray.

Autofire

Autofire requires planning. Different weapons can fire at different times, which allows shields to recharge between shots. By firing all lasers at once (and beams directly afterwards), one maximises the shield penetration to allow maximum damage to be done to the enemy hull. This means that short cooldown weapons mixed with long cooldown weapons are in general not a good idea. There are three uses for Autofire:

  1. Set targets for the long cooldown weapon(s) and then manually fire short cooldown weapons at the same time. This will mean less shots for the short cooldown weapon, but the shots won't be wasted on shield recharge.
  2. Choose to buy weapons with similar cooldowns, then autofire them all.
  3. Use with Ion Blast Mark II, its incredibly quick cooldown rate of 4 makes it annoying to manually fire it every time. Set to autofire on the enemy weapon system, if the shield comes up it will hit the shield system instead and disable it. Quite effective with the Engi Cruiser layout A and a few attack drones.

Priority Targets

The main sections that you should target on a enemy ship are:

Shields -To allow your beam weapons to damage the ship and maximize the enemy intake of your damage

Weapons -To disable enemy weapons and prevent your ship being hit by their weapons

Piloting -To disable the enemy from dodging your shots. Also important when the enemy is attempting to FTL drive, the piloting system is much easier to destroy/disable than the Engine room which typically has many power bars that need to be damaged before the system is completely disabled.

Drone control -To disable any drones from attacking you (Usually not as important as weapons unless enemy has a high amount of attack drones/boarding drones) and disables defensive drones that can intercpet your missles/lasers.

Secondary Targets

Crew -If you do not want the ship to repair systems, or if you want to get better rewards for killing all crew. There are a few weapons designed specifically for this (I.e. Bio Beam, Fire Beam) and it is very useful to target them if you want to soften them up for your crew to finish them.

Teleporter -If you have good fighters and like to board takeing out the teleporter will allow you to kill thier crew on your ship instead of on theirs, this is espically important if they have a Medbay. If you want to avoid being boarded and have the Weapon Pre-igniter you can take out thier teleporter before they can beam over.

Oxygen + Medbay -If you are trying to kill the crew but not destroy the ship. If you plan to board take out the Medbay before you send over your boarders and beam directly into the Medbay to prevent the crew you're not fighting from fixing it.

Engine room -Engines takes longer to repair than the piloting system

Cloaking -If your weapons take a long time to charge, taking this out is good since it'll take longer otherwise

Doors -If you are planning on boarding, blast doors will slow you down. Do this as a last resort if you think your crew can't survive long enough for your teleporters to charge.

Weapons Recharge

You can view exactly which weapons the enemy ship is preparing to fire. Powered weapons appear to protrude from the ship. Red lights on weapons will turn green to indicate that it is ready to fire. Both your ship and the enemy ship have this, allowing you to see when they will attack.

Fire

Fire can cause damage to your hull and spread all over your ship if left unchecked (Higher level doors make it much harder for fire to do so). It is also a good anti-personnel weapon that works very effectively with rock men (Fire invulnerability) to damage enemy crew. Prime targets of a fire is the O2 room, medi-bay, shields, weapons, drones and engines. Medi-bay and O2, if set on fire, can seriously damage the ship's crew while all other rooms prevent people staying in, fixing it plus fire also has a minor chance of dealing damage in the room (Therefore damaging hull and disabling the room).

Venting Oxygen

A basic technique taught in the tutorial is to fight fire by opening fire tiles to be exposed to space (or breaches caused by missiles/asteroids). This causes the oxygen to deplete and to make the fire go out.

Oxygen levels take a while to deplete from an area. So it is useful to leave any unmanned rooms vented. This prevents fire development and invasion forces usually cannot remain in those areas.

Oxygen

Gray tiles indicate normal oxygen levels. Pink tiles indicate that a room is low oxygen. Striped tiles indicate indicate that oxygen is either too low, or gone, and areas with these tiles will hurt your crew very quickly. An indicator of percentage of average level of oxygen is given at the top-left of the screen.

Recycling Oxygen

A technique for making rooms safe (after they have been starved of oxygen) is to open white tiles with oxygen into the pink tiles. This will cause oxygen to spread much faster than if left to naturally increase through the O2 system.[1] You can use the door open icon button to open every door except the exits, this will spread out all your ship's oxygen and make rooms safer much quicker. This is usually a good thing to do after a room has been vented into space for fires.

References

  1. http://www.reddit.com/r/ftlgame/comments/101zl1/trick_with_doors_and_o2_venting_i_havent_seen/
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