FTL: Faster Than Light

FTL: Faster Than Light

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FTL - AI cheats clearly!
With full weapon-slots and pre-igniter augmentation, I was clearly superior already in the early game. But such frauds are simply unfair. See for yourself:

http://steamcommunity.com/sharedfiles/filedetails/?id=1152474208

I really love this game, but it's trolling me all the time.

NOTE: There was no possibility of a selection (weapons / shields / oxygen)!
Last edited by catch me ᶤᶠ ʸᵒᵘ ᶜᵃᶯ; Oct 31, 2017 @ 7:46am
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Baron Von Dapper Sep 30, 2017 @ 12:17pm 
What sector is this supposed to be in? Difficulty?
Originally posted by Baron Von Dapper:
What sector is this supposed to be in? Difficulty?
Sector 5 or 6 and difficulty easy!

I think if the player ship is overpowered (too early), the AI begins to cheat.
Last edited by catch me ᶤᶠ ʸᵒᵘ ᶜᵃᶯ; Sep 30, 2017 @ 1:17pm
Baron Von Dapper Sep 30, 2017 @ 1:28pm 
Originally posted by Baron Von Dapper:
What sector is this supposed to be in? Difficulty?
Sector 5 or 6 and difficulty easy!

I think if the player ship is overpowered (too early), the AI begins to cheat.
This was a bait, wasn't it? The ship would be nearly harmless if you had another sheild layer. You also probably should have cranked up your engines. The hull laser isn't too good (although I love the hull beam) and doors and sensors should have been leveled up I feel.
Is that the encounter where you are asked to disable one of your systems? Pick Oxygen.

You can still last long enough to jump out of that battle, you have almost full hull. The AI ships don't do a great job of timing lasers with beam weapons, it shouldn't carve you too badly.

It is still a winnable battle too. You have almost full hull, your artillery is still intact, and you even have a hull repair drone with 25 drones.

It is not really a high-powered ship. It has a ton invested in offense, but not much in defense. You can let defense lag a little if you have a pre-igniter and a good weapons array, but defense still needs some attention. The teleporter and the artillery don't have great synergy- either your boarders are going to beat ships before the artillery fires, or your artillery is going to kill your boarders.
aidenpons Sep 30, 2017 @ 8:50pm 
Good ol' Slug sectors.

Never go into those without hacking.
Thank you for your response.
FTL is a tactical game and every situation has to be re-evaluated. I got very early the rare Pre-Igniter upgrade. It is the tactical and logical step to invest further in the weapons. And yes, for the ordinary start, the shields and the drive are to be upgraded. But the pre-Igniter upgrade with 8 weapon slots is absolutely deadly for every ship!!! I can not upgrade all ship upgrades at the same time and attack is the best form of defense. Slugs disabled usually one or two shields or the oxygen. But I've never seen them disable all my weapon slots (I have over 400 game runs). I think this is an side effect of the pre-igniter upgrade - the AI adapts. A bit unfair, but a part of this game. ;-) I was just a bit surprised in this fight, but never really in serious danger.
Last edited by catch me ᶤᶠ ʸᵒᵘ ᶜᵃᶯ; Oct 1, 2017 @ 1:14am
mekloz Oct 1, 2017 @ 1:28am 
Thank you for your response.
FTL is a tactical game and every situation has to be re-evaluated. I got very early the rare Pre-Igniter upgrade. It is the tactical and logical step to invest further in the weapons. And yes, for the ordinary start, the shields and the drive are to be upgraded. But the pre-Igniter upgrade with 8 weapon slots is absolutely deadly for every ship!!! I can not upgrade all ship upgrades at the same time and attack is the best form of defense. Slugs disabled usually one or two shields or the oxygen. But I've never seen them disable all my weapon slots (I have over 400 game runs). I think this is an side effect of the pre-igniter upgrade - the AI adapts. A bit unfair, but a part of this game. ;-) I was just a bit surprised in this fight, but never really in serious danger.
Nothing events do depends on your augments, there is a handful of them that disable your stuff which is exactly the reason not to overspecialize too hard. Not that you're lacking in other systems, really, just defense.
Last edited by mekloz; Oct 1, 2017 @ 1:33am
Danny Oct 1, 2017 @ 6:47am 
Are you using an ENGI as a boarder|?! o_0
anarcher Oct 1, 2017 @ 7:01am 
Thing is, you have one of the few ships that aren't completely f-ed in that situation. Artillery beam and teleporter will serve you well, and is that a hull repair I see over there? You're going to have to screw up really hard to lose this run.
AnimeKnowAll Oct 1, 2017 @ 8:46am 
Ur wpns might hv been disabled but U hv a lv3 artillery beam on the side coupled with ur hull repair drone, I mean sure this battle might take u awhile and u will definitely receive dmg from the beams but so long as u keep ur sheilds up the dmg would be kept at a minimum so its not unwinnable.
I think you are right to invest heavily in weapons after getting the Weapons Pre-Igniter. I think you went overboard and invested a little too heavily. Not only do you have the full 8 bars in weapons, you also have upgraded artillery, and even a combat drone.

The fire beam in particular seems extraneous. If you take a ship's shields down, the combat drone is going to be doing significant damage, and anyway the artillery will be firing soon. You can do a lot with that 190 scrap it took to bump your weapons system from six bars to eight.

Since the artillery beam and teleporter do not synergize well, I think that is also wasted scrap there. You are stuck with the artillery beam taking up a system slot, so I'd build around that. (On the Fregatidae, which starts with both flak artillery and a teleporter, I choose to stick with the teleporter, and never upgraded nor even powered up the flak artillery). Your artillery upgrades were 80 scrap, the teleporter was 90 scrap, the savings from one of those are better spent elsewhere.

Between those two choices, you would have had at least 270 extra scrap to play with. Aside from shields, engines and a defense drone are high priorities because you are vulnerable to missiles should you fail to destroy an enemy's weapons system in your first shot or two (depending on if they can slow you down with cloaking).

The good news is that with that hull repair drone and 25 drone parts, your ship is impossible to kill for a long time (as long as you avoid Pulsars). Engines and shields are upgrades you can make without depending on stores; the Defense Drone Mk. I shows up frequently in stores. You should have no problem lasting long enough to shore up your defenses.
Originally posted by Danny:
Are you using an ENGI as a boarder|?! o_0
Boarding was not an option in this time periode (I need minimum two slots for that). The engi has only defended the ship from the invaders. In addition, the enemy had a medi room.

Originally posted by anarcher:
Thing is, you have one of the few ships that aren't completely f-ed in that situation. Artillery beam and teleporter will serve you well, and is that a hull repair I see over there? You're going to have to screw up really hard to lose this run.
Yes - it's a hull repair drone! The artillery beam was the only one option in this situation.

Originally posted by mekloz:
Nothing events do depends on your augments...
I must contradict. The FTL-AI often adapts to the player ship (species) or augementation. Therefore, the game is so difficult in any degree of difficulty. This weapon deactivation (event) is clearly related to the pre-igniter upgrade.

btw - The experienced player knows that the first attack (first gunshots) is often the decisive one.
Last edited by catch me ᶤᶠ ʸᵒᵘ ᶜᵃᶯ; Oct 1, 2017 @ 11:00am
mekloz Oct 1, 2017 @ 11:03am 

Originally posted by mekloz:
Nothing events do depends on your augments...
I must contradict. The FTL-AI often adapts to the player ship (species) or augementation. Therefore, the game is so difficult in any degree of difficulty. This weapon deactivation (event) is clearly related to the pre-igniter upgrade.
No, it isn't, you can find the events in the wiki or go through the files. Anything that can disable weapons is clear as day in there and your superstition is irrelevant.
Originally posted by New Moon On Monday:
Since the artillery beam and teleporter do not synergize well...
That's true ;-)
But I prepare myself early for the fight with the flagship. This also applies to other (rare) upgrades. The teleporter is a "must have" in the final fight. But yes, I should have waited.

http://steamcommunity.com/sharedfiles/filedetails/?id=1154493480
Last edited by catch me ᶤᶠ ʸᵒᵘ ᶜᵃᶯ; Oct 1, 2017 @ 11:29am
The teleporter isn't necessarily a must-have for the fight with the Flagship.

If you have a weapons array that can punch through shields and deal significant system damage, then you can disable the Flaghip artillery systems about as effectively as boarders can. Your beam artillery only needs to fire a couple of times to trash the Flagship. You can destroy the Flagship before your boarders have time to finish their job.

All you need to do is last long enough for your beam artillery to fire a few times. A defensive system helps that a lot- I like Cloaking, but a Defense Drone Mk I with four layers of shields and evasion of 45%+ is going to make it difficult for the Flagship to to damage you. I have seen a Defense Drone Mk I successfully shoot down all of the Flagship's hacking drones (that doesn't always happen, but sometimes it does).

What you can't do without teleporting is take out the Flagship's interior crew, which isn't really going to be a problem for you until stage 3 when they start boarding you and using mind control on your crew. That's where I think you might have been better served taking Mind Control istead of Crew Teleportation. If you could negate the Flagship's mind control attempts on your crew, you are in a good position to fight off enemy boarders. Last long enough for your artillery beam to fire, and remaining Flagship crew will get tied up doing repairs.

The boarding strategy for taking down the Flagship is easiest when you have another system supporting it. Hacking can lock down and reverse the Flagship's medbay; with Mind Control, you can teleport Flagship crew one-by-one to your ship. Without one of those two systems, you can still use missiles and bombs, though it's a little trickier.
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Date Posted: Sep 30, 2017 @ 11:52am
Posts: 50