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Four weapon bays, two drone bays (if/when you get the system, you don't start with one), four-person teleporter and cloak to start with, in addition to having Crystal crew -- which are great for boarding since lockdown lets either beam directly into a weapons room and isolate it to destroy the system in peace before they can break through, or to lock enemies *with* your crystal so they can't flee to a medbay or the like.
The weakness is in the beginning, since you start with no weapons of any kind and your initial augmentation is pretty terrible, and your Crystal are decent but not Mantis-level for boarding. You start out pretty useless against Zoltan-shielded ships or autodrones. But if you can address those weaknesses, your mid/end game can be pretty ridiculous.
the hacking is not as bad as you think it is.
if you want to win, you have to plan ahead and make sure you have a way to take out the missile launcher ASAP. then the ion cannon then the beam.
even if the flagship hacks your weapons, theres still enough time in between pulses to get a shot off and if you can take out its weapons then you can win.
you can also hack the hacking room with your own hacking drones and it will remove the drone from the affected system, however, this means the flagship will just attach another one but in a different system, which could be good, you just hack it until it hacks a non critical system like your doors or something.
most times i would prefer not to waste my hacking drone on the hacking room, but if it hacks a critical system like o2 or shields, it is imperative that you hack its hacking room to remove the drone
if you have a teleporter you should be always using the same tactic of teleporting 2 guys into the missile room immediately.
if you have mind control you can mind control the guys in the weapon rooms, but you would need level 3 to make the guy destroy it.
there are many ways to beat the flag ship.
if you have mind control + teleporter, you can kidnap all the guys in there.
defense drones can shoot down hacking drones, but eventually 1 will get through.
the worst things to get hacked imo are your shields or oxygen, it gan drain 50% of your o2 in 1 pulse or completely remove your shields. if either of those happens you are sort of screwed because you then have to find a way to kill it as fast as possible before it kills you.
I myself like to take my time, i do as little damage as possible in the beginning until i can take out the missiles, ion and beam and then i take my time figuring out the best way to kill it's crew, i always leave the guy in the burst laser room alive, as long as i have 3 shield bubbles it can not harm me. and that guy is trapped in the room so if i can kill everyone else then they can not repair and the A.I. won't take over.
if you hate the hacking, your gonna want to break your computer when you get to phase 3 with the mind control...unless of course you have your own mind control device
An upgraded, L2 Oxygen System will actually outdo even the strongest Hack attempt (Lv3 Hacking Drone = 10 second disruption).
I've tested this too on Normal with the Flagship's main guns disabled so I could accurately measure it.
The 10 seconds disruption removes 60% of your Ship's Oxygen (assuming it starts from 100%) and a L2 Oxygen system can restore that back up to 100% before the next Hack attempt.
Another reason to upgrade your Oxygen, which I find is crucial in later sectors - if left in it's basic state, a single hit drains your Oxygen, which means you've gotta divert crew members to repair at the worst possible times.
So my advice in that specific scenario? Upgrade your Oxygen and stop being a cheapskate :)
The game of FTL is an unforgiving experience, a slight mistep or mistake on your part will get your entire crew killed. But it can be beaten. A lot of people playing I would assume across the entire fleet of ships have won the normal game and the AE content, the devs worked hard to balance all aspects of the game and in my experience of 100 hours of playing I have never thought of the game as unbalanced once. It also helps that anything that can be used against you you can fix as long as you survive or just fix it next time.
Yes, because you can get hacking, mind control, and cloak up to rank 4, have four 'artilary weapons' that each have their own unique weapon profile, and seperate charge times/rooms, a drone system that launches 6 to 10 drones at a time, and a Zoltan shield on top of that because lol.....Do tell me, how did you get these readily avalible systems when they have a 0% spawn rate for the player?....Would you like to admit now you cheated them in? And a weakness? HAH. What weakness is there directly relational to each of these systems now? Hacking drones cant' be taken off, and if you don't have hacking yourself you're SOL. Half the weapons the Flag ship have can effectively dodge defense drone shots more than most shots can, which is a buff since I last fought and beat the ship. Mind control, again, cant' be countered save with hacking or mind control.....The only 'weakness' these all have, is either TPing crew in to blow them up, or shooting them....Which the latter you might not even ahve, considering the Flagship as a 50% dodge chance now, ontop of 4 shields.
Personally, I've beaten the orginal FTL multiple times, and enjoyed it; Because it was a proper rouge-like. It was hard, luck was a significant part of it, bu not the deciding factor, and you had to give 100% to win....This...you have to give 200% to win, and from what I've seen, from streams and videos,those that win are doing so by cheating....Because at this point, there's no way to beat it other wise. Mind Control and Hacking totally break the game, and the Flagship goes a step further and breaks those as well. They can shutdown a system completely-- and if it's your weapons, you might as well say GG at that point-- mind control a guy into destroying other systems, for longer than you can, and if you jump away to try and 'fix' these, the game goes 'you lose' and that's it....Rogue likes are about throwing hard challanges and a bit of good and bad luck your way to make an interesting game; They are not about giving you a 'challange' that you can't beat unless you have an absolutely specific setup that breaks the game. That's called poor game design.
1: "If you jump away, you lose"? I don't understand this. Unless the Flagship only has one more turn to destroy the base, you're free to jump away and try again. It's not like you're honor-bound to never run away; this isn't Honor Simulator 2014. And I don't understand why you don't believe the Flagship is beatable; one random component does not make the Flagship impossible to beat.
2: "Cash grab"? IT'S TEN DOLLARS. TEN. DOLLARS. This isn't a game like Total War: Rome II, where they release an unfinished product for $60 and add on more expensive pointless expansions; this is FTL, where they put out an already finished game and later add on a free expansion pack with tons of new content. If $10 means that much to you, you may want to focus on your economic situation instead.
3: I fail to see how a hacking module could have landed on your ship in the first place if all three defensive drones were active; even with Missiles and other variables, the defense should have been enough to prevent a hack. And besides, as said before, why not just jump away? Unless it had been one turn away from destruction, the Federation Base would have been fine if you had just jumped away. That way, you wouldn't have to "sit there an watch".
Furthermore, you act as if luck is the only important component whatsoever. This statement cannot be further from the truth. Skill plays a very important role in your gameplay; whether disabling shields at just the right time to avoid them being ioned (and consequently completely down), moving your boarding crew in just the right way to avoid unnecessary deaths, or firing your weapons in a way that makes it so that you can do as much damage as possible in a single burst. Contrary to (un)popular belief, many players play the game legitimately, rather than save scumming (which, incidentally, is rather useless) or cheating.
Of course the player doesn't ♥♥♥♥♥♥♥ have that! It's called difficulty! I know you're under the impression that everything has to have an even playing field, but (spoiler!): not all games are fair. You can't just have everything spoonfed to you, mate. Defense (particularly Mk. I) and Anti-Drone Drones, while certainly not infallible, can delay the Hacking Drones for quite some time. And aside from that, there are only four systems that are completely vital to have unhacked: Pilot, Engines, Shields, and Weapons (and possibly Teleport, if you have it). That's four Systems and a Subsystem. Given how the lowest amount of systems and subsystems you can have on a ship is 7 and how the maximum is 12, you have a quite high chance of having a relatively inconsequential system hacked. As for the shots dodging Defense Drones, I believe you're overestimating the amount of work a Defense Drone can do; Mk. 1s have to deal with both Hacking Drones and the Tri-Missile Launcher, often letting one or the other get through. And if you expect a Defense Drone Mk. II to prevent damage, you are expecting far too much from it. Oftentimes, it's quite useless, as it fires at Lasers and Ions that have already dissipated on your shield instead of firing at bigger threats like Missiles and Hacking Drones.
Finally, luck is still not the be-all, end-all in FTL. Is it slightly more prevalent due to Hacking? Yes. Is it the deciding factor of the game? No. Skill still makes up roughly 2/3 of the game. A skilled player can often subvert most of the bad luck that the game throws at them. And I fail to see how Mind Control and Hacking are cheating. Are they powerful? Yes. Are they cheating? No. Hacking can't get past Defense Drones unless it has a supplement of some kind (such as distracting Missiles or a Defense Scrambler) and Mind Control is only effective if one either has a Teleporter (either for boarding while the enemy is Mind-Controlled or for stealing the crewman), time/patience, or both. I understand that it can be frustrating, but one of the beautiful traits of humans is adaptability; conforming to new situations is key.
/rant
What a coincidence!! Nobody cares about how you are unable to deal with a little hacking issue too!
There's several ways to deal with the hacking, it isn't even near OP. Everytime I got there so far, I was able to deal with the first stage without bigger issues. Just get ready. Now that you know they will use hack, just prepare something to counter it before you are there..
I think the game is begging for an additional way to get rid of attached drones, apart from hacking their hacking which isn't always possible... Having to jump away to get the drone detached and praying for better luck the next time feels like bad game design to me, no matter how luck-based it already is... :P
Oh but there is a way... A bomb.
And then the whole thing becomes pointless. Why would you want to spend time detaching a drone if you know the next one is going to go to the same room? :P
You mean one of those bombs that can target your own ship? I think that depends too much on a specific equipment, but it's good to know anyway...
If you want to have even slight amount of intelligence in AI then of course it should target the same system! That's the point of it! :P
I meant Small Bomb, Breach II or Ion Bomb. Both can be used to disable the system and instantly stop the hacking process. Ion bomb would be the best because it causes ion damage and the enemy crew can't simply fix it.