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Yes, part of the journey to getting better at the game is to figure out what you're doing wrong. You beat the flagship once, and it's only been 6 hours. That's not bad at all. I'm not going to tell you to "git gud", but I will say to get patient.
I think it took me 30+ hours before I first beat the game on normal. It takes some people less time, and some people more.
Even on hard, I almost never max out my weapon power. Good weapon synergy is more important compared to just having a lot of weapons. You'll need to learn how weapons work together.
You can also watch other folks play. Plenty of videos on YT with players of all sorts of skill levels.
That maximizes your scrap yield among other things which is important to be ahead of the curve on, since the game only throws tougher enemies at you over the course of the run. Also, the final exit node should entered with as little fuel as possible, as you get free fuel and repairs at the Last Stand consistently. If you can leave with the fleet right behind you, you likely made good use of that sector.
Another thing I over time learned to weigh in on was Engine upgrades versus Shields. Dodge can do a lot of complementary good for a shield that isn't quite up there yet, especially when you have three out of four layers, and I often find that lasers don't hit my ship as much as missiles do in terms of raw damage. You may want to assess which is causing you the most problems when you do your own runs ofc.
Altogether, I want to say that maximizing weapons can be quite expensive on your scrap, and it may be tempting to go full offense in that regard, with a trained weaponeer to drop the cooldown on weapons further, but I've found that alternating weapons, shield (two at a time) and engine upgrades yields the most consistent results. Of course, in the moment of each run and type of ship, this will vary, and there is no definitive answer.
Absolutely not. This is a tough game even on easy difficulty when first starting out; I watched a few playthroughs on it prior to playing it myself, and even then I had trouble to even win an Easy run, or refused to back down from Normal as I kept losing. Plus a lot of things are just chalked up to a learning experience, like which random events are dangerous depending on the choice.
This is excessively cautious.
It's good to buy plenty of fuel; my "default" at a store is to have 15 fuel before I jump away. But you don't need to panic just because you're at 10 fuel.
Most fights have a 2/3 chance to drop 1-3 fuel, so on average fights are a net positive for fuel.
SRA is a bad purchase. It's terrible on Hard, less egregiously awful on Normal, and kinda "whatever" on Easy where you get so much scrap anyway. It takes so long to pay for itself.
The worst time to buy one is early, because the opportunity cost is so high. Scrap in the early game is precious, and you're spending 50 on a glorified paperweight. You could spend that scrap on making your ship better instead, which will save you scrap from repair bills.
This is only true for experienced players. For beginners, it's absolutely a worthwhile purchase that will increase your chances of victory. Even though it makes you more likely to lose in the short run, a newer player is probably going to mis-spend that 50 scrap and go on to lose anyway. The long term benefit helps players who are playing sub-optimally keep up with the difficulty curve.
It helped me to a number of victories until I started figuring out exactly what I needed by which sector, and I realized that I didn't need it any more.
I can see the logic but I don't agree.
Most beginners' wins are haphazard regardless, but I still think they're more likely to win if they spend their scrap better, rather than worse.
Of course it doesn't really matter much, as the impact of SRA or not will be minor compared to the random variation between runs. And that's often what gets players attributing their success to garbage like SRA.
You only get +5% evasion per level in Engines. The upgrade to level 3 is cheap at 15 scrap, but after that you are not getting good value for the scrap you spend, at least not in the early game.
There is a big difference between level 2 Shields (1 layer) and level 4 Shields (2 layers). It's a good way to spend your first 50 scrap in Sector 1, because roughly half the enemies you face won't have weapons that can penetrate 2 layers of Shields. (And when you face an enemy that can't hurt you, that's a good time to get free Piloting and Engines training for your crew, which comes with a nice Evasion bonus.)
Further upgrades to Shields is good, but you won't get as dramatic of an impact up as the upgrade to level 4, while the upgrades have gotten a lot more expensive. At this point, further Engines and Shields upgrades are not as important as getting better weapons and adding systems.
Stores are random and unreliable, not guaranteed to have what you need, so you need some scrap available to take advantage of a store when it actually does have something you can use. In particular with weapons, it's not wise to be too picky. Buying a mediocre weapon now is better than getting caught with insufficient firepower later.
Kestrel A starts with two of the game's best weapons. You can't use those weapons as a comparison point when considering what to buy from a store. Most weapons aren't as good as the Burst Laser II and Artemis Missile Launcher- but they can nevertheless help you win.
Often, your best defense is not Engines and Shields, but it is damaging enemy weapons before they can fire.
Eventually you can get back to upgrading Engines and Shields, and the higher scrap you get in Sectors 5 and beyond make it easier despite the progressively higher cost.
Every sector you should try to arrive at the exit just before the fleet. If the exit beacon is early (to the left more than normal) or it is a nebula, consider taking extra jumps and diving for the exit. Nebula exits that get taken over by the fleet are ion storms instead of asb, much more manageable.
Plan your route through sectors so you are adjacent to as many beacons as possible so you can find stores easily. However, don't go to the store unless you have things to sell or enough scrap to buy something important like systems or a weapon if you need one. Cloaking and hacking can help immensely with avoiding damage so they are worth the investment. If you get hacking, get hacking 2 asap. Hacking 1 only removes on shield bubble, hacking 2 can remove 3.
Target enemy weapons first so you spend less scrap on repairs. Fast weapons > slow weapons. Vulcan, burst 3, glaive, and flak 2 are traps. Sell them to get something faster. Get 2 shields early as that makes most enemies incapable of damaging you for the first few sectors. Don't upgrade sub systems outside needing it for events you know are coming up (doors is ok if you expect to be boarded but don't forget manning doors is also +1 level).
Maximizing scrap from events is a knowledge check so that just comes with time, or checking the wiki.
Are you playing on Easy?
The most common cause of this is playing on Normal, which is way too hard for most people as a starting difficulty.
You're actually kinda right, in that the developers love nail-hard games and originally didn't even intend FTL for a commercial release. So they made it super difficult because that's what they personally enjoy.
Very late on in the development process, they realised that the difficulty was too high and was catering only to the hardcore pre-release backers.
Until that point there was only one difficulty, now known as Normal. Then they added Easy as a concession to make it accessible to a wider audience.
Easy is still not easy, but it's a lot more approachable than Normal.
It's not bad design, you're just not yet good enough. You haven't even learned basic techniques yet, like how to manage boarders.
I play on Hard and literally haven't lost a single game in over 6.5 years now.