FTL Rules Of Thumb

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stylesrj
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FTL Rules Of Thumb

Postby stylesrj » Thu Dec 24, 2015 8:23 am

Here are some constants I know from experience that'll happen in FTL:

1) The game hates Crystals. If you have one, don't expect them to live long
2) Missiles live up to their name if under your control.
3) Giant Alien Spiders are no joke!
4) Life Support is not important during an ion storm or when shifting a Zoltan between rooms.
5) Likewise, your Glaive Beam isn't vital either
6) Fires are like the freaking Terminator. They'll never stop and can never be reasoned with until your crew is dead
7) The AI will risk their lives to keep those shields online
8) If you go to a sector to avoid a certain type of ship, you'll only encounter that type of ship in the sector you choose (so if you're a boarding vessel choosing between Zoltan or Pirates, you'll only encounter AI ships and Zoltan pirates)
9) If flying in Captain's Edition and you get boarded, there will always be a Lanius or AI Avatar (or both) in the party
10) Even if your Mantis are Level 2 in Combat, they'll still be left at low health after fighting a foolish meatsack. Don't expect the reverse to be true
11) AI Mind Control takes forever to break, even at Level 1
12) If you have 1HP left, the next encounter will have several missile launchers

Anything I missed?
Leylite
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Re: FTL Rules Of Thumb

Postby Leylite » Thu Dec 24, 2015 12:36 pm

Don't forget the obvious

13) If your Defense Drone misses or doesn't shoot at a missile, the missile will hit your ship.

And some less obvious:

14) The Rock Homeworlds will only show up when you stop looking for it.
15) The Weapons Pre-Igniter will only be for sale at the start of the game when you don't need or can't afford it, and will be mysteriously missing later on when it would be a more practical option.
16) Enemies will gladly board into a room that's on fire. It's less funny when it's your shields room.

And one just for the Stealth B:

17) The Stealth B starts with a 10 second cloak, and its manned Glaive Beam takes 22.5 seconds to charge. An unmanned Mini Beam takes 12 seconds to charge. Thus, your weapons system will always be hit with the Mini Beam at 22 seconds, half a second before the Glaive would have been ready.
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stylesrj
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Re: FTL Rules Of Thumb

Postby stylesrj » Thu Dec 24, 2015 12:54 pm

If your Defense Drone misses or doesn't shoot at a missile, the missile will hit your ship.


Actually it should be:

13) If the enemy launches a missile at your ship, your defence drone will block a laser or asteroid with its face before it can shoot the missile.
dyno101
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Re: FTL Rules Of Thumb

Postby dyno101 » Sat Dec 26, 2015 6:19 pm

And the most obvious of all persistent ship-getters:

NEVER play the game with the intent of getting the crystal cruiser. You will always be let down. Let it come to you.
"There isn't good or bad. There's just insane."
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Re: FTL Rules Of Thumb

Postby tremor3258 » Mon Jan 04, 2016 2:46 pm

Scrap Recovery Arms and Distraction Buoys are Sector 7's most popular augments for sale.
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stylesrj
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Re: FTL Rules Of Thumb

Postby stylesrj » Mon Jan 04, 2016 8:28 pm

18) When Hacking hits your depowered Mind Control, whether or not it actually mind controls one of your crew depends on the weather, the alignment of the stars and planets and what you had for breakfast that morning.
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Re: FTL Rules Of Thumb

Postby meklozz » Mon Jan 04, 2016 9:58 pm

stylesrj wrote:18) When Hacking hits your depowered Mind Control, whether or not it actually mind controls one of your crew depends on the weather, the alignment of the stars and planets and what you had for breakfast that morning.


Mostly on whether it's an AI ship or not, if I remember correctly.

19) Letting your fuel go below 5 will drastically lower a chance of stores appearing on your path for at least two sectors, and reduce any available fuel from any source significantly.
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stylesrj
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Re: FTL Rules Of Thumb

Postby stylesrj » Tue Jan 05, 2016 1:56 am

20) Mantis ships do not carry fuel. Especially during those out of fuel events where a Mantis ship finds you. Yet they'll still be able to jump away. If they do carry fuel, it's a miracle of RNGesus and you should give praise. Or not.
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Re: FTL Rules Of Thumb

Postby stylesrj » Mon Jan 11, 2016 11:35 pm

I almost forgot:

21) If it is broke, don't fix it. The next enemy shot will break it again.
22) If it is on fire/breached, don't fix it. That next shot will stun your crew.
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Re: FTL Rules Of Thumb

Postby elijahdb » Tue Jan 12, 2016 9:41 pm

23) Whenever you need your crew healed during a battle, forget about it. The enemy always hits the Medbay when you've got crew in it, no matter what.
24) Just when you think you're about to beat the enemy with your fancy shmancy drone, a shot blows it up.
I've created Type C Hulls for the enemy Mantis, Slug, Rock, and Zoltan ships, and anyone can use these for a mod.
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