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Re: FTL Rules Of Thumb

Posted: Thu Jan 28, 2016 2:46 am
by stylesrj
Linkstore wrote:Dammit, styles, join Spacebattles or Sufficient Velocity for the low low price of 100% of your sanity so we can chat more easily!


What and have yet another forum to keep track of? Games don't play themselves you know.
And if they do, we call them "Modern Shooters."

Re: FTL Rules Of Thumb

Posted: Sun Feb 14, 2016 5:41 am
by stylesrj
37) When you go to the Engi Homeworlds without an Engi in your crew, the very first beacon you jump to is the Homeworld Event so you have no chance to go to a store and get yourself an Engi
38) When entering an Abandoned Sector with less than 40 Scrap, your very first jump will be the one that could net you Translator
39) When you have full hull and low scrap and you just saved a civilian ship, they'll reward you with hull repairs.
40) If you have a maxed out reactor, that ship you're escorting will try to give you a reactor upgrade.

Re: FTL Rules Of Thumb

Posted: Sun Feb 14, 2016 8:05 am
by Obz3hL33t
41:
Newbies die from upgrading their ships instead of saving up for rare essential equipment sold in stores.
Experts die saving up for the stores instead of upgrading their ships.

42:
Doors are impenetrable bank vaults when your crew is trying to cut through them, but the AI treats them more like finish line tape to sprint through with a fist-pumping victory cheer.
This is especially galling when your own crew can't pass through non-upgraded doors the AI walks through without pause when an enemy hacking drone magically transforms them into the aforementioned bank vault doors. Apparently your crew hasn't been doing their exercises and can't push aside those bead curtains hanging in the doorways when the hacking drone locks out the curtain rod controls.

43:
AI's put out fires like Smokey the Bear from the United States Forest Service.
Your guys put out fires like Firemen from Fahrenheit 451.

44:
Defense Drone, Drone Controller: choose one.

Re: FTL Rules Of Thumb

Posted: Sun Feb 14, 2016 10:08 am
by stylesrj
42:
Doors are impenetrable bank vaults when your crew is trying to cut through them, but the AI treats them more like finish line tape to sprint through with a fist-pumping victory cheer.
This is especially galling when your own crew can't pass through non-upgraded doors the AI walks through without pause when an enemy hacking drone magically transforms them into the aforementioned bank vault doors. Apparently your crew hasn't been doing their exercises and can't push aside those bead curtains hanging in the doorways when the hacking drone locks out the curtain rod controls.


Not sure what you're talking about. The mantis Swarm gets through them just fine. A bit annoying, but not too hard. Now, a hacked door. Oh yes a hacked door now that's a bank vault on both sides.
Also, stop using your Engies to try and break through doors. No wonder they're too tough for you :P

43:
AI's put out fires like Smokey the Bear from the United States Forest Service.
Your guys put out fires like Firemen from Fahrenheit 451.


Smokey? I mean only you can stop starship fires, but I don't think I've seen Smokey take out a single fire. Unless you mean both sides are pretty bad at taking out fires. Although considering how many times a fire starts on your ship but not theirs, they are the aforementioned Firemen and your crew just happen to take Space Smokey to heart in preventing starship fires.

Re: FTL Rules Of Thumb

Posted: Wed Feb 17, 2016 12:47 am
by Some_Random_Noob
45: Events that can either give a crew member or an upgrade/augment (such as the Zoltan unlock event) will always give you a crew member when you are full, and will always want to give you augments when you are desperate for crew.

46: When playing Stealth ships, all the enemy ships in Sector 1 have bought combat drones.

47: The enemy will always control your maxed combat Mantis if they are in the medbay with that 10 HP Zoltan/Engi.

48: A single Engi can handle giant alien spiders with ease, but 4 Mantis and a Rock can't.

49: When enemy ships are about to flee, any shots aimed for engines/piloting lose accuracy.

Re: FTL Rules Of Thumb

Posted: Wed Feb 17, 2016 1:20 am
by stylesrj
50: If you have an enemy crew member in the same room as one of your mind controlled crew, your mind control device will only brainwash the enemy who'll then proceed to executing your crew with ease.
51: If the enemy hacks Mind Control, say good bye to those power bars for the battle.
52: Even if you depower Mind Control, it's a biased coinflip whether or not it'll still brainwash one of your crew when it gets hacked.

Re: FTL Rules Of Thumb

Posted: Wed Feb 17, 2016 11:47 am
by Obz3hL33t
53. For every n hacking drones on an enemy ship your defense drones can shoot down n-1.
54. If there are injured crew in the medbay the hacking drone that gets through will land there.
55. Ships rigged with lots of fast weapons are guaranteed to find pre-igniters.
56. Install that Vulcan you found in Sector 2 and you'll never get it past Sector 3.

Re: FTL Rules Of Thumb

Posted: Wed Feb 17, 2016 6:11 pm
by stylesrj
Obz3hL33t wrote:54. If there are injured crew in the medbay the hacking drone that gets through will land there.


To be honest, in all of my FTL experience, I've never had a situation where the enemy hacked my medbay AND my crew really needed to be healed/had crew inside.
Somehow I've managed to dodge that bullet entirely. Clone Bay on the other hand... it happened like once and it was on the Shrike in like Sector 1. No Lanius = No Run.

Re: FTL Rules Of Thumb

Posted: Thu Feb 18, 2016 12:00 pm
by Obz3hL33t
Put some injured crew in the medbay next time you face a hacking drone. It acts as a magnet! :P

55. Your drone recovery arm will recover no more than 6 drones before you replace it with an end-game augment.

Re: FTL Rules Of Thumb

Posted: Thu Feb 18, 2016 6:06 pm
by stylesrj
Obz3hL33t wrote:Put some injured crew in the medbay next time you face a hacking drone. It acts as a magnet! :P


You mean people actually jump without healing their crew? What a world!

55. Your drone recovery arm will recover no more than 6 drones before you replace it with an end-game augment.


True, true.

56. Your Scrap Recovery Arm will pay for itself... unless you get it in Sector 7 just before you hit the exit beacon. Which is the only time stores will be selling it.
57. "Thanks for saving us! Have some scrap, missiles and fuel oh and this augment which will reduce the amount of Scrap you'll get in future battles"
58. The Store at the Last Stand will only sell useless augments, guns and drones and only have 1 page to navigate.