Posted February 14, 2014
Contrary to some fanboys, a successful game of FTL seems to me to be more-or-less equal parts luck and skill. Often, a ship build idea must adapt and change and sometimes ultimately fail as the game progresses because loot is random and stores have so few items (I'd love for stores to have greater selection in a future edition or expansion). When a build does come together well, however, it's a fantastic experience. What are your favorite ship builds? Here's one of mine:
*** KESTREL CRUISER TYPE-A ***
WEAPONS:
(selections have great power/damage ratios, & weapons system can suffer some damage without losing offensive potency)
2 x Burst Laser Mark II (2 power, 3 shots, 1 damage per shot)
- one comes equipped; can substitute Burst Laser Mark I for other; easier to find but uses same power for 1 less shot/damage
1 X Artemis Missile (1 power, 2 damage)
- comes equipped
1 X Breach Bomb Mark II (2 power, 3 personnel damage, 3 system damage)
- can substitute Small Bomb; easier to find & saves 1 power at expense of 1 damage
DRONES:
2 x Defense Mark I (2 power)
- NOT Defense Mark II; primary concern is shooting down incoming missiles
- deploy only as many as needed per combat based on enemy weapons
AUGMENTS:
Automated Re-loader
- combined with a two-star weapons operator, produces a terrifying rate of fire
Long-Ranged Scanners
- too useful to pass
Drone Recovery Arm OR Adv. FTL Navigation
- tough choice; Drone Recovery Arm probably more useful, but Adv. FTL Navigation nice for The Last Stand
SYSTEMS:
Shields (Level 4)
- Superweapons? What superweapons?
Cloaking (Level 1 or above)
- Alpha strike!
Doors (Level 3)
- improved blast doors very useful against boarding drones/enemy crew
Teleporter (Level 1 or above)
- collect more scrap by eliminating enemy crew without destroying their ship; useful against boss
Other: Upgrade all systems to max possible with collected scrap to be able to sustain more damage without requiring immediate repairs.
This ship *toyed* with the Rebel Flagship: blasting its systems, eradicating its crew, setting it on fire, watching it burn, delighting in its slow destruction until the final command "Fire all weapons" was given when the boss had one hull bar left. Twas a good game. ;)
*** KESTREL CRUISER TYPE-A ***
WEAPONS:
(selections have great power/damage ratios, & weapons system can suffer some damage without losing offensive potency)
2 x Burst Laser Mark II (2 power, 3 shots, 1 damage per shot)
- one comes equipped; can substitute Burst Laser Mark I for other; easier to find but uses same power for 1 less shot/damage
1 X Artemis Missile (1 power, 2 damage)
- comes equipped
1 X Breach Bomb Mark II (2 power, 3 personnel damage, 3 system damage)
- can substitute Small Bomb; easier to find & saves 1 power at expense of 1 damage
DRONES:
2 x Defense Mark I (2 power)
- NOT Defense Mark II; primary concern is shooting down incoming missiles
- deploy only as many as needed per combat based on enemy weapons
AUGMENTS:
Automated Re-loader
- combined with a two-star weapons operator, produces a terrifying rate of fire
Long-Ranged Scanners
- too useful to pass
Drone Recovery Arm OR Adv. FTL Navigation
- tough choice; Drone Recovery Arm probably more useful, but Adv. FTL Navigation nice for The Last Stand
SYSTEMS:
Shields (Level 4)
- Superweapons? What superweapons?
Cloaking (Level 1 or above)
- Alpha strike!
Doors (Level 3)
- improved blast doors very useful against boarding drones/enemy crew
Teleporter (Level 1 or above)
- collect more scrap by eliminating enemy crew without destroying their ship; useful against boss
Other: Upgrade all systems to max possible with collected scrap to be able to sustain more damage without requiring immediate repairs.
This ship *toyed* with the Rebel Flagship: blasting its systems, eradicating its crew, setting it on fire, watching it burn, delighting in its slow destruction until the final command "Fire all weapons" was given when the boss had one hull bar left. Twas a good game. ;)
Post edited February 14, 2014 by SeduceMePlz