Can you beat ftl




















Had a very OP run in a slug type C cruiser last night. Entered the final sector with 4 chain burst lasers 8 synchronized shots :D :D. With that, a hack, and a cloak, the final boss wasn't really much of a challenge. I actually beat it with the kestrel and 3 crew members with no teleporter. I have been beating the boss with relative ease following the same strategy as the first I've beaten it.

The most important thing is to have good weapons, not only to damage it, but also damage the enemy critical systems , like weapons and shield. The weapons also can't be repaired if you kill the guy manning it since they are isolated from the rest of the flagship. So if you damage that weapon and kill the guy, you don't have to worry about that anymore. Useful for enemy missiles. Camp the base so you can pay for repairs between battles.

Just wait for them to come back. Your ultimate strategy will depend on your loadout. Things I use , below. TL;DR : utter brute force via en masse energy weapons; automated system repair and healing. Lasers with a DPS equal to half their energy cost, with the fastest recharge you can find. You start with one of the best weapons in the game, the Burst Laser II. You just need three more of them, or as close as you can get to those specs, until you find a Flak gun or a Vulcan cannon to augment your volleys.

Volume of fire is better than damage numbers; put all your eggs in one basket and it could miss or be shielded.

The longer they take to charge, the more susceptible they are to downtime. BLIIs are the happiest medium. Strictly speaking energy wise, I don't think there is a better weapon: 2 energy for 3 damage. Anything you have to micromanage is no good - I'm looking at you, you stupid beam weapons. As well as all aspects of your ship, the more automation the better, which is why you need these too:. System Repair Drones yes, plural. Don't waste a spot on Fire Suppression.

Between these and you opening doors, fires shouldn't be a problem. Medibot Dispersal. There's nothing worse than losing a fully intact ship to the enemy after a bunch of beeps go off. These will also let you safely run your ship with de-oxygenated corridors and useless rooms.

Fires self-extinguish and borders will be half dead. If I don't have a good set of lasers and at least either the bots or a system drone, then I don't wonder why I lost. Lasers get the job done, and those automated systems keep you from having to micromanage the crew between repairs, staying alive, and doing their actual jobs. If the enemy hasn't done so yet, the priority target is the teleporter. Because your job is to pick targets for your guns; you ain't got time for a second front.

Anytime you stop looking at their ship and have to at yours, the battle has taken a turn for the worse. The only thing that should be left for you to do is to deal with the borders that do make it and send people to fix the oxygen if the drones are down.

With Medibots, any crew member can handle borders, so don't waste drone parts on Things I don't use unless I'm bored : bombs, missiles, hacking, teleporters, mind control, cloaking, and drone ships or personnel. Things I don't put points in : piloting and engines both rely on RNG, and I don't gamble , and sensors are useless without the other 'toys'.

I treat these battles as timed exercises. You're under artillery fire the entire time and therefore in an unsustainable position; speed is key. From the beginning of the game , do not lose site of the objective, nor resort to all those other options available to you that do not directly help achieve said goal. Essential systems, like Oxygen and Medbay should be upgraded at least an extra point so as to have a damage buffer.

Beyond that, oxygen is a critical system, and should be 'maned' by someone who's good at repair if you've got extra crew. It can go either way in about thirty seconds. Absolutely every ship in the game is a glass cannon, and there's only one way to win if you're a GC Keep 'em firing!

Everyone hates the Rebel Flagship, mostly because it eats you super early. I have found many ways to defeat it, have tried them, and almost won, yet I just didn't have the luck. Here are some lists, first for the essentials to win, then the if luck goes your way , and lastly, the highly recommended. You may think that these are horrible categories, but trust me, you'll see why. I have defeated the flagship once using kestrel and everything on this list and my hull bar didn't even turn yellow!

These things will all help, especially since the new update where on easy the flagship has only 3 shield barriers. Don't plan where to fire weapons. When the flagship becomes visible, your boarding crew will kill the enemy in the room and start to break missiles. Once done, beam back, send to heal station, and follow through with this weapons plan once. Fire ion. The moment the ion make contact with shields, whop the shields if you can get through. Otherwise, launch small bomb on shields same time as ion, and once the ion lands after the bomb, ions are slow fire all you've got, especially fire bombs.

Then repeat boarding technique on enemy ion weapon, and once they beam back, fire weapons plan once more.

Next, repeat process on beam system and fire more volleys, but DON'T do same for regular laser. Leave the guy in there and repeat weapons process once every weapon is charged until ion weapon and cloaking break apart.

People will not be in weapons rooms, just the laser room. If you beam your crew aboard and they start breaking stuff, you will eventually see something near the jump button saying "Power Surge Detected". A bunch of drones will appear and start wrecking your ship. They are NOT controlled by the drone control. Also, you won't have much time to do the boarding process, as the enemy will have a boarding drone.

If you have one, leave an engi outside the room, and put your best fighting crew inside. When that is down, fire a volley on the beam artillery. Then repeat process on drones till flagship breaks apart.

Either the 2nd or 3rd "Power Surge" will cause the super shield to restore. You need to be careful of that, as your crew can get locked aboard the enemy ship. Once all is said and done, you should get your crew back on your ship and target their med-bay. Once you have done something significant, like a breach, they will try and fix it. Keep firing at it until noone will enter the room. Once their crew is dead, fell free to destroy whatever you want and maybe ion their weapons, so as not to hurt the guy in there.

As soon as the flagship is near destruction, kill the last guy, it'll be funny. Then destroy it. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more.

How can I beat the final boss in Faster Than Light? Ask Question. Asked 9 years, 2 months ago. Active 3 years, 8 months ago. Viewed 41k times. Improve this question. Mana Halfwarr Halfwarr 7, 10 10 gold badges 39 39 silver badges 79 79 bronze badges.

Well, what have you tried? And are you playing on easy? An important piece of advice that's missing in the answers is that FTL is a game that you have to be playing for the final boss. From sector one , you have to take into account that you'll have to be fighting that guy, and consider how your choices in weapons and augments are helping you with it.

Add a comment. Active Oldest Votes. I have beaten him 5 or 6 times now, all on easy. General strategy is: 4 points in shields, duh. Some good, old fashioned luck. There are two augments that, other things equal, really help in this fight: The "decrease weapon recharge time" augment. Targeting priorities : Shields are first priority, obviously. Form 1 I like to go after the Gatling launcher next. Then it depends. Weapons or engines.

Form 2 I go for the drone bay before the Gatling launcher usually. The ship will throw a lot of drones at you. This helps alleviate that. Form 3 Back to targeting weapons. Improve this answer. Halfwarr 7, 10 10 gold badges 39 39 silver badges 79 79 bronze badges. I should note I have beaten him lots more since I wrote this. However, not once since the game was released : — peacedog. Good advice. Beat it on Normal last night, and if anything, the boss fight seems easier than it used to though I find it harder to get there in the first place.

The key for me was a teleporter to take out their weapon systems particularly missiles! Weapons were less important That said, it got pretty tense in phase 2, since I didn't have a reliable way of keeping their drones down. Nothing but anecdotes here - I didn't pay that that much attention to the updates during beta - but I think the final boss use to dodge more.

And that there is less scrap available getting to him to the tunes of hundreds of scrap by the Last Stand. I would agree he's easier now but harder to get to. If I remember correctly, you can pause at any time if you feel overwhelmed, assign some tasks, and then continue. This answer is dated; I'm going to revisit it in the next few days. Show 4 more comments. Andrzej Doyle Andrzej Doyle 3, 2 2 gold badges 22 22 silver badges 27 27 bronze badges. NOTE : Leave at least one enemy alive on the ship; if you kill all its crew the AI takes over and it can repair all systems simultaneously.

As for which enemy to leave alive, I recommend the guy who mans the laser, second from the left at the top. You want to kill the crew in the main rooms so you can use boarders to destroy cloaking, shields, and drones. And the third crewmember from the left mans the missiles, which are a much greater threat than the lasers. Alas, in the Advanced Edition, the laser and missile rooms are now connected to the rest of the ship, which makes taking out its weapons with boarders a lot harder than it used to be.

Or so I assume; I didn't even try. I beat the boss last night with Advanced Mode content turned on , and the layout seemed to be the same as ever. The boss has hacking drones and mind control now, but the laser and missile rooms were still standalone for me AndrzejDoyle: The weapons room is only connected on Hard mode, according to ftl.

Show 2 more comments. Boarding Each of the flagship's four weapon bays are isolated, making them easy targets for teleporter away teams. Cloaking Cloaking is really useful to evade the flagship's "power surge" attacks. Defence The flagship's triple missiles are deadly. Prep The boss is much tougher than the rest of the game. Colonel Panic Colonel Panic 2, 3 3 gold badges 20 20 silver badges 38 38 bronze badges. That answers my question whether eliminating the crew would skip the other to encounters Killing the crew isn't such a big problem, it means your boarding party have free-range on the ship to keep all the systems down and do 1 hull damage each time they are repaired.

Just don't kill the O2 unit! My usual boss-killing build tends to be roughly this: Ship five points in Dodge that's the tipping point to diminishing returns at least three bubbles of shields, preferably four if you had the cash. The boss has four bubbles of shields, so you need to get through that. Obviously the specific weapons depend on what the RNG gods bestow. Overarching Rule For every other fight in the game, you auto-win if you kill all the crew. If manage to do this in sector one you usually have a good chance to get all the way to the boss.

I find the best way of maximizing my chances is by considering a restart before I pass to sector 2. What i weigh is how much scrap i have accumulated, if i found weapons or drones as the OP mentioned or if i managed to buy the repairing system or the shield upgrade.

With this ship you don't really need to upgrade weapons so in sector 2 i usually upgrade my shields. If by sector 3 i don't have level 2 shields i consider a restart. So i find that restarting games which started with "bad luck" is a good way to achieve the objectives mentioned by the OP.

Sure at earlier fights where they have small evasion I'll go for weapons first, but the more I've played the game and watched videos of others playing it , the more I see cases where getting important shots evaded ends up dragging the fight on for so long that the player gets chipped away at and possibly even killed, when if they had just taken out that cockpit, all their anti-shield techniques work flawlessly and they can systemically destroy the ship.

I've more than once watched a video of someone playing and started yelling at the screen "instead of swearing as your barrage continuously misses, just hit the damn cockpit and finish this fight!

Post by UltraMantis » Sun Oct 07, am The repair arm is seen as largely useless and maybe it is, but it does heal 1HP of your hull each and every time you earn scrap. In some cases thats twice for one beacon defeat baddie, get reward from civilian. Finding a store when you're badly damaged or running a gauntlet through some Rebels is a bit easier when you know you have some limited self-repair capability.

Mostly it is to ensure i never have to desperately hope i hit a store nearby. That's worth scrap for every HP healed which reduces the hit. Also if your board everything in sight, you earn more so the penalty is negligible. The overall effect is that you only repair at a store when you're badly damaged and leave the rest to the Repair Arm.

You may be right on the drone recovery arm. I dont typically buy it but it ensures that you have near limitless drones so you can trade away surpluses. Handy in some cases. Re-loader is allways a boon. Even just one. Either eave it for the finale, or do it right away to reap max rewards and capture the relatively easy prey of s1-s3. Besides Mantis, Humans and Slugs make fine boarders. Rocks are too slow. Combat experience rises fairly quickly and basic upgrades for the teleport only cost 30 scrap.

What's there to lose? You'd only need a lvl3 teleporter if you wish to board airless AI ships which is a great way to drop their shields or kill their engines, or you know, weapons. I rarely purchase crew. Even Zoltan. I will buy an Engi if i dont have any, and maybe i take a Mantis if i need another 2 person wrecking crew.

Mostly i rely on events and slavers. The investment pays off by the blinding speed with which you can capture clumsy ships. A 3 person crew goes down faster than their weapons can do you serious damage, but it does depend on their weapons. If the weapons are a serious threat, or if they board you instead and delay your attack, or if the fight will drag on for so long you will spend the reward on repairs, then maybe it's better to power down the teleport and power up some weapons.

Or recharge FTL and bug out. Congrats, you are winnar. If your ship has sufficient combat capabilities already, then by all means actively seek ships to fight, as long as you don't expend too many resources hull repair, ammo.

I usually start doing this once I have an effective boarding crew as it increases rewards. Night View Profile View Posts.

I agree that due to ammo consumption, it's usually unwise to use missiles for primary weapons, but they can help a ton when you don't have the laser power to take down shields. Little mention of bomb weapons, which are extremely useful due to penetration. A single Breach Bomb esp. II has a major effect in combat when you can selectively knock out systems like shields, weapons, and O2. I'll take punching holes in an enemy ship over the ion bomb lockdown.

You probably won't use heal bombs and bio beams unless you're into boarding, for example. If you have ion blasts, beams can be very useful. The glaive does use 4 power, but will shred any unshielded ships, as it can hit up to 5 rooms with 3 damage. Biz View Profile View Posts. Not trying to be negative as the guide is pretty decent. However I played games knowing very well what I like in weapons, but I never find any but the most crappy of all.

And I always maximize my jumps, I sometimes even hold a ruler to my screen to messure how many jumps remain, the flagship will move 15mm each non-nebula jump.. Ahoge-dono View Profile View Posts.

From my experience, you can get away with level 6 shields if you go max evasion. This guide is really helpful.

Thank you for making it! Twelvefield View Profile View Posts. I don't think you can beat the fun factor of the fire beam. It is mostly ineffective, but once you get the chance to unleash that monster, woo-eee burn baby burn! It's like boarding without needing boarders, and with tons of flames. And speaking of boarding, I also have great affection for the boarding drone, who automatically creates a hull breach and is impervious to lack of oxygen.

Also, how come no mention of blast doors? For 20 scrap, I'd say that's one of the best defensive buys in the game. Beyond that, the only other thing I can suggest is to move horizontally as far as you are able on the map if you are low on fuel.

You can be saved if you run out of space gas, but it helps to be as far away from the Rebel fleet as you can get. How in the world do you have enough scrap to obtain level 4 shields by sector 3? I take as much time as possible exploring every area before the fleet reaches me, and I rarely have level 4 shields by sector 3.

Strongly disagree on ion weapons being god tier. They're only useful if you pick them up for free and have nothing else to use the power on. My motto is if you have to rely on ion weapons to get through shields, something went wrong along the way. Bombs, boarding parties, drone swarm, laser alpha strikes, all of those are better options. We agree that the long cooldown ion guns are worthless, but the problem with the rapid fire ones is they take cloaking off the table as an option unless you pick up cloak weapons aug.

Without cloak you're forced to max shields and engines for the flagship even then that doesn't cut it half the time. Forgoing cloak so you can stack ion guns usually puts you on the losing end of a slugfest against the flagship.

Against flagship, the strategy should be to have two boarding parties to quickly shut down all weaponry except the tri-laser, which does no damage against 3 bars of shields. You shouldn't be firing any weapons in the early phase of the flagship battle; just turtling while your boarding parties shuts down the rocket, ion, and beam weaponry. Besides, the main advantage of cloak is the 60 evasion that can be used to dodge a big wave of fire.

Also, higher levels of cloak eat up more bars of power for a longer time. It is still worth upgrading the cloak system to make it able to tank a few more hits, but I rarely use 2nd level or 3rd level of cloak in battle.

Another bonus is that ion damage cannot be repaired, which is useful against the big crew of the flagship. In my experience, ion weapons are very versatile, have no real hard counters. Fibble View Profile View Posts.



0コメント

  • 1000 / 1000