Faster Than Light Best Ship

FTLFTL: Faster Than Light is a spaceship simulation, real-time, roguelike-like game by Matthew Davis and Justin Ma. RULES.Following is encouraged.Please report posts containing spoilers not using the method below.Please report posts or comments regarding pirating or begging.Do not post users' personal information.When posting regarding mods, please put MOD or the Mod's intials in front of the post title. For example, Captain's Edition could be CE.RESOURCES.FAQS & GUIDES.For technical support email SPOILERSSpoilers may be marked by formatting your text as such: X Kills Y(/spoiler)Which will show up as. And here we are with part 2:C TIER: These ships are neither good nor bad. They are simply average.(Lanius A) The weapons leave much to be desired, as an ion stunner and a chain laser aren't exactly very intimidating. However having hacking is great and can help supplement that firepower.

  1. Faster Than Light Best Ships

The Lanius also give you a lot of sweet blue events especially in Abandoned Sectors. They also can fight off the Lanius that board your ship, which is more important than you might think.(Stealth A) Right off the bat this ship has a glaring weakness. The fact that it starts will no shields, which makes you extremely vulnerable to drones and beam weapons. However the ship has a couple things to help make up for this. First, it has a Stealth System. Two, it starts with level four engines. Three, it has the Titanium Plating augment, which is more useful than I first thought.

Lastly it has longed ranged scanners, which will help you avoid empty beacons, avoid environmental hazards, and can be a life saver when your low on health and need to stay away from fights. Finally the weapons, like most ships in the C Tier, they get the job done, but are nothing to write home about.(Mantis A) While the Mantis A has a great start, it very quickly loses it's momentum that it had.

While it starts with a great crew, 2 Mantis are not enough to kill the crew of latter enemy ships. It just doesn't have the potential that other boarding ships have. However it does start with a small bomb which is great for taking out the enemies medbay or clone bay. It also has a basic laser to take out Zoltan Shields, but you usually take to much damage for that to be worth it by the time the shields go down.(Federation B) I can't think of something this ship does better than the Federation A. It starts with a worse weapons than the Federation A. Burst Laser II is superior to Duel Lasers and Leto Missiles. The crew on the Fed B is also smaller and worse than the Fed A.

Also the Fed B has only a two person medbay. The only thing the Fed B has over the Fed A is one extra point in the artillery beam, which is only a 10 second decrease in charge time. However despite being inferior to the Fed A in every way, it is a average ship by itself thus it is in the C Tier.(Zoltan C) This ship has a seriously bad start. Having only two reactor power and relying on a back up battery to power important stuff like your shields and weapons is just a disaster waiting to happen.Plus relying on your beam drone to do damage is no fun. However if you can get past the first couple sectors this thing gains some serious momentum. First off you have 4 Zoltan Crew, which is four free power. Second the Ion Charger is a pretty good weapon and compliments other weapons you pick up well.

Lastly you have the all important Zoltan Shield. Overall if you can get past the awkward start for this ship, it will become a powerhouse.(Rock C) A very interesting ship as it starts with a Crystal Crew member, which can help a lot with the unlocking the Crystal Cruiser. It also gives this ship opportunity to do Crystal boarding even if it is only one Crystal Crew member. I usually go the boarding route because the weapons on the Rock C aren't very good. The Heavy Crystal becomes quickly dated and the Swarm missiles are too inaccurate to be reliable.TIER D: These ships are bad and will need some some skill and luck to beat the game.(Kestrel C) This ship has the lowest scrap value in the game and it really shows. It has no additional systems and it's weapons are not very good either.

Faster Than Light Best Ships

The crew is also not very good as it is just two humans and a Lanius. The only thing on this ship that has some sort of upgrade to it was the sensors. They start at level two. OH YEA!.(Mantis C) This is the most over rated ship in the game in my opinion. Although it has a amazing 4 man teleporter, it has a seriously awkward start. Boarding with a Mantis and a Lanius is so bad as you will be constantly moving them so your Mantis doesn't suffocate.

The weapons on this ship are also bad. The stun bomb is completely useless and the lockdown bomb takes to long to charge to be useful. Despite having a 4 man teleporter this ship has too many drawbacks hold it back significantly.(Federation C) Although this ship sucks suicide boarding is fun. The biggest problem with this ship is that it has no weapons, thus you have no way of dealing with medbays or clone bays, unless your Flak Cannon hits it. If your flak cannon doesn't hit it you will have to wait another 50 seconds for it fire again.

This ship just is not a good very good boarding ship at all.(Slug A) The concept of this ship is cool. Kill the enemy crew with out boarding the ship. However the concept was executed poorly. The Anti-Bio Beam takes way to long to fire for this ship to be effective at doing that. You will waste so much time trying to kill all the crew on the enemy ship.

Time the enemy will use to spam it's missiles and make your life miserable. This ship just takes to long to kill the enemy crew for it to be effective.

It is also only has two crew.(Stealth B) I try not to play this ship for the sake of my health. Too many times has my Glaive Beam been seconds away from firing only to be hit by one lucky laser. Too many times have I cloaked yet the enemies missiles still hit me. This ship is just like gambling every time you battle. You hope you get lucky enough to one shot kill them with the Glaive Beam, while praying they don't hit your weapons. This ship also suffers greatly if you don't find another weapon by the time you reach two shielded enemies. This ship has caused me so much rage and misery.(Rock A) The one nice thing about this ship is that by the end sector 1 you will know if your screwed or not.

If you haven't found another weapon or bought a teleporter than sector 2 will be your last. This ships obvious weakness is that it only has missile weapons, and even though it starts with 30 you will blow through them fast, which could end your run very quickly.(Slug B) This ship makes no sense. It is a boarding ship, with crap boarders in the slug. It also no medbay or clone bay. It's only way of is the healing bomb, which can miss in the thick of battle causing you so much rage and pain.

Also the other weapon on this ship takes missiles so you will run out of missiles fast which mean you can't heal your slug. Yea, this ship sucks.TIER F: These two ships are awful. They have huge problems that no other ships in the game have to deal with.(Stealth C) The ships in this game that don't have Shield System have Stealth System. However this ship does not. It's defense is an anti-ship drone which I have never seen disable another drone ever and Shield+ drone which gives you one point of Zoltan Shield every couple of seconds. This ship has basically no defenses. 9 out of 10 times I don't even get to the third sector because this ship takes basically everything fired at it.

And to make matters worse it doesn't start with sensors, it's crew sucks, and it's weapons sucks. This ship just sucks.(Engi B) I spent a while debating whether the Stealth C or Engi B was the worst ship in the game. I went with Engi B because although the Stealth C has the exclusive problem of not starting with a shield system or stealth system.

The Engi B has two exclusive problems. The first is that it is the only ship that starts with one crew member. Although it has some drones to try to fix this problem they are defiantly no replacement. Also you will probably sell those drones to buy some weapon which leads me to the Engi B's second exclusive problem.

It is the only ship that can't get through two layers of shields with it's starting weapon loadout. Let that sink in. I have seen ships as soon as sector two with two layers of shields on hard. This ship has brought me even more suffering than all these others ships combined. It's that bad.Well that concludes my FTL ship rankings. Do you agree or disagree? What ships to I underrate and overrate?

What are your ship rankings?. Comparing my list to yours, I feel like we're mostly on the same page. For me, however, the most important difference between C tier and F tier is how frustrating they are to play, not how powerful they are; Stealth C and Rock A are both bad ships, but I enjoy the thrill of playing shieldless early game, whereas managing my missiles while moving slow-ass Rockmen around a mazelike ship is just frustrating. I'm also predisposed to dislike Slug B because I still have nightmares about that airless run. Commenting on both this list and Part I, and based mostly on Hard gameplay, I tend to disagree with most of your assessments (though not necessarily your placements.).I don't think Crystal B is good enough anymore to deserve its separate S tier, thought it is definately a top ship. In your A tier, I think Crystal A, Rock B and Fed A are misplaced - as someone noted in the other thread, the first two still need shop-help (i.e. A teleporter) so cannot really be said to be top tier (I hate Crystal A personally, but I haven't tried a boarding run with it in a while so that might cloud my judgement) - also the burst 2 is not enough to justify Fed A being top tier, otherwise Kestrel A would be above it (I don't value the A-Beam that highly as it does very little early game).No real comments on your B tier, but I have personally had a harsh time with Engi C though on paper it seems like a good ship.

Same on the C tier, but I think Stealth A weapons are stellar in the first 2-3 sectors and LRS is awesome for scrap - also, I think you underestimate beam drones.Mantis C is definately not tier D - it'd put it in A - the four man teleporter is the nuts and the Mantis-Lanius boarding is not that big of a problem, especially with clone bay - you will eventually get more mantis, etc. To replace the Lanius, which will nevertheless still remain awesome for scouts - also, the 4 Lanius dream!! Slugs A and B, and Stealth B are pretty tough, but they are all very fun ships which encourage you to play differently - for that alone I think you are being way too hard on them - I've had very strong and consistent runs with the Slugs, and the Stealth B is only difficult until you get cloak lvl3 with you first 50 scraps.Disagree again with Stealth C as F tier - while not great by any means, the weapons are very good and will finish most ships before they can damage you too much - it's a slog, don't get me wrong, but it's different and fun. Engi B is deservedly at the bottom - no question there. I debated along time if the Crystal A and Rock B were A tier or not. Although you have don't start with a teleporter, I usually am able to buy one at the end of sector 1. I just find Crystal Boarding and Rock Firebombing boarding to be too powerful to not be an A Tier, but I do see where your coming from.

Faster Than Light Best Ship

I put the Fed A in A tier because the Arty beam can ease the pain if you don't find a decent weapon. It also becomes amazing in the last couple sectors when enemies have high defenses and it is invaluable during the battle with the flagship.My reason for putting the Mantis C is D tier is it has really weak and awkward start. I will often die in the first couple sectors with this ship.

I do agree with you that if you can make it past this point then this ship is amazing, but I die too much before that happens so I can't justify putting in any higher than D Tier.Finally, for me there is no way that the Stealth C can ever not be in F Tier. I will admit the weapons are half decent, but not starting with a shield system or a stealth system is absolutely brutal. Your only defense is the a Shield+ drone and a crappy anti-drone drone. This ship takes a pounding every fight. It's the only ship where I have big problems even surviving the first sector. This ship just takes more damage than any other ship in the game.

Mantis C has really weak and awkward startNot really much worse than Mantis B. Both can board Auto-Scouts effectively from the start, but the C can also board Auto-Assaults. C has the ability to easily deal with Med/Clone Bays which B does not.

C has a far better layout, and with the Engi crewman it's not vulnerable to fire taking out the Oxygen+Doors. For B's advantage, it starts with slightly more melee capability and a strong defensive start with L2 Shields and the Defense Drone.Overall they're very similar ships and the 4-man teleporter alone brings the Mantis C into high tier.I put the Fed A in A tier because the Arty beam can ease the pain if you don't find a decent weapon.The other high tier ships don't need a backup option like that, though, because what they have to start with is so great.

The Artillery Beam is slow and far too expensive to upgrade early, so it is largely a late-game weapon in practice. Fed A does feature great crew, but its starting firepower is bad and layout terrible (subtle: Defense Drones are only 85% effective on it due to its size). Stealth C is not at all awful.

I won my very first try with it on Hard and still have a 70% win rate.The shield overcharger works a lot better than the armchair pilots suspect. It is actually better than a regular shield level early on, since it still recharges faster than any single weapon's cooldown, and can also sometimes stop missiles and even bombs. It loses effectiveness in the midgame once enemies have multiple lasers, but by then you should be able to buy regular shields.Stealth C has two fantastic advantages.

One is the Long-Ranged Scanners, which means you can always find a steady stream of income and are almost immune to falling behind the power curve if you know what you're doing.The other is the wonderfully efficient and fast weapons. The one-power Charge Laser and Mini Beam are absolutely top tier weapons. The Mini Beam deals 4 hull damage for 1 power which no other weapon can do, and does it in just 10 seconds. So Stealth C often gets to inflict 4 hull damage before the enemy fires at all.

Always shoot enemy weapons with the beam, along with whatever else you can get out of shields or piloting or engines. You should see only 1-2 enemy shots in most fights before you take out the weapons, and that should be able to get you through long enough to find regular shields.Finally, the critical key to Stealth C is to always run the Anti-Drone over the Shield+ when facing an enemy drone. The drone is scarier because it's faster and trumps your advantage of the fast weapons. You will shoot out their weapons before anything dangerous launches from there, so defend against the drone. The Anti-Drone works fine to shoot down enemy drones, I don't know why you think it doesn't.

You just have to start it immediately and keep it running, you can't try to micromanage between it and the Shield+ or something else like engines.Stealth C isn't top tier by any means, but it's solidly in the middle of the pack for a skillful captain. I'd call it the most skill-testing ship in the game. Zoltan C is the one that belongs in F tier rather than Stealth C. That's the single one that took me the most tries to win on Hard.The offense is terrible. Ion charger + beam drone is a horrible way to beat enemy ships, since you can't target anything important, you're stuck taking craptons of damage while your drone shoots all the empty rooms and never hits the weapons and drones that are gashing you.The synergy is terrible.

It's so dependent on the 30 second battery and can't sustain any offense without it. But then doesn't have the mojo to actually win in 30 seconds so it sits there taking even more damage until the battery cooldown recycles. The Zoltan shield hardly helps, it's gone long before the ship comes close to winning.Zoltan crew are terrible liabilities IMO. So many times they leave a critical shield or weapon unpowered when they have to run off for repairs. Also one Zoltan's power goes to waste because you need him on piloting.And it's got a terrible venting layout - which its fragile crew needs.

The offense is terrible. Ion charger + beam drone is horribleThe Ion Charger is one of the single best weapons in the game and will be good to use for the entire game in most cases. Relying on the drone can be a bit awkward, but it should be consistently taking out ships early on without any significant issue.doesn't have the mojo to actually win in 30 secondsYou're probably activating your battery too soon. Don't power shields at all until your Zoltan Shields are down.So many times they leave a critical shield or weapon unpowered when they have to run off for repairs.Generally trivial to account for when playing optimally, but it's a very easy mistake to make (and I still do it sometimes too). Worth noting is that Zoltans and batteries are both very strong in ion storms.And perhaps most importantly: Zoltan Shields are insanely strong, and simply having one is pretty much enough to bring it out of bottom tier by itself. Good comparison, that Zoltan C has to win quickly, like Stealth B. Except the difference is that Zoltan C isn't actually capable of doing so.Stealth B wins in one shot from its Glaive, of course.

Zoltan C wins in like a dozen shots from its ion and drone, which takes forever and the Zoltan shield is long gone and you've eaten a dozen missiles before you win.Yes, Zoltan C gets better with an additional weapon. But so does every ship.

That's what puts Zoltan C in the basement tier, that it can't get the job done with its starting stuff as compared to the many ships that can. Stealth C isn't as horrible as some would make it out to be (no ship really is), but it's very hard to make up for not getting either of the most expensive systems in the game, unlike nearly all other ships.Cerenkov, on the other hand, is very much capable. Putting it in the same tier as stealth A and lanius A seems reasonable (I think they are the best in what OP specified as C without going into details). Most bad situations can be fixed by some clever management, and even if you can't kill a ship within time given by the battery, you still have enough to get. Charge ion makes some interesting strategies much easier to steer your ship into. Zoltan c is an interesting ship.

It essentially forces you to power juggle and rely on the backup battery early on. Ion charger ain't great but it gets the job done. It can be a little dicey in early sectors but you can get through without taking too much damage because of the zoltan shield.While it has potential to actually become great mid game it's main downfall are battles lasting too long early on. If you can't manage to kill off an enemy before your zoltan shield gets depleted and the battery charger runs out then you are a sitting duck for a big chunk of time and will take a bucket of damage.It's not a great ship by any means but it is certainly not terrible. The Mini Beam deals 4 hull damage for 1 power which no other weapon can do, and does it in just 10 seconds.12 seconds, and it averages about 3 damage rather than 4 (and only 2 damage against two layouts).

Mini-Beam is a fantastic weapon, but let's not overstate things.The Anti-Drone works fine to shoot down enemy dronesThat is simply not a true statement unless your definition of 'fine' is different than mine. Due to the way drone targeting works (a bug that has been present for the entire game's life), it will not hit an enemy drone on the far left or right extremes of the ship, and thus only lands its shots 80% of the time. Also worth noting is that even when it IS hitting the drones, the firing rate is slow enough that drones can get in hits between being disabled.I consider Stealth C to straight-up have the least reliable start and I estimate the chances of winning with it with optimal play to only be 97% compared to the 99.0-99.9% for most ships. The anti-drone missing isn't a bugYou edited this in after my reply - I'd call it a bug. It's strictly based on the position of the enemy drone or the incoming enemy missile in the case of Defense Drones. If the enemy Combat Drone is too far left or right, it will miss 100% of the time.

Likewise, if an enemy missile targets a room too far left or right (only too far right in practice, due to the way ships are set up), it will just miss. This is why Defense Drones are only 85% effective on Federation A: The rightmost rooms will just be hit by missiles instead of being shot down.

Is it really that odd that you need to have your defenses beefed up for a protracted battle against the enemy flagship? As long as you DO have your engines at or near max with skilled crew on them and a few shield bars, it takes the boss ages to do any serious damage to you.

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So as long as you have some way to get past its shields, you should be fine. I beat it on normal last night with only 4 crew, a small bomb launcher and 3 basic lasers. The entire enemy crew just ran into the shield room when I started bombing it and died in a series of explosions and fire. @EToaster said:Is it really that odd that you need to have your defenses beefed up for a protracted battle against the enemy flagship? As long as you DO have your engines at or near max with skilled crew on them and a few shield bars, it takes the boss ages to do any serious damage to you.

So as long as you have some way to get past its shields, you should be fine. I beat it on normal last night with only 4 crew, a small bomb launcher and 3 basic lasers. The entire enemy crew just ran into the shield room when I started bombing it and died in a series of explosions and fire.The problem is that you need to be specced in the EXACT right way with the EXACT right makeup of crew and the EXACT set of weapons necessary to bypass its shields or you have absolutely zero chance of winning.The first phase is easy. The second phase is retardedly difficult because it has infinite 150 health 2 star combat Mantis strength drones that it will repeatedly send onto your ship until you die. The boarding drone has no cooldown, so the instant you kill one it'll just send another. Can't make it miss either, because the flagship has 100% accuracy. Also, it causes a breach in whatever room it hits, so now you're running out of fucking air.

None of this would be so bad if it wasn't spamming 10 drones at a time whenever the fuck it wants. Can you prevent this? If you destroy the system that controls that, it's instantly repaired by 4 crewmen who have health that regenerates faster than 2 starred Mantis crewmen can do damage to it. The only weakness the fucking thing has is that you can destroy those weapons and they can't regenera-OH WAIT THEY CAN AND DO ON PHASE CHANGES. So while all this shit is going down you're desperately trying to shoot missiles - the only things that can hurt the fucking Flagship because of 4 bars of shields - except OH WAIT it also has maxed out engines and perfect crewmen to man the stations.

Immortal crewmen, I might add.But hey, you fight past that and somehow manage to beat it. Now you're out of missiles and now it shoots lasers that can pierce 4 bars of shields, runs along the length of your ship, completely disable systems in a single hit, cause breaches and fires that quickly spread IN SPITE OF THE FACT THAT THERE'S NO OXYGEN. You can't pierce FIVE bars of shields because you're out of missiles, but guess what? It just shot 6 of them with pinpoint accuracy at you. You just took 20% of your health in completely unavoidable damage that's not based on any system, and it will fire said missiles every 10 seconds until you die. You literally have, at MAXIMUM, a minute before you're dead.

Except you can't regenerate from the first 2 phases because every repair station is conquered instantly and if you try to save them the flagship gets in range (which, by the way, is considered 2 adjacent systems away) and the game's over. You just wasted 2 hours wading through a piss-easy game until the last boss shits on every rule of the game you've learned and rolls over you like that fat kid who the teacher said had to play Superhero with you, except his superhero is stronger than pre-crisis Superman. @Terramagi: lol, Damn calm down Terramagi. Gets some decaff it'll be ok.Speaking of the rebel boss tho. I've beaten it twice on normal.

Each time with a different build. I've never found it really that hard. Challlenging yea. But i think the hardest part of this game is Sector 3 and 4. The part where you don't really get a ton of scrap yet. But the enemies start showing up with lvl 3 shields that'sII the hardest part of the game for me.

Past that it's not to bad. But defiantly do able.1st Build was - 2 Burst Laser II 1 Burst Laser I and Starting Missile Launcher on the Original ship.

I demolished the rebel boss ship.2nd Build was - 2 Burst Laser II Meta bomb and then that Huge Halberd laser that comes with the federation cap ship. That one wasn't as easy but still not to bad.

I just had to be a little more strategic with my weapons. But all good.trying a completely different build with the ingi ship next! Tho there much tougher to play through. Not as bad as the Zoltan. But still tougher than the first two ships.

@Terramagi: I agree that the flagship maybe breaks one or two rules too many. Triple-firing ions AND triple-firing missiles is a little excessive, and unfortunately makes a mockery of your defense drones, which is unfair when up until that point defense drones are adequate defense against any missile launcher (and of course bombs are the fair counter for a defense drone).You don't even need 2 maxed out Mantis crew members. The weapon rooms are so poorly defended that any 2 crew members (other than Engi or Zoltan) are fine. The boarding drone is definitely annoying, but if you have a defense drone, they seem to have a pretty good success rate at shooting down boarding drones before they enter your ship. Admittedly, if you don't want to teleport into their ship, your options aren't as convenient; you can either take time lowering their shields and attacking weapon systems individually, or you can forgo attacking the weapons and just pummel the shield room nonstop, in a race to kill the flagship faster than it can kill you.

Granted, if you go for the second option, you need a spectacular weapon combo and you probably need the cloaking device to not die to all the missiles/drone attacks.So yes, going into the final fight, you do need either the cloaking system or the teleporter, but that late in the game, you really should've acquired one of them at least. Your complaints about running out of missiles or whatever against the enemy's strong shields don't seem like the huge concern you make them out to be; relying on missiles to take out shields becomes less reliable in the late game as more ships have defense drones, so you need to prepare your ship for that, especially when you learn that the 2nd phase of the Flagship always has a defense drone. When you're getting near the final sector, it helps to rely on ion weapons and burst lasers, with maybe one slot reserved for a bomb or a beam weapon.I do agree that the Sector 8 map still really needs some work because it is too stacked against you, but I doubt they'll change it much at this point. Most of the beacons are fights against powerful Rebel ships to begin with, and obviously the Flagship is pretty effing hard, so why complicate things by having the Rebels slowly 'take' beacons? What's the point, when most beacons are already fights anyways? You're right, in that it ends up screwing you out of repair stations, which is ridiculously unfair since you WILL need to repair between Flagship phases.

And there aren't even that many repair stations to begin with, and they're often inconveniently placed so you can't even take advantage of more than one of them anyways. I feel extremely lucky when I get to use even ONE repair station in the final sector. Finally beat it.Everything I said still applies. The only reason I won was because I managed to get a Breach Bomb and about 30 missiles going into Phase 2, and slowly but surely killed their entire crew, save one, with them. Plus I was lucky enough to have a store NOT die, and be located directly next to me so I could repair my 20% hull back to full and buy about 5 more missiles.

That was enough to drop their shields and bridge with Breach Bombs and, since they had no crew left to repair, basically crippled it to the point where I could 15s cloak through the unavoidable missile spam and whittle them down with the starting 3 shot laser. Like, losing because two of my crew members were on a boarding mission, had killed the entire crew, and then had the FTL drive kick in while having half the doors of my own ship open to the vacuum of space due to a solar flare knocking out door control, and then my remaining crew slowly roast alive is fun, because I can imagine the two Mantis on that ship were like 'FUCK THAT NOISE' and stole the mostly intact Rock ship to become bandits.Losing because the Flagship has infinite boarding droids that are guaranteed to cause hull breaches is, conversely, not. It's a hard ass fight, no doubt. I started playing as a Mantis ship (type 2, so pure boarding), but half way through, all my mantis' died and I had only the repair guys. I had to improvevise and switched to two blasters and a hull attacker.

I managed to do decently by attacking his weapons with the two blasters, hoping all 4 attacks hit so I could beam the weapons instantly. Eventually I killed the repairmen (they're sectioned off). I got to the final form doing this, and was doing decently until I ran out of drones and couldn't repair anymore. I also used stealth, had maxed shields, decent engines (wish I maxed them instead for the dodge chance). The thing that kept me alive was using a defender 2 for the missiles. I should have won, damnit.

Also, good use of stealth. I also had 2 Voltrons to manage all of this.

I also didn't have a full crew which made it more difficult, I only had 6 guys.Got him to about 20% and had the entire crew killed.:(. @Terramagi said:@thabigred said:I have enough fun dying before getting to the boss that I don't really care that the boss is a cheap piece of shit.If I die on the way TO Sector 8, I don't have a problem.Dying to the boss, conversely, is fucking bullshit because it wasn't a series of unfortunate events, it was some designer going 'y'know what'd be neat?

8 fucking missiles every 10 seconds.' I've heard a litany of ways people have completed the final boss, so when you complain about the boss being a cheap piece of shit I have to think maybe you should change your play style to fit beating the boss instead of complaining about the boss being cheap. @thabigred said:@Terramagi said:@thabigred said:I have enough fun dying before getting to the boss that I don't really care that the boss is a cheap piece of shit.If I die on the way TO Sector 8, I don't have a problem.Dying to the boss, conversely, is fucking bullshit because it wasn't a series of unfortunate events, it was some designer going 'y'know what'd be neat? 8 fucking missiles every 10 seconds.' I've heard a litany of ways people have completed the final boss, so when you complain about the boss being a cheap piece of shit I have to think maybe you should change your play style to fit beating the boss instead of complaining about the boss being cheap.' The problem with the final boss is that you have to configure your ship in just the right way to have a shot at killing the boss.' 'So why don't you just configure your ship in just the right way?'

Reading comprehension really is not your forte, is it. @Terramagi: That still doesn't change the fact that half the things you complain about as being 'cheap' and 'bending the rules' are simply not true.You complain about the 'OP boarding drone' when it's exactly the same model all other ships use, all of them leave a breach and all of them stop acting as soon as you take out drone control (even on the flagship). Taking out drone control in second phase will also slow down the recharge on the energysurge drone rush. But the flagship boarding drones are not different then any other boarding drone in the game.In third phase it's the teleporter that's shooting out tons of lasers, that's something you can mostly absorb or just evade with cloak. But other then that there are tons of approaches for killing the flagship, they all depend on what kind of tools you have at hand.

Double defense drone+ some decent dodge will make that triple missile launcher a joke, add an additional hull repair drone and the whole fight becomes a joke.But if you can't even take out the triple missile launcher then you have been ill equipped, a simple level 1 teleporter is enough to kill it. Even if you don't have enough laser weapons to punch trough the shields, then you should have enough missile weapons/bomb teleporters to grind them down. Yes sometimes you reach the flagship and know that you lack the tools and resources to beat it, but that's in the nature of the game due to the massive dependency on RNG. I just had a really tense moment with the 3rd phase of the final boss. It was my first try with the stealth cruiser, and things were going really well, but I lost my 2 mantis before I reached the boss.I think the AI is learning my tricks, because they bombed my medbay while they were returning from a raid to heal up.

I also lost the 2 spare crew members I was boarding with in the first phase because the boss was destroyed by a fire when I didn't expect it.Anyway, I had a halberd beam, dual laser, and small bomb launcher. I went into the third phase and ended up retreating because I had most of the remaining enemy crew on my ship, and a lot of my systems were damaged. Then I realized I only had 1 missile left, and if I didn't manage to land it on the shield generator, there would be no way for me to pierce the shields at all. Firing that thing off and seeing it land was such a relief. Of course, while the credits were rolling, I realized that I could have sent in my support crew to smash the shield generator, but thankfully that wasn't necessary. @AbeBroHamLincon said:i fined most of that game is luck drops.

I only say this because i have gone threw the game and never received a weapon drop or did not have money to buy one. That being said its hard to beat the boss with 4 one shot lasers:-)You will always get enough scrap to buy a weapon, just save money. Now if none of the shops actually have weapons, that's when you're just straight up getting fucked. Anecdotally with the Red-Tail I seem to have the worst weapons drop luck, though it seems to be the best ship otherwise. I just beat the boss for the first time (on easy) with probably the worst build I've ever reached him with.

Shields level 3, engines leveled just under halfway, starting missile, starting burst lazer, ion blast II, anti ship drone 2 and only 4 crew members (one of which died on second form).I have to agree the boss is poorly designed. I've had far far better builds than this and the only reason I managed to win this lazily was because I knew what weapon the boss does most damage with and how the boss strikes in each form. I really hope they change the boss - it's too easy to die with a good build, and too easy to win if you know a few tricks. On runs where I did pretty poorly and didn't design my ship with the end boss in mind I still managed to stalemate it. It could not kill me, but I couldn't kill it either.You make a big deal out of the missiles, but the ships throughout the game shoot more and more missiles as you progress, and missiles do actual damage that cost money to repair (as opposed to absorbing lasers with shields), so you're pretty much playing like a retard if you haven't already made yourself survivable against lots of missiles. @9cupsoftea said:@CretaceousBob: But the boss's missiles really are a cut above anything else. They fire 3 at the same time, with good accuracy, and a high chance of fire and breach.

If you don't evade/cloak and get hit by all of them, your ship is pretty much cooked.I had missiles that started fires and those weapon rooms are separate from the rest of the ship, so they can't be repaired by anybody except the single dudes already in the room who are also conveniently cooked by the fire.Breach bots can totally neutralize the missiles too.The real motherfucker about that ship to me is the 4 shields coupled with defense bots. @9cupsoftea@CretaceousBob: But the boss's missiles really are a cut above anything else. They fire 3 at the same time, with good accuracy, and a high chance of fire and breach. If you don't evade/cloak and get hit by all of them, your ship is pretty much cooked.

I'm pretty sure the final boss' missiles are just standard missiles with low fire chance and low breach chance (just like the Artemis missile that the Kestrel starts with). The only reason it seems to start a ton of fires and breaches is because launching 3 at once tends to increase those odds. @BisonHero said: @9cupsoftea@CretaceousBob: But the boss's missiles really are a cut above anything else.

They fire 3 at the same time, with good accuracy, and a high chance of fire and breach. If you don't evade/cloak and get hit by all of them, your ship is pretty much cooked.I'm pretty sure the final boss' missiles are just standard missiles with low fire chance and low breach chance (just like the Artemis missile that the Kestrel starts with).

The only reason it seems to start a ton of fires and breaches is because launching 3 at once tends to increase those odds.I'm not too sure about that. Whenever I've had the hull breach missile or a more powerful missile launcher, the missiles themselves look longer and bigger than the basic artemis-fired missiles. The rebel flagship missiles (if I'm remembering right) are also bigger, I think.

@9cupsoftea@BisonHero said: @9cupsoftea@CretaceousBob: But the boss's missiles really are a cut above anything else. They fire 3 at the same time, with good accuracy, and a high chance of fire and breach. If you don't evade/cloak and get hit by all of them, your ship is pretty much cooked.I'm pretty sure the final boss' missiles are just standard missiles with low fire chance and low breach chance (just like the Artemis missile that the Kestrel starts with). The only reason it seems to start a ton of fires and breaches is because launching 3 at once tends to increase those odds.I'm not too sure about that. Whenever I've had the hull breach missile or a more powerful missile launcher, the missiles themselves look longer and bigger than the basic artemis-fired missiles.

Ftl ship unlocks

The rebel flagship missiles (if I'm remembering right) are also bigger, I think. I think longer missiles just indicate more damage. The Hermes missiles are also longer, and they just do 3 damage and low fire and low breach. @9cupsoftea said:@CretaceousBob: Yeah, but that's the thing.

Unless you know how powerful the weapons are, and which specifically is dangerous, then the fight is far too imbalanced. I have to agree with the OP. There's a nice push-pull and resource management (reminds me of theme hospital) to the combat when you're fighting tough ships, but with the rebel flagship it's all about neutralising that one-hit-kill weapon.No it isn't.

I've been killed by lasers, missiles, breachbots, beams, and fires by that flagship. It tests your ship's ability to handle all of the gameplay concepts that were present throughout the game thus far. I've beat it twice having neither full engine power or cloak. Just a lot of crew and firepower.

My spare crew patched up the holes/put out the fires and my weapons took the flagship apart. It's not a fight you'll win on the first time round unless you get a lucky run.it's best to know it's phases and when and where to hit it.The first form i usually hit the missle weapon/ion once it's shields are out. On the second you get the drone system and the third seems to be the easiest.never had an issue on the third form. @J12088 said:I've beat it twice having neither full engine power or cloak. Just a lot of crew and firepower. My spare crew patched up the holes/put out the fires and my weapons took the flagship apart.

It's not a fight you'll win on the first time round unless you get a lucky run.it's best to know it's phases and when and where to hit it.The first form i usually hit the missle weapon/ion once it's shields are out. On the second you get the drone system and the third seems to be the easiest.never had an issue on the third form.Knocking out the drone system actually doesn't do anything to the doom waves, with upgraded doors breach drones are rarely an issue; so the order remains Shields Missile Launcher Engines/Pilot even on that phase. The last phase can be quite difficult if you have bad luck with dodging assuming you don't cloak; but you could dodge everything or all the hits could land on systemless rooms and you'll likely be fine. @MysteriousFawx said:@LordXavierBritish said: FIRE. On a serious note fucking kill the entire crew on the first form, it is super easy if you take the time to do it since you can take out all the weapons.Killing the entire crew made it harder! The weapons regenerate instead of requiring repairs, if possible try to leave 1 or 2 members alive on the flagship.

That way you can keep multiple systems broken without having to seriously spread out your attacks to keep everything in check.The easiest one is one of the middle gunners. Probably the one on the left. Since it's isolated, and the crew doesn't respawn (though they do regenerate health) through phase shifts, the only thing he can actually repair is his laser gun.

The one on the middle right is obviously the missile launcher, which you want out because. Y'know, missiles. And the two on the side are automatically destroyed during phase shifts.Killing all of them has the ship's AI kick in, which is basically like the auto-scouts you fought through the game except it repairs as fast as an Engi, shipwide.

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