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I'm fed up being flamed for having an opinion!

This game is not based on luck? Anyone can win the game wth the base ship?

Prove it!

Simple as that.

Give me the necessary tactics to do that, even if I'm an unlucky guy!

If I fail, YOU fail and you'll stop playing the little clever boys with me!

If it's true and the tactics are logic, I'll make amends.

Proofing, starting...
No posts in this topic were marked as the solution yet. If you can help, add your reply
Well, while I'm sure that this is what you'll expect to hear, tactics do need to be variable according to what happens. That's true of any game beyond, say, noughts and crosses though, that you need to change it as you go along! It also is a fact that any game of chance will have a chance of you being unlucky and failing, so the fact that any tactics you're given fail in an instance doesn't mean they're 'wrong'. I haven't managed to win the game, so far, but I have been able to know, in the vast majority of situations, why I failed.

The first piece of advise I'd give you is to find and use a ship that you like. Personally, I enjoy using the torus (arrangement 1) for the healing without having to visit the medibay (gives the edge needed to win 1 on 1 combat), and the general strategy involved, but try to unlock more and try them out. If you play a few times, you can begin to 'learn' events (for instance, don't let a madman on your ship unless you have enough crew that you can accept losing on without issue). Personally, on the torus I like to start by upgrading the doors, which then allows me to asphyxiate enemies who board me without them just walking to another room. Another major thing I'm bad at is remembering I don't have to attack everyone! It's fine to leave people alone, or just jump away mid combat, occasionally. Oh, and shields don't protect against missiles, so if you see one being launched, cloak/field a defence drone (mark 1, preferably)/boost your engines as much as you can.

That said, there is no 'winning tactic', or if there is, no one has worked it out yet. You should also have been expecting to die a (large!) number of times before winning, as that's in the nature of the roguelike genre.

One final comment, though, is to check that you are pausing the game? A simple point, I know, but not doing so makes the game a lot harder.
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Zoidberg: I'm fed up being flamed for having an opinion!

This game is not based on luck? Anyone can win the game wth the base ship?

Prove it!

Simple as that.

Give me the necessary tactics to do that, even if I'm an unlucky guy!

If I fail, YOU fail and you'll stop playing the little clever boys with me!

If it's true and the tactics are logic, I'll make amends.

Proofing, starting...
The more you play, the more you learn small bits of the game mechanics that let you minimize the influence of bad luck... The fact that you are not able to win EVERY SINGLE TIME does not mean that the game is just a game of chance.

Some random tactics that are always useful:

- Door upgrades are cheap, do not require additional energy and are a life-saver against random boarding events. Since those are the n.1 cause of premature failure, especially in the first 2-3 sectors, get them ASAP.

- Don't use autofire. Just don't. The right syncronization of multiple weapons makes the difference between catastrophe and a stupidly easy fight.

- Burst lasers > heavy lasers. No matter how strong a shot is, it will always be absorbed by a single shield layer.... more shots=more chances to pierce (see above). If you can combine both, even better.

- When you have the choice, bombs are better than missiles... Breach II in particular is basically the "I WIN" button, for a mere 2 energy slots, but even the basic Small Bomb is very powerful.

- Unless you really need a critical upgrade, do not spend your scrap on ship upgrade until at least half of the current sector is explored and you got the chance to run into some store... the most costly mistake you can make is reaching a store with a good weapon/system/augment and not having the resources to buy it.
This is linked to the weapons advices above

- If you are not starving for scraps, try to avoid all the random events that can cost you a crew member... it's easy to learn which one (giant spiders, the eye, and so on...)

- Winning by killing all crew grants you more salvage that winning by destroying a ship... early stages, it might be a difficult tactict to employ, but around mid-game you'll have many different ways to achieve this.

- On the same note, a teleport oriented build make things easier overall, especially on the final boss.

- During 2v1 crew fights, the AI always targets the leftmost/topmost man, i.e. the first man that enters the room: by exiting and re-entering the room in a different order you can switch the target, protecting your most vulnerable men... micromanaging this can save you a crew member many times, and 1 more man available makes a big difference in the long run.

- Drones have no cooldown activation and cost you a drone part only when you summon them, not when you power them; this can be used to your advantage in some situations... one example: with just a 2 energy drone control, you can use in a single battle both an offence droid 1 and a defence droid 1 - if you run into a ship with a dangerous missile layout (including the final boss) you can activate the off. drone at the start, then as soon as a missile is fired pause and switch to the def. one; the missile will get destroyed in time, and you can immediately switch back to the attack drone. Rinse and repeat.

- Cloack level 1 is more or less everything you need... more slots can be handy some times, but are not necessary and against the final boss are even a liability (the more you stay cloacked, the more time needed for the next recharge... a win/lose difference in boss battle phase 2)

- Aiming at the full 4 shields setup can be costly, and not always mandatory... engine upgrades have a better cost/reward ratio and are easier to manage: 1 slot+1energy bar gives you immediate benefits, meanwhile you need to be able to afford 2 slot+2 energy bars every time you want to improve shields. If you are tight on resources/energy, 3 shield can be enough
Post edited March 14, 2013 by Antaniserse
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Zoidberg: I'm fed up being flamed for having an opinion!

This game is not based on luck? Anyone can win the game wth the base ship?

Prove it!

Simple as that.

Give me the necessary tactics to do that, even if I'm an unlucky guy!

If I fail, YOU fail and you'll stop playing the little clever boys with me!

If it's true and the tactics are logic, I'll make amends.

Proofing, starting...
Firstly, last I looked, the only post that seems to show you being flamed has not been commented on in a while; am I misremembering, or is there another thread that I have not read?

As to strategies to win more reliably:

1.) Start on easy. I am not being sarcastic on this one; I have only now gotten to the point where I am feeling like I might be comfortable trying out normal difficulty (and I have been playing for a while and unlocked ships that make winning easier for my style of play), due to the fact that the first time I tried the game out on normal, the game regularly handed me my ass within the first system to the point that the idea of starting on normal produced a nigh Pavlovian sense of dread (well, as much as one can muster over a game).

2.) Go to as many navigation points as possible. The more beacons you use, the more likely you are to trigger an event that will result in some kind of gain, be it scrap, crew, weapons, or an option to delay the fleet/map out the sector. In order to stretch out your time in a sector, stick to nebula clouds whenever possible, as they will delay the fleet (except in a nebula system; the rebel fleet has no excuse for not having mapped those nebulae out as they constitute the majority of the system). Also, do not go to a waypoint more than once if you can help it; in order to avoid scenarios where you have to do so (and possibly *gulp* be forced to jump into the danger zone as a result) try to map out your path a few steps ahead of you.

3.) Use scrap sparingly. It can be really tempting to blow scrap on that next shiny upgrade the moment you can afford it; this is a bad idea that will get you killed. The difficulty in a sector tends to stay about the same, meaning that unless there is some dire emergency, you are better off holding off on upgrading until you hit a shop and see if there is anything in stock you want; trust me, nothing will be more embarrassing than realizing either that you can't afford the fuel you need to leave the shop or the super special awesome and Glaive beam/cloaking system/other ultra rare goodies happen to be in stock because you blew your scrap on needless upgrades. Only after you make any purchases/repairs should you consider upgrading.

4.) Use shops wisely. Avoid shops like the plague unless you have scrap to burn or really need to for whatever reason, be it fuel, ammo, etc.; otherwise you will have to come back if you see something you like, which goes against point 2, or you will miss out on any other potentially beneficial encounter (yes, even combat qualifies as beneficial if you are able to get scrap out of it).

5.) Build your ship carefully. This is not a game where you can take whatever path you like and still expect to see the endgame; not all options for how to arm yourself are equally viable. You need a plan on how your ship will take down bad guys, and find a way to make it happen, but more importantly realize what strategies are not viable given your circumstances. Relying on a lot firepower that takes a long time to charge? Better have the weapons system presided over by an Engi or 4 if you have them, and purchase extra weapons system slots to prevent a hit to the weapons bay from making you a sitting duck. Want to make boarding your main strategy? Think again if you have the pitifully combat inept engi as your best fighters, unless you happen to have access to a healing burst and all of the missiles. Planning on arming yourself entirely with beam weapons? Forget it, unless the idea of your beam weapons doing no damage in later areas where the bogies have shields that shrug off all damage from even a Glaive beam is something that appeals to you on a masochistic level. Sticking with the starter weapons array? See the above sentence. Found that really awesome drone control system and a Defense Drone II for sale? Great, unless you have built your ship around a stealth build with high evade and good shields, making it superfluous (unless everything else is kitted out and you want to make damn sure you are covered as well as possible)

6.) Know when to accept surrender. Ships love to try to surrender when they think you have the upper hand on them, but here's the thing: accepting is almost always a bad idea. Generally, you will get better loot if you blow them up or wipe out the crew. However, there will be times where the enemy will offer something amazing; it might be a weapon that you could really use, it might be an augmentation that you have been itching to slap onto your ship. In cases like these, it is better to accept, even if you don't like the item in question, as it will fetch plenty of scrap at a shop. Also, if you are running low on fuel and need the fuel the enemy is offering you, you may want to consider taking the offer or else risk potentially being at the mercy of passers by for fuel. If you need to bug out asap to get away from a particularly hairy sector (suns in particular) and do repairs, this might also be a good idea (just make sure that, if you have long range scanners or a map of the area, to jump into as peaceful a zone as possible, lest you try to make repairs amidst another firefight).

7.) Learn to adapt. FTL make give you awesome stuff on a whim, and it may take it away. Should the former happen, good for you; if the latter, do not rage quit, but try to plan around the change in your circumstances. If the game isn't giving you the really awesome gear you want, try to find some alternative; one game I was forced to buy a hull beam due to my lack of luck in acquiring superior weaponry, a move that contributed to that session being one of the better ones I had with that particular ship. If you lose crew and all other hands are manning systems other than the one you really want manned, decide how important manning the unmanned system is, then consider which crew members are the least experienced at their post (thereby resulting in a slighter loss of efficiency) and which posts get used the most (which in turn leads to higher experience gain for whoever mans the system).

8.) When all else fails, repeat this mantra to yourself: "FTL hates me and wants me to die". The game will not hesitate to screw you over if you do not effectively take any of these other pointers to heart. These are strategies that you have to learn to work with in order to survive, and not doing so will get you killed. Remember what I said about normal planting its foot so far up my ass it gave me a concussion? Yeah, easy mode wasn't much better at first; the encounters were easier in general, but I still died a lot, and still do whenever I slip up and forget the things I have learned about how to stay alive in the game the hard way. But so long as you play smart, you will be able to snatch victory from the game fairly reliably.

Sorry, I have written this while low on sleep, so it might come off a little rambling or condescending. I assure you that neither is my goal. I wish you luck, and hope you waste the big bad soon ;)
Post edited March 15, 2013 by Jonesy89
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Antaniserse: The more you play, the more you learn small bits of the game mechanics that let you minimize the influence of bad luck... The fact that you are not able to win EVERY SINGLE TIME does not mean that the game is just a game of chance.
Well winning 1 or 2 games in a couple hundreds is not motivating either... :P
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Antaniserse: Some random tactics that are always useful:

- Door upgrades are cheap, do not require additional energy and are a life-saver against random boarding events. Since those are the n.1 cause of premature failure, especially in the first 2-3 sectors, get them ASAP.
Yeah, I usually like to have level 2 doors at least. Check.
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Antaniserse: - Don't use autofire. Just don't. The right syncronization of multiple weapons makes the difference between catastrophe and a stupidly easy fight.
I seldom use it, it can be less of a chore sometimes but I get the "synchronize" weapons very well. Check.
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Antaniserse: - Burst lasers > heavy lasers. No matter how strong a shot is, it will always be absorbed by a single shield layer.... more shots=more chances to pierce (see above). If you can combine both, even better.
Indeed. Knew that too. Check.
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Antaniserse: - When you have the choice, bombs are better than missiles... Breach II in particular is basically the "I WIN" button, for a mere 2 energy slots, but even the basic Small Bomb is very powerful.
Yes, bombs fail way less than missiles, sometimes they do though, don't know why. Check.
But you can't always have bomb "drops" or enough missiles... unless you get kind of... lucky...
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Antaniserse: - Unless you really need a critical upgrade, do not spend your scrap on ship upgrade until at least half of the current sector is explored and you got the chance to run into some store... the most costly mistake you can make is reaching a store with a good weapon/system/augment and not having the resources to buy it.
This is linked to the weapons advices above
I don't always know when to use my scraps but this seems like a nice basis. Thing is, if you have explored that much of the sector, chances are that the rebel fleet is at your heels already... which complicates things... besides it may make you use more fuel, and thus more scraps, or worse, leaves you stranded...
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Antaniserse: - If you are not starving for scraps, try to avoid all the random events that can cost you a crew member... it's easy to learn which one (giant spiders, the eye, and so on...)
Yeah, they're pretty much gameover if you "fail" them.
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Antaniserse: - Winning by killing all crew grants you more salvage that winning by destroying a ship... early stages, it might be a difficult tactict to employ, but around mid-game you'll have many different ways to achieve this.
Yeah, that one is pretty difficult. You get that either by using bio/fire weapons (pretty limited to be efficient, and you have to use better sensors too) or having a teleport build, with Mantises...
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Antaniserse: - On the same note, a teleport oriented build make things easier overall, especially on the final boss.
Yes, pretty nice against the isolated weapon rooms. Check.
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Antaniserse: - During 2v1 crew fights, the AI always targets the leftmost/topmost man, i.e. the first man that enters the room: by exiting and re-entering the room in a different order you can switch the target, protecting your most vulnerable men... micromanaging this can save you a crew member many times, and 1 more man available makes a big difference in the long run.
Never used that one, it's clear it can be helpful. Thanks for that tip!
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Antaniserse: - Drones have no cooldown activation and cost you a drone part only when you summon them, not when you power them; this can be used to your advantage in some situations... one example: with just a 2 energy drone control, you can use in a single battle both an offence droid 1 and a defence droid 1 - if you run into a ship with a dangerous missile layout (including the final boss) you can activate the off. drone at the start, then as soon as a missile is fired pause and switch to the def. one; the missile will get destroyed in time, and you can immediately switch back to the attack drone. Rinse and repeat.
This is pretty cool to know too, thanks!
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Antaniserse: - Cloack level 1 is more or less everything you need... more slots can be handy some times, but are not necessary and against the final boss are even a liability (the more you stay cloacked, the more time needed for the next recharge... a win/lose difference in boss battle phase 2)
Yeah, read about that too. Check!
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Antaniserse: - Aiming at the full 4 shields setup can be costly, and not always mandatory... engine upgrades have a better cost/reward ratio and are easier to manage: 1 slot+1energy bar gives you immediate benefits, meanwhile you need to be able to afford 2 slot+2 energy bars every time you want to improve shields. If you are tight on resources/energy, 3 shield can be enough
Aiming for level 4 shield costs you most of your scraps (except if you get real lucky and have a lot of drops or related augments). Even level 3 can be hard to obtain (especially with that sucky Nessasio).

Well, thanks for the tips. Dunno if those two/three additional tips I didn't know would'd be enough to help but it's certainly a start.
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Jonesy89: Firstly, last I looked, the only post that seems to show you being flamed has not been commented on in a while; am I misremembering, or is there another thread that I have not read?
Some two guys, esp one, wouldn't get off my back in the ftl promo forum.
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Jonesy89: As to strategies to win more reliably:

1.) Start on easy. I am not being sarcastic on this one; I have only now gotten to the point where I am feeling like I might be comfortable trying out normal difficulty (and I have been playing for a while and unlocked ships that make winning easier for my style of play), due to the fact that the first time I tried the game out on normal, the game regularly handed me my ass within the first system to the point that the idea of starting on normal produced a nigh Pavlovian sense of dread (well, as much as one can muster over a game).
When I abandonned at tried easy, I think I won the game right away. It was soooo boring... I tried after and got to the boss without much fuss but didn't get it. I don't see myself learning much by continuing on easy. :/
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Jonesy89: 2.) Go to as many navigation points as possible. The more beacons you use, the more likely you are to trigger an event that will result in some kind of gain, be it scrap, crew, weapons, or an option to delay the fleet/map out the sector. In order to stretch out your time in a sector, stick to nebula clouds whenever possible, as they will delay the fleet (except in a nebula system; the rebel fleet has no excuse for not having mapped those nebulae out as they constitute the majority of the system). Also, do not go to a waypoint more than once if you can help it; in order to avoid scenarios where you have to do so (and possibly *gulp* be forced to jump into the danger zone as a result) try to map out your path a few steps ahead of you.
Pretty much got all that already. :)
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Jonesy89: 3.) Use scrap sparingly. It can be really tempting to blow scrap on that next shiny upgrade the moment you can afford it; this is a bad idea that will get you killed. The difficulty in a sector tends to stay about the same, meaning that unless there is some dire emergency, you are better off holding off on upgrading until you hit a shop and see if there is anything in stock you want; trust me, nothing will be more embarrassing than realizing either that you can't afford the fuel you need to leave the shop or the super special awesome and Glaive beam/cloaking system/other ultra rare goodies happen to be in stock because you blew your scrap on needless upgrades. Only after you make any purchases/repairs should you consider upgrading.
Interesting. I pretty much got that too but never really thought much about it. I'll try to remeber that and stick to it.
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Jonesy89: 4.) Use shops wisely. Avoid shops like the plague unless you have scrap to burn or really need to for whatever reason, be it fuel, ammo, etc.; otherwise you will have to come back if you see something you like, which goes against point 2, or you will miss out on any other potentially beneficial encounter (yes, even combat qualifies as beneficial if you are able to get scrap out of it).
Yup, knew that already. The worst that can happen is having two shops in close proximity, that really is annoying. If I can, I check one to see if it sells something I'd need: it's not always possible to buy crew/weapons/systems when you need a specific one at a specific time.
What you tell me is that I should thrust luck when going to a shop (to upgrade at least, because fuel/drones/missiles is another thing)? :P
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Jonesy89: 5.) Build your ship carefully. This is not a game where you can take whatever path you like and still expect to see the endgame; not all options for how to arm yourself are equally viable. You need a plan on how your ship will take down bad guys, and find a way to make it happen, but more importantly realize what strategies are not viable given your circumstances. Relying on a lot firepower that takes a long time to charge? Better have the weapons system presided over by an Engi or 4 if you have them, and purchase extra weapons system slots to prevent a hit to the weapons bay from making you a sitting duck. Want to make boarding your main strategy? Think again if you have the pitifully combat inept engi as your best fighters, unless you happen to have access to a healing burst and all of the missiles. Planning on arming yourself entirely with beam weapons? Forget it, unless the idea of your beam weapons doing no damage in later areas where the bogies have shields that shrug off all damage from even a Glaive beam is something that appeals to you on a masochistic level. Sticking with the starter weapons array? See the above sentence. Found that really awesome drone control system and a Defense Drone II for sale? Great, unless you have built your ship around a stealth build with high evade and good shields, making it superfluous (unless everything else is kitted out and you want to make damn sure you are covered as well as possible)
Sensible, but it's not always possible without, again, some luck. At one point I'd need some weapons to upgrade but I'm not lucky with random drops or I don't have enough money to buy it or upgrade systems (which makes me think of that tip about managing scraps).
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Jonesy89: 6.) Know when to accept surrender. Ships love to try to surrender when they think you have the upper hand on them, but here's the thing: accepting is almost always a bad idea. Generally, you will get better loot if you blow them up or wipe out the crew. However, there will be times where the enemy will offer something amazing; it might be a weapon that you could really use, it might be an augmentation that you have been itching to slap onto your ship. In cases like these, it is better to accept, even if you don't like the item in question, as it will fetch plenty of scrap at a shop. Also, if you are running low on fuel and need the fuel the enemy is offering you, you may want to consider taking the offer or else risk potentially being at the mercy of passers by for fuel. If you need to bug out asap to get away from a particularly hairy sector (suns in particular) and do repairs, this might also be a good idea (just make sure that, if you have long range scanners or a map of the area, to jump into as peaceful a zone as possible, lest you try to make repairs amidst another firefight).
I usually do that already, only accept when I'm not sure I have the upper hand: sometimes they ask for surrender when my own ship is on fire or taking to much damage to my liking...
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Jonesy89: 7.) Learn to adapt. FTL make give you awesome stuff on a whim, and it may take it away. Should the former happen, good for you; if the latter, do not rage quit, but try to plan around the change in your circumstances. If the game isn't giving you the really awesome gear you want, try to find some alternative; one game I was forced to buy a hull beam due to my lack of luck in acquiring superior weaponry, a move that contributed to that session being one of the better ones I had with that particular ship. If you lose crew and all other hands are manning systems other than the one you really want manned, decide how important manning the unmanned system is, then consider which crew members are the least experienced at their post (thereby resulting in a slighter loss of efficiency) and which posts get used the most (which in turn leads to higher experience gain for whoever mans the system).
Uh uh. Not sure I got the manning part...
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Jonesy89: 8.) When all else fails, repeat this mantra to yourself: "FTL hates me and wants me to die". The game will not hesitate to screw you over if you do not effectively take any of these other pointers to heart. These are strategies that you have to learn to work with in order to survive, and not doing so will get you killed. Remember what I said about normal planting its foot so far up my ass it gave me a concussion? Yeah, easy mode wasn't much better at first; the encounters were easier in general, but I still died a lot, and still do whenever I slip up and forget the things I have learned about how to stay alive in the game the hard way. But so long as you play smart, you will be able to snatch victory from the game fairly reliably.
Well, still not quite convinced and FTL already has sucked most of the motivation I had for launching it, even less trying to play it better. But if I do, I'll try applying all those tips.
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Jonesy89: Sorry, I have written this while low on sleep, so it might come off a little rambling or condescending. I assure you that neither is my goal. I wish you luck, and hope you waste the big bad soon ;)
Oh, no that was a pretty good post and nothing condecending.

Note I already wasted the final boss on normal, and quite easily: the game gave me all the weapons (3 triple lasers and a bomb devices that was with the middle ship, the one with the artillery beam), scraps and so on to do it easily, I even managed to kill two crew members stupidly (tried capturing a vessel and forgetting to deactivate the artillery beam), and still won... :/ that's what really made me rage at this game...
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pi4t: Well, while I'm sure that this is what you'll expect to hear, tactics do need to be variable according to what happens. That's true of any game beyond, say, noughts and crosses though, that you need to change it as you go along! It also is a fact that any game of chance will have a chance of you being unlucky and failing, so the fact that any tactics you're given fail in an instance doesn't mean they're 'wrong'. I haven't managed to win the game, so far, but I have been able to know, in the vast majority of situations, why I failed.
Sometimes I know why I fail, more or less but sometimes the game just hits me so hard and unequivocly that it looks plain stupid.
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pi4t: The first piece of advise I'd give you is to find and use a ship that you like. Personally, I enjoy using the torus (arrangement 1) for the healing without having to visit the medibay (gives the edge needed to win 1 on 1 combat), and the general strategy involved, but try to unlock more and try them out. If you play a few times, you can begin to 'learn' events (for instance, don't let a madman on your ship unless you have enough crew that you can accept losing on without issue). Personally, on the torus I like to start by upgrading the doors, which then allows me to asphyxiate enemies who board me without them just walking to another room. Another major thing I'm bad at is remembering I don't have to attack everyone! It's fine to leave people alone, or just jump away mid combat, occasionally. Oh, and shields don't protect against missiles, so if you see one being launched, cloak/field a defence drone (mark 1, preferably)/boost your engines as much as you can.
I must have half of the ships unlocked: base, engi, zoltan, artillery and nessasio, all with the alternate layout except the nessasio. Beat the game on easy with the alternate base and on normal with the base artillery.
It should be possible to beat the game with any, the nessasio is just plain dumb. Sometimes, I'd get wasted on the first combat without being able to do shit about it. Thanks for the other tips those come quite often, but I knew most already.
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pi4t: That said, there is no 'winning tactic', or if there is, no one has worked it out yet. You should also have been expecting to die a (large!) number of times before winning, as that's in the nature of the roguelike genre.
Winning as in killing the boss? Two or three times. Winning as getting in the latest sectors in an OK state? Half or third of the time.
Not enough to be motivating. Binding of Isaac is way better at that.
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pi4t: One final comment, though, is to check that you are pausing the game? A simple point, I know, but not doing so makes the game a lot harder.
Yes, of course. :)
Post edited March 15, 2013 by Zoidberg
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Zoidberg: I'm fed up being flamed for having an opinion!
This game is not based on luck? Anyone can win the game wth the base ship?
If I fail, YOU fail and you'll stop playing the little clever boys with me!
Your opinion is based on false conclusions, you can have it, and I can point out that it is wrong, that is not flaming. Calling people idiots and little boys or children is flaming, which is what you do every second post.

Now obviously not ANYONE can win the game consistently, since you can't. But SOMEONE can win EVERYTIME with the base ship, thats all you need as proof that luck is irrelevant. Games based on luck can be won around 50% of the time by everyone. This game is based on strategy, intelligence, planning and can be won 100% of the time by the perfect player with the worst luck.

Giving you tactics, hints and strategies is no proof, as you are still required to use them appropriatetly on a situational basis to win consistently. And since you said that you already knew everything when you played, it is obviously somewhat of a problem for you to do that.
Post edited March 15, 2013 by jamotide
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Zoidberg: I'm fed up being flamed for having an opinion!
This game is not based on luck? Anyone can win the game wth the base ship?
If I fail, YOU fail and you'll stop playing the little clever boys with me!
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jamotide: Your opinion is based on false conclusions, you can have it, and I can point out that it is wrong, that is not flaming. Calling people idiots and little boys or children is flaming, which is what you do every second post.

Now obviously not ANYONE can win the game consistently, since you can't. But SOMEONE can win EVERYTIME with the base ship, thats all you need as proof that luck is irrelevant. Games based on luck can be won around 50% of the time by everyone. This game is based on strategy, intelligence, planning and can be won 100% of the time by the perfect player with the worst luck.

Giving you tactics, hints and strategies is no proof, as you are still required to use them appropriatetly on a situational basis to win consistently. And since you said that you already knew everything when you played, it is obviously somewhat of a problem for you to do that.
Thank YOU for proving me I was right by posting here and absolutely being of no help whatsoever in the current context.

Just get the hell out of this thread and just ignore all my posts in the future..
low rated
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Zoidberg: Just get the hell out of this thread and just ignore all my posts in the future..
Lol nice style. Just stop being ignorant, you cannot hide from reality.

You can win every game of FTL despite bad luck if you do not make mistakes. Everyone makes mistakes, its nothing to be ashamed of, just face up to them and dont blame luck.
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Zoidberg: Just get the hell out of this thread and just ignore all my posts in the future..
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jamotide: Lol nice style. Just stop being ignorant, you cannot hide from reality.

You can win every game of FTL despite bad luck if you do not make mistakes. Everyone makes mistakes, its nothing to be ashamed of, just face up to them and dont blame luck.
THEN TELL ME WHAT ARE THOSE MISTAKES YOU'RE SPEAKING OF !!!
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Zoidberg: THEN TELL ME WHAT ARE THOSE MISTAKES YOU'RE SPEAKING OF !!!
Probably targeting the wrong stuff in different situations. Upgrading wrong things. Making bad use of the available weapons. Letting crew members die, not saving scrap to buy lacking things at stores, buying wrong things at stores. Not making full use of teleporters, drones or cloak. Suboptimal navigation around nebulas, distress signals, stores and such. There is a myriad of things that can affect your success rate.
After about 200 games I have all of this down pretty well, however I still lose sometimes because I often kill my boarding crew with autofire or similar mistakes. I am by no means the perfect player, but I am not arrogant enough to blame the game or luck instead of my mistakes.
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Zoidberg: THEN TELL ME WHAT ARE THOSE MISTAKES YOU'RE SPEAKING OF !!!
Would you care to provide some of your gaming footage? I may be no expert, but I believe I can spot a mistake or a sub-optimal decision when I see one. I am not saying this to trick or humor you, I am genuinely interested in what is causing you to lose if you put all of the above tactics to use, as you say you do.

Nessasio might be a good ship to point out some of these causes. Played right, the ship is literally impossible to lose with in the first two sectors, yet you say you are having trouble with it. Perhaps if you record one of your sessions and post it, we could figure something out.

I'd have to agree with jamotide here, knowing the tricks and being able to apply them efficiently are two very different things.
Post edited March 15, 2013 by nevill
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Zoidberg: THEN TELL ME WHAT ARE THOSE MISTAKES YOU'RE SPEAKING OF !!!
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nevill: Would you care to provide some of your gaming footage? I may be no expert, but I believe I can spot a mistake or a sub-optimal decision when I see one. I am not saying this to trick or humor you, I am genuinely interested in what is causing you to lose if you put all of the above tactics to use, as you say you do.

Nessasio might be a good ship to point out some of these causes. Played right, the ship is literally impossible to lose with in the first two sectors, yet you say you are having trouble with it. Perhaps if you record one of your sessions and post it, we could figure something out.

I'd have to agree with jamotide here, knowing the tricks and being able to apply them efficiently are two very different things.
Free to anyone to make me look dumber than I really am, free for me to answer any way I see fit.

I never said I made NO mistakes in all of my runs, just that it didn't feel like I was in control.

Well, I am most of the time but there are just some events that are so harsh they don't make me want to keep playing.
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Zoidberg: Free to anyone to make me look dumber than I really am, free for me to answer any way I see fit.
I never meant to sound insulting or condescending. If I was misunderstood, I apologize.

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Zoidberg: I never said I made NO mistakes in all of my runs, just that it didn't feel like I was in control.

Well, I am most of the time but there are just some events that are so harsh they don't make me want to keep playing.
Then it is simply a matter of perception. When you reach a store without scrap to spare and find an awesome weapon there, you feel as if the game is screwing you over, when it was in fact your decision to spend the scrap elsewhere that backfired. Investing heavily in drones without securing an alternative damage source and/or Scrap Recovery Arm beforehand to then later find out that your drone parts supply ran dry is yet another way to lose the game. So is building your weaponry around lasers and having troubles with penetrating enemy shields due to high evade later on (this often gets attributed to 'luck', because the evade mechanic is probability based). The mistakes in combat tend to have quite an obvious and immediate feedback, but mistakes in planning your ship build may come to haunt you several sectors from where you make them. By then you might not make a connection between your previous actions and your impending demise, but it is still there.

I do understand the kind of situations that can ruin playthroughs for Rock, Mantis and Zoltan Cruisers, especially in the first couple of sectors (later on all ships tend to play the same). Those ships are somewhat luck based (which means that, for example, no amount of skill will help a Mantis Cruiser against Zoltan shields). But the first four ships - Kestrel, Torus, Osprey and Nessasio - are adequately equipped to deal with any (and I mean any) kind of harsh situation you might encounter. I'd say that those ships are definitely skill based. Though good luck helps a lot. :)

What events do you find difficult to deal with?
Post edited March 15, 2013 by nevill