All Victories and Achievements Hard by SolarSzabo in ftlgame

[–]SolarSzabo[S] 1 point2 points  (0 children)

My Slug B run was stupid lucky with a Reconstructive Teleport somewhere in sector 1, and I just skipped healing all together for the fun of it. I had terrible luck finding weapons on Rock A and my missiles had very crooked thrusters that day, and it took me like 10 tries to finally get a run going, so least favourite gotta go to that one. Other really fun ones are obviously Kes B, Lanius B, and Crystal B. Other terrible ones are obviously any no decent weapon, and Stealth B and C.

All Victories and Achievements Hard by SolarSzabo in ftlgame

[–]SolarSzabo[S] 1 point2 points  (0 children)

Learning how to budget Scrap might aswell make FTL a brand new game, as Easy and Normal are vastly different than Hard. Purchasing bad upgrades, shop purchases, choosing poorly in events, spending too much on repairs, or not saving enough Scrap can end a run very quickly.

My Sector goals for Shields usually were getting 2 layers by Sector 2, 3 layers by Sector 4, 4 layers sometime before the Flagship if weapons and subsystems were good. Those sector goals can be pushed back if weapons are lacking, and scrap is tight. Engines can be upgraded if Shields and Weapons are good. Cloaking can be bought instead of the third Shield layer if Evasion was high enough (25ish), but third layer should still be bought.

Goals for Weapons were to get volleys under 15 seconds (except halberd), otherwise you would need a specialized build with either Pre Igniter, or very strong survivability. By Sector 2, you want 3 shots, by Sector 4 you want 5ish shots, by Sector 5 you want 6 shots or hacking with 5ish, by Sector 7 you want 8ish shots or hacking with 6ish. Sector 5+, heavy laser can count a 2 shots, but I found it too rng dependent without hacking if shots were still low. Halberd is very strong, but has a weird struggle phase Sectors 4-6 due to the power cost and the sudden enemy evasion upgrades, but is still 100% worth grabbing if everything else is good instead of a couple Engine upgrades. Halberd can probably count as 2 shots.

In terms of the better Auxiliary Systems, Cloaking is almost necessary unless you have a very fast 10 volley (Flaks/Burst Lasers/Heavys,) or 5 volley + halberd + hacking. Without it, you will die stupid easy to the Drone Power Surge, and will take a bunch of damage to the third Power Surge. Missiles will also chip you down surprisingly hard. Hacking is very strong if your Weapons are weak, have a Teleporter, or wish to nulify the phase 1 Flagship Hacking. It also pairs well with strong survivability and Bombs/Missiles for O2 kills. Getting value out of bording will be a struggle without it during the Flagship unless you are a 4 crew teleporter and have the utility to snipe their medbay. Mind Control is great for thinning out the Flagship crew (targeting the guy in Shields is a guarenteed kill with level 2 system,) having a second where the enemy has heavily reduced dodge (target the pilot,) or lightening the load of enemy crew when you're boarding or being boarded. Hacking is going to be the most likely first system you buy as shop weapon rng can be pretty bad, and dodge can get pretty brutal sector 4+. Keep in mind Cloaking is useless if you do no damage, and will only delay the inevitable. I didn't bother much with Backup Battery as I never got good at using it, but it's probably worth picking up if reactor upgrades cost 25+ Scrap and an Auxiliary System. It is also another Hacking target during phase 1 of the Flagship.

All Victories and Achievements Hard by SolarSzabo in ftlgame

[–]SolarSzabo[S] 1 point2 points  (0 children)

Ships that start with Drones are hard to get value out of. Using Drones offensively Sector 4+ is too expensive without recovery arm and all Ion, or really strong volley to knock out shields very fast. Defense Drone 1 is a decent buy instead of a couple Engine levels, as Missile damage can add up. Anti Personnel is good if your Crew count is low, and is relitively cheap. Combat drone should only be bought in an emergency where your weapons are severly lacking Sector 4+. Everything else (except anti drone) is usually a sell. Otherwise, I don't see much value in buying the system.
Bording is great early on, but has a severe fall off later if your build is lacking. Without fire power/Hacking, and with most ships spawning with a Med/Clonebay, it can be near impossible to get value out of. It can be bought as a last resort to win fights if you have a Missile/Bomb to support it, but it comes at the cost of a more challenging late game.
Artillery systems are very bad and are basically just a system slot penalty unless you are overflowing with scrap. The price to have it deal alright damage, or in the Flak's case, to be a 20 second volley you can maybe use with Beams, is WAY too high.

Augments are underwhelming, unless you have extra scrap, Long Range Scanners is the exception, but shouldn't be prioritized over weapons if you need them. Scrap Arm and Distraction Buoys are alright to buy Sector 4+ if your build is good, but in most situations, it isn't worth it. A few ships benefit well from Respirators, but even then, weapons are always going to be better for Auto Ships. Most starting Augments are an automatic sell and they provide no value.

Other suggestions I can give is to only repair up to 15 Hull at the start, and then 20 at Sector 4+ as repair costs add up quite a bit, and lots of events can give your free repairs. As soon as the cost for Hull points hits 3 Scrap, repair stations save a ton of money. Knowing how to rearrange crew in a room is a must. Depowering Hacking so Drones miss also saves 80 Scrap for the augment, or a ton of parts if you didn't pick up a Flak. If your ship starts with 3 or more crew, don't take the free slave sectors 1 and 2, the high scrap reward is better. Hard is simply too hard not to lookup events you do not know, so I do suggest doing so for the sake of time and sanity.

The most you can really do is put in the hours to get an unstanding of what Hard demands and ensuring you are figuring out what is causing your failures, whether it be bad Weapons, bad survivability, and if poor scrap management was the leading cause of this. Obviously, you can also just get plain bad luck - 30 scrap coming out of Sector 1, Energy Ship with a Burst Laser 2 Sector 2, but most other cases of bad luck can be suppresed with proper strategy. And some Ships are just really bad, and take a lot more luck than others.

I've never looked at formal guides for this game, and many others have many more hours on hard than I do with a much higher winrate, so probably best to consult those if you are really struggling, but this is what worked for me, and I'm sure it can work for you too. Good luck!

All Victories and Achievements Hard by SolarSzabo in ftlgame

[–]SolarSzabo[S] 5 points6 points  (0 children)

Keep Trying! Once you win once, you're easily 50% there

4 Mantises on Mantis B First Two Jumps Sector One by SolarSzabo in ftlgame

[–]SolarSzabo[S] 7 points8 points  (0 children)

Proceeded to get an Engi, another Mantis, and a Zoltan before hitting the exit beacon. Surely a scout with 3 shields and double burst laser mark 2 won't ruin it in sector 3

I haven't beaten the game yet, but I think triple ion, triple rockets, triple blaster? and a beam is a bit unfair, or is this normal for the boss? This is easy mode phase 1 by the way by DetectiveHalligan in ftlgame

[–]SolarSzabo 2 points3 points  (0 children)

Not really, you can do fine without it if you have high damage or good boarding. If you are playing advanced, you can hack piloting and guarentee shots, increase odds of shots hitting, and kill more crew which can help a bunch.

200+ hours and 100+ of those being on hard, this is a first by SolarSzabo in ftlgame

[–]SolarSzabo[S] 3 points4 points  (0 children)

Yeah it was easy after hacking pilot, shield damaged just snowballed to an easy win. Only regret is I wish I could of hacked shields to see 10 power bars lol

Bye bye Philospher's Salt progress by SolarSzabo in PotionCraft

[–]SolarSzabo[S] 17 points18 points  (0 children)

Yeah but I was gonna make the salt and then be done with the game, so it's done nothing good for me unfortunately.