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FTL - a streak attempt

I'm really enjoying this thread! goodjob I have to agree with T-Hawk though, I would not circle back that many jumps to purchase Cloaking in Sector 5; it's even debatable if Cloaking is worth the 150 scrap cost before Sector 6 or 7 because the expense is so great for the early portions of the game. I would also suggest putting more emphasis on shield and engine upgrades earlier since running around with Level 4 shields and Level 2 (!) engines in Sector 5 is very dangerous. This run also spent 75 scrap on a largely-unnecessary Mind Control, plus spent scrap on weapons that the Kestrel was nowhere close to having enough power to run, and took the "Manually search the wreckage" gamble that could have lost a crewmember. It's working out just fine here but this is a pretty good RNG run and these are risky choices when trying to compile a win streak.
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@T-Hawk. I asked above. Hard w Advanced Content.
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Thank you for the comments and advice! I agree the hull laser purchase doesn't feel great in retrospect because I'm already towards the end of sector 6 and still can't use it together with the halbert and the BL2. And if I hadn't bought it I would have had enough scrap for cloaking without the need to circle and repeat several beacons. I do like mind control quite a bit though. For example if you hack shields, halbert piloting and then mind control the pilot, this drops their evasion to zero and guarantees that all lasers hit. Or in sector 6 which is mantis controlled, it has been useful to mind control the engi so the mantises kill it, and then they are easy to suffocate because they can't repair their weapons or oxygen.

Glad to see the thread being enjoyed, it has been a lot of fun writing it too!
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Sector 6


Beacon 1 (69)



Now it's all about scrap so I'm going to follow the ships and not care about stores. We'll need to visit one for the "Tough little ship" achievement but that will be either at the end of the sector or in the next one.



Also finally upgraded power a little since it will be needed for the weapons and will make the fights slightly more comfortable in the meantime.


Beacon 2 (70)



Forgot to bring back the weapons guy duh Still, if hack shields and cloak the first laser this will give the halbert an extra 5 seconds and they should die before the other weapons can fire.



They boarded weapons but everything is under control.



Quick and dirty but there is a nearby sun so we better get out of here asap.


Beacon 3 (71)



Very low on drone parts and will try not to hack to save. Wait for the missile to fire, then mind control the pilot to help the BL2 break the shield, and halbert from weapons to medbay. Hopefully this takes the missile offline and puts the engines mantis on the repair.



Perfect except I dropped the shield a moment too late because the mini-beam was firing and gave the missile a 5% chance to hit - luckily it didn't. But you can see the missile launcher is now offline and the mantis is heading to weapons while the engi will go to repair the engine.



Later they boarded with the engi and I should have been able to crew kill but messed it up and the ship got destroyed instead.


Beacon 4 (72)



Bad things can happen here but we have time so I'll try not to hack again. I need only one of the 3 BL2 shots to hit for the halbert to do damage, so I'll wait with the mind control and get the engi when it starts to repair weapons. Meanwhile I'll be venting the boarders but there is no pressure with them either.



Objective 1 complete. I mind controlled the engi just before it entered weapons, and the mantis was already there on its way to oxygen.



The engi is dead and the halbert is about to damage/destroy medbay. I then used two fire bombs to make sure I don't mess up the crew kill again. The reward was only 31 scrap but also 3 fuel and 1 drone part which are sorely needed so I won't complain.


Beacon 7 (75)



Two dummy beacons followed by this easy fight. Wait for the BL3 to fire and cloak. Then halbert weapons-medbay-oxygen while walking the pilot to sensors and mind control the engi as it passes through weapons.



Breach in weapons and two mantises vs an engi - gg and crew kill but it was again a lowly reward of 36 scrap.


Beacon 8 (76)



This is the mantis ship collector so it's either high scrap now or high scrap plus a rerollable weapon at a later beacon. We don't need a weapon and have LRS to get the high value beacons so I'd rather take the scrap now and not risk the quest ending up in an inconvenient or inaccessible place.

Wait for the missile to fire, cloak, and then mind control the pilot and halbert the weapons.



The stun bomb hit my weapons so I couldn't take the missile offline immediately but it was breach which is trivial to handle because it recharges slower than the cloak. However, I mistimed a venting and the boarders did one hull damage.



I have 120 scrap and was tempted to upgrade weapons or shields especially since the next beacon is in an asteroid field, but decided to get just one power bar and keep most of it for the "Tough little ship" achievement (repair from 1 hp to full). I haven't seen any stores in this sector yet so there must be at least one ahead, and all but one of the remaining beacons are easy to visit. Whereas the stores in the next sector could be in a bad place and I'd much rather just focus on gathering scrap than having to search for a store.


Beacon 9 (77)



Auto ship with fairly powerful guns and cloaking. 3rd shield would definitely have been good but cloaking can save us once, then hack shields, halbert piloting which can't be more than level 2 and will certainly be disabled, and the laser will finish them off.



The first laser took both shields down so I cloaked to safely recharge because for some reason I thought the halbert was close to firing. Ended up taking two damage, which fortunately wasn't in weapons.



At least my hacking timing is good even though it was still eye-stimated, and they are dead in one.


Beacon 10 (78)



Forgot again to move the weapons guy back. The auto ship is escaping so hack shields, halbert from piloting to drones, and if piloting is still up fire the hull laser into it to prevent them from escaping, otherwise into weapons. We should be fine as we can get damaged only when the BL2 fires, but the first time I can cloak it and then the halbert should take it offline.



Just as planned and without piloting they are dead with the next strike.



And here is the store. Can't get to it without diving, but we get to visit two extra beacons this time as well.


Beacon 13 (81)

The exit beacon gave us a hermes missile to sell, and the distress was the escort civilians quest. We are now in the store and it's time for the fire bomb to fulfill its purpose.



We burned down the ship smile I also used the opportunity to train the guys to become masters in repair.



All repaired and ready to dive. Piloting and engines are pre-vented to flush boarders and I stocked up on fuel and drone parts with the remaining scrap so we don't have to visit another store.


Beacon X (exit dive)



The boarders can fight each other while suffocating, and with cloaking and hacked weapons we are completely safe.



Since it's still all about getting scrap and we have LRS, I'll definitely go with the nebula. It's not ideal that we can't mind control the slugs and that our second laser is not yet online, but we are only one step from weapons-8 and hacking will see us through.
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Sector 7


Beacon 1 (82)



Not the best layout but not the worst either. We can visit 13-14 beacons but don't have much choice in which.


Beacon 2 (83)



This is not good - they have a defensive drone so we can't hack without risking it consuming several drone parts. I know I can depower hacking when the drone shoots but prefer not to use it (which is just a personal preference - on the other hand I'm fine with getting free repairs from hull repair drone + recovery arm which others may consider an exploit). There is also a boarding drone that is about to land in piloting.

At least the maximum possible piloting they can have is level 2, so mind controlling the pilot will severely drop their evasion, the BL2 should hit at least 2 times and then the halbert will do its thing. And I'll aim to hit them after the missile fires so it's the one to go offline.



Shit, this could have ended up very bad. But it's my turn now.



Missile offline, fire in weapons and general havoc. The boarding drone will do 1 damage but they'll go down with the next strike.

On the positive side, this was a double reward of 79 scrap!


Beacon 3 (84)



This is dangerous but the ion blasts already fired so I can cloak the lot. Hack shields, swipe from engines to shields, and fire everything into weapons.



Missile still up but there are two fires in weapons and it was easy to finish them off from here. The artemis even missed and I didn't take any damage from the fight.



With the new scrap we finally upgrade to weapons-8. Bye, bye, fire bomb, hello hull laser 2! I also bought a power bar because even if we get shields-6 now, we won't really be able to power them.


Beacon 4 (85)



Rock pirate with a lot of scary guns. However - cloak the BL2 volley, hack weapons, and then cloak is available again to dodge all weapons as they'll be firing together. So we have a lot of time and can mind control the pilot. BL2 into weapons first followed by the hull laser, and the halbert swipes from oxygen to shields.



Can we crew kill here? Maybe I should have swiped medbay to weapons. Nevertheless they are in a pretty bad shape now and I'll swap the BL2 to the fire bomb and see.



Flak 2 volley incoming, backup battery to the rescue.



No backup battery this time, but the fire bomb just fired so I turned it off temporarily. The other weapons are on stand-by in case we need to kill them at a moment's notice but between hacking and cloaking we are very safe.



The rock finally managed to repair oxygen but everyone is dead and I can just halbert it again.


Beacon 5 (86)



The civilian escort quest turned out to be a trap, which actually is the best outcome for us. They don't even have med/clonebay so it should be an easy crew kill but I'll still hack weapons because between the boarders and the missile there are things that can go wrong.



They still have the dangerous weapons up but we should be fine from here.



Halbert just weapons to save hull and switch BL2 to fire bomb.



Mind controlled the guy in shields and allowed the one from weapons out to join the fight. Fire bomb killed everyone but one, and now we can finish him off with conventional weapons. 66 scrap and 3 fuel smile

I finally upgrade to shields-6. While we have only 15+2 power bars and can't effectively use them yet, they are still good to have as a buffer and in some situations it may be useful to have three shields instead of one of the weapons.


Beacon 6 (87)



Would I rather have hacking or medbay? They have mind control but so do I and the boarders are slugs so I can vent them. Hacking on the other hand is hacking - so we are doing the fight without medbay.



The bomb is still on and can cause problems but the boarders have been dealt with our guys still on very high health, and we'll hit them again in a moment. I tried to crew kill them with the fire bomb but it didn't quite work out so I killed them the normal way.



The reward was 60 scrap but instead of spending it immediately on 2 power bars I'll do the next fight and then visit the store to see if they have a nice augment like a weapon reloader or a preigniter. If there were a guaranteed fight to the right (I mean ahead) I probably would have gone for that but since we'll have to go through either the store or the unmarked beacon I'll go with the store.


Beacon 7 (88)



Here is a case where shields-6 come in very useful. Without med/clonebay this is an easy crew kill but I first fired both lasers into weapons with the halbert swiping between engines and shields to weaken them. The lasers came offline so the glaive was harmless. (It is displaced because there is a fire in weapons and it just broke. I helped with a fire bomb and it was a crew kill for 65.)


Beacon 8 (89)



No interesting augments in the store but I decided to hire this girl to replace the pilot (who is fully trained in shields too and can man shields/doors). It will help to have a fourth crew member against the flagship and I see another two guaranteed fights in the neighbouring beacons, so we should be able to get the fourth shield bubble and all other essential upgrades before the end. I also bought the 3 drone parts because sometimes it takes a few attempts to slide a hacking drone past the defense drone of flagship stage 2, and it's very important that we don't run out.


Beacon 9 (90)



I thought we'll have at least two clean cloaks here but didn't account for the manning bonus which reduces the charging time and took one point of damage from their second volley before the cloak came back on. Forgot to take a second screenshot while I was wondering what I had missed.


Beacon 12 (93)



Two empty beacons before this one. The cloaking hack was only a short one so managed to cloak both the artemis and the BL2.



Then I hit them hard the first time and killed the second.


Beacon 13 (94)



Door hack. I've been playing a little carelessly the last few beacons and forgot to take an initial screenshot and also took damage from an artemis that could have been avoided.


Beacon 15 (96)



The previous beacon was dummy and this will be the last before the exit. The mantis will be easy to crew kill. Hack weapons for vision and mind control the engi when it comes to repair.



First both lasers targeted weapons and the halbert swept just medbay and weapons to save hull. Then I mind controlled the engi and it fought the mantis in weapons, meanwhile the boarders were also losing health and teleported back to heal. The fire bomb that just went off killed the engi and the boarders and left just the last mantis.

However the reward was 30 scrap + small bomb which is actually worse than the standard since we probably won't be able sell it.


Beacon 16 (97)



Nebula exit which is always empty and next up is the final sector.
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Thanks for posting these reports. thumbsup I am not nearly good enough at FTL to attempt a streak like this, but it is fun (and educational) to read about it. nod
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Sector 8 - getting to base


Beacon 1 (98)



First jump to the pointed beacon and then to the repair for the drone parts. The flagship will take 6 turns to get to the base.

I'm banking the scrap to see more or less how much we'll have in total before committing to upgrades.


Beacon 2 (99)



Boarders in sensors. I'll mind control one of them to make it easier, then hack shields and halbert shields to medbay. Wait for the pilot to leave before hull laser into weapons and see if this takes out both weapons, if not fire the BL2 too. Then switch to fire bomb and see how to go about the crew kill though I'm not sure whether it's better than just going for a normal kill.



Boarders dead, both weapons offline without the need to fire the BL2.



Fire bomb in weapons, mind control the healthiest who killed the other two, and then finish him off with conventional weapons. 77 scrap smile



Juicy beacons and they are connected but it will be risky to try to get them all. I'll get the repair first to be 100% sure we'll have enough drone parts for stage 2 and because there are multiple jump options from there whereas if we take the fight above we may lose the repair and then the store.


Beacon 4 (101)



No interesting augments in the store but they have hull beam so I bought it to replace the BL2 and we can now one-shot the flagship. We'll only be exposed to the missiles during stage 3 while we are taking down the zoltan shield, but should be able to cloak the first surge and kill it just as the second is firing off.



Two more ships ahead and we'll need to go through the beacon after them to get to the base.

I upgraded to shields-8 and got a buffer point for cloaking and have 63 scrap left. Will wait to see how much more scrap we get before the final fight.


Beacon 5 (102)



Low on power here but we can drop shields while cloaking the missile. Hack their shields, the beams swipe from piloting to weapons, followed by hull laser in weapons. Since auto-assaults have max level 6 weapons, everything is guaranteed to go down.



Just as planned. Weapons even got breached so we are completely safe.



The beacon ahead got captured by the rebels and we have to dive through it anyway, so I'll take the other fight first.


Beacon 6 (103)



Mostly harmless. Mind control engines so they start fighting, hack shields, beams swipe just weapons and clone bay.



Also included engines in the beam swipe to hit the crew and drop their evasion, and then fired the hull laser in shields. It should have been an easy crew kill from here but I messed it up and the ship burned down before I could do it.



Upgrades before the flagship. We now have one dive and will meet it at the base.


Beacon X (dive prior to base)



They boarded with one crew first and I thought to long-cloak and be out before it's over so they don't board again. However this wasn't a very good idea...
Flagship stage 1




On arrival I realised that it was a mistake to come in with a perfectly expired cloak. I did it to avoid getting boarded during the dive and then arriving here with boarders, but there is actually plenty of time to deal with them while the flagship is cloaked because there isn't anything you can do then anyway. On the other hand arriving with an expired cloak means the missiles will reach us just before it comes back and we'll probably suffer some damage.

We'll have to see what happens with the missiles but at least they hacked the battery which is fairly benign.



Here come the missiles. Two passed our evasion but won't hit anything critical. The third however is headed towards the battery and I happen to have powered hacking with it, which means that if it hits this will cascade into us not being able to hit anything until the hack finishes and comes out of cooldown. So I'm going to drop shields here because the cloak is almost ready and I can cloak before the missile hits (and if I don't drop them the evasion check will be done when it touches the shield). However there are two complications. First, the beam is in the process of firing and is pointing toward engines/battery now which means it can swipe into weapons, and second, one of the missiles is about to hit engines and drop our evasion by 15%. Still, it seems to be the best course of action.



The shield didn't drop in time (I thought it would happen instantly but it looks like this takes a moment) and the missile had its evasion check before the cloak was back but at least it missed. However the beam did swipe into weapons and took the fire bomb offline. Also, the other missile didn't hit engines as I thought but oxygen.



My response. Drop their evasion to zero with the halbert and mind control, and take the missile out with the hull laser. In another world there would have been a fire bomb in ion and we wouldn't have taken damage but it's not too bad.



Breach in missiles. Everything looks good.



However they were repairing everything very quickly and I thought that trying to kill the crew is not worth the trouble. Fired the second volley for maximum damage and the flagship went down.


Beacon 7 (104)



A little interlude between the flagship stages. There was a guaranteed fight at a neighbouring beacon and I thought to pick up some extra scrap, but with the 4 shield bubbles and the shield drone we can't realistically damage it unless we are prepared to burn drones for hacking. But they have two drones that can shoot our hack and I'd rather save the drone parts for the flagship, so I'll just turn tail and run.
Flagship stage 2




Drone surges can be deadly so here I'll play it simple - hack shields and kill them in one.



The very first hack landed. Their boarding drone is in piloting but it doesn't matter.



You may fire when ready.



And as the hull beam swipes into the last empty room they die without even having fired missiles.
Flagship stage 3




We could have a problem with boarders so I'll be charging engines and we'll kidnap them if it gets too hot. Otherwise we need two strikes to take the zoltan shield down but the beams alone are guaranteed to do it, so even if we take damage in weapons we'll be fine.



Fire in shields but not a problem.



Dodged the second missile volley and the first surge with cloaking. 3 out of their 8 crew are almost dead and we are doing great.




Zoltan shield down, hacking away, and we've reestablished control of the weapons room. We just need the halbert to finish charging without getting damage in weapons, hacking, or mind control.



Triple missile miss. Hacking initiated but I had to wait a bit because I need mind control out of cooldown.



Our final strike got delayed so they got their second surge out. We took a bit of damage but all the crucial systems are online. Now just waiting for mind control and hoping their guy doesn't break into sensors before that. I'm actually venting them while refilling shields with oxygen.



You may fire when ready. (but please quickly)



Pilot mind-controlled!



And the hull beam finishes it again.
Final ship state




Our ship as we are about to start flagship stage 3



Upgrades



Inventory



Stats



Scrap and item summary. Also the systems bought were:
  • Hacking - sector 2
  • Mind control - sector 4
  • Cloaking - sector 5
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Kestrel A - summary and highlights




The run started incredibly lucky by getting a free halbert from a plasma storm search and this was cemented by buying hacking in sector 2. From here it was very easy to take it to a win.



In sector 2 I also bought a fire bomb because this is a T-Hawk style streak and we need to do the achievements to unlock the B versions of the ships. The Kestrel needs to get down to 1 hp and then repair to full, something which can be tricky to do safely because normally you can't self-damage but with the fire bomb you can.

The bomb did help get a few crew kills but not very much at all and I wouldn't recommend it for a normal run.



A questionable decision was getting hull laser 2 in sector 4. I already had halbert+BL2 and it didn't come online until sector 7, and also the 75 scrap would have saved a lot of hassles in sector 5. It did do very well against the flagship and in general I find it an excellent weapon, but I think a 2-power 2-shot weapon would have been more appropriate for this run.

At this point we also bought LRS which was very helpful for getting a lot of scrap.



The aforementioned hassles. I found cloaking in the current store but without enough scrap or a good way to circle and come back. I ended up following the green path and repeating 3-4 beacons depending on how you count, but cloaking is so important that I believe it was worth it.



The fire bomb didn't do too much for crew kills but mind control did, especially in the mantis sector. Do damage in a way that the engi would cross paths with a mantis and mind control it.



However the fire bomb did do the job we bought it for by allowing us to get down to 1 hp at a store of our choosing, and this unlocked the Kestrel B.



Altogether the run was easy. We nearly perfectly avoided damage and focused on collecting scrap.



It's not often that you would replace a BL2 with a hull beam but that's what I did here in sector 8 a couple of beacons before the flagship.



Flagship stage 1 was a little problematic because it started with our cloak on cooldown and we weren't able to dodge the first missile volley leading to some complications.



Stage 2 on the other hand was textbook. The flagship was guaranteed to go down in under 20 seconds and it didn't even get to fire its missiles.



Summary of the run:
  • Scrap: 1951
  • RNG: 10/10
  • Fun: 9/10

Also, before I start the next run, are you happy with the level of detail and is there something you'd like me to add or remove from the reporting?
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I’m enjoying reading the reports, and the current level of detail is fine by me. Good luck in the next one!

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