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FtwLasers

aka Voidsword

Admin
  • I live in The Sol System
  • My occupation is Being a Genius
  • I am A Dinosaur
A FANDOM user
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  • I checked the history, I've just edited a sentence you wrote about the ASB. I was caught by the rebel fleet on the exit beacon and the ASB was present during the fight.

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  • A redirect will function as an automatic 'macro' if it is the first and only line on a page. So when you want to redirect one page to another, the only thing on the page should be "#REDIRECT Target"

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    • A FANDOM user
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  • Have you ever watched this video?

    https://www.youtube.com/watch?v=KHgiyWINhF8

    It's pre-Advanced Edition, but it's impressive. I'm with you in that this ship sucks, but I'm in awe every time I watch this.

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    • A FANDOM user
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  • Yes, Burst Laser Mk. II is an amazing weapon, but with Advanced Edition out we've got Flak Guns. Those things are amazing. Mix one of those in with your Burst Laser Mk. IIs and you've got something even better! 

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    • View all 11 replies
    • I see a lot of advocates for the Vulcan, and yet its weaknesses are pretty darn obvious: If your weapon system gets hit using this thing, tough luck, you have restart the reload from scratch. Endgame high-evade ships also nullify every other shot. And: Enemy ships can deploy Vulcans just as easily as you can, with weapon rarity meaning squat to them; they could theoretically have two Vulcans and reduce your ship to ash, so you'd better have a good counter-strategy. Also, although this is a personal preference, weapons using 4 power, like a burst III or a glaive beam, I stay away from where possible: That's too much power going into one weapon that I'd be better off reasonably distributing between several weapons.

      The Ion Bomb's recharge is to me, the killer. Pairing this with being a bomb weapon, thus relying on how many missiles you have on hand, makes a missed shot basically the most annoying thing ever: You lose a missile, you have to wait for it to charge again, and whatever you were planning to fire in conjunction with it is now useless, so you're basically at your enemy's mercy. As I've said previously, I also dislike ion damage in general as it is not real damage, it doesn't force the enemy to allocate crew to that system to repair it, taking them away from other systems that could use a manning bonus; ion damage takes the wind out of the sails of boarding strategies, as once the ion timer runs out, the system's back up, instead of beaming your boarders into a room right after damaging it to protect it from repairman, assuring the permanence of damage inflicted, unless you're forced to retreat.

      I'll concede to beam weapons being ok, but high-damage ones, the only ones I'd consider using, all have the highest power requirements and the shortest beam lengths. Plus, their inability to take down midgame shields by themselves annoys me: I like to think of half of my weapon complement as necessary, enough to do at least 5 damage, and the second half as merely insurance, for still dealing damage if a few shots missed. If you're still using beams in the endgame, you'd better have some pretty shield-crushing weapons to back them up.

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    • For bombs, I like breach II more than the ion bomb. System damage - check. Crew damage if one is standing on the room where the bomb is - check. And if the ship is automated, you can be sure that punching a hole through the system will stop the ship from making a repair. The sound of a system being breached is wonderful, especially when you go after the automated rebel flagship. If I had to board in the main section on the rebel flagship using the two-crew teleporter ships, breaching the medbay had saved my ass so many times as I patiently kill off the crew at the pilot area. I like teleporting to the pilot room since it helps reduce the ship's evasion so I can bomb systems with ease.

      I'm liking the flak guns, too. If my ship lacks missiles for damage, I use them to strip the shields, timing them first while firing the lasers or beams second when the shield is taken down. One time I nabbed two Flak Is and one Flak II. Surprisingly effective on the rebel flagship. With maxed shields and engines, I can patiently evade the attacks while firing the flak at one section. Slow going, but once I started piling up the damage it all worked out. Especially useful on the third phase. Before the Flak II could fire I already had shaved off the super shield.

      As for beams... only in drones, I guess. Also handy for me against the rebel flagship's super shields.

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    • A FANDOM user
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  • You little sissy, really need to stfu. Just because you can comment everything, doesn't mean you should. Especially when it's just some childish bullshit like yours.

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    • View all 6 replies
    • I'm not the same person as the March 27 poster, just someone else who got treated poorly by FtwLasers. In my case, I pointed out to him that "non-distress beacon" was a common term on the wiki, and was a useful addition. He had already rolled back my change to the page (see the diff here ), but he deleted the thread I linked above.

      As you say, it's been over a year since that post, but that was enough to show me that a) my contributions weren't welcome and b) I didn't need to spend any more time arguing with someone whose mind was made up (and who had admin rights).

      Honestly, not sure why I bothered posting this tonight anyway.

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    • Ah, okay. Good to know. This does seem to be a non-issue now, since FtwLasers doesn't seem to have done anything for most of a year, but if it comes up again, let me know.

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    • A FANDOM user
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  • Hi, welcome to FTL: Faster Than Light Wiki! Thanks for your edit to the Boarding page.

    Please leave me a message if I can help with anything!

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    • A FANDOM user
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