Knowing that he was doing a boarding run I was shocked he passed up Clone Bay in the first shop. Cloning is so perfect for boarding, it makes the run a lot safer and lets you board even if you're facing Lanius or automated ships because even if someone dies, they just come right back and you can send them in again. It also means you can generally run with a less-upgraded teleporter so your scrap and energy can go to other things. Edit: It's also funny that he got so excited when Flak showed up because I've been watching some of the older FTL runs recently and have heard him trashing on Flak in those. Glad to see he has realized how great it is!
Cloaking is the #1 most important system to get 100% of the time Small Bomb is an S-Tier weapon 10 Missiles for 30 scrap is an incredible deal (if you're using missiles)
Yes! Defense drones very good! AA really disregards them to his detriment. A Defense II and a Defense I drone will take care of almost all missiles, even at the final boss.
At 1:32:14 , remember you have pause! You get frazzled when crew are hurt, and quickly click a lot of things, then moments later have the clarity of what to do. Pause. Chill, review.
Gotta go to Multiverse homie!. It's probably one of the most expansive mods for any game I've ever played. It's not just nearly 100 new ships and weapons, it has multiple! fully fleshed out multi-branching storylines.
i kind of wish i could catch one of these live so i could freak out with the other ftl fans in the chat. dont worry about backseating, this is the perfect way to play this game, getting gud gradually through playing experience. the learning curve on this game is perfect and i wish i could play it fresh and get gud at it all over again
Funny enough, "Mike Weston" *is* an actors name... kinda... its a character's name played by Jeffrey Donovan in one of my favorite shows "Burn Notice." Great watch if you havent seen it yet
Rock men make good Pilots. You basically never move your pilot, so their major downside is completely eliminated. Plus being resistant to fire means they dont need to leave the pilot seat if it starts to burn.
It's not about rng, you can pause before starting the round and get weapons etc to attack appropriate systems. Also you can accept more events, like giving away the 5 missiles often gets you a free system upgrade
Last time I did a boarding run, I forgot to take all my guys out of the second phase flagship before I blew it up, going into the third phase with half my guys and no boarding party and losing because of it. 2 hours of effort, gone. Lot of fun tho
Ambiguousamphibian may never see this, but i still say the rebel flag ship will always be the deathstar, utterly destructive yet major design flaws that could have been prevented
I like to use slugmen for skilled positions that need to be manned, especially piloting since you rarely get more than one slug. If I had a second slug I would put them on the weapons for faster firing, both immune to mind control. They are not the best boarders or repairers but they are average at both, so if either thing needs extra help, you can send a slug. I like to use rockmen for rooms that are likely to catch on fire that i need to put out quickly before it causes more damage, for example, shields, weapons, or engines. they are not the best repairers but they are immune to fire, and since those are skilled positions where you don't want to move them around too much anyway, they're the best to stay in place, and they tank boarding pretty well as theyre the first person in the room since theyre already in the room, and if they get surrounded they survive long enough for help to arrive. rockmen also make great boarders after mantises, even if they move slowly, since theyre teleporting directly to where theyre going to attack, and then back, and they have good health, and theyre likely to survive the boarding. great if you have a medibay instead of a clonebay, as theyre likely to live long enough to be beamed back. its good to have them in actual combat, so i put them as the first boarder, and then add mantises. the mantises do the damage while the rock punches and is a tank. it survives the counterattacks while the mantises stay at full health. Engi for obvious reasons make terrible boarders, and if I have a surplus of crew, I would rather not have them forced to man a skill position, so someone else can be skilled while they actually move around and repair the ship. You can put them on sensors, as the station benefits from being manned at all, but you can easily abandon sensors and it isn't a skill position. i can also put them on doors if i get boarded, but they have to stay in doors for that to be truly effective, and they might be needed for repairs, so I do not prioritize them in doors. Since i prioritize other crew for skilled positions, especially shields, piloting, and weapons, if i need to put them in a skill position, i put them on engines, since engines are likely to need to be repaired, but it hurts you in combat the least to move off of engines unless your enemy has missiles. crystal crew can be good borders, but if i dont have a boarding strategy going, i would put them on weapons or shields because if i get boarded, i can use their lockdown ability to keep the boarders out of those critical rooms longer, those are usually big rooms, and i can move other crew in and make a stand there. the delay helps, especially if i can vent the boarders. i would favor them as boarders much more than as home crew due to their higher hp and lockdown skill. mantis are nearly worthless in your own ship, but they gain skills just fine, as long as the skill in question isnt repairing, theyre valuable on that system. the downside is if they get mind controlled, you lose the skilled position and worse, there's now a hostile and fragile mantis that you dont want to kill in that system room. that's a bad deal unless you can counter the mind control. if i have my own mind control, they're kind of like rockmen that cant put out fires very well, the deflect borders just fine and are good in skill positions like firing weapons or bolstering shields. just manning those systems help, even unskilled. however, theyre sort of like anti-engi, theyre better off in an unskilled room like sensors or doors so that i can deploy them to fight boarders or even help with repairs. they repair the slowest but they are the quickest to get there and help someone already in the room do repairs. so even if they suck at repairs, theyre great at following engi around to help with repairs, and they act as bodyguards for your engi and skilled crew while doing so. they have uses, for sure, but you want them to be mobile, just like your engi. even if they can man skilled positions like weapons and shields and engines and piloting just fine, i would rather someone else do that. engi and mantis should not be on skilled positions, they need to be able to move around your ship, do repairs, or deal with boarders. moving means theyre not manning and using their skills, so their functions make them the worst choices for manning skilled positions. zoltan are excellent for manning a station, but if they get mind controlled, they do more damage than an engi would and are more fragile than a mantis. its not a big deal, but since theyre bad at dealing with boarders and also not especially good at repairing, these are great for manning skilled positions, or where you cannot afford to be ionized. if you are reliant on offensive drones, like combat 1 or beam 1, 2 zoltan in the drone room means it cannot be ionized, or ever lose power unless the system is damaged or hacked. 2 zoltan in the shields means 1 layer of shield will never be ionized or lose power unless the system itself is damaged or hacked. 2 zoltan in weapons means 2 weapons with 1 power or 1 weapon with 2 power will never be ionized or lose power. keep in mind moving the zoltan will cause the system to lose power a lot, so these are the crew you want to move the least. theyre also fragile, so i want to post them close to my rockman or my mantis or my crystal crew or some room with lots of crew, or near the med bay. i would never use them as boarders unless i had a clone bay and didnt mind them suicide bombing and losing skills. humans are great for those skilled positions where you need to do it a lot for the person to gain skills, like shields and weapons. their bonus to gaining skills faster helps a lot there. they also learn combat fairly quickly so make decent boarder options after rockmen, crystals, and mantis. if you dont have mantis, and you dont have crystals, human boarders are fine if you have three or four of them. humans also do great at piloting and engines, learning skills fast is great. i do tend to bump them for non human crew who already have skills, if i get one of the above with shields, piloting, engines, or weapons skills, i'd rather the human do repairs or combat and move around the ship, or board. lanius arent great for manning systems in your own ship, as they have no bonus to learning skills, no bonus to repair, and suck the oxygen out of the room so it harms your own crew who try to assist with repairs. they also arent great to have as boarders with other boarders that need oxygen, as theyre not especially tanky and dont do a lot of damage on their own. if you do lanius boarding, you want to have a clone bay, and weapons or missiles or boarding drones that cause breaches on the enemy ship. if you can missile and breach their oxygen room, then even 1 lanius can run around draining critical systems of oxygen even if theyre being chased, just go in a loop and soon enough enemy crew will stop entering rooms without oxygen. dont drain them all, just drain critical rooms and prevent them from fixing their oxygen. cause breaches and do damage to weapons and oxygen, keep those two systems down and nothing else matters. obviously doesnt work on enemy lanius crew, and is slow as a strategy. better would be to have more lanius, but not many ships start with multiple lanius and theyre hard to come by in stores or events. lanius obviously doesnt work well with fire based weapons, bombs, lasers or missiles, as lack of oxygen stops the fires. lanius are bad to be on your own ship, but if you have to put them somewhere, putting them in the oxygen room itself is a great idea. they dont care if the oxygen gets hacked or destroyed, and they will be alive to repair the system. its usually a small room and you can survive without oxygen for a while, so it doesnt matter if it takes a while to repair it. lanius are fine to put in the doors room or the sensors room. lanius make okay pilots since theyre likely to last against boarders and you can vent the rooms around the pilot room, and the pilot room is small and doesnt take long to repair one level, which is all you actually need. dont put lanius in engines, weapons, shields, or in any critical system you need repaired. dont put lanius in boarding teams with oxygen breathing crew. if you have a clonebay, youre going to start most of your fights damaged due to oxygen loss, if you have a medical bay, you risk your own crew dying due to lanius suffocation. its okay to send a lone lanius or a pair of lanius separately from those other boarders. if youre going to use them, use them as boarders. even one lanius sent to destroy say, the flagship's missile room, is fine if he has combat skill, he's going to suffocate and kill 1 guy and then destroy the system. thats good enough. if youre going to board with 1 person, doing it with a mantis or a lanius is good, a rockman is okay, others not so good.
1:01:30 you weren't late on hitting the cloak. Cloaking simply adds 60% to your evade. In your case, 17 + 60 = 77% evade. It was still bad luck that both of the enemy shots landed.
There is a point about an hour and a half in where your ship is getting destroyed by beam drones and you have missiles ready to shoot, but you're too frazzled to think about just shooting the drone bay to stop the damage. We have all been there, just remember you can pause. Taking two seconds to think about how to stop the damage would have made the solution of shooting them in the drones quite obvious. Backseating, I have not a thought in my head because viewing is a passive activity, so solutions come to mind quickly. When you're trying not to blow up and 12 things are happening, coming up with solutions is hard. Pause is your friend.
Lol selling defense drone but keeping Anti personnel drone, on a mantis boarding ship. And skipping clone bay. I couldn't watch after that. Did he win?
@@ianallen738he did. He mentioned at the end that this was his fifth attempt of the day, with the first four all being failures, so I think he was probably getting sick of it and didn't have the energy left to think properly about the drone or cloning, he seemed like he was kinda in autopilot. I hope he takes more breaks in the future instead of just slogging through, it's not nearly as fun to watch...
2:04:53 "Considering that I've basically done this fight perfectly every time I've done it in the past..." Dude... no offense because you're newer to the game, but your past runs are far from perfect.
Knowing that he was doing a boarding run I was shocked he passed up Clone Bay in the first shop. Cloning is so perfect for boarding, it makes the run a lot safer and lets you board even if you're facing Lanius or automated ships because even if someone dies, they just come right back and you can send them in again. It also means you can generally run with a less-upgraded teleporter so your scrap and energy can go to other things.
Edit: It's also funny that he got so excited when Flak showed up because I've been watching some of the older FTL runs recently and have heard him trashing on Flak in those. Glad to see he has realized how great it is!
Not only did he pass up the clone bay, he also passed up the DNA Backup in the same store
ftl player progression, just a few hundred more hours and we’ll be seeing slug b no pause on hard
I think he just gets into a concrete mindset about modules and weapons and doesn't adjust his outlook easily for varying play styles.
I never get the cloning bay as a mantis boarder. Too many risks of not getting your clones completed, and you get no XP.
DNA backup wasn't in the same store.
AA: "I'm worried about missiles." *sells every defense drone he gets the second he can*
never change, frog man, never change.
Sorry AA, I had to rage quit the video when you sold that Defense Drone Mk II on a boarding party run. My brain just can't handle it.
Cloaking is the #1 most important system to get 100% of the time
Small Bomb is an S-Tier weapon
10 Missiles for 30 scrap is an incredible deal (if you're using missiles)
You mean hacking. By a long shot.
I wouldn't have sold the defense II drone. That thing makes you practically immune to missiles, with the exception of the final boss.
Yes! Defense drones very good! AA really disregards them to his detriment. A Defense II and a Defense I drone will take care of almost all missiles, even at the final boss.
Holy shit that was very stressful, watching him make so many silly mistakes at the end
Goes to abandoned sector. Is confused about the prevalence of Lanius.
Sure is a lot of not-oxygen in this place...
At 1:32:14 , remember you have pause! You get frazzled when crew are hurt, and quickly click a lot of things, then moments later have the clarity of what to do.
Pause. Chill, review.
seeing him sell the defense drone each time.. oofers..
"i wonder how many crew they have?"
-
Never upgrades sensors on a boarding run............ 🤦♂️
Gotta go to Multiverse homie!. It's probably one of the most expansive mods for any game I've ever played. It's not just nearly 100 new ships and weapons, it has multiple! fully fleshed out multi-branching storylines.
"eeehhhhh we can just destroy their hacking" LOl
Wouldn't the boarding drone be immune to the oxygen deprived automated ship?
i kind of wish i could catch one of these live so i could freak out with the other ftl fans in the chat. dont worry about backseating, this is the perfect way to play this game, getting gud gradually through playing experience. the learning curve on this game is perfect and i wish i could play it fresh and get gud at it all over again
Funny enough, "Mike Weston" *is* an actors name... kinda... its a character's name played by Jeffrey Donovan in one of my favorite shows "Burn Notice." Great watch if you havent seen it yet
Rock men make good Pilots. You basically never move your pilot, so their major downside is completely eliminated. Plus being resistant to fire means they dont need to leave the pilot seat if it starts to burn.
Missed the chance to call him Backbeard
*Goes into Lanius sector*
*Surpised to see Lanius there*
Never change AA
The answer to missle damage is defence drones. That mk2 would have helped immensely
It's not about rng, you can pause before starting the round and get weapons etc to attack appropriate systems. Also you can accept more events, like giving away the 5 missiles often gets you a free system upgrade
I may find myself screaming at the screen occasionally....but I **always** watch every upload of AA FTL through to entirety.
Love your vids!
Dodge is great, saves you in the long run in multiple ways
Last time I did a boarding run, I forgot to take all my guys out of the second phase flagship before I blew it up, going into the third phase with half my guys and no boarding party and losing because of it. 2 hours of effort, gone. Lot of fun tho
Ambiguousamphibian may never see this, but i still say the rebel flag ship will always be the deathstar, utterly destructive yet major design flaws that could have been prevented
I do like the FTL content, I also like death road to canada, organ trail. I liked your crusader kings 3 content, wouldnt mind seeing more of that.
There an 80s movie called "Yellow Beard" it's hilarious. I haven't seen it since my late childhood. The beard names reminded me of it.
I can't wait for AA to try Multiverse
If i recall correctly if there is members of your crew on the flagship during the 1 and 2 stages you dont lose them when the ship jumps away
i was looking through my game library cause i remember playing this at some point... 500+ games, 600+ dlc and i somehow don't own this game
I like to use slugmen for skilled positions that need to be manned, especially piloting since you rarely get more than one slug. If I had a second slug I would put them on the weapons for faster firing, both immune to mind control. They are not the best boarders or repairers but they are average at both, so if either thing needs extra help, you can send a slug.
I like to use rockmen for rooms that are likely to catch on fire that i need to put out quickly before it causes more damage, for example, shields, weapons, or engines. they are not the best repairers but they are immune to fire, and since those are skilled positions where you don't want to move them around too much anyway, they're the best to stay in place, and they tank boarding pretty well as theyre the first person in the room since theyre already in the room, and if they get surrounded they survive long enough for help to arrive.
rockmen also make great boarders after mantises, even if they move slowly, since theyre teleporting directly to where theyre going to attack, and then back, and they have good health, and theyre likely to survive the boarding. great if you have a medibay instead of a clonebay, as theyre likely to live long enough to be beamed back. its good to have them in actual combat, so i put them as the first boarder, and then add mantises. the mantises do the damage while the rock punches and is a tank. it survives the counterattacks while the mantises stay at full health.
Engi for obvious reasons make terrible boarders, and if I have a surplus of crew, I would rather not have them forced to man a skill position, so someone else can be skilled while they actually move around and repair the ship. You can put them on sensors, as the station benefits from being manned at all, but you can easily abandon sensors and it isn't a skill position. i can also put them on doors if i get boarded, but they have to stay in doors for that to be truly effective, and they might be needed for repairs, so I do not prioritize them in doors. Since i prioritize other crew for skilled positions, especially shields, piloting, and weapons, if i need to put them in a skill position, i put them on engines, since engines are likely to need to be repaired, but it hurts you in combat the least to move off of engines unless your enemy has missiles.
crystal crew can be good borders, but if i dont have a boarding strategy going, i would put them on weapons or shields because if i get boarded, i can use their lockdown ability to keep the boarders out of those critical rooms longer, those are usually big rooms, and i can move other crew in and make a stand there. the delay helps, especially if i can vent the boarders. i would favor them as boarders much more than as home crew due to their higher hp and lockdown skill.
mantis are nearly worthless in your own ship, but they gain skills just fine, as long as the skill in question isnt repairing, theyre valuable on that system. the downside is if they get mind controlled, you lose the skilled position and worse, there's now a hostile and fragile mantis that you dont want to kill in that system room. that's a bad deal unless you can counter the mind control. if i have my own mind control, they're kind of like rockmen that cant put out fires very well, the deflect borders just fine and are good in skill positions like firing weapons or bolstering shields. just manning those systems help, even unskilled.
however, theyre sort of like anti-engi, theyre better off in an unskilled room like sensors or doors so that i can deploy them to fight boarders or even help with repairs. they repair the slowest but they are the quickest to get there and help someone already in the room do repairs. so even if they suck at repairs, theyre great at following engi around to help with repairs, and they act as bodyguards for your engi and skilled crew while doing so. they have uses, for sure, but you want them to be mobile, just like your engi. even if they can man skilled positions like weapons and shields and engines and piloting just fine, i would rather someone else do that. engi and mantis should not be on skilled positions, they need to be able to move around your ship, do repairs, or deal with boarders. moving means theyre not manning and using their skills, so their functions make them the worst choices for manning skilled positions.
zoltan are excellent for manning a station, but if they get mind controlled, they do more damage than an engi would and are more fragile than a mantis. its not a big deal, but since theyre bad at dealing with boarders and also not especially good at repairing, these are great for manning skilled positions, or where you cannot afford to be ionized.
if you are reliant on offensive drones, like combat 1 or beam 1, 2 zoltan in the drone room means it cannot be ionized, or ever lose power unless the system is damaged or hacked.
2 zoltan in the shields means 1 layer of shield will never be ionized or lose power unless the system itself is damaged or hacked.
2 zoltan in weapons means 2 weapons with 1 power or 1 weapon with 2 power will never be ionized or lose power.
keep in mind moving the zoltan will cause the system to lose power a lot, so these are the crew you want to move the least. theyre also fragile, so i want to post them close to my rockman or my mantis or my crystal crew or some room with lots of crew, or near the med bay.
i would never use them as boarders unless i had a clone bay and didnt mind them suicide bombing and losing skills.
humans are great for those skilled positions where you need to do it a lot for the person to gain skills, like shields and weapons. their bonus to gaining skills faster helps a lot there. they also learn combat fairly quickly so make decent boarder options after rockmen, crystals, and mantis. if you dont have mantis, and you dont have crystals, human boarders are fine if you have three or four of them. humans also do great at piloting and engines, learning skills fast is great. i do tend to bump them for non human crew who already have skills, if i get one of the above with shields, piloting, engines, or weapons skills, i'd rather the human do repairs or combat and move around the ship, or board.
lanius arent great for manning systems in your own ship, as they have no bonus to learning skills, no bonus to repair, and suck the oxygen out of the room so it harms your own crew who try to assist with repairs. they also arent great to have as boarders with other boarders that need oxygen, as theyre not especially tanky and dont do a lot of damage on their own.
if you do lanius boarding, you want to have a clone bay, and weapons or missiles or boarding drones that cause breaches on the enemy ship. if you can missile and breach their oxygen room, then even 1 lanius can run around draining critical systems of oxygen even if theyre being chased, just go in a loop and soon enough enemy crew will stop entering rooms without oxygen. dont drain them all, just drain critical rooms and prevent them from fixing their oxygen. cause breaches and do damage to weapons and oxygen, keep those two systems down and nothing else matters. obviously doesnt work on enemy lanius crew, and is slow as a strategy.
better would be to have more lanius, but not many ships start with multiple lanius and theyre hard to come by in stores or events.
lanius obviously doesnt work well with fire based weapons, bombs, lasers or missiles, as lack of oxygen stops the fires.
lanius are bad to be on your own ship, but if you have to put them somewhere, putting them in the oxygen room itself is a great idea. they dont care if the oxygen gets hacked or destroyed, and they will be alive to repair the system. its usually a small room and you can survive without oxygen for a while, so it doesnt matter if it takes a while to repair it.
lanius are fine to put in the doors room or the sensors room.
lanius make okay pilots since theyre likely to last against boarders and you can vent the rooms around the pilot room, and the pilot room is small and doesnt take long to repair one level, which is all you actually need.
dont put lanius in engines, weapons, shields, or in any critical system you need repaired.
dont put lanius in boarding teams with oxygen breathing crew. if you have a clonebay, youre going to start most of your fights damaged due to oxygen loss, if you have a medical bay, you risk your own crew dying due to lanius suffocation.
its okay to send a lone lanius or a pair of lanius separately from those other boarders. if youre going to use them, use them as boarders. even one lanius sent to destroy say, the flagship's missile room, is fine if he has combat skill, he's going to suffocate and kill 1 guy and then destroy the system. thats good enough. if youre going to board with 1 person, doing it with a mantis or a lanius is good, a rockman is okay, others not so good.
"Each missle we buy is technically worth 2, statistically"
WRONG.
Each missile is worth 1.5 missles. A 50% bonus is like multiplying by 1.5.
You talk about buying fuel then proceed to burn all of said purchased fuel with empty systems.
1:01:30 you weren't late on hitting the cloak. Cloaking simply adds 60% to your evade. In your case, 17 + 60 = 77% evade. It was still bad luck that both of the enemy shots landed.
Your FTL runs made me pick the game back up. Been having a blast, you do need torealise the enemy won't escape unless the game tells you
There is a point about an hour and a half in where your ship is getting destroyed by beam drones and you have missiles ready to shoot, but you're too frazzled to think about just shooting the drone bay to stop the damage.
We have all been there, just remember you can pause. Taking two seconds to think about how to stop the damage would have made the solution of shooting them in the drones quite obvious. Backseating, I have not a thought in my head because viewing is a passive activity, so solutions come to mind quickly. When you're trying not to blow up and 12 things are happening, coming up with solutions is hard. Pause is your friend.
1:27:09 an unintentional Burn Notice reference!
This is exactly what i needed right now.
Yee more ftl!
should have been Rock King
I enjoyed it thoroughly! Amazing run ambi :D
If pokemon apricorns were beard themed...
Keep it up, AA. I enjoy hearing you talk as I go to bed with that smooth voice. As a night job, have you thought about being a late bight radio host?
mike weston is a reference to michael weston from burn notice. and you named him cpt swallows.
Wow will there be some FTL videos on your main chanell?
movement speed is useless?! Even when you have to run around alot?
wait what happens if someone FTLs with all of your crew on board?
I can't wait to watch this and find out how it ends!! 😀
Love watching these so much!
"Your run is determined by the RNG unfortunately, but you can do things to shift it..."
That is life's tagline.
Love the FTL content. Want to see some of your failures tho >:)
FTL limits name characters? FTL has a flaw!
CLOOOOOOONE BAAAAAAY!!!!!!!
Lol selling defense drone but keeping Anti personnel drone, on a mantis boarding ship. And skipping clone bay. I couldn't watch after that. Did he win?
@@ianallen738he did. He mentioned at the end that this was his fifth attempt of the day, with the first four all being failures, so I think he was probably getting sick of it and didn't have the energy left to think properly about the drone or cloning, he seemed like he was kinda in autopilot. I hope he takes more breaks in the future instead of just slogging through, it's not nearly as fun to watch...
Pls try the ftl multiverse mod
0 iq gameplay
2:04:53 "Considering that I've basically done this fight perfectly every time I've done it in the past..."
Dude... no offense because you're newer to the game, but your past runs are far from perfect.