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** The Unoptimized Cruiser only has two weapon slots and two drone slots. Most of its systems also have their maximum level reduced, as such you can only get 3 shield bubbles and level 4 engines.

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** The Unoptimized Cruiser only has two weapon slots and two drone slots. Most of its systems also have their maximum level reduced, as such reduced; for example, you can only get 3 shield bubbles and level 4 engines.engines.
*** The Unoptimized Cruiser also has a Type B layout, which is even harder, with its systems having their maximum levels reduced even further. It also comes with other weaknesses, such as only being able to have 4 crew.
**** To top of all that off, there's a Type C layout as well. This one has its maximum system levels reduced further, has only 15 hull points, and comes with a number of other weaknesses. There's another Unoptimized Cruiser, but thankfully it's actually stronger than the Type C; however, to get it, you need to either beat the True Ending with all layouts of the Unoptimized Cruiser, or defeat Sylvan with the Type C.
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** [[spoiler:For the Obelisk/True Ending,]] payload spam strategies are generally seen as optimal. Payload Teleporters are fairly common in the Recovery Site and the [[spoiler:Obelisk sectors]], since one can be bought for 70 scrap from the Augmented guard and another can be traded for fuel from a ghost ship, [[spoiler:and is rather common in Obelisk stores. Furthermore, these stores also sell the Ancient Recycler augment, which completely negates missile costs at the cost of lowering scrap gain (which isn't an issue in Obelisk sectors anyways)]]. Their excellent system damage and guaranteed stun and breach chance lets a large array of them devastate the systems of any enemy ship in your wake far faster than they can hope to repair them, with their only weakness being their low hull damage, but this can be remediated by pairing them with an [[spoiler:Onslaught Minelauncher or Harbinger drone]].
** [[spoiler:In Nexus runs, you'd be hard-pressed to see someone not use the Laser Beam for the final fight. Indeed, this beam can pierce all shields, and always lights fires on every tiles it touches. This makes it a high-damage weapon that can light huge fires on Prime's ship to knock out his tough Resistant rooms, on top of having no need to be fired in a combo like most other beams. It is often paired with the Cultist Torch Pierce Beam which also ignores shields and lights large amounts of fires for an even bigger fiery carnage]].

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** [[spoiler:For the Obelisk/True Ending,]] payload spam strategies are generally seen as optimal. Payload Teleporters are fairly common in the Recovery Site and the [[spoiler:Obelisk sectors]], since one can be bought for 70 scrap from the Augmented guard and another can be traded for fuel from a ghost ship, [[spoiler:and is they are rather common in Obelisk stores. Furthermore, these stores also sell the Ancient Recycler augment, which completely negates missile costs at the cost of lowering scrap gain (which isn't an issue in Obelisk sectors anyways)]]. Their excellent system damage and guaranteed stun and breach chance lets a large array of them devastate the systems of any enemy ship in your wake far faster than they can hope to repair them, with their only weakness being their low hull damage, but this can be remediated by pairing them with an [[spoiler:Onslaught Minelauncher or Harbinger drone]].
** [[spoiler:In Nexus runs, you'd be hard-pressed to see someone not use the Laser Beam for the final fight. Indeed, this beam can pierce all shields, and always lights fires on every tiles it touches.touches, all that for a moderate power cost of 3. This makes it a high-damage weapon that can light huge fires on Prime's ship to knock out his tough Resistant rooms, on top of having no need to be fired in a combo like most other beams. It is often paired with the Cultist Torch Pierce Beam which also ignores shields and lights large amounts of fires for an even bigger fiery carnage]].
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* ComplacentGamingSyndrome: Both major secret ending paths have preferred strategies:
** [[spoiler:For the Obelisk/True Ending,]] payload spam strategies are generally seen as optimal. Payload Teleporters are fairly common in the Recovery Site and the [[spoiler:Obelisk sectors]], since one can be bought for 70 scrap from the Augmented guard and another can be traded for fuel from a ghost ship, [[spoiler:and is rather common in Obelisk stores. Furthermore, these stores also sell the Ancient Recycler augment, which completely negates missile costs at the cost of lowering scrap gain (which isn't an issue in Obelisk sectors anyways)]]. Their excellent system damage and guaranteed stun and breach chance lets a large array of them devastate the systems of any enemy ship in your wake far faster than they can hope to repair them, with their only weakness being their low hull damage, but this can be remediated by pairing them with an [[spoiler:Onslaught Minelauncher or Harbinger drone]].
** [[spoiler:In Nexus runs, you'd be hard-pressed to see someone not use the Laser Beam for the final fight. Indeed, this beam can pierce all shields, and always lights fires on every tiles it touches. This makes it a high-damage weapon that can light huge fires on Prime's ship to knock out his tough Resistant rooms, on top of having no need to be fired in a combo like most other beams. It is often paired with the Cultist Torch Pierce Beam which also ignores shields and lights large amounts of fires for an even bigger fiery carnage]].
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*** [[spoiler:She is also capable of manipulating [[TheFourthWallWillNotProtectYou the game itself]]. Outside of the Nexus, you may rarely encounter [[GlitchEntity bizarre autoships made out of ASCII characters]] that look VERY jarring compared to other ships. The game then glitches out horribly and produces a high-pitched sound for a VERY effective JumpScare, and She proceeds to communicate with you, as in you the player, using error messages. The cherry on top is that [[NothingIsScarier the event box doesn't seem to acknowledge what just happened at all]]. Meanwhile, if you choose the wrong option at the end of a Nexus run, what should be an event to confirm you want to smash the rings that control Her power becomes ControllableHelplessness as she disables the other option. It is already to late, Renegade]]...
*** At the intersection of [[spoiler:Her and The One Who Rhymes' madness lies the Chaos-Nexus Ending. After you accepted the gift The One Who Rhymes gave you for beating him and bringing it to the Nexus, the Gnome reveals itself to be nothing less than one of the repositories of Her power, [[UnwittingPawn and that you were played like a fiddle]]. She proceeds to tear Sylvan Prime apart messily, and retreat to her domain, the [[EldritchLocation Realm of Madness]]. You have no choice but to follow Her with the help of the C.E.L to a strange place where there is no background but weird, shifting emoticons. And then, you finally find Her ship. The [[EldritchStarship Vision of Evil]] makes The One Who Rhyme's ship look like a scout and regenerates any damage you do to its hull, and the only chance this reality has is for you to brave Her many eldritch powers for long enough that the C.E.L disables Her hull regeneration]].

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*** [[spoiler:She is also capable of manipulating [[TheFourthWallWillNotProtectYou the game itself]]. Outside of the Nexus, you may rarely encounter [[GlitchEntity bizarre autoships made out of ASCII characters]] that look VERY jarring compared to other ships. The game then glitches out horribly and produces a high-pitched sound for a VERY effective JumpScare, and She proceeds to communicate with you, as in you the player, using error messages. The cherry on top is that [[NothingIsScarier the event box doesn't seem to acknowledge what just happened at all]]. Meanwhile, if you choose the wrong option at the end of a Nexus run, what should be an event to confirm you want to smash the rings that control Her power becomes ControllableHelplessness as she disables the other option. It is already to late, Renegade]]...
*** At the intersection of [[spoiler:Her and The One Who Rhymes' madness lies the Chaos-Nexus Ending. After you accepted the gift The One Who Rhymes gave you for beating him and bringing it to the Nexus, the Gnome reveals itself to be nothing less than one of the repositories of Her power, [[UnwittingPawn and that you were played like a fiddle]]. She proceeds to tear Sylvan Prime apart messily, and retreat to her domain, the [[EldritchLocation Realm of Madness]]. You have no choice but to follow Her with the help of the C.E.L to a strange place where there is no background but weird, shifting emoticons. And then, you finally find Her ship. The [[EldritchStarship Vision of Evil]] makes The One Who Rhyme's Rhymes' ship look like a scout and regenerates any damage you do to its hull, and the only chance this reality has is for you to brave Her many eldritch powers for long enough that the C.E.L disables Her hull regeneration]].
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** Shell C sports the strongest defense of any Renegade boss by far: with up to six layers of shields, cloaking, up to four levels of life support and a high-level clonebay, good luck dealing any lasting damage to this boss. Finally gotten through this insane defense and shut down a criticial system? Watch as a Mechanic rolls in and fixes it instantly, undoing all your progress. On the offensive side, this cruiser boards with shells, which are easy to deal with using asphyxiation at first but eventually charge their ability and start instantly exploding the moment they come accross one of your crew, which is quite possibly "While they were manning at the instant the shells teleported in" for cheap unavoidable system damage. Prepare for a long and difficult battle of attrition.

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** Shell C sports the strongest defense of any Renegade boss by far: with up to six layers of shields, cloaking, up to four levels of life support support, a DamageOverTime to counter boarding and a high-level clonebay, good luck dealing any lasting damage to this boss. Finally gotten through this insane defense and shut down a criticial system? Watch as a Mechanic rolls in and fixes it instantly, undoing all your progress. On the offensive side, this cruiser boards with shells, which are easy to deal with using asphyxiation at first but eventually charge their ability and start instantly exploding the moment they come accross one of your crew, which is quite possibly "While they were manning at the instant the shells teleported in" for cheap unavoidable system damage. Prepare for a long and difficult battle of attrition.
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* NightmareFuel:
** When you first see them, [[spoiler:Siren]] ships are pretty unsettling. Not only do they look completely unlike all other ships in the game, but they refuse to communicate at all and attack you with an arsenal that can even [[TimeMaster manipulate time itself]]. Even worse is the fact that on board are random aliens that are seemingly permanently BrainwashedAndCrazy and never snap out of it. The implications are clear: you are next in line to be abducted.
** The tone of FTL:Multiverse as a whole is lighter than vanilla. At worst, you can expect darker events to be BlackComedy. However, [[KnightOfCerebus the comedic tone of the writing screeches to a halt]] whenever something happens related to [[spoiler:[[CosmicHorrorStory Chaos]]]].
*** Occasionally strange, glitched beacons may spawn in hostile sectors. [[spoiler:They reveal themselves to be even stranger than usual Siren ships, with [[RedAndBlackAndEvilAllOver a red and black color scheme]]. Stranger yet, they seem to know about your many runs, only talk by rhyming, seem to revere an unknown entity and are associated with madness and chaos]].
*** [[spoiler:However, things really come to a head once you destroy three of them, and access a hidden sector. There, you meet [[EldritchAbomination The One Who Rhymes]]. Suddenly, the stakes of your mission stop being destroying the Multiverse Flagship and save the Federation, and becomes saving this Universe itself from being destroyed by the entity. The music also considerably darkens as [[https://www.youtube.com/watch?v=w5y5IBSWfMQ True Chaos]], an oppressive, otherworldly battle music plays. Even if you win, it's clear that you haven't staved off doomsday for long: The One Who Rhymes will simply try again in another universe; even destroying the flagship for you is all but a game to him.]]
*** And then there's [[spoiler:[[EldritchAbomination Her]]. The One Who Rhymes was bad enough, but his progenitor is even worse. At first, She doesn't appear to be that threatening, with her appearing as a smiling {{Emoticon}}. Once the fight with Sylvan Prime comes to a close however, [[FauxAffablyEvil She reveals her true colors]] and if you're stupid enough to do what she asked, She is unleashed upon the Multiverse, plunging it into darkness and madness, and She destroys your entire Cluster as a "reward"]].
*** [[spoiler:She is also capable of manipulating [[TheFourthWallWillNotProtectYou the game itself]]. Outside of the Nexus, you may rarely encounter [[GlitchEntity bizarre autoships made out of ASCII characters]] that look VERY jarring compared to other ships. The game then glitches out horribly and produces a high-pitched sound for a VERY effective JumpScare, and She proceeds to communicate with you, as in you the player, using error messages. The cherry on top is that [[NothingIsScarier the event box doesn't seem to acknowledge what just happened at all]]. Meanwhile, if you choose the wrong option at the end of a Nexus run, what should be an event to confirm you want to smash the rings that control Her power becomes ControllableHelplessness as she disables the other option. It is already to late, Renegade]]...
*** At the intersection of [[spoiler:Her and The One Who Rhymes' madness lies the Chaos-Nexus Ending. After you accepted the gift The One Who Rhymes gave you for beating him and bringing it to the Nexus, the Gnome reveals itself to be nothing less than one of the repositories of Her power, [[UnwittingPawn and that you were played like a fiddle]]. She proceeds to tear Sylvan Prime apart messily, and retreat to her domain, the [[EldritchLocation Realm of Madness]]. You have no choice but to follow Her with the help of the C.E.L to a strange place where there is no background but weird, shifting emoticons. And then, you finally find Her ship. The [[EldritchStarship Vision of Evil]] makes The One Who Rhyme's ship look like a scout and regenerates any damage you do to its hull, and the only chance this reality has is for you to brave Her many eldritch powers for long enough that the C.E.L disables Her hull regeneration]].

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** The Flagship's drone surge on stage 2 already was frightening most of the times, but in Multiverse, it is even deadlier for two reasons; Hacking was moved from stage 1 to 2, which means that having your Shields or dodge chance disrupted (or even a Cloak hack denying you a chance to nullify the swarm) at the same time as the drone surge being unleashed is [[DeathOfAThousandCuts very likely]] [[CriticalExistenceFailure to turn your ship inside out]]. Secondly, there'll be atleast one Ion drone and one Anti-hull beam drone among the surge, which are capable of inflicting even more lasting damage and destruction.

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** The Flagship's drone surge on stage phase 2 already was frightening most of the times, but in Multiverse, it is even deadlier for two reasons; Hacking was moved from stage 1 to 2, which means that having your Shields or dodge chance disrupted (or even a Cloak hack denying you a chance to nullify the swarm) at the same time as the drone surge being unleashed is [[DeathOfAThousandCuts very likely]] [[CriticalExistenceFailure to turn your ship inside out]]. Secondly, there'll be atleast one Ion drone and one Anti-hull beam drone among the surge, which are capable of inflicting even more lasting damage and destruction.destruction.
** Did you think that phase 3 would be a ClippedWingAngel like in vanilla? '''Wrong'''. On top of being terrifyingly tanky, the Multiverse Flagship now sports a pair of non-Artillery weapon. One of them is a Cluster Bomb on medium difficulty or harder, dropping 3 bombs on your ships and quite possibly spelling disaster if you're hit in the wrong systems. It is one of the major contributions to the MVFS' phase 3 arguably being the hardest of the three despite all the aforementioned attacks.



** Among all the MV Renegade Bosses, the most dangerous is arguably the Engineer B one. Being the only Renegade to use its own weapon, it puts their Surgeon drones to good use, [[TheComputerIsACheatingBastard having no less than four of them on Extreme]], including up to two it launches to you to support its powerful boarding party, which includes [[DemonicSpider Soldiers and MFK Soldiers]] on harder difficulties. Woe befalls you if you let all of them meet in an important room, as a nigh-unkillable MFK Soldier isn't a pleasant sight, nor are two Surgeons healing eachother. If you plan on removing this immunity by deactivating the drones, you'll find out this is easier said than done, as its Drone Control is resistant in Extreme, and boarding is an uphill battle. Only a massive DPS can save you... provided you can use your weapons before the boarders destroy them.
** The Rock C Renegade isn't too bad in Challenging or below as it has no defense except a long cloak, but in Extreme, it becomes a nightmare for gunships. Gaining a 70% resist chance on all systems ''and'' hull damage, on top of having nearly all its systems resistant and Rockmen to remove fires, this boss is very difficult to damage in any meaningful way. Add to that a strong crew and the aforementioned 25 second cloak that makes boarding difficult, and you get a ship that has no real weakness.

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** Among all the MV Renegade Bosses, some stand out in particular for being extremely dangerous. MFK C is one of the most dangerous is arguably the Engineer B one. Being the only Renegade to use its own weapon, infamous, as it puts their Surgeon drones to good use, [[TheComputerIsACheatingBastard having no less than four boards with a veritable DemonicSpider nest made out of them on Extreme]], many different elite crews, including up to two it launches to you to support its powerful boarding party, which includes [[DemonicSpider Soldiers and MFK Soldiers]] ''five'' super-elites on harder difficulties. Woe befalls you if you let all extreme mode (two Angels, one MFK, one Paladin, one Knight of them meet in an important room, as a nigh-unkillable MFK Soldier isn't a pleasant sight, nor are two Surgeons healing eachother. If you plan on removing this immunity by deactivating the drones, you'll find out this is easier said than done, as its Drone Control is resistant in Extreme, and boarding is an uphill battle. Only a massive DPS can save you... provided you can use your weapons before the boarders destroy them.
** The Rock C Renegade isn't too bad in Challenging or below as it has no defense except a long cloak, but in Extreme, it becomes a nightmare for gunships. Gaining a 70% resist chance on all systems ''and'' hull damage, on top of having nearly all its systems resistant and Rockmen to remove fires, this boss is very difficult to damage in any meaningful way.
Nights). Add to that a strong crew Chieftain in the first wave to negate venting strategies, several missile weapons, a Suyari Beam to force you to be quick at disabling weapons, invasions tactics and the aforementioned 25 second cloak that makes boarding difficult, a clonebay, and you get a ship real run ender.
** Shell C sports the strongest defense of any Renegade boss by far: with up to six layers of shields, cloaking, up to four levels of life support and a high-level clonebay, good luck dealing any lasting damage to this boss. Finally gotten through this insane defense and shut down a criticial system? Watch as a Mechanic rolls in and fixes it instantly, undoing all your progress. On the offensive side, this cruiser boards with shells, which are easy to deal with using asphyxiation at first but eventually charge their ability and start instantly exploding the moment they come accross one of your crew, which is quite possibly "While they were manning at the instant the shells teleported in" for cheap unavoidable system damage. Prepare for a long and difficult battle of attrition.
** No Ion Field? Then Sylvan C is all but guaranteed to give you [[StealthPun a bad time]]. Its game plan is simple: bring your shields down with two to three Energy drones while ramping up a Kamayari Beam akimbo as boarders harass you. This puts your fight on a strict time limit before the beams ramp up to the point of eating half your health in a second. If you're especially unlucky, you'll have Sylvans himself to deal with on your ship, who can effectively shut down one of your systems instantly and is incredibly tanky if you can't snipe him with your weapons. Oh, and did I mention
that has no real weakness.all that is combined with a high-level cloak that will make you need to hurry even more?
** Speaking of ionic apocalypse: Monk B is second to none when it comes to ramping up an ion cascade on your shields, so you better have enough ways to keep 2 shields up (such as zoltans or manning drones) before its fast drones tear you to shreds. If you don't, then prepare for the worst as the zoltan shield will slow your mad dash to avert this combo of death, quite possibly enough that you die.
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** The [[spoiler: [[TrueFinalBoss MFK Flagship Ace]]]] is equipped with upgraded Flagship artileries, all of them deadlier than their normal counterpart, but, curiously, the most dangerous of the four becomes the Ion Artilery. Indeed, it deals no less than twice as much damage to your shields, reducing them to only 1 for a very long time if you're unlucky. This, needless to say, will leave you extremely vulnerable to everything that boss has to offer, namely the surge, the hullbusting laser, the many drones, the power surge, and worst of all, the hullbusting Beam that will shred your hp in a flash.

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** The [[spoiler: [[TrueFinalBoss MFK Flagship Ace]]]] is equipped with upgraded Flagship artileries, all of them deadlier than their normal counterpart, but, curiously, the most dangerous of the four becomes the Ion Artilery. Indeed, it deals no less than twice as much damage to your shields, reducing them to only 1 for a very long time if you're unlucky. This, needless to say, will leave you extremely vulnerable to everything that boss has to offer, namely the surge, the hullbusting laser, the many drones, the power surge, and worst of all, the hullbusting Beam that will shred your hp in a flash.
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** [[https://www.youtube.com/watch?v=hAM05qazoRc The Merchant's Remorse]] is an intense, yet melancholic theme that fits perfectly for a battle against [[SuperBoss Sylvan]].

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