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Unoptimized Cruiser Mark 1 | FTL Multiverse скачать в хорошем качестве

Unoptimized Cruiser Mark 1 | FTL Multiverse 2 года назад

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Unoptimized Cruiser Mark 1 | FTL Multiverse
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Unoptimized Cruiser Mark 1 | FTL Multiverse

Can't really think about anything snarky or satire to start off with other than saying Limit 1 is still optimized & efficient enough to fit my two gigantic, sweaty, and bulbous steel enhardened balls. The game deciding to toss about 300 scrap worth of free weapon drops into the mix definitely makes the ship a little better than it could appear to be; but to be honest, the Missile spam is what takes the cake upon the criteria of why this run fell into places that it did. Also turns out that Hacking despite being restricted to level 1 is still utterly superior to Mind Control even considering the fact that many enemies this run had Mind Control to use against me. Kind of funny how that works out; how silly of a system Mind Control is in value compared to the others. I've raw-dogged Mind Control more times than I can count though, so I think it's better for the sake of everyone to move on. Limit 1 is definitely the most stable out of the Limit ships, but I wouldn't immediately say the strongest. It certainly has the most survivability in the first few sectors, but ironically the strength scaling for the ship can be very bad or implausible on some runs. The two biggest weaknesses of the ship would definitely be the two weapon slots and the inability to hold a high power offense (besides just Level 5 weapons: Drone Control, Hacking, Teleporter, you get the point). The starting crew is great though, mostly because of the Orchid and Engi. And Tyche isn't too bad of a missile launcher, so if you're at that point in the run where you're forced to use a missile setup because of how shitty Multiverse designs its enemies to have 4 layers of shields in Sector 4, you're in luck. Well maybe not luck, but you still have a chance higher than 0 of winning the run at that point. This is also one of the only Limit ships that can safely get CURA without soon dying, assuming you get the average S1 payout/making it to the exit beacon with more than 70% hull left. For the Limit ships, I won't upload the losses obviously since they truly only die or lose the run before Sector 3 (roughly 20 or so minutes into the game), but I will state how many overall attempts to took to complete each one. Limit 1 took me one attempt, and overall wasn't too bad to play. The amount of free stuff that I was given doesn't look as amazing in hindsight as it did in the moment; because the only two drops that I really needed from everything that was donated to me was the Kernel Mark 1 and 2. Everything else was just scrap put towards making the viable equipment more, well, viable. The pivot towards missile spam was kind of mandatory though, and was most likely successful because of those two back to back Sale sectors. Could've been fine if I got another scrap-filled Orchid sectors with not too many dangerous fights, but I think I still high rolled most of the good things in this run. The run was never in an immortal status; but it was very good nevertheless. Thanks for watching, like and subscribe for more.

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