Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 150 151 [152] 153 154 ... 243

Author Topic: FTL - Faster than light - spaceship crew management and roguelike.  (Read 373286 times)

Neonivek

  • Bay Watcher
    • View Profile
Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2265 on: February 01, 2013, 02:42:46 am »

Wut? If the ion blast hits the shields, the shields are weakened/go down for about eight seconds. However, in four seconds another blast is launched. This will either hit whatever you have targeted or continue wearing down the shields. If you keep the blast constantly hitting the shield room, they're defenseless (other than evasion).

Shields have two hits per shield level incase you forgot.

The most it can do is stop 1 entire shield level.

Assuming of course you are using an Ion 1... which we are talking about.
Logged

Sirus

  • Bay Watcher
  • Resident trucker/goddess/ex-president.
    • View Profile
Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2266 on: February 01, 2013, 02:45:19 am »

Wut? If the ion blast hits the shields, the shields are weakened/go down for about eight seconds. However, in four seconds another blast is launched. This will either hit whatever you have targeted or continue wearing down the shields. If you keep the blast constantly hitting the shield room, they're defenseless (other than evasion).

Shields have two hits per shield level incase you forgot.

The most it can do is stop 1 entire shield level.

Assuming of course you are using an Ion 1... which we are talking about.
No, because I believe you keep hitting them and resetting the disable timer. You're hitting it faster than it can recover.

And I specifically mentioned Ion Blast II. Ion I was never mentioned :|
Logged
Quote from: Max White
And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

Star Wars: Age of Rebellion OOC Thread

Shadow of the Demon Lord - OOC Thread - IC Thread

Neonivek

  • Bay Watcher
    • View Profile
Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2267 on: February 01, 2013, 02:45:44 am »

Ion Damage 1.
Logged

EnigmaticHat

  • Bay Watcher
  • I vibrate, I die, I vibrate again
    • View Profile
Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2268 on: February 01, 2013, 03:04:53 am »

Imagine ANY game that calculated a 5% chance you will lose no matter what as soon as you started the game... but didn't tell you.

If you play with the Kestrel, every run is winnable.  In broad theory you might get a run where every single shot misses or no shops spawn or whatever, but for all practical purposes that doesn't happen.  Yes, you need to obtain some items to win... but for the Kestrel, you literally only need 2-3 items and essentially everything is usable and useful.

Maybe half the unlockable ships have situations where you lose because of things outside your control, but those situations come up rarely (except for the damn Vortex, and maybe the Noether) and only in the early game.

So really, its more like 5% if you pick the bad ships, .01% if you pick the good ships.  Yes, sometimes you die because you messed up before... but its a game designed to be finished in 1-3 hours, and unless you've been running from every fight for a whole sector recovery is generally possible even if its unlikely.

The most it can do is stop 1 entire shield level.

This isn't true.  Hits to the shield count as ion damage to the shield system, and ion damage resents the recovery counter.

The only ion that won't eventually take down any shield is the Heavy Ion, which allows the timer to reset before it can fire again.  This is a big part of why Engi Ship B is so laughably bad.
Logged
"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

Neonivek

  • Bay Watcher
    • View Profile
Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2269 on: February 01, 2013, 04:21:22 am »

Quote
If you play with the Kestrel, every run is winnable

I had an unwinnable run right now. So your percents are a little off.

Quote
This is a big part of why Engi Ship B is so laughably bad

Well that and it doesn't have much of anything going for it.

Also I did notice a plot hole.. Rock ships have Oxygen rooms... Rocks don't need to breathe.
« Last Edit: February 01, 2013, 04:27:58 am by Neonivek »
Logged

Tarran

  • Bay Watcher
  • Kind of back, but for how long?!
    • View Profile
Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2270 on: February 01, 2013, 05:05:10 am »

Rocks also suffer asphyxiation damage.
Logged
Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Neonivek

  • Bay Watcher
    • View Profile
Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2271 on: February 01, 2013, 05:08:03 am »

Rocks also suffer asphyxiation damage.

Slowly? Do they breathe very slowly?

I know that the Mantis seem to sufficate rather quickly... Truthfully I don't like the Mantis and for offense I actually prefer the Rockmen.
« Last Edit: February 01, 2013, 05:11:08 am by Neonivek »
Logged

Micro102

  • Bay Watcher
    • View Profile
Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2272 on: February 01, 2013, 05:46:25 am »

I think they suffocate at the normal rate, but have more health so it looks like it's slower. Crystalmen though do suffocate more slowly.
Logged

Leafsnail

  • Bay Watcher
  • A single snail can make a world go extinct.
    • View Profile
Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2273 on: February 01, 2013, 07:25:57 am »

How can you have an unwinnable run with the kestrel?  You start off with the best goddamn weapon in the game.
Logged

GlyphGryph

  • Bay Watcher
    • View Profile
Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2274 on: February 01, 2013, 11:02:18 am »

Yeah, I... don't think an unwinnable Kestral run is likely. That would, like... you got... I guess if you face like a multi-missile+beam drone enemy in sector 1, and they hit your weapons and shield and engine in the first volley... but man, I'm not sure if that's even possible.

Regardless, Neonivek, the fact that you obviously don't know at least some stuff about the game (like, for example, how ion weapons work) might go a ways to explain why you think it's so much more luck-needed than the rest of us.
« Last Edit: February 01, 2013, 11:19:57 am by GlyphGryph »
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2275 on: February 01, 2013, 11:27:01 am »

Ohh the unwinnable situation was simple... I ran into a ship that was maxed out and that had all missle systems (and not bad ones either, these are the good ones) and all of those missles hit (which is twilight zone badluck) and they all hit in critical spots and they ALL started fires.

It was actually really fantastically unlucky. Since most ships, even ones at the very end don't tend to be THAT good.

That one enemy managed to be tougher then the last boss. Shame too since that was the run I was planning to win with.

I do have advice for others though: Remember to upgrade the pilot subsystem. YES it isn't a good upgrade in my oppinion but it does mean your cockpit can take a hit without disabling it. In fact even if it did nothing, it is an important upgrade.

The least helpful upgrade, in terms of just outright "what it does", however is PROBABLY level 3 sensors. I can't think of many situations where it would be helpful.

I am really curious as to what the stasis capsul does... I have yet to find out since going for the weapon seems to pay off more.
« Last Edit: February 01, 2013, 11:47:24 am by Neonivek »
Logged

Sirus

  • Bay Watcher
  • Resident trucker/goddess/ex-president.
    • View Profile
Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2276 on: February 01, 2013, 12:04:32 pm »

Funnily enough, I have yet to win a game with the Kestral. If anything, it's too well-rounded. All of it's stats are so average that if you choose to upgrade the wrong thing at the wrong time you're in for some pain. And while I'm practically swimming in missiles in every other ship, I've never had a Kestral run where I wasn't strictly rationing myself to maybe one missile per battle, and even then I had to buy out every store I came across.

Then I play with the Federation cruiser and have over 60 missiles by the end, no weapon to shoot them with, and I win handily. I just don't get it.
Logged
Quote from: Max White
And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

Star Wars: Age of Rebellion OOC Thread

Shadow of the Demon Lord - OOC Thread - IC Thread

Neonivek

  • Bay Watcher
    • View Profile
Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2277 on: February 01, 2013, 12:08:11 pm »

The Kestral starves SOO BADLY for missles Sirus I have been doing a strategy of exclusively not using it if I can help it.

The last time I lost to the boss with the Kestral I could have won had I had more missles (Or I didn't lose two units due to fires). The last time I lost I had enough missles but I fought a Super ship made of lucky charms.

The way I run Kestral Sirus is I treat it like a ship that has sectors 1-3 in the bag. So the focus is on specialising it.

It isn't like quite a few of the other ships that NEEDS to get something in sector 1 or else all is lost.
« Last Edit: February 01, 2013, 12:13:22 pm by Neonivek »
Logged

GlyphGryph

  • Bay Watcher
    • View Profile
Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2278 on: February 01, 2013, 12:22:12 pm »

Weird, I never run out of missiles with the kestrel. But I only ever use one or two per battle either (you don't really need more than that after all).

Still haven't won with the Fed cruiser btw. damn do I hate that ship. I mean, I SHOULD have won, but everything about it pisses me off so much I do stupid crap!

I think I'm just gonna have to completely disable the artillery beam right off the go and play with it. Then it's just a subpar ship instead of an infuriating one. I'm not a big fan of weapons that don't contribute to ANY combat style, that I can't control, and that require me to be patient. :P
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #2279 on: February 01, 2013, 12:24:10 pm »

The Artillery beam is the beam that actually can penetrate through all armor and causes fires right?

Use it to force the enemy to run around.
Logged
Pages: 1 ... 150 151 [152] 153 154 ... 243