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Author Topic: FTL - Faster than light - spaceship crew management and roguelike.  (Read 378386 times)

Urist Imiknorris

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3180 on: April 21, 2014, 07:15:00 pm »

Ion everything, then go forth and kill?
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RedWarrior0

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3181 on: April 21, 2014, 07:31:35 pm »

Yeah pretty much. Ion bomb and Ion Charger are two of the best ion weapons. Beam weapons have the highest DPS in the game against unshielded opponents - if you can get them off. Zoltan Shield and Hacking system out of Sector 7 made the flagship fight manageable. It wasn't THE BEST, but it was still a very, very solid build. The best would have a pre-igniter, a backup battery, upgraded, maybe another pip of shields, maybe more in engines.
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mosshadow

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3182 on: April 21, 2014, 08:09:47 pm »

Killed boss with Lanius A. However Im not sure it was really that great of ship other than being able to ignore boarding parties

Spoiler (click to show/hide)
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USEC_OFFICER

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3183 on: April 21, 2014, 08:14:20 pm »

I'm pretty sure that the Lanius B is much better than the A variant. Lanicus borders, that is all.
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mosshadow

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3184 on: April 21, 2014, 08:40:53 pm »

Im starting out on the Fed A now. The so called artillery beam is rather slow. But top level is much faster. Is it worth Trying to turtle by using shields, cloaks and defense drones in order to get shots off with it against the boss?
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Darkmere

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3185 on: April 21, 2014, 09:04:57 pm »

I liked the maxed out arty beam, but it doesn't seem to be that popular around here. I enjoyed that, no matter what, you WILL kill the enemy if you can last that long. So I'd say yeah, turtle up and get some extra firepower of your choice.
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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3186 on: April 21, 2014, 09:21:17 pm »

Im starting out on the Fed A now. The so called artillery beam is rather slow. But top level is much faster. Is it worth Trying to turtle by using shields, cloaks and defense drones in order to get shots off with it against the boss?

Don't neglect your normal weapons. I'm not sure its POSSIBLE to be invincible against all enemy ships and just wait them to death. Sometimes you need a system taken out NOW. The starting weapon for Fed A is good, so DEFINITELY keep that, and I'm pretty sure a missile weapon of some sort would work well with the mentality I described above.
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Jim Groovester

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3187 on: April 21, 2014, 09:35:02 pm »

Finally, a Hard Mode win, with the Kestral A.

I got a Burst Laser II early on in the run by purchasing it, and I proceeded to make it through most of the run with sheer firepower alone. The only additional system I purchased was cloaking, and I purchased it in Sector 7.

Then I upgraded cloak completely, made it to the boss, and stuck it to him with two Burst Laser IIs, a Hull Laser I, and the good ol' Artemis.

Fucking finally.
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Rolan7

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3188 on: April 21, 2014, 10:12:33 pm »

I liked the maxed out arty beam, but it doesn't seem to be that popular around here. I enjoyed that, no matter what, you WILL kill the enemy if you can last that long. So I'd say yeah, turtle up and get some extra firepower of your choice.

Same here, the reliability is nice.  I believe the experts that say it isn't optimal, but it served me just fine in a couple of normal runs recently.  For me there's no "Be bored while it charges", it's more "Disable their weapons for long enough for the artillery to cripple them, then finish them off".

Might make for an interesting mod... All fights being harder, but having the support of a federation capital ship offscreen.
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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3189 on: April 21, 2014, 10:42:28 pm »

While I haven't tried Federation C, but the concept for it is hilarious.

Replace Artillery Beam with Artillery Flak. (Free, slightly slower, uncontrollable, permanent Flak II)

No Weapons

Boarders

Clone bay (Though, literally every C ship has clone bay.)
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Mr Space Cat

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3190 on: April 21, 2014, 11:25:26 pm »

So I'm having a great run with the Lanius A. Playing on easy to try and get some achievements for B.

I hit 3 abandoned sectors in a row. Really early on, too. Probably the first three sectors after the starting area. I've got mind control, hacking, cloaking, and the backup battery.

Even better, I've got 4 lanius crew. Got 2 from an abandoned sector shop, one who's skilled at shields and another who's maxed in piloting. I've stuck a lanius in every major system and got my 4 air breathers stuck in the two subsystem rooms and the oxygen room. There's literally only two rooms with air in it at any time, the rest of it is vacuum. I've never gone over 20% oxygen since the first jump, and I could easily just empty the whole ship and leave my air breathers stored safely in the clone bay since I got DNA backup.

Even better, I've got a Flak mkII and two Flak mkI's and a pre-ignitor. Aaaaaaw yiss, this seems like a winning run. On sector 6 now, the slug home nebula.
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mosshadow

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3191 on: April 22, 2014, 12:33:18 am »

Beat the game with Federation A. It was pretty close, the artillery beam didnt penetrate super shields and I ran out of missiles and bombs thanks to the game conveniently having almost none in the last few shops. Luckily the artillery beam caused some fires that got out of control on the enemy ship other wise I would have been done for

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RedWarrior0

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3192 on: April 22, 2014, 02:21:46 am »

It does really help that the Fed Cruiser can get cloaks now. Before, there just wasn't room for it.
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Neonivek

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3193 on: April 22, 2014, 02:50:39 am »

Died a really unlucky and avoidable death.

I didn't know the beams actually harmed super shields... that would have edged out the victory for me.

I had a three missile volley and all of them hit, hit important systems, and all caused fires... and destroyed the door bay.
« Last Edit: April 22, 2014, 02:57:13 am by Neonivek »
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mosshadow

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #3194 on: April 22, 2014, 08:05:30 am »

Died in sector 2.

The game decided that it would send an auto-scout with a beam drone and that ion cannon that charges faster than it shoots at me, and that my flak artillery would hit the engine, bridge and shields, but NOT the weapons bay or the drone bay.

EDIT: I'm having godawful luck in events this run.

Lose crew to a virus thingy, and it says it's against federation regulations to clone him, since he's alive and working on a cure (Which seems like an asspull, to me), then I get one of the 'deliver goods' quests, and when I arrive, I investigate the station. Cue one of my mantis boarders becoming hostile and uncloneable as a result.

I hated that part with the virus.
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