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Author Topic: FTL - Faster than light - spaceship crew management and roguelike.  (Read 377604 times)

BigD145

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #495 on: September 17, 2012, 11:59:10 am »

Has anyone done the cryopod sequence to the end yet?

Not yet. I always pass the rockman homeworld before opening it.
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GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #496 on: September 17, 2012, 12:05:51 pm »

Is it possible to buy two teleporters? I haven't had the opportunity yet, but it would be rather nice.
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Mephansteras

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #497 on: September 17, 2012, 12:06:08 pm »

I've been going at it for days now, hammering a way, and I can /still/ only get five sectors in, so... :P

(This is on normal though, on easy I imagine its easier)

I have yet to try Easy mode either. Pride, I guess?
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10ebbor10

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #498 on: September 17, 2012, 12:08:25 pm »

Same for me, I refuse to play on easy. Though I can get to Sector 5-7 reliably now, so it shouldn't be a problem to get to the boss soon.

Edit: Might have something to do with DF mentality.
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Moogie

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #499 on: September 17, 2012, 12:10:14 pm »

Closest I've been to beating the boss so far. Those missiles, man, those fucking missiles. Apparently this asshole uses some kind of cloak-negating warheads because trying to hide from them simply does not work. :(

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Virtz

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #500 on: September 17, 2012, 12:12:53 pm »

I beat the boss on easy with a Kestrel. Maxed shields, weapons, power, almost maxed engine and 5 crew members. Had two level 1 burst lasers, one level 2 burst laser, a pike beam weapon, and a little augmentation called pre-ignited weapons. What it does is it gives you fully charged weapons at the start of the battle, so you can pummel their weapon systems into submission before they have a chance to open fire. With this set up, my hull remained in the green throughout the boss battle.

Also, does anyone else think that it doesn't really pay to have level 3 burst lasers? Like you need 4 bars to power it, and it gives off 5 shots compared to the 2 bars needed for 3 shots from a level 2. And it takes considerably longer to charge up than a level 2.

Then again, I guess you usually can't be too picky in this game. My playthrough just sort of showered me with weapon drops for some reason. It feels more random than Binding of Isaac in this regard.
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Ivefan

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #501 on: September 17, 2012, 12:14:18 pm »

Closest I've been to beating the boss so far. Those missiles, man, those fucking missiles.
That is my priority target every time. Either bombs or teleporting crew to the rocket weapon system.
I forgot to test it, but if you leave one of the gunners alive, does the AI not enable at the third stage? If so, maybe the auto repair wont enable either.
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GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #502 on: September 17, 2012, 12:15:48 pm »

An anti-missile drone may be a good investment?

Also, yeah, I'd pretty much trade a level 3 for a level 2 laser any day of the week. It's really quite terrible. Especially since I could technically trade it for two without needing any more space or engine power!

I've taken to my opening volley being a missile to helm just before my other weapons charge, and it really makes things a hell of a lot easier. No more worrying about missing! (Unless the missile misses)

Also, I only use auto-fire with certain weapons... most of the time it's better to wait for everything to charge to really plow through their shields in one go.
« Last Edit: September 17, 2012, 12:17:34 pm by GlyphGryph »
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Sean Mirrsen

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #503 on: September 17, 2012, 12:20:04 pm »

Apparently this asshole uses some kind of cloak-negating warheads because trying to hide from them simply does not work. :(
Cloak merely adds 60 to your evade chance. If your base evade is 20, one in five shots will still hit you. That's statistically. In practice, the AI is a pretty good shot.
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GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #504 on: September 17, 2012, 12:20:50 pm »

Which is why, if you go cloak, you should also get yourself up to a base chance to dodge of 40. :P\

Or use them earlier, because they can't actually SHOOT at you (and their weapons don't charge) while you're cloaked.
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Neyvn

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #505 on: September 17, 2012, 12:24:11 pm »

Closest I've been to beating the boss so far. Those missiles, man, those fucking missiles.
That is my priority target every time. Either bombs or teleporting crew to the rocket weapon system.
I forgot to test it, but if you leave one of the gunners alive, does the AI not enable at the third stage? If so, maybe the auto repair wont enable either.
As long as ONE GUNNER is alive, you can breeze through the final round. Thats if you make it to it in the first place...
Seeing as the gunner can't reach the tele from his station, he ain't going to be boarding in the third round. Don't think damage stays though, else it would be to easy...
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Haspen

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #506 on: September 17, 2012, 12:29:32 pm »

I just defeated the Flagship. On first try. On Normal, with default Kestrel, without using drones or losing a crew member.

And I was going to die in Sector 5! Then I quickly found additional pair of Burst Mk2 lasers, which made cutting through any shields a trivial thing. Subsequent fires and laser shots quickly pulverized the crews that flocked to shieldsroom to try and extinguish the flames.

Rebel flagship was nowhere easy, though. Missile/drone/laser spams were scary and I thank [deity] that I maxed out evasion and engines so I had 50+ evade chance. Then it was like above - lasers into shield sroom, fires in shields room, crew starts dying there, hull knocked down, BOOM no more flagship!

The hardest part, imho, was drone spam. Had to plug several breaches and damaged systems before I got through.

And look, all this netted me 5 achievements :D Or six, if you count the 10k Scrap achievement which I got somewhere around Sector 1 or 2 of that run.
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Sean Mirrsen

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #507 on: September 17, 2012, 12:29:33 pm »

Which is why, if you go cloak, you should also get yourself up to a base chance to dodge of 40. :P\

Or use them earlier, because they can't actually SHOOT at you (and their weapons don't charge) while you're cloaked.
The downside being that they shoot you immediately upon you leaving cloak. So your best bet is still cloaking right as they begin firing.

In other news, I want to try and make a run with the Nisos. Starting with a crew of a Slug and a Zoltan should be fun, as long as I don't run into boarding parties.
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GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #508 on: September 17, 2012, 12:35:05 pm »

The downside being that they shoot you immediately upon you leaving cloak. So your best bet is still cloaking right as they begin firing.
In other news, I want to try and make a run with the Nisos. Starting with a crew of a Slug and a Zoltan should be fun, as long as I don't run into boarding parties.

Actually, it shouldn't work that way. If you cloak right when you go into battle, they should still have the normal warmup time for all their weapons when you uncloak. Cloaking is supposed to lock all your opponents weapons (as well as preventing boarders and the like, I might add).

Yes, obviously you are going to get shot at a couple times before you can cloak again, if they can shoot, but I prefer dropping full energy into cloak and using that time to disable their weapons system before they ever get a shot off. Cloak time for the last level of cloak is... what, 15 seconds? Add that to basic recharge time, and you've got at least two full volleys of most weapons. Especially if you have missiles, taking down their guns should definitely be possible.

Don't get me wrong, cloaking just after they fire is certainly /better/ (since it locks them at the beginning of the next set), but unless you have good engines it's risky, gives them time to board, and if you can disable them quickly simply isn't worth it.
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jhxmt

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #509 on: September 17, 2012, 12:58:19 pm »

Dah.  My Type A Kestrel, the "No Illusions", died before the end of sector 2.  :o  Massive streak of bad fortune - every beacon except one was either:
  1) a nebula with an ion storm (which, given I hadn't upgraded yet, meant I had enough power to run two of: my shields, my weapon, or my O2 unit - lots of clicking and switching between them!)1
  2) an asteroid belt (not too bad, except that with a single shield and no missile/roid defences the enemy kept hitting me with damn beam weapons)
  ...or...
  3) that GOD DAMN SUN.  Seriously, I managed to kill the enemy ship without a single issue (as they caught on fire and burned to death), but then spent a whole ten minutes with my three crew trying to put out fires (in the few compartments that I hadn't vented), fix/charge up the engine and fix/navigate from the cockpit.  And every solar flare seemed to hit the doors compartment simultaneously with either the engines or the cockpit, so before I could even re-oxygenate them I had to repair the doors...by which time another $%&£ flare hit!

...seriously, this game is awesome.  Yes, the RNG sometimes screws you over, but it feels like the universe itself is toying with you, not the game - after scraping through all those systems I genuinely felt like my poor three crewmembers were the battered and soul-destroyed saviours of the galaxy, fighting for their lives.

They failed, but they fought, dammit!

Also, I managed to get the Crew Teleporter, Drone Control (offensive only, with no drone parts to spare, sadly) and a Breach Bomb II within the first sector.  Damn, I thought I was onto a good run there.  Sigh.   :-\

Right.  Donut Torus time!

1 Actually, I loved this.  I was imagining the crew frantically watching the oxygen gauge drop lower and lower while they worked as fast as they could to get the gorram missile launcher up and running, then switching the power straight back to the O2 unit as soon as it was launched, to literally catch their breaths.
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