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Author Topic: FTL - Faster than light - spaceship crew management and roguelike.  (Read 373851 times)

Nadaka

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1410 on: October 01, 2012, 11:07:20 am »

firebomb + rock soldiers + crew teleport = awesome sauce.
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GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1411 on: October 01, 2012, 11:17:20 am »

Yeah... firebomb plus rockmen teleport will be MURDER against the second stage of the boss. Drone room destruction, anybody?

Or potentially shield room destruction, to maximize the damage dealt by your burst laser and beams (halberd beam to disable their weapons/pilot seat while burst laser takes out drone control?
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Haspen

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1412 on: October 01, 2012, 11:23:32 am »

Spoiler (click to show/hide)

This ship now prepares to jump to Last Stand area. No teleporter got, BUT!

Hopefully shields and high evasion will allow me to pound the flagship into submission, whilst strategically knowing out systems and planting fire bombs on board.
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lemon10

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1413 on: October 01, 2012, 11:32:40 am »

You should be able to do it, knocking out the weapon systems will be a pain (taking 3+ bombs each), but you can probably last long enough that you will be fine.
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GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1414 on: October 01, 2012, 11:34:04 am »

The firebombs really will be a godsend. But note: You are VERY low on missiles. Stop at several resupply points if you can.

And lemon, for Fire bombs, wouldn't one bomb each probably be enough? You're defenses are good enough you should probably go strike mode, though, and take down the enemy shields first.
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Sordid

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1415 on: October 01, 2012, 11:44:08 am »

And lemon, for Fire bombs, wouldn't one bomb each probably be enough? You're defenses are good enough you should probably go strike mode, though, and take down the enemy shields first.
Depends on RNG's mood. If the bomb ignites both squares of the weapons room, I'd say yes. If it only ignites one, the crewmember inside will be able to put the fire out.
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Haspen

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1416 on: October 01, 2012, 11:49:19 am »

Okay, so. With each phase, Rebel Flagship got easier :D

First one was pain in ass because of cloak and ion weapon. Also my weapons didn't want to hit the damn ship. But I managed, and used only 2 bombs to set fire to the shields room. Rest was coordination between the lasers and halberd beam. After this, I went to repair myself - the station was 3 jumps away but I had the luxury of time.

Second one was, I think, the easier. Whilst Rocks were busy with the boarding drones, my firebombs ravaged the Flagship's drone and shields room. And then, a repeat of first phase.

I've restocked and repaired myself at nearby station to full health.

Third phase was even easier than the drone phase. The flagship scored hits only because I didn't disabled the missile room soon enough. Same tactic as above.

Spoiler (click to show/hide)

And here you have the winner ship :) As you can see, Rocks were busy with repairing doors (proved to be unnecessary, really), whilst rest of the crew took it rather easy on themselves.

WOOHOO! My second victory on Normal in this game, sweet :D
« Last Edit: October 01, 2012, 11:51:34 am by Haspen »
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Oliolli

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1417 on: October 01, 2012, 11:58:42 am »

The Random Number God works in mysterious ways...

Prepare to get killed in the first sector dozens of times now.

At least it's nice to know no money was wasted on that game.
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GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1418 on: October 01, 2012, 11:59:05 am »

Congrats! See, you had nothing to fear, the RNG decided to love you all the way to the finish this time!
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Haspen

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1419 on: October 01, 2012, 12:04:23 pm »

Tip for those trying to fight against Flagship whilst feeling underpowered:

Turn off autofire, pause button is your friend. Pause every second if you need to - it will save you many tears of frustration because you mis-timed or looked away to check your ship at wrong moment.
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GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1420 on: October 01, 2012, 12:06:18 pm »

Only time I ever auto-fire is with a rapid-action ion ship. Because I will never, ever remember to refire those things ever 4 seconds. Missile ships you can autofire pretty safely 90% of the time. But beam ships?

Beam ships are ALL about the timing. Expect to coordinate everything down to the last moment if you want to do well.
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EnigmaticHat

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1421 on: October 01, 2012, 12:40:38 pm »

Dammit.  Pulled off a comeback with the slug ship where we went from struggling with low health and fuel to having a bunch of weapons, full shields, and 6 engines by the time we reached the flagship.  We had to get a random drop of a halberd beam and scavenge scrap literally in the last stand to do it, but we got everything together.

Then, directly before the first drone superattack, a missile hits the helm.  We have an engi there and another running to help, but the missile hit starts two squares of fires.  Unable to dodge or repair the helm, our poor ship is then torn apart by six anti-ship drones.  Maybe we should have bought auto-pilot for the health instead of getting that reactor upgrade...

At least the ship's original objective was to unlock the slug ship variant, and it achieved that goal.
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jaxy15

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1422 on: October 01, 2012, 12:42:14 pm »

How the hell do you guys even manage to finish the game? With that triple rocket launcher, triple ion blast and triple laser gun that flagship looks sure as hell impossible.
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Haspen

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1423 on: October 01, 2012, 12:44:58 pm »

Also, guys: If your FTL graphics are pixelated/messy, find the game's settings.ini file and add 'swapTexture=1' there. Said file should be in [steam directory]/steamapps/common/ftl

This should fix a lot of graphical problems C:

@jaxy15: High evasion and thick shields help a lot. Also, weapons that can pierce 4-layer of shields. I always knock away shields, and then weapons, and then it is easy.

EDIT: OMG OMG OMG! SOMEONE IS MODDING IN STAR TREK INTERFACES/STARSHIPS INTO FTL YESSSSS
LINK!
« Last Edit: October 01, 2012, 12:49:16 pm by Haspen »
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GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1424 on: October 01, 2012, 12:53:29 pm »

If the AI was smart? It would be nearly impossible. However, thankfully, it's not!

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