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Author Topic: FTL - Faster than light - spaceship crew management and roguelike.  (Read 373751 times)

Haspen

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1650 on: October 05, 2012, 04:14:18 am »

Yes. With some luck, you shots can destroy a missile that's flying toward your ship when they cross path. Happened to me several times since I got the game myself :)
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Dutchling

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1651 on: October 05, 2012, 05:01:21 am »

You can also shoot down missiles with other missiles, which (accidentally) happens to me quite often.
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cerapa

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1652 on: October 05, 2012, 05:04:02 am »

You can shoot down lasers and ion blasts too.

Was playing the engie ship, and trying to suffocate the enemy. My ion shots got hit by their lasers pretty damn often.
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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1653 on: October 05, 2012, 05:07:19 am »

Anti-shipping drones can also fly into fire and get destroyed.
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Dutchling

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1654 on: October 05, 2012, 05:24:32 am »

I've seen anti-ship and anti-missile drones destroy each other as well.
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GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1655 on: October 05, 2012, 07:17:34 am »

Its actually super cool how much stuff can blow each other up. ^_^
As for heavy lasers having a higher DPS... I don't buy it. With the shields up, they do 1 damage per shot and are blown away by burst lasers. With the shields down, they deal 2 damage per shot and are blown away by beams.

I suppose one could argue that they are a sort of happy medium? Not as much hull and system damage as beams, but can take out shields. Not as good at taking out shields as burst lasers, but does more ship.

I suppose they may have the highest DPS vs. single point targets without requiring ammo of the game's "common" weapons.
« Last Edit: October 05, 2012, 07:19:10 am by GlyphGryph »
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Kagus

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1656 on: October 05, 2012, 07:20:17 am »

Anybody know if, with med-bot dispersal, it's possible to upgrade the medbay to the point where you could keep the entire ship in an airless state while maintaining crew health?

Because that could be kinda funny.

GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1657 on: October 05, 2012, 07:26:12 am »

Hmm... I don't know if upgrading the medbay improves the nannies, honestly. It's been a while since I've seen them - I should probably do some more testing.
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GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1658 on: October 05, 2012, 07:41:36 am »

Need I remind you that I won with a Hermes missile and a heavy ion.

If you can't get a weapon, get a teleporter, the bloody things are everywhere.
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RedWarrior0

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1659 on: October 05, 2012, 08:45:36 am »

Its actually super cool how much stuff can blow each other up. ^_^
As for heavy lasers having a higher DPS... I don't buy it. With the shields up, they do 1 damage per shot and are blown away by burst lasers. With the shields down, they deal 2 damage per shot and are blown away by beams.

I suppose one could argue that they are a sort of happy medium? Not as much hull and system damage as beams, but can take out shields. Not as good at taking out shields as burst lasers, but does more ship.

I suppose they may have the highest DPS vs. single point targets without requiring ammo of the game's "common" weapons.
Higher raw DPS than other lasers, I said. Although maybe I was thinking of Hull lasers. That was probably it.

E: Double checked. Heavy Laser II has a DPS of about .30 (4/13) while hull laser II has a DPS of .4 against systemless rooms and .2 against systemed rooms.
E2: the best DPSs of missiles are Hermes at about .21 (3/14) and Hull missile vs. Systemless rooms at about .24 (4/17)
« Last Edit: October 05, 2012, 08:57:23 am by RedWarrior0 »
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Anvilfolk

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1660 on: October 05, 2012, 09:01:54 am »

Huzzah! Finally, my second win! :)

Kestrel. Had Burst Laser I, Burst Laser II and Ion II. Also managed to max out pretty much everything! I had 3 mantis and a rockman, maxed out teleporter. That was way fun! Definitely did not have enough energy for everything on at the same time, so energy management was pretty crucial, but hey, I beat the bastards :D

GlyphGryph

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1661 on: October 05, 2012, 09:37:19 am »

Energy management is the most fun part of the game. Nothing like effectively running systems that require 10 more energy bars than you actually have. :P
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Kagus

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1662 on: October 05, 2012, 09:48:51 am »

Also gives you an excuse to randomly yell at the screen "Nikmi!  Reroute power to the engines!"  "Aye captain!"

RedWarrior0

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1663 on: October 05, 2012, 09:50:48 am »

Beam DPS:
Hitting three rooms: Halberd .35 Glaive .36
Hitting four rooms: Halberd .47 Glaive .48
Hitting five rooms: Halberd .59 Glaive .60
The Hull beam doesn't compare as well as the hull laser does to its counterparts due to the need to hit a bunch of systemless rooms, not one, but if you can manage 5 systemless rooms, you get an incredible .71 DPS, the highest realistic (*snort*) the game could have.
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gimlet

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Re: FTL - Faster than light - spaceship crew management and roguelike.
« Reply #1664 on: October 05, 2012, 09:55:53 am »

Yeah DPS against non-systemed rooms is kind of less-useful, unless it's the last weapon in some uber-combo late in the game all the shots I fire early in the combat have to be either at shields or systems.

And man the stealth ship is kicking my ass, maybe it just doesn't match my style of play or I'm not picking up the tactics needed but geeeeez in 20 tries I made it to sector 5 maybe once.  The extra damage I take from no shields sucks funds away from saving up for shields.  If I run/avoid combats instead then I get through the sectors too fast and hit tough enemies before I can upgrade enough :p  Part of it was getting screwed the times I tried buying drones first instead and never getting/finding defense drones so I *still* got clobbered by missiles and beams in the cooldown period.

I got spoiled in the one run I got 3 reloaders, that made it seem like Easy mode with an Ion 2 plus burst lasers...

Oh well one more try :D
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