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FTL: Faster Than Light - Page 13

Forum Index > General Games
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AntiGrav1ty
Profile Joined April 2010
Germany2310 Posts
October 12 2012 17:00 GMT
#241
I mean you face like 5-10 ships per sector. If they aim at critical systems and focus fire to get through shields all the time you are done after one or two sectors without huge amounts of luck.
www.twitch.tv/antigrav1ty
Hesmyrr
Profile Blog Joined May 2010
Canada5776 Posts
October 12 2012 17:02 GMT
#242
Haven't though about that. I guess improved AI could ironically make the game more luck-based. Still, it'd be nice to have an option one day :p
"If watching the MSL finals makes you a progamer, then anyone in Korea can do it." - Ha Tae Ki
Ryalnos
Profile Joined July 2010
United States1946 Posts
October 12 2012 17:03 GMT
#243
What are your favorite weapon/drone setups for defeating the boss?

My best runs have typically been when I find several burst lasers (mk II is so damn nice ) + a heavy hitting bomb like a breach bomb.

Bomb the shields, the rest is toast. No need to worry about defense drones.
ThaZenith
Profile Blog Joined October 2010
Canada3116 Posts
October 12 2012 17:37 GMT
#244
If the AI was smart, you'd be roflstomped every game almost no matter what. Just imagine an enemy that would actually target your weapons system? Or your shields? If any enemy in the game would have the capability to get through your shield, you'd just straight up die. That's the problem with good AI. You have to make them weaker, or make the player stronger, so in the end the game isn't any harder. (because I'm sure it's hard enough already, lol)
Hapahauli
Profile Joined May 2009
United States9305 Posts
October 12 2012 18:10 GMT
#245
Finally starting to beat Normal a bit more consistently (every 4-5 runs or so), and I'm finding that investing really early in defensive stats is enormously important in getting through the game. My initial goals are to get my second shield point ASAP (first 50 scrap ideally) followed by banking 100-120 scrap. Saving some scrap really early in the game can make or break a run if you run into a well-stocked shop.

From there, things can diverge based on your initial purchases. Picking up an early crew teleporter (especially on the federation ship) pretty much guarantees you a good run. I've also had a lot of success with stacking burst-lazer weapons. Also, be sure to upgrade your engine. Engine upgrades are something I neglected on my first few run-throughs, but they really really add up. Getting to about ~35% dodge aids so much with your survivability, and I always have a guy manning engines to boost my dodge rate. Getting to 50% by the endgame makes the boss a cakewalk - you won't even need cloaking!
a talking rock that sprouts among the waves woosh
DaCruise
Profile Joined July 2010
Denmark2457 Posts
October 12 2012 23:30 GMT
#246
On October 13 2012 03:10 Hapahauli wrote:
Finally starting to beat Normal a bit more consistently (every 4-5 runs or so), and I'm finding that investing really early in defensive stats is enormously important in getting through the game. My initial goals are to get my second shield point ASAP (first 50 scrap ideally) followed by banking 100-120 scrap. Saving some scrap really early in the game can make or break a run if you run into a well-stocked shop.

From there, things can diverge based on your initial purchases. Picking up an early crew teleporter (especially on the federation ship) pretty much guarantees you a good run. I've also had a lot of success with stacking burst-lazer weapons. Also, be sure to upgrade your engine. Engine upgrades are something I neglected on my first few run-throughs, but they really really add up. Getting to about ~35% dodge aids so much with your survivability, and I always have a guy manning engines to boost my dodge rate. Getting to 50% by the endgame makes the boss a cakewalk - you won't even need cloaking!


I always neglect engines. Its my last priority to upgrade. I´d rather have 4 shields, 7-8 in weapons and a drone or two. I also prefere cloak, teleporter and good augments over engines.
That said I always have a guy in the engine room. Priority in systems goes like: pilot, engines, weapons, shields.

But in the end there are so many ways to beat the game and having sick dodge rate is prolly 1 of them.
However I would like missiles to be a little more usefull. As of now lasers, beams and bombs are simply way better than missiles.
Tal
Profile Blog Joined May 2004
United Kingdom1017 Posts
October 12 2012 23:53 GMT
#247
Upgrading the engines has the second big advantage of making your FTL drive charge faster, which lets you avoid a lot of bad situations, and be more cavalier about letting the rebel fleet catch up to you. It's definitely worth putting at least some into it once you get to the higher levels in other systems, as it starts to get so expensive to upgrade those.

Hitting a decent dodge percentage transforms battles.

Yeah, missiles do kind of suck. It's mostly because bombs can't be shot down, and are more cost effective at doing what everyone always wants (destroy systems while bypassing shields). One fix would be for bombs to use a separate, scarcer ammo, so that using them was more of a commitment.

About smarter AI - it would make it too hard if they smartly focus fired, but they shouldn't be dropping bombs on empty rooms. Having said that, I do sometimes feel certain ships (ones with ion weapons and drones?) focus fire on my shields, but maybe I'm just unlucky.
It is what you read when you don't have to that determines what you will be when you can't help it.
Simberto
Profile Blog Joined July 2010
Germany11686 Posts
October 13 2012 16:24 GMT
#248
Ion weapons always shut down the shield system if they hit the shield, not only when they hit the shield room. That is what makes them strong.
FractalsOnFire
Profile Blog Joined August 2010
Australia1756 Posts
Last Edited: 2012-10-14 07:55:15
October 14 2012 07:54 GMT
#249
14 attempts, finally got a win on easy with the torus. Funny that it isn't my highest score. Got one for 2809 that almost beat the 1st stage of the boss, killed each other at the same time thinking that if I killed it before I died I would win. Fired 3 missiles, I had 45% evasion but 2 out of 3 hit ==. Oh what luck I have.
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
October 14 2012 11:09 GMT
#250
On October 13 2012 01:13 Hesmyrr wrote:
I'm pretty sure after you learn all the gimmicks, one can reliably pull off normal victory ~25% of times at minimum. I know I said it before but I really wish AI learned how to handle some weapons better (I definitely have no problem with random targetting, but they should learn to fire their weapons at the same time if they lack firepower to penetrate the shields individually. Also the exceptions should be made for bombs so they don't explode uselessly on systemless rooms.)

While making the game more challenging, I truly believe this change is important because current immediately-fire-upon-charge model makes at least half of the battle a bore and formulaic. Everyone knows they have to be careful of missile carrying guys while those relying on beam weapons are a joke. Of course there are indeed case of severe mismatch where one can't scratch their foe no matter what but you shouldn't be allowed to sit back and relax if the enemy ship in combination have enough fire power to inflict some damage.

Enemy boarding AI is worse - their utter predictability and lack of variation/strategy makes responding to them completely textbook - but that's thing for another matter. What I am saying is the option to toggle on slightly (this word is key since having too much might become frustrating) improved AI to make battle more engaging would be appreciated by the veteran players since it'll help to lengthen the games longevity more and reduce some of the repetitiveness.


You can manipulate the AI using good airlock management to move them into the room you want to
gameguard
Profile Blog Joined March 2006
Korea (South)2132 Posts
October 15 2012 12:02 GMT
#251
nice game but its seriously lacks replayability. Its too easy to achieve that first victory. After a while you just lose interest.
Kerotan
Profile Blog Joined May 2008
England2109 Posts
October 15 2012 12:20 GMT
#252
On October 15 2012 21:02 gameguard wrote:
nice game but its seriously lacks replayability. Its too easy to achieve that first victory. After a while you just lose interest.

O_O

I have not won the game at all yet. Anyways, if you playing to win then you are doing it wrong, its about every single engagement, creating a story, where every jump you are faced with difficult choices, and things that can either hamper or help you.
I still remember my mantis shield operator Felicity, and pair of elite rockman boarding hit squad. I think that since the experience is so fleeting it adds to narrative.
Nerdette // External revolution - Internal revolution // Fabulous // I raise my hands to heaven of curiosity // I don't know what to ask for // What has it got for me? // Kerribear
Pwere
Profile Joined April 2010
Canada1557 Posts
Last Edited: 2012-10-22 02:17:18
October 22 2012 01:46 GMT
#253
I just finished by far the hardest game I've ever played. It took me about an hour for the final boss alone, it was pretty intense. My 2nd win on normal, first with the Red Tail, highest score to date (4747), and toughest route to victory.

Started as the Kestral type B, aka the Red-Tail. That ship starts with 4 basic lasers, which as you might know, is the shittiest weapon in the game. I visited over 10 stores, but they never had a good weapon or attack drone. I ended up with two breach missiles, one heavy laser, one shitty laser, and a beam drone. The only upgrades I had was a shield booster. In desperation, I maxed my teleport and medic bay. I only had one mantis and one rock suited for fighting, the rest were two zoltans, one engi and three humans. Tough times ahead, but everything's possible with a diversified crew working together towards a common goal.

With one basic laser and a heavy laser, there is no way to bypass shields, but I only had 13 missiles before the boss, and between defense drones and dodges, it looked quite bleak. However, for the first phase, teleporting into the weapon rooms neutralizes most of the threat. Once that was done, all I had to do was teleport into the pilot room (to lower his dodge %) and fire missiles into his shields. One missed, but a 3rd shot was enough to bring them down. It was then time for the beam drone and shitty lasers to clean up.

The 2nd phase was the hardest and required all that diamond league SC2 APM (it's over 90.00!!) Basically, the plan was to beam into the weapon systems, cloak the power surges, and then beam crew members into the enemy ship. Micro the weak ones around, hope that 45% dodge + maxed shields/booster holds the power surges between cloaks, teleport and heal, and learn the AI fighting patterns to maximize damage output. Eventually, my guys leveled up and had enough DPS to damage systems. The play is to always keep at least one crew member in the room so that the damage meter is never reset, and keep one guy running from the wheel to the engines to keep 2-3 enemies occupied. I eventually sent the shield and weapon guys as well, and after half an hour, the defense drone shut down. I fired my missiles into the shield room and waited. They both connected and breached, with four missiles left for the last phase.

Third phase is a joke with a cloak system. Usual teleport into gun rooms, teleport into pilot room, fire missiles into the shield room and beam back. I finished the 3rd phase with two missiles remaining, about half of my hull, and all crew members accounted for.

Jon the Mantis is now the kill leader (28), skill points leader (6) and is apparently dating Felicity, the legendary shield operator. Rodel the Human has the most evasions (645), most jumps survived (113), and has been nominated for the highest awards a Pilot can receive.

When we left our glorious crew, they were seen partying in the Oxygen room, intoxicated on nothing more than adrenaline, post-victory euphoria, and whatever a fully upgraded medical bay has to offer. Duncan the Rock, sober despite his best efforts, took that opportunity to message his new friends, met along the way, who apparently had a hard time parking their 20,000 ton Bulwark in a typical Federation Hangar bay.
Simberto
Profile Blog Joined July 2010
Germany11686 Posts
October 27 2012 22:22 GMT
#254
Rock ship 1 is bullshit. It is just so absurdly reliant on RNG. You NEED to find a good weapon before you run out of missiles, or it is just a slow death afterwards. This means you absolutely NEED a weapon in the first 2 sectors. A crew teleporter or lots of missile dropluck can extend this to the third or even forth sector, but if you have none until that point, game over.
humblegar
Profile Blog Joined October 2004
Norway883 Posts
Last Edited: 2012-10-28 22:07:05
October 28 2012 22:06 GMT
#255
For once I did not throw my boarding crew away in sector 7 or 8(!), but still I had no cloak and the repair points were far away. I entered third face with less than 30% hull o_O (easy difficulty).

Found the glaive first actually, then got some crew, and then finally a teleporter. The small bomb is incredible, if I had to change anything it would be another mark ii laser at that first spot. Turning off autofire and manually timing laser+laser->glaive or bomb->laser->glaive is pretty nasty.

Both killing ships with one shot from the glaive, or alternatively boarding while the defense drone kept me safe saved me a lot of scraps. Some fights I had to fire everything I had to get the medbay red before I could make any real progress. I remembered turning autofire off this run, think I would have gone insane had I lost another elite mantis boarding crew to ftl or my own glaive.

Notice my hull and lack of cloak :p
+ Show Spoiler +

[image loading]


One rockman was left on the flagship as the glaive finished the job, my killer mantis team was relaxing in my med bay :p
humblegar
Profile Blog Joined October 2004
Norway883 Posts
Last Edited: 2012-10-29 14:04:07
October 29 2012 08:44 GMT
#256
No idea how I managed to double post, sorry
dabom88
Profile Blog Joined July 2010
United States3483 Posts
October 29 2012 09:44 GMT
#257
On October 15 2012 21:02 gameguard wrote:
nice game but its seriously lacks replayability. Its too easy to achieve that first victory. After a while you just lose interest.

Unlocking all the ships is where the replayability comes in.
You should not have to pay to watch the GSL, Proleague, or OSL at a reasonable time. That is not "fine" and it's BS to say otherwise. My sig since 2011. http://www.youtube.com/user/dabom88
FFGenerations
Profile Blog Joined April 2011
7088 Posts
Last Edited: 2012-11-29 22:38:11
November 29 2012 22:33 GMT
#258
just completed on easy after about 8 attempts (like 10++ hours afaik)!

had some cool runs with stuff like 2xdef2 2xburstlaser3, but was dying a lot to fires, o2 & lucking out losing crew members

this run was amazing,

ion blast 2 (starter)
3x anti ship drone 1
drones cost nothing augment (even managed to replace this a sector or so before the end boss)
glaive beam (not needed!!)
4 shield
~45% evade
cloak 1
8 awesome crew
rock skin augment (15% chance of null hull dmg)
ship healing augment

most beautiful setup i could have imagine ><

(saying that the end ship got me from max to just 7 hull - the problem was i didnt over-spend in Systems so when they got hit by missiles etc suddenly i had no weapon/drone penetration/cloak.)

i havent done a teleporter run yet.
i just unlocked a rock ship in that run too :o
Cool BW Music Vid - youtube.com/watch?v=W54nlqJ-Nx8 ~~~~~ ᕤ OYSTERS ᕤ CLAMS ᕤ AND ᕤ CUCKOLDS ᕤ ~~~~~~ ༼ ᕤ◕◡◕ ༽ᕤ PUNCH HIM ༼ ᕤ◕◡◕ ༽ᕤ
y0su
Profile Blog Joined September 2011
Finland7871 Posts
December 10 2012 01:35 GMT
#259
40% off this weekend. Looking forward to trying it out in class next week :D
Fyrewolf
Profile Joined January 2010
United States1533 Posts
December 19 2012 02:46 GMT
#260
I just had my luckiest run ever so far, for a second normal win(only second highest score so far though, 4312).

Started with the federation ship a, and bought a teleporter first early in the first sector and found another mantis crew pretty fast. Focused on shield and engine upgrades first, and boarded almost every ship I met to kill them. Ended up with way more scrap and upgrades than I knew what to do with. The only upgrades I didn't have were 2 weapons, 1 engine, 1 pilot, and 1 door upgrade. Never bought drone control or cloak. When I finally did upgrade weapons after sector 6 I had the starting burst laser 2, heavy laser 2, and the small bomb. I have a new appreciation for the bombs now, they're really good for weakening system and crew without killing the ship for boarding, even though I didn't get them until late.

Final boss barely even touched me every phase, went in with less than half health and never went to red. Bombed the pilot to keep him from dodging, took out missiles/ion, teleported my maxed uber boarding party in, and when they ran away kept bombing the medbay. Second phase I kept my boarding party to fight off the boarding drones while I bombed their drone control, which set their ship ablaze, and tele to take out the missiles again. Third phase power surge got through a few times, but finished him off quick. Almost never used the artillery beam all run(not enough power/boarding)

All of my crew made it out alive (1 rock, 1 human, 3 engi, 2 mantis, and 1 zoltan). Managed to get the quests and unlock both the stealth cruiser and the zoltan ship on this run. Really looking forward to trying both of them out soon. Every run of this game always brings new surprises and challenges, still finding new events after dozens of hours playing.
"This is not Warcraft in space" "It's much more...... Sophisticated" "I KNOW IT'S NOT 3D!!!"
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