Results 721 to 740 of 745
16-04-2014, 08:44 AM #721
16-04-2014, 03:43 PM #722
I had wondered why this thread was suddenly being populated with new replies, only to finally see that new content had been released. Huzzah!
Unfortunately, or perhaps fortunately, my attention span for roguelikes tends to happen in short, intense bursts. So, I will likely re-download FTL, play it obsessively for three weeks (or as obsessively as I can do responsibly these days), and then never touch it again. That's how it worked for Dredmor, at least.
17-04-2014, 09:47 AM #723
- Join Date
- Feb 2012
I managed to get destroy a ship with a defence drone and unlock the second rock cruiser.
Type B is generally better, since it isn't relying on only missiles, but you'll need a way to get down enemy shields (flak I was my only weapon found in 8 sectors :°( )
17-04-2014, 02:54 PM #724
So, I made it to the final sector [and died] on my very first playthrough, only to never return.
Granted, I've not put a ton of effort into the game (maybe ~15 hours total), but has this happened to anyone else?
17-04-2014, 03:32 PM #725
It happens quite a lot I think as "getting to the final sector" is a completely different challenge than beating the final boss.
Some ship designs have an easy time with the stuff along the road but can't scratch the boss and vice versa. Gearing/Upgrading in a way that you're both able to survive the next encounter AND able to beat the boss is the overall challenge.
17-04-2014, 04:24 PM #726
- Join Date
- Dec 2012
You need a way to quickly disable weapons, to dodge a lot of stuff and to get through the shields fast. Exact way of achieving the above is irrelevant. Well, okay, near-maxed engine is probably a requirement - if someone gets there with engine 3 or something, they just might quit.
24-04-2014, 11:13 AM #727
I uninstalled the game again, since I got stuck trying to unlock some stuff and felt I wasn't enjoying it anymore. The RPS newspost today where they mentioned the Captain's Edition rekindled my interest though. My main question is: Does installing mods fudge up your progress/achievements etc? I've never used mods with ftl before.
24-04-2014, 11:29 AM #728
- Join Date
- May 2013
Depends on the mod, really. As far as I know just the Captain's Edition won't stop that as it still spawns the sector specific events that unlock certain ships. But if you use the infinite addon for the captain's edition, then yes, it does hinder those unlocks that depend upon a certain event happening.
25-04-2014, 11:19 AM #729
That news post also inspired me to try the Captains Edition (with a couple of other mods - the backgrounds one is beautiful!) and it was a pretty painless experience. No damage done to achievements or unlocks but it does make some of them a lot easier, and a couple slightly harder to achieve.
Overall though, while I felt Advanced Edition didn't really rekindle my love of FTL as much as I was hoping the Captains Edition and a few select other mods have really done the job.
10-01-2016, 08:50 AM #730
- Join Date
- Dec 2011
Bumping a 2 year old thread, I know. But I didn't really want to create a new thread for this.
Got this during the sale. How are/did you guys play through this beautifully unfair game? I can get through one sector, no problem. I stocked up on shields/weapons/power bars on my Kestrel, got a new crew member in the mix. Everything looked fine. But in the next sector I get.. raped would be a good term. I can't go through 3 systems without my ship blowing up.
I've reset and played 4 times now, still not going to stop. But some tips to make significant progress instead of the same old restart, die, check hangar for unlock drill I'm going through now.
P.S. I play on Normal, if that's any help.
Last edited by DeathPig; 10-01-2016 at 08:52 AM. Reason: A sentence.
10-01-2016, 03:51 PM #731
A couple of points of engines are highly useful too. At least in part because it gives you a place to divert excess energy in a productive way. For most combats you're not going to want to use missiles if you don't have to, since they're a very limited resource. Similarly, you don't need power to your medbay unless someone is using it. But you do want enough power generation so you can run both if you have to, usually by diverting some (but not all) power going to engines.
Until you get a drone system and an anti-missile drone, dodge is your only defense against missiles. Which is why getting some additional engine capacity is useful. Getting up to 3 engines (for 25% dodge with unskilled crew members) is inexpensive.
Weapons "bars" don't help you at all until you have additional weapons. But maybe you meant you purchased additional weapons, it's unclear.
Getting an additional energy weapon, and power for that weapon, is important before you start facing enemies who also have level-2 shields. Your initial Burst Laser II fires 3 shots. That's great against enemies with level-1 shields, not so good against level-2 shields since one shot will frequently miss, and useless against late game enemies with level 3 shields.
In conjunction with that, don't use auto-fire once you have multiple weapons. You want to time your shots from different weapons so you're firing volleys, rather than firing, letting enemy shields regenerate, and then firing again.
Crew members, useful as they are, are a very low priority when it comes to purchases. Mainly because you often pick them up without having to pay scrap for them.
10-01-2016, 03:53 PM #732
10-01-2016, 04:25 PM #733
The final boss does take a couple of runs to understand, but it's not difficult to beat it once you get the hang of the game. "It's too different!" is a common complaint about the Rebel Flagship, but it's not really true. Stuff that works against Sector 7 ships works against the Rebel Flagship.
10-01-2016, 04:35 PM #734
10-01-2016, 04:48 PM #735
Speaking of which, boarding is highly effective against the flagship, because the weapons consoles aren't linked to the rest of the ship. Two crewmembers can get in there, kill the gunner, and disable the weapon without worrying about other crewmembers or the medical bay. Knocking out all the weapons certainly counts as "scratching it," though you still need enough firepower to cut through the shields after the ship has no weaponry left.
10-01-2016, 07:20 PM #736
Also, with that build, it's not strictly necessary to have drones, though they help. Also in the later game I love getting the teleporter and boarding ships, distracting their crew and wreaking havoc to supplement my weapon pounding.
As for weapons, you'll have to make do with what you find, and it's important to build a mix that can take down or bypass shields so that they can be disabled.
IMO the easiest combination is to a couple decent burst lasers, time them manually to fire in sequence to bring down even the strongest shields. This is also an excellent combo to save missiles.
10-01-2016, 07:46 PM #737
- Join Date
- Jan 2013
Basically FTL is an incredible, intricate parcel of interlocking systems. The only way you learn the game is through trial and error. I would stick to normal.
Also there is much better advice above but: more drones, more guns, timed volleys, micromanage crew for internal damage/boarders.
10-01-2016, 08:11 PM #738
- Join Date
- Sep 2013
Well I also suggest playing on easy. It's easier to learn ropes this way. With more scraps and bigger margin of error, it's easier to understand tactics and strategy necessary to overcome challanges.
10-01-2016, 09:15 PM #739
Build priority for most (but not all ships) is:
1. Enough weaponry to penetrate current typical enemy shields
2. Enough shields so enemy energy weapons don't regularly penetrate
3. A defense 1 drone
Transporter's pretty great since boarding is both highly effective and can yield a significant income boost. It's not as important as that immunity to missiles, though.
There's a lot more to it than that, of course. Upgraded engines, doors, oxygen, etc. are all a good idea, but when exactly to do each depends on the situation.
10-01-2016, 10:57 PM #740
Something that can really help is upgrading doors. It'll allow you to vent the air out of parts of your ship, while keeping boarders on the other side. It's very useful against fires too.Want to add me on Steam? Steam name: Mr. Throatwobbler Mangrove
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