Author Topic: FTL: A space based roguelike  (Read 51396 times)

Offline Hearteater

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Re: FTL: A space based roguelike
« Reply #225 on: September 28, 2012, 12:06:43 am »
Gratz!

You know on my Normal win, I have no idea what the final attack is, I killed it so quickly :) .

Offline zebramatt

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Re: FTL: A space based roguelike
« Reply #226 on: September 28, 2012, 03:34:01 am »
No redshirts there then!

Offline Mánagarmr

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Re: FTL: A space based roguelike
« Reply #227 on: September 28, 2012, 06:38:40 am »
Congrats, Keith! You can disable all the Flagships normal drones by taking out the drone control room, (the two attack drones and his defense drones), but the actual drone swarm is an ability (much like the Fed cruisers artillery beam), so it can't be disabled.

Neither can the laser flourish in phase 3.
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Offline KDR_11k

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Re: FTL: A space based roguelike
« Reply #228 on: September 28, 2012, 12:10:49 pm »
In theory as long you're in the room it should be setting the enemy's evade chance to zero since the pilot can't pilot... but either AI ships put early points into pilot room (auto-pilot) or something else is going on, because they keep dodging when I try that.

I think it's because the room is so important but as long as a guy is standing in it it counts as manned, no matter whether he's actually holding the controls. You can see that with your own dodge % too.

Offline keith.lamothe

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Re: FTL: A space based roguelike
« Reply #229 on: September 28, 2012, 12:18:29 pm »
I think it's because the room is so important but as long as a guy is standing in it it counts as manned, no matter whether he's actually holding the controls. You can see that with your own dodge % too.
Really?  I thought mine dropped to zero during fighting in the pilot room, unless I upgraded it.

My skills of observation are sometimes lacking ;)
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Offline Mánagarmr

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Re: FTL: A space based roguelike
« Reply #230 on: September 28, 2012, 12:36:21 pm »
That's correct. However, a common tactic is to take the Helm out with either a missile, or a bomb, and then instantly teleport to the helm to prevent repairs.
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Offline keith.lamothe

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Re: FTL: A space based roguelike
« Reply #231 on: September 28, 2012, 12:42:40 pm »
Missile?  Bomb?  Such things actually connect on late game targets, before the helm or engine is disabled? ???

Not in my experience ;)
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Offline Wingflier

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Re: FTL: A space based roguelike
« Reply #232 on: September 28, 2012, 01:04:59 pm »
Yeah the rate of missing seems extremely high, which is why boarding crews are so much more effective - it doesn't rely on luck.

I do wish there was an augment to cut the miss rate in half, or something to increase the usefulness/reduce the luck factor of using a non-boarding strategy.  I don't think victory or defeat should be decided purely by luck :P
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Offline keith.lamothe

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Re: FTL: A space based roguelike
« Reply #233 on: September 28, 2012, 01:11:02 pm »
Once the engines are down it stops dodging though.  You can use boarding for that, or just spam conventional weapons until enough connect.  There's some luck in that, but in a game this RNG-determined there's a lot more luck elsewhere in the game.  If there were an evasion-halving augment, it'd be luck whether you ever saw it in a shop :)

The boarding does have the advantage of ignoring evade chance, but it can take quite a while to fight through a significant crew (especially the mothership crew, at least on phases 1 and 2) to get to the part where they actually let you attack the engine long enough to disable it.  In the time that took, a good conventional loadout would probably have already accomplished that particular objective.  I know my 2xIon-2s+small-bomb could :)
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Offline Wingflier

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Re: FTL: A space based roguelike
« Reply #234 on: September 28, 2012, 03:52:56 pm »
Quote
Once the engines are down it stops dodging though.  You can use boarding for that, or just spam conventional weapons until enough connect.  There's some luck in that, but in a game this RNG-determined there's a lot more luck elsewhere in the game.  If there were an evasion-halving augment, it'd be luck whether you ever saw it in a shop :)
True, but I'd make the argument that you rely on luck anyway in terms of discovering the weapons/augments you need to win in the end. 

For example, I just beat the game on Normal for the first time, and I had 2 weapons cooldowns and 1 shield cooldown augments, all which I found in stores.  If I hadn't found those specific augments, and other specific weapons that fit my particular strategy, I most likely wouldn't have even made it to the last sector, much less beat the boss.

I think you run into a lot of fairly useless augments that they could just take out of the game, then replace them with ones you'll actually use, like the half miss-chance one I'm suggesting.  Finding it still relies on luck to a fair degree, but you're more likely to encounter it anyway.

About the game on Normal I just finished - my strategy basically revolved around overwhelming the shield with firepower, and praying to my dear and fluffy lord that my shots actually landed.

I was given a Burst Cannon MK3 (like in my second jump of the first sector), so the sheer amount of luck with that find is basically astronomical.  I've played probably 50+ scenarios so far, and I didn't even know the MK3 Burst Cannon EXISTED, much less ever get one for free.  Since I was using the Kestrel B (or Red-Tail), I thought it best to wait and level up my weapons' officer by using the 4 default basic lasers.  For some reason, the game levels your weapons' skill up by number of weapons fired, instead of actually damage inflicted, which is somewhat retarded I have to say.   

Anyway, everything basically went as planned for awhile.  Since I only had the default 4 crew members at the start, I decided to spend 49 scrap against a Slaver Ship at the end of Sector 1, hoping I'd get a Mantis, Rock, or hell anything besides a human at that rate.  I got a human :P.  For the rest of the game, I never did get a 2nd Mantis (or even get the opportunity to buy one), so I kind of realized the boarding strategy was out for me.  Somewhere in the 3rd Sector, after my human Engine Room Officer had quite a bit of experience to his name, I made some kind of risky decision in a random scenario, and I paid for it with his life (Mantis make shi*ty Engineers, I have to say :P).

Everything went pretty smoothly after that.  Once my Weapons' Officer hit 2 gold stars, I upgraded my Weapons Subsystem by two slots (from 4 to 6), then removed 2 basic lasers and replaced them with my MK3 Burst Laser.  Somewhere along the way I also picked up an Anti-Ship Drone as well.  So if you can imagine it, my strategy is to LITERALLY overwhelm the enemy shield with shots.  The MK3 Burst Laser shoots 5, the two Basic Lasers shoot 2 more, and the Anti-Ship Drone also adds one as well for good measure.  That's 8 shots per volley, and let's hope to god they actually hit something. 

I ran into several close encounters of the next several sectors, mostly due to various situations where basically all my lasers missed, and his missiles and lasers landed :P

Somewhere along the way I picked up the 2 Weapon Cooldown Augments, then the Shield Cooldown Augment as well.  I came to a point near the end of the game where I was basically forced to make a decision.  I knew a needed a powerful second weapon in order to replace my 2 Basic Lasers, but I couldn't decide whether it should be the Hermes Missile or the Halberd Beam.  The Hermes Missile had a lower cooldown, has a chance to cause fire and breach, and if I can hit the shield with it first, I can spend my 5 burst laser shots attacking something more valuable (like the Pilot or Weapons Room).  In addition, at that point I had over 40 missiles stored up, because I hadn't used them at all.  However, I knew the missiles could MISS, and the Halberd Beam couldn't.  I probably still would have gone for the Hermes Missile, but I knew that the 2nd Phase of the boss had Anti-Missile Drones, and I had no reliable way to stop those; basically rendering one of my weapons completely useless, and worse, meaning I would have to hit at least 5/6 of my laser shots to even do a miniscule amount of damage to the Shield Room!  It was a tough decision, and not using my huge surplus of missiles seemed like a terrible waste, but in the end I chose the Halberd Beam, and I think I made the right choice.


In the last shop before Sector 8, I found a much-needed Cloaking Device, to help me against the "Super Weapons" of the final boss.  I had just enough money to pay for it; no enough power to even use it (and that's after turning off my Sick Bay!). 

My final armament was level 3 shields, level 4 engines, a level 1 cloaking device, a level 3 drone room (even though the drone I used was only took 2 energy, it's important for your Drone not to get taken out after 1 hit), level 7 weapons, and a lucky rabbit's foot.  I think my crew was 2 humans (1 pilot 1 shield), a Mantis (engines - so inconvenient), a Zoltan (weapons), and a Engy and Rock on standby.

The first boss battle was easy, I overwhelmed his 4 shields with my Burst Cannon + Anti-Ship Drone, then paused the game the second all 4 shields were down (very small window of opportunity), and let my Halberd Beam rip, making sure it hit the Pilot Room, the Shield Room, and hopefully one of the Weapons Room before the shields came back up and blocked me.  The 2 Weapons Cooldown Augments really assisted me in keeping the pressure on with my long-recharging weapons (19 and 17 seconds, respectively), and the Shield Cooldown Augment kept me relatively defended as well.  The first boss was down before I knew it, and I had only lost 2 bars or so.

Facing the second boss, I realized how nervous I was, because I had jumped into battle before my level 1 Cloaking Field was even off cooldown!  This gave the enemy boss a nice opportunity to get weapons lock on me long before I could him (since he went invisible too).  Fortunately it didn't seem to matter too much.  Purely by luck, many shots and missiles of his first volley missed me, while my luck hitting him turned out to be much better.  Again, after shields were down I went for Pilot and Shields, and the Missile Room as well.  I targeted the Drone Room in my second volley.  Unfortunately my cloak was down during the drone "Super Attack", so a lot of my rooms got damaged in the process.  Also, the constant attacks from the Drone Soldier really became frustrating for me, as I kept having to send my Mantis off engines with my Rock to take care of it.  I finished the second battle with about 2/3rds health, and was faced with my last tough decision of the game:

2 jumps away there was a "repair" station; however, the final boss level was just within my grasp.  The jump between myself and the repair station was "discovered", so I didn't have to worry about a fatal accident along the way, but I was afraid that if I attempted to go the repair station, something could go wrong.  I'm not sure WHAT could go wrong, but say that the connector that bridged myself and the repair station became "rebel" territory - or worse, that the boss started heading towards my base and I couldn't catch him.  I knew I was probably just worrying over nothing, but victory was so close I could taste it.  Being the foolish risk taker I am, I jumped headlong into the lass fight with 2/3rds health and purpose full of malintent. 

The third fight was a lot more difficult than the first two.  I wasn't equipped to deal with the constant boarding parties, but really had no way to stop them.  Luckily they were just humans, but I had to take my Mantis off the engines, and my pilot off the joystick to heal, leaving me extremely vulnerable for a time.  My oxygen went down, my doors went down, my shields went down, engine went down; hell even my drone went down, but thank god my Weapons never went down.  So even though my ship was falling apart at the seams, I was able to continue concentrating a large salvo of fire at my opponent.  With not enough crew to reliably combat the opponent's superior boarding force, I was constantly split between repairing my ship and fighting them off.  One such situation arose when a stray shot hit my Cloaking Room.  I realized that if I didn't have that during the Super Attack, I was royally screwed.  I took my Engi off repairing shields, and sent my Rock to die in order to distract them long enough to repair my Cloaking Room.  I repaired it literally just in time to hear the warning sirens going off, and then turned it on.  Eventually I battered down the rest of the enemy ship until I won the game with about 1/3rd hp left.  Sweet victory!





« Last Edit: September 28, 2012, 03:55:05 pm by Wingflier »
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Offline keith.lamothe

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Re: FTL: A space based roguelike
« Reply #235 on: September 28, 2012, 03:58:22 pm »
Congratulations :)

This game really squeezes players.
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Offline Wingflier

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Re: FTL: A space based roguelike
« Reply #236 on: September 28, 2012, 04:21:57 pm »
Looking back, I'm quite certain it's that lucky MK3 Burst Laser find that won me that game.  As I said before, a lot of it just comes down to luck, and using the tools you do have correctly.

Here's some tips for beating it on normal.  It's hard to give vast generalizations because every situation is so different (which is what I LOVE so much about the game [and the extremely difficult choices it throws at you]), but here are some things that you typically can't go wrong with anyway:

-Upgrade your shields to level 2 as soon as possible.  The initial cost is well worth the amount of money you'll save in repairs over the next several battles.  This is also really important for Asteroid Fields.
-Visit "blue" locations often in the first 2 Sectors, as the threats there are usually so miniscule early on that it gives you extra "time" to explore the Sectors, leading to more rewards.
-After the first 2 Sectors, try to avoid "blue" locations unless 1)You have a long-range scanner, 2)The sector is discovered (like a store or distress), or 3)You're desperate and have no other choice.
-If you have a long-range scanner (I highly recommend it), visit blue locations and "Unexplored Sectors" on purpose, since you have no fear of running into Ion Storms or Meteor Showers anymore.
-If a Mercenary offers to reveal the whole map or delay the Rebels for you, take him up on his offer.  Which offer is more useful is at your discretion, and depends entirely on the situation.  I used to always attack these guys, then realized how good of a deal I was missing!
-If the map is revealed (or you have long-range scanners), prioritize locations with no "enemy ship" present.  You might get free goodies (or you might get boarded :P)! 
-Always try to visit the maximum amount of locations possible before the Rebel threat forces you to move to the next Sector.
-Always prioritize Distress Calls.
-If you have enough Crew, and you run into a scenario where you have to risk them, don't do it.  If you don't have enough Crew and you need more, take the risk.  If you lose a Crewmember instead of gaining one, restart the game.
-Buying something you may not be able to use for several Sectors is often worth it if it fits well into your strategy.
-When deciding to buy new weapons, make sure that whatever you choose, all of their cooldowns are in sync.  For example, 2 weaker weapons with a 10 second cooldown are generally better than 2 stronger weapons with a 13 and a 19 second cooldown, since most weapons need to be used in tandem for full effectiveness.  I've lost many games simply by having powerful weapons that were never in sync.
-When you discover a store, always visit all the locations around it first in order to build up as much money as possible before going in.
-Don't waste your time visiting a store unless you have more than 100 scrap (or you're desperate for repairs).
-Use the level 1 Cloaking Device to dodge the boss' Super Weapons (thanks for whoever discovered this).
« Last Edit: September 28, 2012, 08:16:07 pm by Wingflier »
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Offline chemical_art

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Re: FTL: A space based roguelike
« Reply #237 on: September 28, 2012, 08:00:32 pm »
Late game ships tend to get about 50% dodge rate, but if I'm not using a cloak and teleport combo by end game I am pushing that as well. Various strategies for varying results.
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Offline Wingflier

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Re: FTL: A space based roguelike
« Reply #238 on: September 29, 2012, 01:55:36 am »
Just beat another game on normal with The Osprey.  I basically just used delay tactics (Ion Cannons and Missiles mostly) to keep the enemy busy while my shield-piercing superweapon charged up and did all the heavy lifting for me.  Some battles lasted upwards of 5 minutes while I just disabled everything and let my main weapon do all the work.  I ended the last battle still in green health.


« Last Edit: September 29, 2012, 02:02:27 am by Wingflier »
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Offline madcow

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Re: FTL: A space based roguelike
« Reply #239 on: September 29, 2012, 05:12:36 am »
So after all the talk here I did decide to grab this. It's quite fun, though playing on normal (because when I play my roguelikes, I like them masochistic), I feel like I'm only just barely scraping by enough scrap to repair and do minor ship upgrades. Buying weapons and then actually affording the energy slots to use them is just beyond me, likewise getting a teleporter boarding setup.

I had a lucky run that unlocked the engi ship though, and died horribly on the last sector after delivering the plans. It's fun, but I do feel when playing on normal that I'm somewhat limited in terms of tactics. I guess I just need to rework my playstyle a bit.