FTL

I'm so totally getting the iPad version when it comes out. Utterly non negotiable.

Wohoo! Glad to see those guys are still alive and doing stuff! Haven't heard a peep out of them since the FTL lego stuff.

Tamren wrote:

Wohoo! Glad to see those guys are still alive and doing stuff! Haven't heard a peep out of them since the FTL lego stuff.

I didn't know about this FTL LEGO set! Pretty damned cool: http://lego.cuusoo.com/ideas/view/35223

T-Prime wrote:
Tamren wrote:

Wohoo! Glad to see those guys are still alive and doing stuff! Haven't heard a peep out of them since the FTL lego stuff.

I didn't know about this FTL LEGO set! Pretty damned cool: http://lego.cuusoo.com/ideas/view/35223

I want them to be connected, but then break apart in the same chunks as they do in their 'onscreen counterparts' when destroyed...

I've been watching the giant bomb extra life stream, and Brad was playing FTL for a time. 1. the fact that he refuses to use autofire bothers me... I keep wanting to take his mouse and turn it on. 2. I really need to start playing FTL again...

m0nk3yboy wrote:
T-Prime wrote:
Tamren wrote:

Wohoo! Glad to see those guys are still alive and doing stuff! Haven't heard a peep out of them since the FTL lego stuff.

I didn't know about this FTL LEGO set! Pretty damned cool: http://lego.cuusoo.com/ideas/view/35223

I want them to be connected, but then break apart in the same chunks as they do in their 'onscreen counterparts' when destroyed...

Step 1: glue "chunks" together
Step 2: drill holes into chunks, and countersink magnets into the surfaces
Step 3: profit

JillSammich wrote:

the fact that he refuses to use autofire bothers me... I keep wanting to take his mouse and turn it on.

I almost never used autofire, because that fires the weapon as soon as it's charged. Your attacks are much more effective if you disable autofire and manually fire all/most of your weapons simultaneously to get through the enemy's shields.

For weapons that penetrate shields (missles), it makes more sense to use autofire. But even then, you're likely to use more of your missles than is necessary and run the risk of running out of them before reaching the next store to restock.

Yeah all autofire is only good like when you're starting on the... Kestrel B maybe? the one that has 4 of the same laser. Or if you end up with all matching weapons on some other ship.

Most of the time, it's better for things like 2 ion cannons I, setting them on a staggered autofire, to keep the pressure up.

But generally can't put more than 1-2 weapons on autofire to get the best out of combat.

I used to do auto-fire all the time, now I only auto-fire when I have Ion cannons.

But I also favor Missiles + Beams or Ion + Beams. I really like the Beam mechanic So pound on the shields, and when they drop, slice the ship apart.

I like to keep autofire on for my ion cannons since I need them to be constantly pinging shields/systems to keep them down. Plus the Ion II in particular has a ridiculously quick reload time. Otherwise, I prefer to fire my weapons off in coordinated volleys if possible. Autofiring missiles and bombs tends to burn through them too fast, so I like to keep them in reserve for targeted use.

At some point in time auto-fire was all or nothing. But they added the ability to make only specific weapons auto-fire which made it much more useful.

Still not for every situation, but at times it does exactly what I want it to.

gore wrote:

At some point in time auto-fire was all or nothing. But they added the ability to make only specific weapons auto-fire which made it much more useful.

Oh really... I haven't played in longer than I thought.

I am ridiculously pleased to hear the creators are going back to FTL. I remember thinking that it's the sort of game that's just ripe for a healthy helping of post-release support of the sort that other indie games like Awesomenauts and Terraria have gotten, but considering the low low price I paid for it and the fact that it's a two-person team, I couldn't exactly complain that it seemed largely unchanged since I first got it. Besides, it's so moddable that it got a lot of extra variety that way.

Still, I'm super excited to play more new content from the original creators. Would have gladly paid for an expansion or sequel, but if they're going to give it to me for free I'm not inclined to protest.

I had gotten fairly decent at beating the game on easy but I came back to it recently and I just haven't been getting any good equipment drops. I can get to the boss with no problem but I just lack the firepower to take it down... Like going through a game and finding no stores selling weapons or subsystems... And not getting any drops from destroying enemy craft!

It's difficult because you end up spending salvage on repairing your ship f you don't get better gear or personnel.

I have a terrible secret: I like just playing the game on Normal difficulty and seeing how far I can reach. How many neat encounters I have, how many ships I blow up/capture/elude, how much cool gear I can acquire. And how much damage/death/loss I can endure! I know I have little to no hope of winning against the "boss" at the end -- I've only made it to the end once or twice. "The journey is the reward", and all that.

Also: Excited about the new stuff. Congratulations, and thank you, FTL guys!

Duoae wrote:

I had gotten fairly decent at beating the game on easy but I came back to it recently and I just haven't been getting any good equipment drops. I can get to the boss with no problem but I just lack the firepower to take it down... Like going through a game and finding no stores selling weapons or subsystems... And not getting any drops from destroying enemy craft!

It's difficult because you end up spending salvage on repairing your ship f you don't get better gear or personnel.

Are you spending as much time as possible in each sector or do you just beeline to the exit? It is imperative to try to hit as many jumps as possible in each sector (not counting ones inside rebel control) in order to maximize your scrap. This will also make it easier to find more shops, get more random encounters that may net you weapons or augments, etc. You should aim to be at most one jump away from the rebel fleet at all times.

Here is a more in-depth analysis from the AE trailer:

IMAGE(http://i.imgur.com/OtuB8zY.png)

EriktheRed wrote:

Are you spending as much time as possible in each sector or do you just beeline to the exit? It is imperative to try to hit as many jumps as possible in each sector (not counting ones inside rebel control) in order to maximize your scrap. This will also make it easier to find more shops, get more random encounters that may net you weapons or augments, etc. You should aim to be at most one jump away from the rebel fleet at all times.

I explore as much as I can - sometimes the system exit is already overrun when I get to it. I've just had very poor die rolls the last 5 times I've played..

Humans can be black.

FINALLY. I felt so racist when I was playing this game.

I kinda wish they're have someone else port the games for them and focus on more game awesomeness!

New race announced for the upcoming Advanced Edition: The Lanius!

IMAGE(https://lh5.googleusercontent.com/410oeSooes_Yw5O615uDIeneBdMoxXUkkJ08TSTDEEIb6zacJFjCdoTThWwE8kAeA1i6vXz2MYpuLA3NamYpPUSv5EeCzQDtuPVu4DVfrN92EF8_JEf9fUzpcQ)

IMAGE(https://lh5.googleusercontent.com/lIF8V6ig_GUDgpftB1brVX3gqhwQqfDt4sEnk70nCpP3W3htwVd9Gr5DyzNuHF5ziDZxVP2CCjPEJFWzKt8qDXKS5EY4LGJ1GlSoXzpfAS_vbDg35zCKTnqRrw)

Other than new alien race, here are some more previously unannounced features:

Lanius Ship: New player ship with its own achievements and alternate layout.

Type C Ship Layouts: 8 of the original ships will have a third layout that capitalizes on the new content. With the Lanius ship, that makes for a total of ten new starting ship designs.

Backup Battery Subsystem: Subsystem that can provide temporary reactor power in a pinch.

New Drones: Expanded drone options includes: the Shield Drone that generates a green super shield for your ship, the Anti-Combat Drone that shoots down enemy combat drones, and the Ion Intruder that blasts into the enemy ship and randomly ionizes systems while stunning and distracting crew.

Gameplay Refinements: Doors and Sensors can be manned to increase effectiveness; you can now rename crew mid-game; each race has a small variety of colors which allows for easier visual recognition.

I need to go pick my jaw up off the floor.

Excuse me.

Yes!

I might spend another 80 hours with this game.

Hell yeah!

This will be exactly the format I needed for this game.

I rarely get the luxury of sitting infront of my desktop anymore, and I want to play this soooo much from the limited time I've spent on it so far.

Holy sh*tbats! And to think I have barely unlocked any of the stuff that came in the original package.

Skipping the specifc information about what's in the AE, is there any kind of release window? Also, are they following the Witcher model--all the new content is available to previous buyers, not as a separate expansion pack?

So I just savescummed my way through a mission with the Crystal B ship. Holy *crap* that is a difficult ship in the early game. It starts with 3 Crystal crew, a 4-slot teleporter, and stealth. Awesome, right? But it doesn't have any weapons.

Yes, that's right, it has no weapons at all, and only one weapon energy point. (it costs 60 scrap to buy the second power point.) It's basically impossible to kill automated drones. That's not as bad as it could be, as Crystal crew can survive a long time in vacuum, so you can teleport over and take out the drone weapons, and wait for jump. I suppose you could actually kill a drone if you waited long enough, but it would cost you one crew per ship. And if you run into Zoltan, there's nothing you can do at all except flee, because there's no way through their super shield.

With ships you can fight, I found the best option was to just abandon my ship completely, teleporting all three crew to the enemy vessel, and then using the Lockdown power to isolate crew, and kill them. You can even win against ships with medbays that way, if you play carefully.

If you can finagle (or savescum) your way to getting at least *some* kind of weapon, the lategame Crystal B is fearsome, but the chances of surviving without cheating strike me as awfully low. Getting together enough scrap to turn on your weapons is not easy.

I probably died 20 times to get there, but the playthrough that ended up succeeding had two Ion 2s, a Hull Smasher laser (2 x1 point damage, 2x damage on empty rooms, plus a chance of breach), an "away team" of 3 Crystal and a Mantis, a Slug pilot, an Engi gunner, and two Zoltan, on engines and shields. Oh, and a Defense Drone 1, and I think an antipersonnel drone that I never used.

That's an insanely powerful combination, but I could probably have played for weeks before finding the right stuff in time to survive. It was just desperately hard for about the first three sectors, even on Easy.

Oh, and on the expansion: if you can have batteries as backup power, that implies that your reactor is now a targetable thing, and can be damaged. That could change strategy quite a bit.

Keithustus wrote:

Skipping the specifc information about what's in the AE, is there any kind of release window? Also, are they following the Witcher model--all the new content is available to previous buyers, not as a separate expansion pack?

"Early 2014" and yes.