Re: Flagship Diversity Beta - Need Testers!
Posted: Sat Dec 24, 2016 4:59 pm
I didn't board it, but all the doors were most definitely there, and further to that, they worked perfectly in the second and third states of the same Flagship!
Official Forum for FTL: Faster Than Light and Into the Breach
Gidoza wrote:I didn't board it, but all the doors were most definitely there, and further to that, they worked perfectly in the second and third states of the same Flagship!
meklozz wrote:Well, I played through X.. The crew was indeed frozen in phase 1, and they didn't seem to be anymore in 2, they came to fight my boarders. Doors were fine, though, I could attack them. I have no idea what could be the problem, I'll try some things.
The flagship was also too much to the right, in both phase 1 and 2 (as far as I got).
Now for the balance: the cluster bombs are too strong. They're kinda insane, really. In phase one, it's somewhat manageable, because of the low damage output, but the ability to do something like 6 damage at once to a system is potential insta-death almost no matter what you're flying. The later phases add power surges, and it made it pretty much impossible to manage that with the ship I had, which wasn't half bad. One the other hand, if I had cloak, it would probably be almost laughable to dodge them.
I think part of it is that they seem to all go to level 4. In files I see you made them staggered at least, but as I mentioned before the arty don't entirely follow the files, and in phase 2 I thought to keep a backup save and hack each of them - all at 4. Even if they were staggered, I don't think even a crew of engi could keep the ship running at that point. 12-24 damage per ~20 seconds, even considering some of it isn't dangerous or might miss (if they haven't decimated the helm and engines yet, anyway).
I know they were supposed to be specialized, but I don't think my ship was anywhere near the worst possible opponent for it, and it was almost like flying one of those overpowered ships when it started shooting, only the other way around. Cloaking would also be too much of a singular counter to those weapons. If you want to keep them defeat-able with generally strong ships like vanilla or CE flagships are, I think this little guy fails.
About the not moving, I don't have a way to easily check since the yet lower amount of rooms makes my old save crash, but I think it has something to do with room numbers. Removing the left wing in superluminal and creating four other separated rooms (just so it'd launch, really) made it work, I guess because the deleted rooms (I think with IDs 0 and 1) made the numbers move over (changing where every system was, too), and the crew started moving. If you have a good save that works, I could try some other things, as it is I have to change room amount too much and I can't be sure what helped in the end even if I do something.
Oh, and a little more on balance, maybe it could be less crazy if the bombs were separated by effect or something, some could start fires but not do (as much) damage, some would do more crew damage, not all of this stuff at once. 2-3 bombs and fire to the shield room or something else essential right before a surge is just too impossible to stop (cloaking is pretty much the only good way) to be a reasonable worst case scenario.
Gidoza wrote:When you fought X, were you on Hard, or not Hard? On Hard, all of those Artillery are going to be set at 4, but on Normal/Easy I had them set to different values. So yeah this is where knowing the difficulty level makes a difference.
meklozz wrote:Gidoza wrote:When you fought X, were you on Hard, or not Hard? On Hard, all of those Artillery are going to be set at 4, but on Normal/Easy I had them set to different values. So yeah this is where knowing the difficulty level makes a difference.
It was normal, I've since tested a little more and it looks like all the artilleries may always default to the level of the last one on the list. This is probably why stages 1 and 2 of the vanilla flagship have all of them at 3 despite showing 4 in the files, and only go to 4 in phase 3 where there's no more beam or ion to mess things up.
This would mean you can only have all artilleries at one specific level at a time. If that's indeed the case, you could just make them all different weapons with different cooldowns (could also do different effects for each).
I'm not sure what about rooms it is, I don't really have a way to easily test now, either. I doubt it's anything about their position (and number is probably only relevant to my crashing game because of a save file), I think it may be about early room number IDs being separated from the main body.
And I'm not sure which version I played, but even at 3 bombs each I think it has too much ability to randomly screw you out of vital systems. There's a reason enemies don't get too much access to bombs in vanilla, and so many of them at once.. It takes a seriously specialized ship.