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Re: FTL Captain's Edition 1.066b

Posted: Sun Nov 10, 2013 3:14 pm
by Sleeper Service
There is no way to disable that feature at the moment. But there are patterns in the naming that give away factions and home-worlds.

Re: FTL Captain's Edition 1.066b

Posted: Sun Nov 10, 2013 11:19 pm
by Mr. Mister
I found learning the pattern part of the fun*!

If you're really desperate though, go and check the sector naming thread linked on the first post for hints.

Re: FTL Captain's Edition 1.066b

Posted: Mon Nov 11, 2013 2:39 pm
by Estel
After few days of playthrough with latest CE, I've hit (amongst many, many, MANY great things, and nice flavour-heavy moments) first thing that need fixing, badly.

The Maul Beam (tm) is completely, totally, utterly, over-powered. I know that others mentioned it too, but it is much worse than one could anticipate. In fact, I was able to take out rebel battleship (equipped with two heavy lasers, multi-rocket, and artillery) with *only* maul beam, taking 1 (literally: one) hull damage. As for rebel flagship, it was enough to have maul beam and worst variant of dual laser, without leaving rebel any chance - in fact, I'm quite sure that it would be possible with *only* maul beam, too.

Lets compare it to much more expensive and "flavour-heavy" Artillery Laser Mark II. Poor artillery charges 24 seconds (maul 20 sec.) does 5 damage too, pierces one shield (maul pierces FOUR - shield reduction of beam power still apply), uses 4 power units (maul uses 3) + maul *never* misses... The only thing better in artillery is high chance for both fire and breach, but it's nothing compared to maul beam, anyway.

Lets be serious out there, folks - that "beam" is in fact artillery laser, just one that charges quicker, never misses, laugh at defense drones (and in practice, ROTFL's at shields, too), uses laughable energy amount and overall, feels like cheat mode. To the point that I'm actually avoiding buying it and selling it if random blesses me with this GODmode - it's really game breaking. You got it, you follow the same tactic (first shot enemy weapons to death, then shields, then whatever you want) over and over again, and you're auto-win. No weapon comes even remotely close to it's power.

BTW, I've tried fire focus beam, and while it's effective, it doesn't feel much OP (maybe could use a subtle nerfing). In fact, despite timing it perfectly with other weapons, I got blown up one sector after acquiring it.
---

From experiences sharing department - It's absolutely amazing how things are working now. I just love ships that decide to hide into asteroid fields after half of battle, mobilizing settlers to raid pirate base, plenthora of new augments (many of them are every interesting ones, and total number of them makes getting "dream set" of 3 favorite augments hard - which is good, I love to use other sets that I'm able to get and the *real*, not self-imposed, requirement to adapt.).

And the flavor... All those UI prompts, progress "reports" when hacking using effectors, and those all global-events messages that are adjusted to place where we're experiencing them (for example FTL beacon access augment produces appropriate context-sensitive text, considering where we are - it says different things in rebel space, or when we're hijacking zoltan's beacons!)

I could go on over and over, so to make it short - as said earlier, it's really amazing what this game become, thanks to Captain's Edition. Lowering my hat!

/Estel

Re: FTL Captain's Edition 1.066b

Posted: Mon Nov 11, 2013 3:18 pm
by dalolorn
Estel wrote:After few days of playthrough with latest CE, I've hit (amongst many, many, MANY great things, and nice flavour-heavy moments) first thing that need fixing, badly.

The Maul Beam (tm) is completely, totally, utterly, over-powered. I know that others mentioned it too, but it is much worse than one could anticipate. In fact, I was able to take out rebel battleship (equipped with two heavy lasers, multi-rocket, and artillery) with *only* maul beam, taking 1 (literally: one) hull damage. As for rebel flagship, it was enough to have maul beam and worst variant of dual laser, without leaving rebel any chance - in fact, I'm quite sure that it would be possible with *only* maul beam, too.

Lets compare it to much more expensive and "flavour-heavy" Artillery Laser Mark II. Poor artillery charges 24 seconds (maul 20 sec.) does 5 damage too, pierces one shield (maul pierces FOUR - shield reduction of beam power still apply), uses 4 power units (maul uses 3) + maul *never* misses... The only thing better in artillery is high chance for both fire and breach, but it's nothing compared to maul beam, anyway.

Lets be serious out there, folks - that "beam" is in fact artillery laser, just one that charges quicker, never misses, laugh at defense drones (and in practice, ROTFL's at shields, too), uses laughable energy amount and overall, feels like cheat mode. To the point that I'm actually avoiding buying it and selling it if random blesses me with this GODmode - it's really game breaking. You got it, you follow the same tactic (first shot enemy weapons to death, then shields, then whatever you want) over and over again, and you're auto-win. No weapon comes even remotely close to it's power.

BTW, I've tried fire focus beam, and while it's effective, it doesn't feel much OP (maybe could use a subtle nerfing). In fact, despite timing it perfectly with other weapons, I got blown up one sector after acquiring it.
---

From experiences sharing department - It's absolutely amazing how things are working now. I just love ships that decide to hide into asteroid fields after half of battle, mobilizing settlers to raid pirate base, plenthora of new augments (many of them are every interesting ones, and total number of them makes getting "dream set" of 3 favorite augments hard - which is good, I love to use other sets that I'm able to get and the *real*, not self-imposed, requirement to adapt.).

And the flavor... All those UI prompts, progress "reports" when hacking using effectors, and those all global-events messages that are adjusted to place where we're experiencing them (for example FTL beacon access augment produces appropriate context-sensitive text, considering where we are - it says different things in rebel space, or when we're hijacking zoltan's beacons!)

I could go on over and over, so to make it short - as said earlier, it's really amazing what this game become, thanks to Captain's Edition. Lowering my hat!

/Estel
FTL beacon access augment? What?

Re: FTL Captain's Edition 1.066b

Posted: Mon Nov 11, 2013 4:22 pm
by kartoFlane
Jeez, dalolorn, please just use @username instead of quoting entire posts, it's almost painful to scroll through all this only to read your one-liners :?

Re: FTL Captain's Edition 1.066b

Posted: Mon Nov 11, 2013 4:35 pm
by dalolorn
kartoFlane wrote:Jeez, dalolorn, please just use @username instead of quoting entire posts, it's almost painful to scroll through all this only to read your one-liners :?
Yeah, I probably should have trimmed that one...

Re: FTL Captain's Edition 1.066b

Posted: Mon Nov 11, 2013 4:51 pm
by The Captain
Re: Minelayer Drone Mk I description - "Basic minelayer drone that continually drops ... mines in the wake of the enemy ship."

I would change the end to "... mines around an enemy ship." A wake is the trail a ship leaves behind it - mines aren't much good there. Also changed article "the" to the more general "an."

Haven't paid attention to other minelayer descriptions, but if they also use "wake," I'd change that.

BTW, tried a Zoltan B no shields game, which is harder in CE. Couldn't max engines, reactor or cloak - got to level 6 (or was it 5?), I forget, and L2, respectively. Still had the starting Ion Bursts, replaced the Hasta Beams near the end with Hull Laser and Fire Bomb Mk II (well, technically, I carried the Fire Bomb for a while, but didn't use it till boss second round). Got shredded by drone surge.

Re: FTL Captain's Edition 1.066b

Posted: Tue Nov 12, 2013 1:33 am
by Sleeper Service
As always, thanks for all your detailed feedback. Most of the suggestions have already been implemented. But there is still some more new content to finalize till the 1.067 release. You might have notices that several moders here where asked if they would like to contribute their custom ship hulls to become part of FTL. Some of these hulls will be the base for some new enemies in 1.067, completely with new events.

I'm still annoyed that hyperspace travel did not work as intended, but testing has shown that some other new concepts probably will work out to some extend. :) Ominous foreshadowing:
Image
1.067 preview

Re: FTL Captain's Edition 1.066b

Posted: Tue Nov 12, 2013 1:58 am
by Mr. Mister
So what you're saying is that Arty the second should get its power usage reduced by one, and there shall be a new Arty the Third, with four power, Arty the Second's current long cooldown, 3 damage per shot and 2 shield piercing?

EDIT: Wow, such civilised mines. They come only in 90ยบ rotations.

Re: FTL Captain's Edition 1.066b

Posted: Tue Nov 12, 2013 3:00 am
by aaaaaa50
Looking forward to the magnetically-aligned mines. I can't believe you got that working somehow.

So, how's it feel to have snagged the better _____ Edition name? :mrgreen: