Faster Than Light | I just now noticed slugs reveals adjacent rooms |
- I just now noticed slugs reveals adjacent rooms
- Second jump on sector 1 find
- So Close Yet So Far
- Guide to Boarding and Enemy AI
- Was Normal always that hard??? (A bit of a rant)
- Just picked this game up, got hooked, so naturally I had to shit post in the subreddit.
- Crashing after launch
- Does anyone have the UnlockedAugmentations Mod? It's unavailable right now.
- Last Patched Changed Flagship Layout?
I just now noticed slugs reveals adjacent rooms Posted: 31 Jan 2020 11:18 PM PST
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Posted: 31 Jan 2020 11:30 AM PST
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Posted: 31 Jan 2020 07:40 AM PST | ||
Guide to Boarding and Enemy AI Posted: 31 Jan 2020 08:46 AM PST So I posted a thread recently where I showed off a run where I made it to the flagship with only level 1 weapons using mostly boarding to win my fights. Some people were interested in boarding tactics so I figured I'd do a short (LOL) write up on everything you need to know about boarding and Enemy AI and how to micromanage your troops. This is probably available elsewhere but since people were interested I decided to do my own version of it. As a disclaimer I currently use Dark Twinge's Balance mod when I play. I don't believe he made any tweaks to enemy ai so that shouldn't matter but if I'm wrong someone can tell me. While I really like FTL my favorite ships by far are boarding ones. In fact I like all boarding ship in the game except Slug B whose gimmick is very poorly implemented. The reason I like boarding so much is because there is very little rng with boarding and doing well with it mostly comes down to smart unit management. When you get used to boarding it is a very powerful tactic. On average the reward for killing enemy crew is higher than for destroying the ship and since you are investing less in weapons you can focus much more on defense. In fact you give me boarding, hacking and a clonebay and I will regularly make it to the flagship on 1~4 weapon power. Early Game; AKA where lots of enemy ships are Slug B At the start of the game, enemy ships with no medbay or clone bay are pretty common whereas your ship should have at least 2 combat prepared units so you can usually just board these ships and kill everyone, no problem. However there is a skill that you must know how to do and master if you want to make any progress on boarding and called troop shuffling. It's basically a skill that allows you to rearrange units in a room to minimize damage on units with low hp while using your healthier units tank damage. This is a skill that's very useful even for non-boarding ships plus it's super simple so it's a great skill to learn Troop Shuffling Have you ever wondered how the game decides where in a room a unit will go? Well wonder no more. The way it works is that each tile in a room has a priority value wherein the first unit that enters a room goes to the tile with the highest priority, the 2nd goes to the 2nd highest priority, so on and so forth. In a 2 x 2 room the priority is as follows (1x2 rooms correspond to spots 1 & 2 below, 2x1 rooms correspond to spots 1 & 3 below): 1 2 3 4 There is 1 exception to this rule. If there is a manable system in the room (shields, doors etc) then the tile with the highest priority is the tile where the system console is and all other tile priorities are adjusted accordingly. This is only true for members of that ship, not enemy boarders. So for example, if you are on an enemy ship your crew will follow the numbers shown above even in the shield room. If it's your ship you will need to account for manable systems sometimes. So say you want to swap the units in positions 2 and 3. Simply pause the game, send both units out of the room and then send them back in 1 at a time such that the unit that was in position 3 is sent back in first. You'll know you did it right because the spaces you send the units to will light up when you do it. This should all be done completely in one pause and when you unpause the units should just switch places. You can easily practice this on your ship even when you aren't fighting and the value here should be obvious. Early-Mid Game; AKA Maybe a medical unit is a smart investment after all There you are. It's still pretty early in the game but you're starting to encounter ships with medbays and clone bays. You try to board to deal with the enemy but annoyingly they retreat from you and hide in their med bay. Your weapons are bad (or non-existent) so you only have your boarding. Fighting in a med bay doesn't work and you cannot break the clonebay in time. Overall it's not going well. What do you do? Well there is again a usable tactic but this requires you to understand how enemy ai works. Enemy AI While there are obvious observations about how the enemy moves units around (try to repair systems or attack boarders), relying on boarding in the mid to late games requires precise understanding of how the enemy is going to control it's units. While this might sound difficult it's actually pretty simple. The game has a list of tasks each task has a priority. If you drop a random enemy unit on a random ship it will be assigned to the highest priority task which exists and is not being taken care of. If you dropped a 2nd unit it assigns them to the 2nd highest task. It's also important to note that in the event a new task is created (for example a system is damaged) it will reassign the unit currently on the lowest priority task to that new task. For our purposes all the tasks are listed below in priority number. Note that I have never looked at the code of this game and the following it based on my observations. Some of the finer details might be off but the overall idea is correct.
Applications: So that was a lot of information but how do you actually apply it? Well here's a very simple example. Pretend that the enemy has 3 units at the start of a match and no tele and 1 shield bubble and you're on Hard. If you check the priority you'll see that that they have Piloting, Engines, and Weapons manned. So you look and see an Engi on weapons. You groan because your weapons are a Mini beam and a dual laser and you know that what little damage you deal to their weapons will be healed off quickly. But then you see a mantis on engines and you get an idea. With your weapons charged you fire the dual laser at weapons and the exact second the enemy shield bubble is down you pause and aim your mini beam to swipe o2 first then weapons. The mini beam is the first to connect and hits o2 then weapons while your 2nd shot from the dual laser hits weapons also. How does the enemy respond? Think about it consulting the chart above if necessary keeping in mind that when new tasks are created the unit whose job is currently the lowest gets reassigned. So upon hitting o2 a new "repair" task is created that is now the highest priority. The game assigns the lowest priority member, in this case the engi on weapons, to deal with it. Then once you hit their weapons again a new task is created and again game assigns the lowest priority member to deal with it who in this case is the mantis on engines. Upon repairing the o2 the engi's task is no more so the game looks for the next highest task which isn't being handled to assign to the engi which in this case is man engines. Likewise once the mantis finishes the repair (if you let him) the next highest task to assign him is to man weapons. In doing so you've manipulated the enemy into repairing their far more important weapon system at 1/2 speed instead of 2x speed. There are many more ways to apply it than just this but for now we'll just talk about the one we know you're here for. Boarding Only anti-medical unit Now let's get to the part you are all here for. Boarding only anti-medical unit tactics. So you encounter an enemy ship with 4 crew and a medical unit. For the sake of simplicity there are no doors, no anti personnel, no repair drone and you are immune to the enemy weapons. What do you do? Step 1; All aboard: First and foremost, once you get to this point a bare minimum of 3 boarders but more realistically 4 boarders on the enemy ship is more or less essential. They don't all need to be manti but ideally you aren't running only Engi's and Zoltans though they will work as the 3rd and 4th boarders if they are all you have. If you have a 4 man teleporter this is easy. If you have a 2 man teleporter then board in some random corner and have them run back and forth non-stop from one end of the ship to another leading the enemy on a wild goose chase. Manti with their speed bonus are by far the best at this though other than rocks most other units will move fast enough. If you are lucky enough to have a crystal this is even easier can you can board with a lone unit and lock it down. This will waste time letting your tele come off of cooldown. Step 2a; Cull the herd; Medbay: Now that you have at least 4 units on their ship, take your boarders and enter a 2x2 room if you can (if you can't than 2 1x2 rooms will work also as long a your boarders are good). Our goal is to get the enemy numbers down to 2. If the enemy ship has a med bay then once 2 of the enemies are on low hp they will retreat to the med bay. All the other enemies will not retreat since the med bay is occupied and will let you kill them. Step 3a; Bamboozle them; Medbay: Now that you have only 2 enemies left on the opposing ship we can take advantage of enemy task priority to take out the medbay. Send your healthiest 2 guys to the shield room. Once the enemies are fully healed they will beeline it to the shield room. Now that they have left the medbay send your other 2 units to the med bay to begin punching it (note: all units do the exact same damage to systems so there is no advantage in using any specific unit). Have the 2 guys in the shield room dart in and out of the shield room. In doing so you constantly creating then deleting a new task. When you step into Shields the highest task is "defend Shields." When you step out it becomes "defend medbay." The end result is the enemy will run around in circles, never really making it to the med bay but never really fighting the guys walking in and out of the shield room. It's important that they do not fight because you do not want their hp to fall low enough to trigger the self preservation task. This will naturally allow your guys in the med bay to have all the time in the world to punch it down It's worth noting here that 4 man medbays on non-flagship ships are rare but do exist. While you can take this one out using more or less the same tactic it is significantly harder to do and I would suggest not trying to deal with this ship with just boarding (there are tons of other things you can use to assist your boarders). Step 4a; Finish them off; Medbay: Step really speaks for itself. With the medbay down have all 4 of your guys gang up on the last 2 guys who will no longer retreat since the medbay is not functioning. Step 2b; Cull the herd; Clonebay: Exact same as step 2a but we want to kill all enemies which they will let you do without retreating. Step 3b; Bamboozle them; Clonebay: Send your 2 weakest/lowest hp boarders to the clone bay. Keep your 2 healthiest boarders in Shields. When new guys are cloned they will ignore the guys in clonebay and beeline it to the guys in shields. Just stay in shields fighting any new crew that arrives. If you can, sending more boarders over to assist the guys in Shields is a good idea and you can use troop shuffling to make sure no one's hp gets too low. Eventually the clonebay will fall. Step 4a; Finish them off; Clonebay: Again self explanatory. With no clonebay cleaning up should be cake. With this you should be equipped to deal with most earlyish ships even if you only have boarding available to you. Next I will go over some things that help with boarding. Mid Game; Looking for the supporting cast There are many systems and items that help with boarding. Simply put they will generally either buy you more time, impede the enemy or help take out the medical unit.
Mind Control: This is gonna be a bit long since there's a lot to say here hence why I saved it for last. I'm not sure why this works but there's a slightly infamous Mind Control strategy that can be used with boarding. Super simple too. Board into Shields. When someone enters, pause, MC the guy who entered, leave Shields (it is important that you do this all in the same pause). This will cause the game to send several guys (3 with a 2 man boarding party) to shields to deal with the one MC'd guy letting your other guys run around scott free to punch something else like medbay, weapons or the faces of other boarders. I'm not sure why this happens but my best guess is that something in the way MC works confuses the game into thinking there are still 3 boarders in Shields even after your guys leave. Since it sees 3 boarders there it perceives that it must assign 3 units there to deal with them (it). Regardless it works and is especially effective on Lanius B which not only starts with both but lets you board with 2 lanius who can drain the o2 from whatever room you are punching down (Weapons, medbay, o2 are the best choices) swinging the fight even more in your favor once the mc wears off. This is actually the one time I might upgrade MC early since it ties up the enemy longer. As an extra, I'll also talk about how MC interacts with priority. Picture this. You find a ship that cannot hurt you and you have MC. Seeing that they have no medical unit you get a giddy feeling as you realize you can make these poor souls fight for your amusement over and over again and once they've killed all but 1 crew off you can easily ping down the last guy. Enthusiastically you MC the first guy annnnnnnnnd nothing. They simply ignore the MC'd guy and let him punch the system. You can feel your dreams of turning their ship into Fight Ship slipping away. What's going on and how do we make Fight Ship a reality? Remember above I said that MC'd units are not treated the same as your boarders? This is what's causing it. Since the game does not see the MC'd unit as a boarder the game does not create a task to deal with it and as such he is ignored. For all of you still dreaming of Fight Ship I have good news for you, Fight Ship does exist and it again involves priorities. Although no one will be assigned to deal with the MC'd unit we just need to create a situation where the MC'd unit is in the same room as a high priority task that's not being done. In that case the unit assigned to the task will happen to meet with the MC'd unit which automatically causes them to fight. MC'd units are not considered as doing a task so once MC'd any task they were doing is opened up. With that in mind can you see how to follow your dreams of one day making Fight ship? Feel free to scroll up and consult the priority list. If your answer was to MC the pilot you are correct. Piloting is the highest priority task when nothing is wrong on the ship so by MCing him the game will sense that there is no pilot and instantly send the unit with the lowest priority to fix that. Then when that new person gets there he will begin fighting the pilot which causes the game to recognize him as a threat so the game will sense another task not being done and will actually send another unit to piloting which will just turn the pilot room into a bloodbath. This is also the reason why when you board it sometimes seems like extra units have been assigned to deal with your boarders. In actuality only 1 of the units has been assigned, the other is on a different task which just so happens to be in the same room as your boarder so he attacks. You can naturally MC any unit as long as there is a unit manning a system lower in priority to get them to fight. Once there is a last man standing he should be sufficiently hurt that you can easily shoot him down with your weapons (remember, lasers and beams deal 15 crew damage in the systems they hit, beams must be direct hits based on the tile the unit is standing in). Fight Ship is here at last. Additionally, while most people know you can MC the enemy pilot to kill evasion and make your first volley more reliable, it can be even more useful to MC someone after your first volley to interrupt a repair on a system. If you shot a volley into weapons/shields and they are damaged (but not destroyed) MC the unit repairing them. This will cause the unit to begin attacking the system and since repairing is high on the priority list, the enemy will send a unit over to do the newly available task. If they catch on fire this is even better since you can cause a bunch of units to fight and waste time in a room with a fire spreading. If you are going for an o2 kill you can MC the unit repairing it to stop the repair. It's worth noting that MCing a lone unit in a room where the system is completely broken will cause them to leave the room usually before the other unit arrives so if you intend to have units fight on the enemy ship to stall a repair, try to MC units in systems that are damaged (but not broken) or in rooms with 2 units in them (the enemy will send multiple units to deal with fires for example). Mid-Late Game; Annoying supporting cast for the other side So you have your supporting cast to help you with boarding but sometimes you'll find the enemy with a supporting cast of their own. Here are some of the people who might try to get in your way.
End Game; My Super Secret Flagship Boarding Tactic So you're cruising along having the time of your life. You're punching the stuffing out of every enemy you meet because you've been reading this guide and are now a master boarder. Then wouldn't you know it, you're in sector 8 and you find yourself face to face with the flagship and you realize, just like all those tests you studied for in school, you have no idea what you're doing. Well don't worry. That's what this final section is for. Here I share with you my personal Boarding Tactic that I always use vs the Flagship. Note that this tactic is intended for 2 man teleporters on Hard mode. On Normal/Easy the enemy weapons are not connected to the rest of the ship so it's easy to board them 1 at a time to disable them and once they are disabled they cannot be repaired. This allows you to take your time finishing off the rest of the crew and is much easier. For this to work it is absolutely essential that you have Teleporter (duh) preferably at level 3 but 2 might work also, Shields 4, Hacking (preferably level 3 but not absolutely necessary), and a weapon system that will deal 3 damage vs no shields with a reasonable expectation of success though not necessarily an amazing one. Crew-wise you are going to need 4 boarding capable members although 2 of your members need not be amazing boarders. An engi and human would literally be enough although 4 manti/rocks/crystals/lanius are much more preferred. Also useful would be level 2 o2 (counters a o2 hack), decent engines (4 should be enough but don't let me stop you from getting 8), and buffered systems (if done right you might take a little damage). Anything else you have is just extra and will be useful. Phase 1 Step 1; Preparing for a tactical retreat: Whenever I fight the Flagship phase 1 I try to fight it 1 space away from the base. While not completely necessary this does give me 2 chances to reset the fight in the event I get hacked in an essential system and for this to work there are 3 systems that cannot be hacked, period. If you are hacked in Shields, Teleporter or Hacking, power up your engines, run away and try again. If you have it, deploying a defense drone can help you "read" the hack. Defense drones will look at an incoming hacking bit when it gets close enough so if it looks like the hacking bit is going to hit something benign you can depower the defense drone and let it through. Otherwise you can keep the defense drone powered to stop it. I'll also note that even if your weapons are hacked this still works which is ironic since normally a weapon hack is the most devastating hack in the game. Regardless, once the hacking bit does not hit one of the 3 systems named we can continue to step 2. Step 2; Safety First: Now that you don't have a game ending hack you want to send party 1 over as soon as the initial cloak wears off. Send your weaker boarders into the Ion room (far left). Even if it's just an Engi and a Human this is enough to overpower the human there and eventually take out the weapon. At the same time send a hacking bit onto the enemy shields and if you have it get ready to use cloaking when they fire their missiles at you. When the timing is proper, start your hack and once the shields are down send a complete volley of shots into the Missile room (Second from the right, if you have Mind Control you can use it on the pilot to assist. Go out of your way to not damage any other rooms ie resist the urge to send beam weapons across the whole ship and only hit the missile room). This should take them down. This might seem surprising but you are now basically safe. With Ion down, it is incredibly difficult for the laser and beam weapons alone to deal any damage. They would not only need to time out perfectly but also not miss any shots. Step 3; Stay Safe: Now that you are safe you want to keep it that way. Your tele should be ready so send your 2nd boarding party over into the missile room or the room next to the missile room (depending if the missile room is on fire or not and if the units being sent are fire proof) and instantly start breaking down the door to the missile room and killing anyone who comes in to repair (as they try to retreat take advantage of the locked door to the shield room to kill them). These 2 units are going to be defending this room to stop the enemy from repairing it until you can get more boarders onto the enemy ship so you do want these 2 to be good boarders. Have them defend the missile room (again either by being in the missile room or waiting next to the missile room for the fires to go out) and once you can pull out your other boarders from the ion room and then send them over to meet up with your first set of boarders. With a level 3 tele this doesn't take very long. Step 4; Kill them all: Once you have at least 4 boarders on the enemy ship you can migrate over to the shield room and fight there. Just use standard boarding techniques while using hacking to lock/unlock the doors by powering and depowering hacking. Unlock doors when units are trying to get into the shield room. Lock them once they are in so they cannot run away. Use troop shuffling to manage everyone's hp. Keep an eye on the missile room in case anyone tries to go over there to repair them. You can even send over more boarders, even units who are normally not good at boarding, to have more bodies to work with. Resist the urge to use hacking again since you cannot unlock the doors when you do so. Remember you are basically safe now so you do not need to rush things. You might also have the urge to fire on their medbay when you see them retreating there. I would advise against it since you do not want to accidently do too much damage to the flag ship and it's more than easy enough to kill them in the shield room by locking them in. Breaking the med bay also just delays the enemy from returning to shields. Eventually you will off them all. Step 5; Make yourself at home: Once you've killed every unit (and I do mean all of them, not almost all, not close to all, not "It's fine, I'll leave 1 or 2 for the next phase," every single one) except for the one guy in the beam room (he blocks the ai from taking over), you can basically make yourself at home. Raid the fridge, lick the steering wheel, use the toilet, you've got all day. For those of you in a rush, just begin punching things. Shields, Piloting, Lasers, Hacking, Cloaking, Doors, whatever you want. Phase 1 is a sitting duck. Whenever you are ready, call your guys back and finish it off. Phase 2 Remember how I stressed that you wanted all the units on the enemy ship dead in phase 1? This was to prepare for phases 2 and 3. First send 2 units asap to missiles. 2 unit's punching down missiles will take them out before it can fire as long as they are not interrupted hence why we need an empty ship. Also if you have it deploy a def drone, this will stop the enemy's boarding drone. Nothing else to really say on this. Get your 2nd party of boarders in, once missiles are down move over to shields and punch them down too. Because of the surge we don't have infinite time but with no real resistance it shouldn't be hard to win before the 2nd surge. Phase 3 You can probably predict this one pretty easily. With all the enemy crew dead, getting boarded is no longer an issue. If you have a bypass than board immediately with 2 units who aren't under Mind Control. If you have Mind Control cancel enemy MC with yours. Whenever you can get onto the enemy ship punch down whatever systems you want and hack shields. Cloak the surge if you need to. With the entire enemy crew dead it honestly shouldn't be hard. And that's basically everything I know about boarding. If you have questions feel free to ask. [link] [comments] | ||
Was Normal always that hard??? (A bit of a rant) Posted: 31 Jan 2020 10:22 AM PST So I've decided to delete my profile before the achievements went live on steam, to unlock them again. Before deletion I won with every ship on hard and got almost all achievements. I was missing: Ancestry, Battle Royal, I don't need no stinking upgrades, and Boarding Objective successful. Anyway I've decided that I want to take it "easy" and play on normal first. And last time I deleted my account my first run was a win, and I unlocked like loads of stuff. Now my first run ended in sector 1, when on first beacon 3-4 dudes teleported and start wrecking stuff, and then the same happened at second bacon, so I've just rage-quitted. So I try again, I get to sector 5, but this time I get boarded by 4 Rockemen during a solar flair, while also fighting a ship. I had a very skeleton crew, and while my weapons were really good 2 Flak I, 1 BLII, it still wasn't enough to survive this encounter. After that I went for a last run currently, and I got loads of crew very fast, even got Zoltan ship unlocked (sadly no shield, just Envoy), but then my boarding crew of Rock and Mantis got killed, and it just went down after that... Long story short: I somehow get to RFS, but with a set-up I already knew I'll be lucky if I survive first stage. Well guess what? I didn't. Got engines hacked, and I slowly just gave up... So yeah, was Normal always this hard? I mean again after winning with every ship on hard, I was on a "losing" streak, where I mostly didn't win, or if I did the win was pretty average and wouldn't even get on the scoreboard, so yeah maybe I'm just bad or am doing stuff wrong. Sorry for a bit of a rant. But as said, last time I deleted profile I won my first run incredibly easily. And I'm surprised how hard it is this time round. That's all. [link] [comments] | ||
Just picked this game up, got hooked, so naturally I had to shit post in the subreddit. Posted: 31 Jan 2020 11:23 AM PST I don't know anything, and I'm discovering there's actually a lot to know. I unlocked the Engi ship somehow by luck. Same with Zoltan. Then I hit an odd encounter and thought "wait a sec, lemme Google this" turns out it was to unlock the crystal ship. I got excited, then failed the quest, haha. Henceforth, though, I'ma try and go through without spoiling myself. That said, are there any suggestions you can make without spoiling? [link] [comments] | ||
Posted: 31 Jan 2020 05:02 PM PST I recently installed FTL on my new computer, and for some reason, every time I start it, it runs for about 30 seconds before crashing. Has anyone else experienced this? If it helps, I've got a RTX 2070, and AMD 3600 processor [link] [comments] | ||
Does anyone have the UnlockedAugmentations Mod? It's unavailable right now. Posted: 31 Jan 2020 06:48 PM PST The UnlockedAugmentations mod on the Subset forums links to a broken link. Does anyone still have the mod file or a mirror? [link] [comments] | ||
Last Patched Changed Flagship Layout? Posted: 31 Jan 2020 04:18 PM PST I've been playing FTL a lot since october. And I aways play it on normal. Afaik, the Two artillery rooms were always conected to the main portion of the ship, but today i went to play the first time since the achievements patch and... to my surprise the rooms were not connected. I thought to myself: "Maybe i started A run on easy by accident?" But when it ended I went an saw that the score listed the run as a Normal run. So i'm quite confused. Was it aways like this and I just never noticed? [link] [comments] |
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