I lived the dream Posted: 02 Jun 2021 08:01 PM PDT |
So how many kills did you get while you were a infantryman? Posted: 02 Jun 2021 04:35 PM PDT |
Fuck Posted: 02 Jun 2021 05:30 AM PDT |
These "tax collectors" are poorly named D: Posted: 02 Jun 2021 03:01 PM PDT |
So, you wanna beat the Traveling Merchant [MULTIVERSE] Posted: 02 Jun 2021 11:58 AM PDT Be Warned: The Traveling Merchant is the most dangerous enemy you could ever make. The Merchant has a unique variant of the Burst Laser Mark 2, which comes with the following qualities: - Default 11 second cooldown (9.9 with basic manning)
- 90% Fire Chance
- 90% Breach Chance
- 90% Stun Chance (3 Seconds)
Keep in mind, the Merchant comes with SIX of these weapons, resulting in an 18 shot salvo every 11 seconds at most. However, whilst this is the most apparent danger to fighting the Merchant, his ship comes with a whole host of other lethal dangers. The Merchant has a Drone System, and he will gladly use it at will. He comes with a Defense 3 Drone, and 3 Boarding 2 Drones. For those wondering, the Defense 3 Drone has a 150 Millisecond cooldown between each shot, resulting in being able to outpace a standard burst of lasers, and almost handle full salvos on its own. Boarding 2 Drones, on the other hand, are bulky Boarding Drones that have 200 HP and x2 Combat Damage. Additionally, the Traveling Merchant has the following System stats: - 16 Shield Power (8 Layers of Shield Bubbles, starts damaged at 5 due to game limitations)
- 14 Weapon Power
- 13 Drone Power
- 8 Engine Power
- 4 Medbay Power (x6 Healing Rate)
- 4 Oxygen Power
- 4 Teleporter Power (Instant Cooldown)
- 3 Mind Control Power
- 3 Hacking Power
- 3 Piloting Power
- 3 Doors Power
In addition to these insane stats for the ship, the Merchant's Weapons, Engines, and Shields are "Resistant" rooms, which means that they cannot take any System Damage from enemy weapons, but are still vulnerable to both Fires and Crew Sabotage (Crew dealing System Damage). Also, the Merchant has both Slug Repair Gel and a Zoltan Shield. One more caveat to combatting the Merchant is the crew, one final method to kill the player. The Merchant's ship is stocked with the following crew: - Sylvan (250 HP, can deploy bomb of multiple effects, takes 10% damage from Environmental Damage)
- x4 Slug Rangers (High Anti-Bio Damage, cannot sabotage systems, can deploy stun bombs and cloak)
- x4 Slug Saboteurs (High Sabotage Damage, can Cloak and primarily target Systems instead of enemies)
- x3 Slug Clansmen (Takes only 90% of Combat Damage instead of full, can deploy an anti-bio bomb that damages crew for 30 HP) Note: Appears only at beginning of combat
To add insult to injury, the Merchant prevents all uses of Combat Augments, and will respawn with a few additional crew if you attempt to Crew Kill him. Now, I know what you're thinking. "Wow, what are these stats? These are impossible odds for me to beat." Fear not, that's why this post is here. Despite how insane this enemy may seem, there are actually a handful of ways you can beat the Merchant, on most any ship. There's a handful of details you need in order to be successful against the Merchant, some of which can be mixed and matched depending on circumstances. - Get past the Defenses (DD3, ZS, 8 Shields)
- Survive the Merchant's Salvos (Remember, 18 shots every 11 seconds)
- Survive the Merchant's Boarding (Will send Rangers and Saboteurs first, Merchant will always attempt to board as well, not to mention Boarding Drones)
- Actually kill the Merchant
There are a few tools at your disposal, assuming you can get them, in order to properly defeat the Merchant. Keep in mind that none of these on their own will be sufficient to have a solid chance at defeating the Merchant. - Hacking 3 + Cloaking 3 or better
Hacking exclusively the Merchant's weapons with level 3 Cloaking or better will allow you to infinitely prevent the Merchant from hitting your ship, assuming you both have the evasion and the timing to survive it. In this fight, shield strength is almost worthless due to how easily the Merchant can break them. With the 10 second hacks on Weapons, and the 15+ second cloaks, and the 11 second charge time, you have enough between the two systems to prevent the Merchant from damaging you. - Goul Boarding + Crew Lab/Crystal Boarding
The Ghosts of Multiverse have a unique upgrade exclusive to their species, where standing in fire will heal them. Additionally, there's a Crew Lab upgrade specifically for Vagabond ghosts that give you control on when exactly they use their abilities. With these two upgrades, you can teleport your Gouls into the Merchant's weapons room, torch it, and break them before lethal damage can be done. Pairs very well with Zoltan Shield Bypass, though do be wary of a mind control. Crystals, on the other hand, all have their Lockdown ability to be able to prevent enemies from entering the room they're destroying in order to break systems uninterrupted. Pairs well with Boarders that have increased Sabotage, such as Saboteurs or Ghosts. Be wary of your crew's mortality. - Defense Scrambler
The DD3, assuming you use projectiles or hacking, will be the most significant threat to your success in the fight. Therefore, if you are attempting to kill the Merchant, it's typically worth it to grab the Defense Scrambler. Note that this will not effect his other drones, just the DD3. Still worth it. - Separatist Engis
With the Separatists' ability to become extremely resistant to all damage, the capabilities of their crowd control is nearly limitless. Using them to keep your more vital systems online, or for acting as a tank while your more damaging crew combat the Merchant's aboard your ship, or even for countering the Merchant's mind control, they're extremely useful for nearly any fight. - Defense Drone 3
Whilst this may not be all that useful against the 18 shot salvo, it's extremely useful for keeping the Merchant's Hacking and Boarding Drones at bay, relieving the pressure on you, and keeping you alive for even a moment longer. Assuming you don't have other methods to combat boarders, using a Defense Drone to both combat Hacking and 3 extra strong boarders is extremely useful. All this talk of defense is well and good, but there's still the question of how to actually deal damage. Well, there's a few archetypes of weapons that would come in handy for this purpose, and some pair with certain strategies better than others. - Missile Weapons
Missile Weapons in MV have 10 layers of shield piercing, which means that they will always get through the Merchant's normal shields. Whilst you may scoff at the idea, Missiles are actually extremely useful and viable in this mod, especially with the ability for any ship to get the internal upgrade "Ammo Fabricator", which will give every Missile weapon a 50% chance to not consume a missile. Additionally, launching Missiles into the Merchant's Piloting will generally guarantee that the next set of shots will also continue to hit, leading to a delayed, if inevitable, victory. Pairs well with Defense Scrambler and Hacking 3 + Cloaking 3. One missile weapon in particular, the Momus, is actually perfect, since it's essentially an Artemis that does not consume missiles. - Any "-Yari" Beam
The Suyari, Kamayari, and Tsukiyari are all Chain Beams with the unique property of being able to infinitely scale in damage. So, eventually, these beams will be able to deal enough damage to not only pierce through the Merchant's 8 layers of shields, but will also be able to kill the Merchant guaranteed, granted that you survive long enough. Pairs well with Hacking 3 + Cloaking 3. May need Defense Scrambler just for the Hacking. - Standard high-projectile count Weapon Loadouts
Absolute worst case scenario, this is what you're going to be using. Assuming you can even get the shot count high enough, you'd still have the Defense 3 Drone to fight through, unless you get lucky and destroy it with a random shot. Still, this is an extreme gamble without Defense Scrambler, so really consider your options before beginning this fight. Can pair well with Goul Boarding + Crew Lab if need be. High level Cloaking highly recommended as well. - "Nevermiss"
The "Nevermiss" is a unique Multiverse Traveler Boss weapon, stylized as a Pinpoint Beam with a maroon-orange finish. Its stats state that it has the same level of shield piercing as Missiles, thereby allowing it to bypass shields. However, since it is also a beam, it bypasses the need to fight the Defense 3 Drone. Because of this, it can disable the Merchant's Drones before you need to fire anything else off at him. Still, this alone wouldn't be enough, so grab something else in tandem with it. - Ancient Weapons
Surprisingly, Ancient Weapons are particularly effective against the Merchant, specifically the Onslaught, Carnage, and Payload weapons. The Onslaught is the Ancient Minelauncher, capable of firing three 2 damage Ancient Mines every 5 seconds (once maxed out with reloaders and training), but does not deal system damage. Notably, the Onslaught is one of the few weapons with the DPS capable of defeating the Merchant the fastest. The Carnage is the Ancient Missile Launcher, which fires four 2 damage Missiles, which do deal system damage. This is also a notoriously lethal weapon, especially against the player. However, its rarity outside of the Ancient Questline leaves much to be desired. The Payload is the Ancient Bomb Launcher, which will deal 1 hull damage and 4 system damage. With this in mind, the Payload is fully capable of killing the Merchant without even breaking the Zoltan Shield, or need Defense Scrambler, though you would require Cloaking and Goul Boarders to disable the Merchant's weapons before they kill you. Zoltan Shield Bypass would be very good for a setup like this. Well, I'd say that's nearly everything you can do in order to stand a chance against the Merchant. Just do remember, highly lethal enemy, attempt to stabilize the fight as soon as possible. Good luck, Captain. You're gonna need it. What do you get for beating him? I'll let you find that out on your own. submitted by /u/Vasze_Kufamee [link] [comments] |
I'm developing my Stellaris mod based on FTL again, but I can't do it all on my own and I need as much input & assistance as you guys can give. Posted: 02 Jun 2021 06:05 PM PDT Last year in November I posted this screenshot showcasing extremely early progress on a concept for an FTL mod for Stellaris. The idea was inspired by the wonderful FTL: Kestrel Adventures by Andrew Colunga, and he even generously donated the species artwork, Rebel & Federation flags, and loading screens that have helped keep me inspired to work on this mod. People seemed to react positively and I did make some headway. However, I got burned out after a few weeks and school kept me too busy to keep working on it. Well, a few weeks ago I started up again and I'm proud to say I have the following to showcase: https://imgur.com/a/LxfChW2 - All 8 species modded in as 9 separate empires.
- The entire soundtrack,
as well as the Deep Space Deluxe EP & Color Sky album from Ben Prunty, able to be used in-game as a separate mod (Edit: If necessary, I can create the scripting so that players can add their own legally bought .ogg files by drag & drop into the mod folders, without sharing music files directly). I have not uploaded any music and do not plan to without any explicit permission. - 4 unique traits; 3 for the Engi to represent their biology and independence, 1 for the Lanius to better represent their lust for metal.
- The ability for Engi to live in organic empires, despite vanilla Stellaris normally not allowing machine intelligence pops to do so.
- A new policy for your empire's attitude towards machine unit pops specifically(separate from domestic robots or AI) living in your empire, specifically made so that Engi could be given full rights, enslaved as robotic servants, or purged as filthy xenos.
- 3 new origins for the Rebellion, Engi, and Lanius.
- English Localisation for most of the added traits, policy decisions, origins, species, and empires.
- Plans for changing the Rebellion to a mid-game civil war event where you choose Federation or Rebellion.
Overall, it is still not a lot, and I do wish I could have gotten a more complete and unique build finished to show off to you guys. But I have realized that if I continue to do everything myself I will run into brick walls or tedious busywork and burnout before I accomplish any of my long-term goals. That's why I'm posting this now. As I've learned how modding Stellaris works, I have realized that there are both things that I can do much more easily than I realized, as well as things that are nearly impossible for me on my own. So, I am now officially requesting any & all help the FTL community can give. I don't want this to just be a personal pet project anymore, I want this to be a community project to represent FTL in the Stellaris & Paradox communities, as well as the gaming community at large. You don't have to know much about Stellaris or modding to help me, especially since there's an official wiki that can explain many of the concepts, ideas, and modding capabilities that Stellaris has. Anything from actual programming experience, to minimalist pixel art, and even fanfiction writings can help me expand this mod beyond being a few custom empires. 2D artists, I can provide vanilla icons, artwork, backgrounds, and specific directions & requests as reference. Simply replacing the city artwork, flag symbols, building icons, and even tooltip icons can go a long way to helping this mod look & feel that much more "FTL". And random events will need artwork to show the reader what is happening in the universe. FTL Modders & Writers, even if you don't know how to program or mod Stellaris, even if your mod breaks canon or contradicts other fanworks, there are many sci-fi concepts in your mods & lore that I could adapt into a Stellaris mod and that would help me fill in the gaps that vanilla FTL can't. I know you guys love coming up with your own factions, planets, people, events, and both future & past events. I can add your fan theories about the future as late-game events, I can add your factions as fallen empires, marauders, or pre-interstellar planets, I can add your lore as in-game techs, events, leaders, & planets. I would even love to have more starting empires or ways to create your own using Stellaris' built-in empire editor. If you're a developer of a popular FTL mod, I'd especially love to discuss with you on possibly adapting you & your team's work into Stellaris. Animators & 3D Modelers, I can't model. I just don't have the willpower, knowledge, or time to learn modeling along with making an overhaul mod for Stellaris. If anyone knows any 3D modeling or even just 2D animation in Blender, you could be a great help to me. Even if you can't make that awesome ship from the background of FTL's main menu into a fully modeled in-game battleship, you can still help me make species portraits animate, have variable clothes, or even just create a new main menu background(it's animated, not static!). I don't know much, but I know that Stellaris works with both Maya and Blender, so if you can use either of those you're already a rare person I'd love to recruit. Sound designers & Musicians, I have no idea if Subset Games or Ben Prunty will be 100% ok with me using their music and eventually sounds in my mod. Additionally, there are plenty of sounds that would be hard to replace using stuff just from FTL. If you have any music that might match an FTL strategy game, or that you'd just like to show off, I can easily add it in and the game even has a built-in music player. If you know how to just make sound effects, that is useful too. Stellaris has everything from button press sounds, to notification tones, to explosions & lasers, and even the alien sounds from the various species in-game. Even the smallest bleep and bloop could make this mod feel better. Stellaris players & modders, I know a few of you guys have played both of these games. You'll have a better understanding of the mechanics, probably even more than me. I'll need playtesters and I could use help with localising all the stuff I plan to add. Hell, if you even know how to mod, I could use your help just solving problems or getting things done faster. Finally, the typical FTL fan. The backbone of the community. I just want to hear all of your ideas. Stellaris is such a malleable game, and just like FTL it can be random every time you play through. I want to hear both criticisms and ideas from you guys, even if you don't know anything about Stellaris or haven't played FTL in months/years. The dumbest suggestion could be a fun random event, while that one idea for a faction you have could end up being a really cool crisis or fallen empire. Maybe you just disagree with the way I'll have depicted your favorite species, or maybe you can tell me a theory that can really help make a faction play more uniquely. In conclusion, I just want your thoughts and suggestions. And I need help too. By the end of July, I'm going to be busy again and I probably won't have much time to work on this mod until school is over and winter break starts. The more I can get done the better. Making this mod has been a lot of fun, but it's demoralizing that I can't add or change as much as I want because I lack the assets, knowledge, or creativity to truly overhaul this game. So, if you have any way to help, just let me know. I'm Ivaneowski#1970 on Discord, so if you want to coordinate on there you can. I'm active on the FTL discord, the Kestrel Adventures Discord, and the Stellaris Modding Discord. I hope you guys can help me out! submitted by /u/SomaReddit [link] [comments] |
F**k the Rock A Posted: 02 Jun 2021 07:42 AM PDT Having beaten the game with every ship on easy and now trying to do it on normal; I've recently had a few runs in various different ships where ships would regularly try to surrender by offering me tons of missiles and i mean ridiculously high amounts of missiles compared to the amount of scrap i could get for defeating them in their sector. Remembering some truly awful runs on the Rock A where, despite trying to minimise my missile usage, using them as efficiently as possible, due to poor luck i'd often run out of missiles before reaching the second sector (or maybe during the second sector, who can remember) I figured; ah, maybe this was the tactic i was missing; maybe i should have been letting them surrender after firing off one or 2 missiles, then i'd get double the missiles back. 3 Rock A runs in a row and only a couple of surrender options; neither of which gave me any f***ing missiles. Now i have had some luck in those runs; actually picking up the odd low powered non-missile weapon here or there but still the lack of missiles has been crippling apart from one run where i managed to get an explosive replicator and was so happy and overjoyed i didn't realise i'd been overfocusing on my missile count and forgot to keep an eye on my fuel guage... GAH. In summary; F**K the Rock A and it's stupid missile only weapons. submitted by /u/Broken_drum_64 [link] [comments] |
Found a JoJo reference in Multiverse (Shows a secret Sector ship) Posted: 02 Jun 2021 09:02 AM PDT |
Installing Hyperspace/Multiverse for Apple Mac Posted: 02 Jun 2021 07:08 AM PDT I'm trying to get Hyperspace/ on my Macbook but I can't downgrade ftl version using the .bat or .exe files. Any tips or suggestions for how to get around it? submitted by /u/Cleshlight [link] [comments] |
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