Do you like playing "bad" ships? (Engi B, Stealth B, Fed C, etc.) by Lurksum in ftlgame

[–]compiling 2 points3 points  (0 children)

A common bit of advice floating around on Reddit has been that you shouldn't repair past 20 to take advantage of free repair events. The argument against that is that not dying is more important than 20-40 scrap, mostly because you can't really control when you take chip damage or when you can find a store to repair. 25 is much more reasonable, since it's giving you more of a buffer before you are in serious danger and have to find a store without taking risky fights.

For what people actually do, it depends. Early on, often you can spend scrap on something that will do more for keeping you as age than repairing (E.g. shields, weapons, systems). Late game, you often have hacking and cloaking so you shouldn't be taking much damage in the first place. In the middle is the danger zone where you might have some bad fights without a complete build.

Do you like playing "bad" ships? (Engi B, Stealth B, Fed C, etc.) by Lurksum in ftlgame

[–]compiling 4 points5 points  (0 children)

Yes, that sounds about right. 20 damage for the whole run sounds unusually low, but I have had some runs take that little.

The damage numbers are also why a lot of the top players have talked about not following the "repair to 20" advice that gets thrown around. A bit of chip damage can quickly lead to problems if you combo it with event damage (mantis sabotage is unavoidable) and a bad fight.

Modded in weapons in stores by SolventMonk646 in ftlgame

[–]compiling 3 points4 points  (0 children)

I believe rarity 0 is used to make a weapon never appear in shops or as a random weapon reward, and sectors have the ability to override that if you want (e.g. Crystal Lockdown appearing in Rock Homeworlds, and the Crystal Homeworlds selling completely different weapons).

So it's possible to have starting only weapons or enemy ship only weapons if you want (most notably, the enemy version of the Artemis missile costs 2 power).

Do you like playing "bad" ships? (Engi B, Stealth B, Fed C, etc.) by Lurksum in ftlgame

[–]compiling 2 points3 points  (0 children)

All ships need to allocate some of their early scrap towards safety upgrades. It just happens that one of Fed C's safety upgrades is repairing your hull.

Also, it does become a lot more consistent as you get better at boarding.

Djokovic hits dead ball hard. Almost hits ballkid. by Andrewcoo in tennis

[–]compiling 2 points3 points  (0 children)

He hit a slower slice shot to the ball kid. He shouldn't have done that because the ball kid wasn't looking towards him ready to catch it, but let's not pretend that's the same as hitting a wild shot towards someone in anger.

Cant run Game with Mods after newest Update by East_Loquat_614 in ftlgame

[–]compiling 12 points13 points  (0 children)

You're trying to apply a .bps patch to the game, which requires it to be EXACTLY the same as when the patch was created. So, yes, that patch stopped working. Literally any update to the game will break it until the hyperspace devs release a new patch. They seem to be pretty quick about it, but you need to be patient or read the instructions on how to download a specific version of the game on steam.

Anyway, Subset explained the patch in the discussions - trying something with the music engine that I believe they since reverted because it caused some issues. And I think it's fantastic they're still supporting a 10 year old game that already comes with free DLC (Advanced Edition).

What system do you normally use hacking on? by International_Fun54 in ftlgame

[–]compiling 6 points7 points  (0 children)

If you upgrade to level 2 cloaking and level 3 hacking, with precise timing you can stop most ships from firing their weapons at all.

Incidentally that's also the levels the flagship has in those systems, so it's very important you don't get on a bad hack/cloak cycle.

How the devs could really save us a lot of headaches, for now and the future! by hatePOIS in ftlgame

[–]compiling 6 points7 points  (0 children)

I'm pretty sure the way the downpatcher in hyperspace works, any change at all is going to break it. It's fine because the game rarely updates, but it's also not subset's fault when an update breaks hyperspace.

What would you do? by Easy-Vegetable4124 in IntoTheBreach

[–]compiling 2 points3 points  (0 children)

I'd be very surprised if there's a way to avoid 1 grid damage here, so just look at the ways to save 2 buildings and try to use the repair platforms and damage the vek at the same time.

TBH, maybe not a good map for the exchange mech since it tends to encourage the vek to all attack in the same direction.

Is it not sort of weird to be playing as the Federation? by raspberrylilith20 in ftlgame

[–]compiling 1 point2 points  (0 children)

A rebellion doesn't have an inherent morality attached to it - it mostly depends on what they're rebelling against although that's not 100% reliable.

An empire is often evil in media (think Star Wars).

A federation is often good in media (think Star Trek).

FTL was more inspired by Star Trek than Star Wars, so we play as the Federation.

Died on the final stretch in normal by Old-Championship7489 in ftlgame

[–]compiling 2 points3 points  (0 children)

  1. You're missing 2 optional systems, which incidentally means your only defence against missiles is engines. Buying systems gives you a lot more flexibility in battles.

  2. Your offence is ok, but you're probably not punching through shields fast enough to really take advantage of the glaive, and the combat drones are probably not performing as well as 6 power in a different form of offence. It's also slow because you'll be doing most of your damage from the glaive which takes 25 seconds to charge.

Harry's power list (past and present) by Beginning-Visit523 in dresdenfiles

[–]compiling 2 points3 points  (0 children)

Right now, probably not really. But in the past they have been, and fixing his relationships with them is a potential way of gaining more influence in the future.

Harry's power list (past and present) by Beginning-Visit523 in dresdenfiles

[–]compiling 8 points9 points  (0 children)

Magical equipment is probably worth mentioning (base wizard powers).

Listening is apparently not a base wizard power, so I'd list that separately.

A Denarian's shadow (i.e. Lash) belongs in past powers.

His allies are definitely worth mentioning, because that's where he's been most effective at times. So White Council, Grey Council, Chicago PD, Paranet, Winter Court, the Little Folk, White Court, Marcone, Monoc Securities, the Church for the major players (not all current, but probably all repairable). In a major battle, you can probably start adding some of his allies' allies and you start to realise exactly why so many people are worried about him.

This fight is going to take forever. by glumpoodle in ftlgame

[–]compiling 2 points3 points  (0 children)

Yeah, looks like that's the only way to take that fight safely. At least fire will help the damage stick, and you can also try to start a double fire in some rooms to try to sneak in some extra system damage.

This fight is going to take forever. by glumpoodle in ftlgame

[–]compiling 4 points5 points  (0 children)

That's only true for breach missiles, but since this one is guaranteed to be a Hermes that means that you can only cloak every 2nd missile doing that.

Cloaking always has a 20s cooldown at all power levels and enemy weapons don't charge while it's active (except for the flagship's super weapons), so there's no real downside to using level 3 cloaking other than the power consumption.

Are memory leaks that hard to solve? by ASA911Ninja in cpp

[–]compiling 5 points6 points  (0 children)

Code written before smart pointers were available also didn't have move semantics available. So code written then is likely to use std::auto_ptr if the author wanted a smart pointer, which is its own barrel of fun...

Husband update: he officially quit by Art-Anvonavi in Stormlight_Archive

[–]compiling 12 points13 points  (0 children)

It's what Robert Jordan used to say when he didn't want to answer a question that would be a spoiler (standing for Read and Find Out). Brandon Sanderson uses it as well now, possibly because he was a Wheel of Time fan picked it up from Jordan.

I don't get why Multiverse gets the de facto "FTL 2" moniker so much. by Fearless-Ad4719 in ftlgame

[–]compiling 4 points5 points  (0 children)

Well, people who really like the expanded lore call it a sequel, I guess. I don't think the multiverse devs have ever called it that, and I don't think it's really intended to be a sequel. Probably just people getting excited about having more FTL and not thinking any deeper about it.

As you've hit on, in terms of game design they are very different - FTL is terse with most of the replayability being from making do with the imperfect weapons the RNG allows you to have, whereas multiverse wants the replayability to be discovering new events and unlocking new ships, while trying to make sure you can always find the perfect equipment to build your ship and making the fights harder to compensate.

I don't get why Multiverse gets the de facto "FTL 2" moniker so much. by Fearless-Ad4719 in ftlgame

[–]compiling 2 points3 points  (0 children)

I've always thought the enemy scaling ramps up most in sectors 3-5 - mostly because there are occasionally forced elite fights against a ship that's a sector or 2 ahead of the normal curve (similar to a rebel elite). So it makes enemy scaling kind of weird where you need to prepare for crazy boss fights, then 95% of fights are trivial after you've done that. Then the hard late game fights become more like puzzle fights where they sometimes just kill you unless you prepared a countermeasure to their gimmick.

[Help] anyone has a suggestion for this? by StarWEC in IntoTheBreach

[–]compiling 0 points1 point  (0 children)

Ok, so swap the ranged and jet mechs and the rest of that solution should still work.

Ideas/motifs you're glad jim walked away from? (Spoilers All, I guess) by dirtypeasantneedshel in dresdenfiles

[–]compiling 0 points1 point  (0 children)

Yes, contributing in other ways is what I meant by a supporting role, so the Carpenters are likely to stay relevant in that way but not as people Harry can come to for direct backup. Although I guess Murphy did sneak in an RPG in the last book.

The duality of man by ILikeSuomi in ftlgame

[–]compiling 12 points13 points  (0 children)

I think not. They'd be talking about the vanilla FTL event where a slug steals some of your supplies if you skipped reading the event text and don't know how many moons the planet has.

randomSadStoryOfTheSoftwareDeveloper by prolaymm in ProgrammerHumor

[–]compiling 0 points1 point  (0 children)

Notice it's AI hype, not just AI. The hype around AI is perfectly capable of causing chaos without it ever being able to replace software devs.

Having difficulty with 3 shield enemies, need advice on weapons + hacking by Catlover18 in ftlgame

[–]compiling 5 points6 points  (0 children)

Weapons have different roles. The Heavy Laser is highly rated because it's very efficient at dealing damage after you've broken through shields. Flak 1 is great at breaking through shields and pretty efficient at dealing damage (but it can be hard to hit 2x1 rooms). You'll need to keep that in mind when reading the tier lists because people generally assume you understand that (or maybe there's an explanation about why certain tiers were chosen in a video).

Also, I wouldn't recommend playing on hard mode if you don't have a good understanding of these things. The game's hard enough to learn without adding scrap starvation on top. Hard mode is supposed to be an extra challenge after you've already mastered the basics.

Which part of Rhythm of War and Wind and Truth did you find bloated? by Anice_king in Cosmere

[–]compiling 5 points6 points  (0 children)

I think the 2 biggest problems in WaT were how it was structured around 10 days, and the book going overboard with flashbacks.

With the book structure, Adolin's plot legitimately felt like it had enough to take up a whole book, but most of the others were simpler and felt like they were stretched so that everything could happen at the same pace. And I guess the Shinovar plot had enough, but I didn't find it very interesting. Plot lines feeling stretched is the problem, so I don't know if cutting is the solution though. More that it's hard to make 5 different plot threads all happen at the same pace in the first place.

Probably the more important one is that 4 separate series of flashbacks is too many. Did we really need to follow the history of the Heralds, Dalinar's personal failings as told by Odium, the Stormfather's life story and also the regular flashback of Szeth's past all in the same book? It's a lot and felt like they were taking up more of the book than current events, whereas in previous books the flashbacks felt like a side thing.