FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

Distribute and discuss mods that are functional. Moderator - Grognak
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stylesrj
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Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295

Postby stylesrj » Mon Dec 05, 2016 8:44 pm

Also when I upgraded my Helm to level 4 in Infinite mode, it says it adds a "damage buffer". What does that actually mean in game terms?


The system can take an extra hit. And that's about it really. So it means you can take a shot to the helm and still have your auto-pilot running rather than having your evasion severely shot.
Tamren
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Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295

Postby Tamren » Mon Dec 05, 2016 9:58 pm

Oh that makes sense, so it's like the 9th point in shields and all those extra oxygen levels.

Just had my first endless win using a Lanius B. I had the luck of finding a lot of flak weapons along the way, along with two gatling lasers. I thought the gatlings would make short work of the boss, but they don't really, at least not stage 1. The first attempt had the boss hack my weapons and that was that... The second attempt didn't go any better because the boss cloaks and the gatlings take forever to spin up. But the time you have them firing at full speed the weapons will take a hit and put you back to square one.

For stage 2 and 3 I took the gloves off. I had a Missile Flak, a Scatter Flak, a Flak III and a Flak II. On top of all this I had a flak artillery system and a pre-igniter. All told that's a 9+5+7+3 damage alpha strike, plus another 7 from my ship's artillery system. I used mind control to prevent the enemy from piloting the ship just before firing. Thanks to the pre-ignitor I could fire everything and recharge them in time to sync with the artillery attack.

So far my only real gripe with endless mode is how hard it is to find decent weapons. The game seems to weight the selection heavily towards the new content and since there are only 0-1 shops in each deep space zone (that aren't guaranteed to sell weapons) it's hard to find a decent set. I got really really lucky and had my Lanius manufacture a Flak III during a special event.
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stylesrj
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Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295

Postby stylesrj » Mon Dec 05, 2016 10:08 pm

I still like to point out that one of my CE Infinite runs ended badly when I had a single Vulcan as a weapon and beams for everything else (I think).
It did so well for the first two phases until Phase 3 where that Boss Defence Drone blocked almost Vulcan shot and I eventually died from the Death Blossoms and the Missile Launcher (had a drone of my own but you try blocking 3 missiles at once).

But that happened last year. Infinite probably hasn't got any less punishing since then :P

I guess the lesson to be learned here is that Vulcans are trap weapons. Don't use them on their own and expect victory. Use them with other guns.
Tamren
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Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295

Postby Tamren » Tue Dec 06, 2016 12:46 am

Yeah for the boss they fell pretty flat, too many things disrupt their ability to charge up.

I can confirm however that dual Vulcans are hilariously effective against everything else.
zxp930603
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Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295

Postby zxp930603 » Wed Dec 07, 2016 5:00 am

Why I find this great mod lately in 2016....Let me try now!!!!
Tamren
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Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295

Postby Tamren » Thu Dec 08, 2016 3:50 am

Ugh I just burned out pretty hard on my second run. This time using the Rock ship B. TLDR, fricken ENDLESS boarding attacks. Just boarded again and again and again and again. I think I was averaging something like 4-5 boarding attacks per zone, and these were not small either. I kept getting 4 or more random enemies, frequently mantises. Being the rock ship B it of course had no airlocks, so I had to fight out every single one. And to make matters even worse I kept getting put into quarantine zones multiple times with zombie infected, you guessed it, boarding attacks. After two of my crew got infected and turned against me and I lost two more crew in the same attack I threw in the towel.

I need to try something completely different, maybe a Mantis ship.

One thing I don't quite understand is how the zones in endless mode are generated. You get put in "deep space" zones where supposedly anything can happen. But when you jump closer to the rebel flagship you get put into normal zones like Slug Nebulas or Civilian Sectors and the like. One time in the middle of the run when jumping from zone 4 to 5 the game allowed me to pick one of two zones to jump to. But other than that all of my jumps have been picked automatically by the game. How come I'm not allowed to pick?
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Sleeper Service
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Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295

Postby Sleeper Service » Thu Dec 08, 2016 12:52 pm

If you advance towards the rebel base and then advance again in the next sector you'll get the usual sector options.
tinyrodent
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Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295

Postby tinyrodent » Fri Dec 09, 2016 3:08 pm

Is there some way to make Bounty Hunter augment work with endless mode? I want to get a new target each endless sector.
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Sleeper Service
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Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295

Postby Sleeper Service » Sat Dec 10, 2016 2:49 pm

It should work, just with a slightly lower chance to get marks. Do you not get the option to use it at all? Anyone else has this problem?
tinyrodent
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Re: FTL Captain's Edition 1.295/Inf 1.28/EL 1.295

Postby tinyrodent » Sat Dec 10, 2016 3:27 pm

Right, I got no option. Maybe it's a conflict with Ship Customizer mod? But I thought that one only affected the very first beacon. I'll try it again.