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Re: FTL Captain's Edition 1.066b
Posted: Thu Nov 14, 2013 6:35 pm
by Kain2000
Yup, Bacon. as I mentioned earlier, but what about what I said about the Federation Cruiser being a little underpowered? I assumed that once you had 4 weapons in the 4 slots, that you be able to power them all so you would have an effective arsenal against the Rebel Flagship or Rebel Capitals, even when its not wise to go up against the Capitals (Main goal is to take out the Flagship obviously). But as I stated, I can only power 3 out of 4 weapons, two requiring 2 power, and two requiring 3, both [][] can be powered but only one [][][] can be powered, the other [][][] has left offline. And even though the Dual Laser that comes with the Federation Cruiser is probably best swapped out, it still doesn't solve the power requirements. I just think the Weapons need more Weapon slots, so you can put in 10 power, instead of just 7, even if i means taking most of the power from the engines and sickbay.
Otherwise I can just use Superluminal and upgrade the Federation cruiser with 3-5 more weapon slots and 10 additional Power to the Reactor to the maximum. Because it just doesn't have sufficient weapon slots for these weapons. Maybe that's how it was in the vanilla but still :/ I just don't see the Federation Cruiser capable of competing against the Rebel Flagship.
Heck I never really beaten the Vanilla at all, without adding the Star Trek Universe Mod to it :/, so meh.
Otherwise, I really do like the additions to the game, really makes it more interesting now that there are different weapons, space stations and what not.
Re: FTL Captain's Edition 1.066b
Posted: Thu Nov 14, 2013 7:36 pm
by Sleeper Service
In my opinion the amount of weapons slots and power available for the fed cruiser is fine. Also CE is not primarily a balance mod.
Meanwhile, at the Rebel fleet lead cruiser...
"We got them sir! We caught up with the Federation ship!"
"Really? Eh... good! ... Then... send in one Elite Fighter to deal with them."
"Sir?"
"... What?"
"With all due respect sir, we have a full fleet detachment at our disposal... 22 fully armed long range cruisers with 40 support ships behind them. Shouldn't we just fire a full barrage instead of sending in a single fighter? I mean, this ship is the only ship in the galaxy that can stop us."
"Aye? That makes sense I guess. All-right, all ships charge long range artillery. Fire when ready!"

Re: FTL Captain's Edition 1.066b
Posted: Thu Nov 14, 2013 7:54 pm
by Mr. Mister
I'm taking a look at it, but there isn't any way to have a drone fire projectiles at one's own ship, right? It seems teh SHIP_REPAIR don't even have a weapon assigned, simply a texture for the repair beam...
It doesn't even look possible to modify how many times they shoot per drone part: random from 3 to 5 is hardcoded.
You can add onether one to the list of your sad, sad drones: a mine defense drone, which would have fired 20-30 0-speed projectyles to the player's ship, essentially putting kind of a meatshield when enemy projectyles collide with them.
Obviously, your own non-beam weapons risk being intercepted too, but since they always fire from the same place, they'll be clear to shoot by the second round, unlike omni-directionally approaching enemy projectyles. It'd be a kind of balance, as otherwise you can just spam it.
Yeah, it would probably lag/crash if you fire it too many times, but that just makes it more fun to ideate.
EDIT: Can we expect some random Federate support on two-fleet background encoutners? I guess not, if you're using ivisible weapons for that...
Re: FTL Captain's Edition 1.066b
Posted: Thu Nov 14, 2013 8:35 pm
by dalolorn
Mr. Mister wrote:EDIT: Can we expect some random Federate support on two-fleet background encoutners? I guess not, if you're using ivisible weapons for that...
You could call in some Federation fire support via the drone system, but yeah - nothing event-specific, and nothing temporary.
Re: FTL Captain's Edition 1.066b
Posted: Thu Nov 14, 2013 8:56 pm
by Mr. Mister
I suppose you can't spawn new crew members inside the enemy ship, like the opposite of the Traitor flag, can you?
Re: FTL Captain's Edition 1.066b
Posted: Thu Nov 14, 2013 9:00 pm
by dalolorn
Mr. Mister wrote:I suppose you can't spawn new crew members inside the enemy ship, like the opposite of the Traitor flag, can you?
Nope.
Re: FTL Captain's Edition 1.066b
Posted: Thu Nov 14, 2013 10:43 pm
by PaladinGreco
In response to the comments about the Federation Cruiser not being able to power 10 units worth of weapons.... The maximum power capacity of any system in this game is 8. That's Vanilla, and applies to all Player ship classes without exception. Exceptions exist for enemies because The Computer Is A Cheating Bastard.
...but you knew that last bit already.
Also, the Fed Cruiser gets the Vindicator Artillery Beam. Max that out, and it will win the fight for you, just about.
Re: FTL Captain's Edition 1.066b
Posted: Fri Nov 15, 2013 3:16 am
by Krishu
Are drones meant to shoot down ion blasts? Or laser blasts for that matter... what's going on? :S
Re: FTL Captain's Edition 1.066b
Posted: Fri Nov 15, 2013 4:54 am
by Kain2000
Oh I maxed pretty much everything out on the Fed Cruiser, it's just having the really good weapons powered is the issue imho. I've seen mods capable of adding more slots to certain systems, especially Weapons, so you could power all 4 weapons, no matter how many power requirements they need (then again, maybe not all 4 weapons requiring 4 power each :/) but nonetheless, they've been useful.
And oh, I agree, Computer AI is a Cheating Bastard lol, numerous times on Vanilla i've failed getting to the Last Stand, and when I did one time...I accidentally let the Flag Ship reach the base. Next time, I tried going up against it and it just wailed on me like I was a piece of paper, boy was I upset about that lol. Then I slap on Star Trek Universe, grabbed the Defiant, equipped it with 2 Advance Pulse Phasers and 2 Photon Launchers, and god knows what else, the Flag Ship still beat the crap out of me but I managed to keeeeeeel eeeeeet!! But that's pretty much it.
But yeah I've got the artillery weapon maxed out, but after the damage I took from just one Rebel ship (not capital), I was like...dam it...Repair system is too far away and the Flagship is so close!! *sigh*
Re: FTL Captain's Edition 1.066b
Posted: Fri Nov 15, 2013 5:32 am
by PaladinGreco
I know that feeling, man. I know it all too well.