FTL: Limited Information: PvtUrist's Private Topic
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callforjudgement Microprocessor
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FTL: Limited Information: PvtUrist's Private Topic
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PvtUrist (player)
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Iconeum (replacement for PvtUrist)Last edited by callforjudgement on Fri May 10, 2019 5:36 am, edited 3 times in total.scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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Welcome to FTL: Limited Information! This thread allows me to privately give you information, and allows you to take game actions. I'll only accept actions posted in this private topic. You may also use it for your own thoughts about the game. It will become public when the game ends. It might be shown to your replacement, if you need to be replaced.
Youmay notcopy-and-paste from here to the game thread. You may paraphrase, butplease do not use numbers when doing so.
Here is information about the character you're playing in the game:
scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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Just to clarify: I aimed at the enemy weapons as requested, didn't do much damage (there were a lot of missed shots), missed the second volley entirely and the enemy ship was fully repaired. They were ready to jump away before the Artillery could fire, so I had to jump away myself.scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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Weapons-related purchases at this beacon:
Weapon power relay: costs ⛯45, allows an additional 1MW of power to be routed to the main weapons (cannot be sold)
Lensing system: costs ⛯30, increases artillery recharge rate by 20% but doubles artillery power usage (cannot be sold, but can be switched off)
Weapon stealth unit: costs ⛯50, causes weapon fire to not disrupt cloaking fields; requires a small machinery room
Healing burst: costs ⛯40, requires ammo, charges in 5 seconds, heals crew; uses 1MW of power
Burst Laser II: costs ⛯65, identical to our current Burst Laser II (e.g. it uses 3MW of power)
Chain Laser: costs ⛯65, time between bursts 19…14…9…4…4…4… seconds, fires two shots per burst, 1 damage, uses 2MW of power
You have ⛯7. (You can also sell the EMP or Burst Laser II, if necessary.)scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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I managed to break Piloting, Oxygen, Engines simultaneously on this Rebel ship, and they don't have a Medbay.
I'm just picking random systems to break next, but if you have a preference for if this happens in the future, let me know.scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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Weapons-related purchases at this beacon:
Weapon power relay: costs ⛯45, allows an additional 1MW of power to be routed to the main weapons (cannot be sold)
Lensing system: costs ⛯30, increases artillery recharge rate by 20% but doubles artillery power usage (cannot be sold, but can be switched off)
Basic Laser: costs ⛯20, laser, charges in 6 seconds, deals 1 damage; uses 1MW of power
Hull Laser II: costs ⛯75, 3-shot burst laser, charges in 15 seconds, 1 hull damage, but double damage to crew and to empty rooms, does not damage systems; uses 2MW of power
Hull Beam: costs ⛯70, beam (same length as vanilla Hull Beam), charges in 12 seconds, double damage to empty rooms, can damage systems; uses 2MW of power
You have ⛯9. (You can also sell the EMP or Burst Laser II, if necessary.)scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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I'm in a fight that these rules don't handle: enemy Lanius ship, 1 laser 1 bomb versus our 2 shield layers. What weapon should I use, and what are the priorities?In post 5, PvtUrist wrote:Against enemies that will damage us (1 shield layer vs 2 laser/1 laser 1 beam/1 missile, etc), keep the enemy's weaponry system down with Burst II, then Weaponry > Shields > Piloting > Engines.
Against enemies that may damage us and isn't AI/Lanius (1 shield layer vs 1 laser 1 bomb, for example), EMP Ion enemy Piloting > Medbay > Weaponry > Engines, if enemy has Clonebay, EMP Ion it only when an enemy crew dies.
Against enemies that can't damage us, Piloting > Medbay > Oxygen > Engines if not fighting AI/Laniusscum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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Weapons-related purchases at this beacon:
Weapon power relay: costs ⛯45, allows an additional 1MW of power to be routed to the main weapons (cannot be sold)
You have ⛯17¼. (The cornerpost is unwilling to trade for your weapons; purchases must be made with scrap only.)scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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It's up to you whether we attack the slaver (unless someone decides to trade first), as you're in charge of the weapons. If you do attack them, I'd like an updated weapon plan taking the Pulse Bomb into account (you can, of course, choose not to use it). We can only power one of the three non-Artillery weapons at once right now.scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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Weapons-related purchases at this beacon:
Weapon power relay: costs ⛯45, allows an additional 1MW of power to be routed to the main weapons (cannot be sold)
Lensing system: costs ⛯30, increases artillery recharge rate by 20% but doubles artillery power usage (cannot be sold, but can be switched off)
Pulse Bomb I ammo: costs ⛯4 per shot, 6 units available
You have ⛯20. (You can also sell the EMP, Pulse Bomb I or Burst Laser II, if necessary. The Pulse Bomb I sells for ⛯22.)scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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After the weapons usage and trades, we have enough explosive material to synthesize 9 Pulse Bomb I shots.
Weapons-related purchases at this beacon:
Weapon power relay: costs ⛯45, allows an additional 1MW of power to be routed to the main weapons (cannot be sold)
Lensing system: costs ⛯30, increases artillery recharge rate by 20% but doubles artillery power usage (cannot be sold, but can be switched off)
Hull Laser II: costs ⛯75, takes 15 seconds to charge, fires 3 shots per charge (dealing 1 hull damage or 2 to an empty room, but no system damage), requires 2MW to power
Halberd Beam: costs ⛯65, takes 17 seconds to charge, 2-damage beam, requires 3MW to power
Flak I: costs ⛯65, takes 10 seconds to charge, fires 3 1-damage shots,veryinaccurate (about twice the spread of vanilla FTL), requires 2MW to power
Weapon Pre-Igniter: costs ⛯120, causes weapons to be fully charged after a jump, requires small machinery room
Pulse Bomb I ammo: costs ⛯4 per shot, 5 units available
You have ⛯9. (You can also sell the EMP (⛯35), Pulse Bomb I (⛯22) or Burst Laser II (⛯32), if necessary.)scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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The enemy has a Halberd Beam and Chain Ion.
I tried the "EMP the shields, shoot at the weapons" strategy that's standard, but they have two shield layers, and seem to be repairing the shields faster than the EMP can damage them. As the enemy ship can get through our shields, I therefore need a new strategy for dealing with them.scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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Do you want any special rules for fighting Slug Scout enemies (which have no ability to repair their Oxygen system)?
This one can't get through our shields as long as the worst can keep them repaired, so I'm currently EMPing them in the hope of a crew kill, as per standard procedure. You're just about outpacing their repair ability, but it could take a while, as they have three shield layers to get through.scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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Our EMPwasmaking progress on their ship, but you black out for a moment. When you come to, the weapon system is damaged and their shields are fully repaired again. It doesn't look like it was hit by enemy weaponry (besides, they have only a Fire Beam); it's more like someone sabotaged it.scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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Our current plan seems to be exceedingly slow; the fact that the EMP can barely outpace their repair speed, together with the frequent resets when you get mind-controlled and the chance of missing, means that it's only very rarely that you get a shot through to Piloting (although a couple of these shots did land). The enemy have taken a couple of points of hull damage, presumably from fires breaking out in their Piloting system, so you are making progress; it's unclear whether the hull or crew will die first.
Do you want to stick with the plan of using only the EMP and aiming primarily for Piloting? Or do you want to try something else?scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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We have enough explosive material to synthesize 14 Pulse Bomb I shots.
Weapons-related purchases at this beacon:
Weapon power relay: costs ⛯45, allows an additional 1MW of power to be routed to the main weapons (cannot be sold)
Lensing system: costs ⛯30, increases artillery recharge rate by 20% but doubles artillery power usage (cannot be sold, but can be switched off)
Advanced lensing system: costs ⛯80, increases artillery recharge rate by 40% but triples artillery power usage (cannot be sold, can be switched off, does not stack with a regular lensing system)
Pulse Bomb I ammo: costs ⛯4 per shot, 2 units available
You had ⛯38, but the worst sent you an additional ⛯65, so you have ⛯103. (You can also sell the EMP (⛯35), Pulse Bomb I (⛯22) or Burst Laser II (⛯32), if necessary.)scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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I treated the enemy ship as one that needed to be killed quickly (a Sunder Missile does 11 damage and I didn't want to take the chance of one of those getting through), although come to think of it, I maybe should have gone for a crew kill based on the instructions earlier, as it might well have run out of ammo before it got past our drone. (IIRC, though, the rewards for that event are the same either way.)
How should I treat ships whose only ability to pierce our shields is a missile in future? Go for the EMP-down-the-shields-then-shoot-weapons that I've been using against enemies that can hurt us? Or try to EMP all the way? The defence drone isn't fully reliable.scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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We have enough explosive material to synthesize 18 Pulse Bomb I shots.
Weapons-related purchases at this beacon:
Weapon power relay: costs ⛯45, allows an additional 1MW of power to be routed to the main weapons (cannot be sold)
Large weapon power relay: costs ⛯100, allows an additional 2MW of power to be routed to the main weapons (cannot be sold)
[the power relays can't directly be used together as they'd need to share the same reactor access point, but we can use an additional ⛯20 worth of scrap to bodge around that]
Lensing system: costs ⛯30, increases artillery recharge rate by 20% but doubles artillery power usage (cannot be sold, but can be switched off)
Pike Beam: costs ⛯35, long 1-damage beam (same length as vanilla FTL's Pike Beam), charges very slowly (21 seconds), uses 1MW of power
Speed Beam: costs ⛯70, very short 1-damage beam (can hit three rooms if they all share a common corner), charges in just 4 seconds, uses 1MW of power
Charge Laser II: costs ⛯70, fires a burst of 1-4 1-damage shots (you control how many), takes 5 seconds to charge per shot in the burst (i.e. 20 seconds for a full 4-shot burst), uses 3MW of power
Pulse Bomb I ammo: costs ⛯4 per shot, 6 units available
Automated Reloader: costs ⛯60, causes all weapons to charge 10% faster, uses small machinery room
You have ⛯59½. (You can also sell the EMP (⛯35), Pulse Bomb I (⛯22) or Burst Laser II (⛯32), if necessary.)scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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callforjudgement Microprocessor
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We have enough explosive material to synthesize 18 Pulse Bomb I shots.
Weapons-related purchases at this beacon:
Weapon power relay: costs ⛯45, allows an additional 1MW of power to be routed to the main weapons (cannot be sold)
Large weapon power relay: costs ⛯100, allows an additional 2MW of power to be routed to the main weapons (cannot be sold)
[the power relays can't directly be used together as they'd need to share the same reactor access point, but we can use an additional ⛯20 worth of scrap to bodge around that]
Lensing system: costs ⛯30, increases artillery recharge rate by 20% but doubles artillery power usage (cannot be sold, but can be switched off)
Missile shielding: costs ⛯80, makes our missiles immune to enemy defence drones
Pike Beam: costs ⛯35, long 1-damage beam (same length as vanilla FTL's Pike Beam), charges very slowly (21 seconds), uses 1MW of power
Basic Bomb: costs ⛯45, takes 13 seconds to charge, 2 damage, uses 1MW of power and 1 ammunition unit
Stun Bomb: costs ⛯45, takes 17 seconds to charge, 15 seconds stun + 1 ion damage, uses 1MW of power and 1 ammunition unit
Pulse Bomb I ammo: costs ⛯4 per shot, 6 units available
You have ⛯45. (You can also sell the EMP (⛯35), Pulse Bomb I (⛯22), Pike Beam (⛯17) or Burst Laser II (⛯32), if necessary.)scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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OK. You now have ⛯0.
Could you be clear on how I'm meant to deal with ships with 2/3/4 shield layers? I assume the finisher is "EMP them repeatedly" if they can't hurt us, and "Burst Laser → Beam volley" if they're going to, but want to know how far to EMP/bomb down the shields first in the latter case.scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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Any special rules for this ship? They have three shield layers, and are trying to suffocate us.
Their Oxygen system is not something they can repair, but we'll likely suffocate before they do if we simply attack it and wait. So we might want to kill them quickly.scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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Apparently only 4MW is coming to the weapons in this battle (against the Slugs who disabled our Infirmary) for some reason. I've taken the missing power bar out of Artillery, as you didn't mention that above; let me know if there's some other change you want to make in this situation.scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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i need a new plan for this battle. They have a cloaking device and 3 shield layers, and EMPing their shields isn't working; whenever we break them with the EMP, they simply just cloak and repair the shields while cloaked. Given that they can hurt us, I'm definitely not going to just continue with the standard plan until the ship's destroyed; I need an alternative.scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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I tried to defeat them by bombing the cloaking, and had some success; at least we eventually managed to land a beam hit on them. However, they repaired the cloakingandthe shields pretty quickly (the hit we landed came when two enemies repairing the cloaking got hit by the Pulse Bomb and decided to heal up, meaning they had fewer crew repairing. Unfortunately, by that point I had to abort the fight (see the main thread).scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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There's basically nothing for weapons here; you can buy a power relay for ⛯55 but that's about it.
If you're interested in selling weapons, the Slugs here will gladly trade. Sell prices are the usual (EMP (⛯35), Pulse Bomb I (⛯22), Pike Beam (⛯17) or Burst Laser II (⛯32)).
You have ⛯17¾.scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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I tried this, but it was hard to get the Pike Beam to connect; as it takes 21 seconds to charge, the enemy's typically repaired the EMP damage to their shields in the time it takes to charge.In post 71, PvtUrist wrote:future setup be ion and bomb/ laser and beam.
That latest battle might not have been an ideal test, though, as they kept damaging our weapons, preventing me from lining an attack up regardless of what strategy was used.scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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We could try to fix some of the weapon-related debris in our scrap, if necessary. It'd take ⚙️55 worth of components to squeeze an extra 1MW of power to the main weapons, and ⚙️65 on top of that if we want an additional 1MW of power. We could also try to overclock the Artillery Beam, making it charge faster; that'd cost ⚙️30 and improve its charge rate at the cost of power consumption.
You have ⚙️39¾.scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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I had to Pulse Bomb several times on the Jump 66 battle to not die immediately (the Pulse Bombs charge faster than their weapons do, so they're good at shutting down a system in an emergency). We now only have three Pulse Bomb ammo left.
On the plus side, we found a new weapon! It's a Basic Ion: it deals 1 point of ion damage every 8 seconds and takes 1MW to run; normal rules for ions, no special effects.scum· scam · seam · team · term · tern · torn ·town-
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callforjudgement Microprocessor
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We have too many weapons to mount to the ship; we're out of weapons mount points. Luckily, the merchants here are quite happy to reconfigure our weapons system if we buy something from them or sell something from them. So now's likely a good time to set up our weapon configuration and strategy for the next part of the game.
Not counting the artillery system, which is permanently fixed, the weapons we have available are:
Currently owned by us:
- Burst Laser II (3 1-damage shots per 12 seconds, 3MW), sells for ⛯32
- EMP Ion (1 shot per 9 seconds, dealing 1 ion + 1 system damage with possible stun/fire, 3MW), sells for ⛯35
- Pulse Bomb I (1 shot per 8 seconds, dealing 1 ion + 1 system damage, 1MW;4 ammo left), sells for ⛯22
- Pike Beam (long beam charging in 21 seconds, dealing 1 damage, 1MW), sells for ⛯17
- Basic Ion (1 shot per 8 seconds, dealing 1 ion damage, 1MW), sells for ⛯15
Purchasable:
- Burst Laser I (2 1-damage shots per 11 seconds, 2MW), buy for ⛯50
- Pegasus Missile (2 shots per 16 seconds, each dealing 1 hull + 3 system damage, 3MW; uses 1 ammo unit per burst), buy for ⛯60
- Phase Laser (1 shot per 19 seconds, dealing 2 hull + 2 system damage, passes through shields, 2MW); buy for ⛯80
Ammo costs ⛯4 per burst here (i.e. one Pulse Bomb I or one Pegasus Missile burst), with 6 units available.
The next three power supply upgrades for the weapons cost ⛯55, ⛯65, ⛯75 (i.e. ⛯55 for one upgrade, ⛯55+⛯65 for two, and so on).
The next three speed upgrades for the artillery cost ⛯30, ⛯50, ⛯80 (as usual, an upgraded Artillery will consume extra power, but you can switch off the upgrades if you wish to save on power).
You have ⛯36.scum· scam · seam · team · term · tern · torn ·town
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