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I only ever need my Soldiers for their level 1 back attack. Usually they make it to the level 5 skill that boarding skill that does crew damage post battle. If they die thats a bummer, but I usually hold 3 at a time anyways. My only officer that I intend to put in combat is my doctor.
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# ? Feb 21, 2019 21:33 |
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# ? Jun 6, 2024 23:01 |
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Thank you!BlondRobin posted:If you have a second ship it sits in dry dock when you aren’t using it and you move your crew over intact afaik. What happens if the ship I move to holds fewer crew? Do the extras just disappear? If that’s what the X means, what does the O mean? I’ve only made it to level 11, and I’ve dropped almost all of my income into ship upgrades, but it takes ages and ages to whittle away an opposing ship and meanwhile my crew and components get chewed up by their occasional crippling effect. I don’t miss very much, it just seems like I do a couple of hundred damage per round tops (starter ship, but I gotta win to get out of it) and that means it’s ten or more rounds if they aren’t buffing defensively or repairing or disabling my weapons. A couple of boarding attempts and I usually win by captain death or the engine compartment taking its leave. Am I supposed to run from combat until I’ve been able to really beef up my ship?
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# ? Feb 21, 2019 21:36 |
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Subjunctive posted:Thank you! Use the dodge moves. I don’t know what difficult you’re playing on but evasive maneuvers, optionally bombardment, and good pilot skills can evade everything in a 5-6000 mass ship. The only thing is to try to close to medium range, because torpedoes are incredibly accurate by default (you can still avoid them but it’s harder to rely on.) also good are the defense matrix small size ship pieces; 2-3 of them and you might as well be invincible. I believe the o means if you had the right weapon you could in theory use the skill from that position but as I said I haven’t played with swapping weapons around that much. If it has less crew slots I believe your crew will slowly abandon until you reduce to current max capacity. You can see this happen if you pick up Valerie with the Faen quest since she adds to your crew list even if you have no space. One you go over someone abandons at your next landing. Again, haven’t tested this though, I don’t usually go down in crew capacity when upgrading. EDIT: also since you should always close to medium range, pick up a pair of gravitic cannons in your medium slots. They do an absolute truckload of damage and apply the Venting Hull debuff, which does crew damage, component damage, and also massively reduces armor and shields to make the enemy take even more damage(it can even go negative). BlondRobin fucked around with this message at 22:16 on Feb 21, 2019 |
# ? Feb 21, 2019 22:11 |
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Best ship weapons are the ones that rob AP, and stack. Don’t need to dodge shots if they can’t fire weapons. Also, one or two thrown wrench can set off a failure cascade that makes combat easy
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# ? Feb 22, 2019 01:29 |
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I went down Zetta's route and got my rear end beat by a frankenstein
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# ? Feb 22, 2019 01:37 |
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I really got to play this again. Last time I tried to my brain farted on character creation. I think I'll make a zealot or maybe an explorer / xeno bug hunter..
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# ? Feb 22, 2019 14:17 |
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sebmojo posted:The game gets updated a lot so that could well be out of date - I found that softening them up and closing to board is a fantastic, almost op approach with a few appropriate talents. One thing that's vital and easy to miss is that you need to upgrade your ships locker to get better weapons for your dudes. Range 5 weapons tend not be that powerful, I tend to blitz to range three with movement skills, tag opponent with some debuffs, then pop broadside and unload. My combat ship doesn’t tend to go beyond round five or six unless I’m fighting a 2500+ ship.
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# ? Feb 22, 2019 18:01 |
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xxEightxx posted:Range 5 weapons tend not be that powerful, I tend to blitz to range three with movement skills, tag opponent with some debuffs, then pop broadside and unload. My combat ship doesn’t tend to go beyond round five or six unless I’m fighting a 2500+ ship. Yeah, torpedos are explicitly a debuffing weapon with their high cripple chance. Missiles are ok but their damage is split into radiation very heavily, which means you have to punch through both shields and rad resist on the enemy as well, which cuts their damage by a lot. Always close to midrange if you want to win at space.
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# ? Feb 22, 2019 18:31 |
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If you're not closing in to Ranges 1-2 (maybe 3 if you have that awesome Gunnery talent) to board and plunder an enemy ship of fuel, crew and data, then you're not much of a Star Trader I think
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# ? Feb 22, 2019 18:34 |
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Can you make a career out of Exploring and smuggling stuff into Black Markets? Is there enough to do there? I guess I could also do Xeno Hunter stuff once I grew up, but probably need a different ship which will get annoying in terms of moving them around.
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# ? Feb 22, 2019 19:04 |
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Subjunctive posted:Can you make a career out of Exploring and smuggling stuff into Black Markets? Is there enough to do there? I guess I could also do Xeno Hunter stuff once I grew up, but probably need a different ship which will get annoying in terms of moving them around. This is what I want to do. I think the trick is finding an independent system that has a large enough black market to offload your illegal xeno goods or get a proper trading license in a well liked system.
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# ? Feb 22, 2019 21:27 |
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BlondRobin posted:I believe the o means if you had the right weapon you could in theory use the skill from that position This is correct, more research shows (plus understanding the tooltip text better): o means that you can use it there if the talent permits, and x means that you can’t use it there even if the talent would otherwise allow it. ”wiki” posted:[Bio-Poison] damage ignores armor and if it drops a character's HP below 1 point, it will kill them. Does this mean that Bio-Poison skips the death save? That can’t be right, right? How do people set up their boarding teams? Just level the default ones? Destroy the ship at range and don’t worry about it? Starting officers? Specialist recruits? Specialists promoted? I keep ending up with a mess of mediocre stuff.
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# ? Feb 23, 2019 19:09 |
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If I'm running a boarding build, then my captain is usually some kind of minmax'd monster, I've had success with Assassin 15/Spy 2/Swordsmen rest with 10 Blades, 10 Evasion and 3 Stealth. Equip a blade with a pistol for extra defense and have them dodge tank in slot 1 or 2 forever.
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# ? Feb 23, 2019 20:12 |
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Strong early game boarding doesn't exist*. Strong boarding without dedicating your officers to it doesn't exist. Pick your combat officers based on their attributes (especially initiative attributes). Your officer's starting job doesn't really matter, because the hyper-optimal 3-job builds aren't much better than functional 2-job builds. After job level 2, you rarely (if ever? I'm not actually going line by line here) get more than 2 skill points per job level. That's only "worth" about 4 attribute points in crew combat. Having an extra 8 initiative every round matters a LOT more than avoiding your officers being crewdog 1/soldier X/sniper Y (or whatever your build ends up being). *An attributes/skills or skills/attributes focused captain can start really strong. But that still leaves 3 slots in your away team that are filled with randomly generated clowns. ADDING: Most crew ranked swordsmen/pistoleers/soldiers are for feeding to xenos and pirates when you're exploring before you can tackle those fights safely. You just can't do poo poo with a crew combat character who rolls a total of 30 Quickness + Wisdom, so most of your hires are only good for being warm meat. TheBlandName fucked around with this message at 21:47 on Feb 23, 2019 |
# ? Feb 23, 2019 21:44 |
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Man, you guys are so helpful. Thank you!TheBlandName posted:After job level 2, you rarely (if ever? I'm not actually going line by line here) get more than 2 skill points per job level. That's only "worth" about 4 attribute points in crew combat.). What do you mean by “worth” here? I’ve been trying to figure out how to tell if my crew members are “good” for their role, and I’m not sure how to weigh attributes against bonus skills. That “more than 30 initiative” tip I will remember. Is there a list of the important attributes for a given class, or should I tediously make one by looking at their talents? What am I aiming for in terms of having a combat team that’s ready to start boarding (or fighting during exploration)? 10 in weapon skill and some upgraded gear?
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# ? Feb 23, 2019 22:27 |
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How much difference does the weapons locker make? I prioritised upgrading it first and it seemed to make fights a lot easier, but i never crunched the numbers.
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# ? Feb 23, 2019 22:29 |
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sebmojo posted:How much difference does the weapons locker make? I prioritised upgrading it first and it seemed to make fights a lot easier, but i never crunched the numbers. Night and day man. Max guns and armor rookies can cut through decent opposition on the strength of their equipment. If you stick with the starter gear, even your combat specialists will be in danger against total chumps with better stuff. Doing more damage and taking less in return is always good.
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# ? Feb 23, 2019 22:57 |
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Subjunctive posted:Man, you guys are so helpful. Thank you! What I meant by "worth" is here, and this ONLY applies to crew combat: Each skill point adds a "strong die" to your dice pool. A strong die has a 40% chance of working. Every two attribute points add a "standard die" to your dice pool. A standard die has a 20% chance of working. For gut feel checks, it's close enough to true to just say "1 strong die = 2 standard dice". So 1 skill point is just as good (and no better than) four attribute points in the related attribute. Honestly, for crew combat characters you'll get like 90% of optimization done by looking at the initiative range of your candidates and nothing else. That's because one of the attributes used for initiative is also used for both defense pools. So if one character has better initiative than another they will usually have better defenses, by enough to make up for any skill bonuses they do or do not have. You can occasionally get tripped up by someone who has very similar quickness and wisdom, because they'll have worse defenses than their initiative would suggest. Crew attributes only matter for crew combat. The end. Okay, technically there are a few talents that will be based on a crewman's charisma or wisdom. Obvious talky careers care about these, and crew-dogs who are not obviously talky also care about charisma. Your combat team is ready to start boarding as soon as they can fairly reliably dodge the non-combat defenders*. Fastest way to that isn't leveling, it's buying better weapons lockers and hiring recruits with 24+ in quickness or wisdom, and 15+ in the other stat. The problems in the early game are that you don't often start with good combat crew, and you need your officers to do jobs like "quartermaster" and "doctor" to keep the crew from rioting your ship into a million pieces. So if you want to get boarding started early you can churn through recruits, hiring/firing people at every world you stop at. And that works. But the next big leap in boarding strength comes when you have crew-ranked quartermasters and doctors from your contacts, so you can promote 25+/25+ super candidates to officer from any starting job. *Usually this means rifles and handguns. But it's worth noting that (in practice) the only thing that can dodge a sword user is another sword user, so I would recommend 2 swordsmen on the front line. TheBlandName fucked around with this message at 23:45 on Feb 23, 2019 |
# ? Feb 23, 2019 23:40 |
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I recall one small trick being that you only want your Weapons Locker to level 3 since 4+ weapons from the locker cost extra initiative to use (especially notable for Rifles and Snipers) for only a modest gain in performance. It might have changed with a patch since, but I typically settled with a level 3 locker and filled out the rest with custom 6+ stuff from contacts for my killy crew.
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# ? Feb 23, 2019 23:55 |
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I want to correct some stat numbers I gave earlier. I was thinking the max attribute roll was 30 (like on captains) but the max roll for crew and officers is about 25. So your targets for "good for a crewman" are about 20 in one and 12ish in another, and "good for an officer" are 20 in both. The goal was less "these are specific numbers to hit" and more "aim for above average or nearly max".
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# ? Feb 24, 2019 06:06 |
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Yeah, boarding is all about having a gross sick officer only murder crew. You and three others or four others if you're non-combat. A random crewman soldier is relatively safe in the back line, especially position 4, for a bit. Initiative is king, which means you want Wisdom and Quickness as high as possible, no real exceptions. The two military factions - Cader but especially Steel Song - tend to have recruits with traits that make them better at fighting, important stuff like added initiative, damage, armor, etc. I usually start Steel Song for that reason, I feel like your opening crew has better than average stats. I even tried loving around with starting with a priority A starship to give me the maximum number of officers to give me the largest possible pool of four decent grunts and it basically worked. There are some talents - Quartermaster has one and Commander, I think - that increases the stats of your recruits. A couple of months ago they even patched in an indicator of how many of those skills you had left while recruiting dudes. This is good and you should use it if at all possible. Once you have four high initiative dudes, hopefully with good combat traits... that's about it. I mean, it's a LOT more complicated than that, some of it is annoyingly fiddly (although the wiki does have a great, clear explanation for everything if you want to nerd out.) Get the best weapons locker. Make sure skills you use (and thus the classes you use) have "order" synergy: a shift in position here in there is fine but I found you don't want your say backline machine gunners needing to run up front to throw a grenade, make those separate characters. Cultivate contacts who can get you better weapons, armor, or military gear - once you have enough of these you can even throw away your weapon locker for another small slot on your ship. There are some mid-late game storylines that give you higher tier weapons - lockers go up to five, contacts can get you six, but some special stories give you seven. These are great, and fun to play through, but basically impossible to consciously trigger. Also, some of them give you level eleven weapons? Not sure what's up with that, but anyone attacking with a tier above six is a murder machine so whatever. There's a ton more to it if you care - dodge versus stealth dodge versus armor, grenade attacks being their own weird thing, off-handing a sword to parry with - but the gist is just get four fast face smashers, equip them as best you can, decide on a positioning for them and grab skills that work in that position, and you'll be fine.
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# ? Feb 24, 2019 06:55 |
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Xeno Hunter also has a recruit improvement talent.
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# ? Feb 24, 2019 15:07 |
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Digital Osmosis posted:There's a ton more to it if you care - dodge versus stealth dodge versus armor, grenade attacks being their own weird thing, off-handing a sword to parry with - but the gist is just get four fast face smashers, equip them as best you can, decide on a positioning for them and grab skills that work in that position, and you'll be fine.
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# ? Feb 25, 2019 11:06 |
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40 Proof Listerine posted:The other thing about boarding is that when you advance to position 1 in the ship combat, your whole crew gets to use their boarding talents, not just the boarding party, so you don't have to worry much about burning talents on your combat crew on the boarding talents, since the rest of the ship crew can handle the intel looting and the crew shooting. You've just changed my life.
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# ? Feb 25, 2019 11:31 |
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40 Proof Listerine posted:The other thing about boarding is that when you advance to position 1 in the ship combat, your whole crew gets to use their boarding talents, not just the boarding party, so you don't have to worry much about burning talents on your combat crew on the boarding talents, since the rest of the ship crew can handle the intel looting and the crew shooting. I wondered why sometimes I had the whole crew, and sometimes only had the boarding party. In hindsight, this is completely obvious. Thanks.
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# ? Feb 25, 2019 13:40 |
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https://steamcommunity.com/games/335620/announcements/detail/1730979046047360465 Do not go gentle into the archives thread, hype, hype against the dying of the light.
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# ? Apr 7, 2019 14:03 |
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ZearothK posted:https://steamcommunity.com/games/335620/announcements/detail/1730979046047360465
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# ? Apr 7, 2019 14:09 |
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Oh drat, that will be an excellent moment to get back into this game. I haven't played in months, I assume a lot has changed given the pace of the updates? (although personally I'm most hyped for more late game story content)
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# ? Apr 7, 2019 14:33 |
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I'm actually kind of glad they're putting story beats ahead of fighters; I really want to run a carrier, and having an expanded universe to putter around in sounds exciting! EDIT: No, wait, I must've got my news wires crossed somewhere Fighters first, then story stuff.
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# ? Apr 7, 2019 14:59 |
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DON'T CARE I'MMA CHEAT MYSELF A BILLION ZILLION CREDITS AT GAME STARTS JUST GIMME MY BEAUTIFUL CARRIERS
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# ? Apr 15, 2019 20:41 |
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Star Traders dating sim when?
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# ? Apr 15, 2019 22:52 |
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Pvt.Scott posted:Star Traders dating sim when? But the contact system was in from the start???
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# ? Apr 16, 2019 00:09 |
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Fighters seem pretty interesting. Haven't play with them much yet but it seems like you can launch boarding craft to basically just get extra boarding attempts, crew don't get tied up from being on the shuttle - even the pilot. Wing Commando also seems like a very cool and strong job, so long as you're boarding I feel like it's a lot better than a plain swordsman, has some very strong talents including almost straight up better versions of some of the ones swordsmen previously had a near-monopoly on, like riposting, I guess at the expense of evasion.
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# ? Apr 16, 2019 02:00 |
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So are they kinda like Battlefleet Gothic strike craft since the game/setting seems to have a lot of 40k/Rogue Trader influences?
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# ? Apr 16, 2019 02:08 |
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Anyone still playing this? Its on sale on steam right now and there was apparently yet another big update with new Eras and poo poo which brought it back to my attention. I think I'm gonna give it another shot. One of these days I'll sink in instead of bouncing off its massiveness.
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# ? Aug 27, 2019 07:52 |
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I was just about to post about the update. I'm currently having a blast with the game, even though most of the time I don't know what I'm doing. I've kind of gotten the hang of trading by following a guide, and I did some boarding, but I am rubbish at ship combat. I double dipped and bought the game on Android and PC, and it just eats up my daily commute to the point where I almost forget to get off the train.
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# ? Aug 27, 2019 08:52 |
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It's safely the best airplane game for my aging Surface Pro 3, and I always wind up down the hole for several hours beyond the flight every time we travel for the holidays. Templar Battleforce too, both permanently live on this thing. They've done SO much for this game since release, seeing the additions since the last trip is always fun. Wish they'd add some new male faces though...and some new names for the random generation list. Kinda hard to imagine an entire extended family serving on my ship. Squiggle fucked around with this message at 16:03 on Aug 27, 2019 |
# ? Aug 27, 2019 16:01 |
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I am honestly waiting for the updates to kind of slow down because they are putting so much support into it and I'm just playing other games in the meanwhile.
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# ? Aug 27, 2019 17:09 |
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# ? Jun 6, 2024 23:01 |
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The updates may never slow down. They been going like this for two years.
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# ? Aug 27, 2019 17:19 |