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Panzeh
Nov 27, 2006

"..The high ground"
So i've been playing this game a lot and have learned a ton of things- I'm finding that officers are best off as combatants, once you get a good pool of crew recruits beyond the basic crew jobs. If you're gonna do card games, you need to spam the crewman type that offers the ability to add a success result to the cards, typically 4 will do, alongside the talents and ship modules that increase rewards.

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Panzeh
Nov 27, 2006

"..The high ground"

metasynthetic posted:

Now that I'm about 10ish hours into a hard playthrough, I'm starting to think maybe I should be doing this instead. Crew combat has gotten stupidly difficult now - I've been in 2 storyline related fights: one involving taking on a young noble as an apprentice for a couple years (who got assassinated no thanks to me) and another to put down a revolutionary protesting the union of the factions and both times I got my poo poo rolled hard. Just now, one of my guys got killed before I even got a chance to move, and it didn't seem like simple bad luck. I went out of my way to get a Goliath A5 weapons locker and to put new armor / guns on my guys as appropriate first. My team was a pistoleer and bounty hunter around level 10, and a soldier and swordsman recently hired. (I split my A team of all 10s into 2 because the game warned me I'd have 2 fights.) I'm at the point that it's got me afraid to engage in crew combat ever since it feels like I'm guaranteed to lose at least one crewman and my only chance is to just passively keep them out of fights and leveling up in the background until the day they are ready to emerge from their delicate cocoon. It sucks.

So, basically, are officer combatants 2 - 3x more powerful than a crewman or what? Because I feel like they'd have to be to be capable of routine use for crew combat.

What am I doing wrong?

The key to crew combat is to ensure your combatants have high wisdom and quickness, those are the two most important stats. A skill bonus in a weapon is helpful, too, but you need to have good attributes to get consistently good init in combat, and initiative is king. The advantage officers bring is that you can splash them into classes with good heals or with better on-init passives. IMO (mostly) pure soldiers are still the best backline combatants, but other classes have some help for pistol-wielders and swordsfolk.

If an officer has weak attributes, i will have them spec into difficult-to-get jobs like doctor and military officer to get those talents/skills, until I can ditch them entirely and promote a crewman with a good passive skill and attributes and make them a combatant.

Also, officers can use devices, while crew fighters cannot.

That being said, tactically, the idea is to try to pull/push people out of their good zones and use init-debuffing abilities to sap turns from the most damaging enemies. Combat classes are the most dangerous enemies(soldiers, swordsmen,pistoleers) while you can leave others alive.

Panzeh
Nov 27, 2006

"..The high ground"

TheBlandName posted:

I have nothing to add to this, other than officer swordsman have a pretty good chance (>50%) of parrying non-officer swordsman just because officers get more job ranks. Actually, I almost forgot. Swordsman have a very initiative efficient self-heal/morale-restore to patch up when the enemy is down to one survivor.

You can also splash into doctor and get a pretty powerful heal that way.

Another potential thing is getting a class with blades with your pistol-user so you can dual wield and get the parry bonus from the offhand blade.

Panzeh
Nov 27, 2006

"..The high ground"
Torpedoes and lances are good at crippling enemy ships and will often start fires when they hit- look at the cripple chance. These fires are the easiest way to knock out a ship without destroying it. Other weapons like gravcannons, missiles, and plasma cannons are better for straight up killing ships.

Keep in mind that ships and ship combat are going to get a huge overhaul within the next month or two when the fighter patch drops, and a lot of things change.

Intel records are very, very useful for getting rep/influence up with a contact who will buy intel- it's much quicker than doing missions. However, you don't really need to do spying to get them, though you can have spy setups that have a very good rate of collection(there are spy talents that both add a intel records card and increase the reward, so getting spy crew is helpful). There are also talents that give you intel records when you successfully board a ship(spy), or even after you defeat one(zealot).

Exploration can be lucrative, but it requires some high level setups and capital which make it not terribly viable. You need multiple explorer/exo-scout crew to stack up the talents and a ship with the right modules to make it profitable, as well as a good crew combat group.

Panzeh fucked around with this message at 15:34 on May 26, 2018

Panzeh
Nov 27, 2006

"..The high ground"

TheBlandName posted:

Exploration is a case of needing too many specialized crew to make it pay out half as well as an equally leveled generalist crew can earn from trading. The one upside is that it's a reliable source of rare trade goods that doesn't require you to know the right contact to get more. Just to, uh, sell them. So it's not even a real upside.

On the other hand, exploration is thematically cool and new contact cards seem to be about as common when exploring as when spying. Like spying and patrol, I'll take a look at the hand I'm dealt whenever I stop by a planet and decide if there's enough reward to risk some crew/component damage.

Yeah, the top reward being terrox xeno artifacts, a very difficult item to sell makes it tough even when you have a good setup for it.

Panzeh
Nov 27, 2006

"..The high ground"

Pleads posted:

Man I wish I'd done the odd patrol job for slightly-unfriendly factions sooner, decent way to top off your rep after a few -1 encounters.

I'm at the point where I'm starting to look at new ships and they all seem pretty generic, which my googling tells me is a common perception. Anyone got any tips on which new hull to pick up? I've been kind of a jack-of-all-trades captain so far but I might start re-tooling my crew into espionage and smuggling.

My only complaint is the forced 1-round combat stuff feels way too punitive, especially when neither ship wants to be in the battle. Why are we inflicting $1k+ damages on each other when both ships retreat the first turn anyways, why is that even something you're forced into.

I usually use a defensive talent and rarely end up getting hit at that range. One of the new patches coming down the line is the "fighter patch" which will rework ships in general, not just adding the eponymous fighters.


Cantorsdust posted:

Quickness determines your initiative roll in combat, and each move takes points away from it until every person is out of points. Increasing quickness not only lets you go first, it lets you go more often per turn.

Quickness is the most important crew combat ability by a significant amount. I would go so far as to say if you get common combat crew without at least 20 quickness i would fire them and keep getting new ones until you do, though I think later on officers make better crew combatants due to multiclassing(soldiers aside).

Panzeh
Nov 27, 2006

"..The high ground"
I'm fine with the engines rendering a ship kaput, it's like in a sailing game where all the sails are gone- technically you can fire, i guess.

Panzeh
Nov 27, 2006

"..The high ground"
I lost a 17 hour guy to getting a crew battle wiped during a mission.

Panzeh
Nov 27, 2006

"..The high ground"

Beer4TheBeerGod posted:

Also change the factions to various sub-sectors of the Imperium, put some xeno territories on the outskirts, and change "Arbiter" to "Inquistor".

Why does everyone want dumb 40k names for everything?

Panzeh
Nov 27, 2006

"..The high ground"

willing to settle posted:

And by "having some combat specialists", I mean... it's often a good idea to make some or most of your officers into those specialists. Ordinary crewmen will do okay in combat for a while but eventually they will start to struggle, especially against big late game targets. In particular, your starting doctor is a solid candidate for being made into a combat officer. Give them the jobs Combat Medic and Swordsman or Pistoleer. Focus on these over doctor for level ups. Very useful to have a competent healer in combat situations.

Yep. Officers make the best crew combatants, crewmen are good for high level specialist talents/skill pool boosting, though getting specialist crewmen takes some significant contacts. It's kinda wild how important contacts are in this game.

Panzeh
Nov 27, 2006

"..The high ground"
Attributes are the only thing you can't increase throughout the game, so it's hard to pass up attributes A, skills are also fairly good.

The most important thing in the game, particularly ship combat is skill pools in things like tactics, gunnery, etc. Build your crew based on getting the right skill pools- the description of classes will tell you what kind of dice they add to your skills.

Also, don't play on a high difficulty when you start. Once you understand how the game works, the difficulty is a lot less of a problem but keep it low while you're learning- there'll be a lot less pressure on you to try to keep up as the game advances.

Panzeh
Nov 27, 2006

"..The high ground"

Phlegmish posted:

Alright, so it might be good to set up a template that is Attributes -> Skills -> Ship -> Contacts -> Experience?

Which attributes should I mainly focus on if I mostly want to do trading and a variety of missions?

For my main guy I'm assuming I should focus on the skills that aren't pooled...or are they all pooled? I guess it would make sense if they all are, as opposed to attributes. I would still think some are harder to supplement than others.

What is the recommended starter ship at 260k, as well as the best 2 starter contacts?

There are too many choices I am paralyzed

Contacts that give rare recruits like doctors are always nice, but you probably don't start with the ability to start with them.

Skills are pooled for most ship tasks, but not for crew combat. Captains can be flexible, but i recommend not making a personal combat captain as a beginner as that's somewhat risky. Officers are actually the best personal combatants but you'll also need to get things like doctor skill which can be hard for a newbie to find in crew(you need contacts to get doctors).

Panzeh
Nov 27, 2006

"..The high ground"

habituallyred posted:

90% of ships only have a 4 man combat crew complement. I won't pretend to know enough to reliably beat xenos, much less Jyeta. But day to day crew combat can be covered by two soldiers and two people in heavy armor. Having dedicated frontliners is good for the initial boarding and random encounters. But the rest of ship crew combat is a valuable opportunity to powerlevel your doctors, smugglers, etc. The backmost soldier wants to go before their buddy and has Backline Leader, plus Suppressing Fire and eventually a backup Full Auto. The other soldier wants to go after the leader and to carry the biggest machine gun you own. They are only going to be doing one thing on their turn: Full Auto. One Soldier going Full auto will kill half of any human combat team that they can hit. The leader tends carry a lighter gun and might leave some scraps for the non combat types.

Xeno wise keep in mind that they secretly do have combat classes. And that most of those classes don't work outside of a certain range. So if you can knock them out of their ideal spot they have to waste turns swapping. Jyeta though, woof. Only got to that point once and dearly felt the lack of Xeno combat only buffs that dedicated Xeno hunters get.

And yeah if you didn't build a character and starting ship specifically to fight people: Don't! Bribe them or just try to run away. In the medium term you want get out of jail free talents like Stiff Salute, even if you have to have your officers dip into the relevant class for just one level. Even combat ships have weeks where they just want to get to a repair yard.

If you're going to optimize crew combat, you want to, very early in the game, ditch your starting officers(unless they have excellent skills and stats for combat, just go from planet to planet trying to find people with the right stats for whatever combat role you want). It's much much easier to do this early on rather than later when the enemies scale up more and you're still trying to level up freshly screened out crew combatants.

Panzeh
Nov 27, 2006

"..The high ground"

ulmont posted:

What should you look for in this? I’ve generally tried to run:

Captain: bounty hunter + ??? (Exo scout?)
Combat Medic + ??? (Something with pistols)
Other backliner (soldier + ???)
Front liner (the sword guys)

But I hadn’t ever looked at stats…

Dex is the god stat in crew combat- the more dex you have, the more initiative you get, meaning more moves, and going first. Strength is also good. Stats to look for on any frontliner is blades, the weapon you're using, and evasion. It's usually ideal for the front two to have blades of some sort to benefit from the defense, even if it's pistol+secondary blade.

You also want enough fortitude to survive some hits.

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Panzeh
Nov 27, 2006

"..The high ground"
Having a big tactics pool is really important in ship combat- to the point where it's worthwhile to find a way to get mil officer crew to get it. The most likely culprit for getting dunked on in ship combat is insufficient tactics. Tactics affects range changes and attacks, so if i were to think about it for the next run, getting a contact for recruiting them would be a priority if i'm doing ship combat.

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