#Some questions

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vapid flume
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Hello everyone! I just recently came across this gem of a game and honestly I'm hooked to it! I've completed it once now on normal difficulty (~75 yrs, smuggler/diplomat/merchant) and got few unlocks on hard difficulty too. During my first gameplay I started with paladin ship and I basically replaced all of its weapons with defense matrices and boarding components and went for only boarding strategy and honestly I liked it a lot although combat took a while.

I turned my starting officers into combat crew. Quartermaster > swordsman/blade dancer, engineer > soldier/sniper, doctor > combat medic/commander. Later on I hired 2 soldier officers from calagan and trained them into soldier, BH, ST and soldier, XH, Exo scout. I alternated sniper and XH for normal and xeno fights respectively, though I found sniper to be really lackluster.

So I'm thinking of starting my 2nd playthrough on hard difficulty as a non combat captain again and I've some questions and doubts since it's my first time playing on permadeath mode on a game 😅

  1. Which combat setup does good vs xeno esp jyeeta. I ran melee 1, snubber 2, medic 3 and Lmg 4. I noticed Melee missed a lot than guns and snubber really shined so perhaps 2 snubbers in 1 and 2 instead of melee?

  2. Is heavy armor worth wearing with penalty to init? I only wore heavy armor from a quest and rest all mesh armor.

  3. I rarely traded at all...I know I took the merchant job but never got to utilize its potential, so I'd really appreciate some tips regarding trading and getting stonks!

  4. And lastly while recruiting combat crew how much attributes should I focus on getting? Rn I try to get someone above 120 hp and 45+ wis and qui.

I've lots of more questions but I'll make another post later. Help and advice will be greatly appreciated!

delicate jasper
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  1. there's a decent spread of anti-jyeeta combat crew combos you can do and the big thing is being able to strip their debuffs they stick on your team and to deal with your team being knocked around

Three solid combat crews I ran included
A) crew Bounty Hunter in position 4, Xeno Hunter/Soldier/Shock Trooper in slot 3, wing commando/swordsman/blade dancer slot 2, zealot/swordsman/wing commando slot 1
B) Spy/Combat Medic/Doctor slot 4, saboteur/pistoleer/military officer slot 3, Soldier crew slot 2, Zealot/Swordsman/Wing Commando slot 1
C) Sniper/Exo Scout/Explorer Slot 4, crew Bounty Hunter slot 3, Shock trooper crew Slot 2, Shock Trooper/Soldier/Xeno Hunter Slot 1

The big thing is accuracy buffs and debuffs because level 45 Jyeeta can have 30-45 strong dice to dodge depending on ranged or melee and so you need to beat that

  1. heavy armor is great if you can afford the init loss, otherwise the class 6 medium armor is a decent alternative with armor buffs

  2. Merchant play is about big rare trade goods hauls and can be its own thread, contacts and cargo hold size are big money influences

  3. you got the right idea in scanning for those attributes, keep an eye out for positive traits too like Device freak

vapid flume
# delicate jasper 1) there's a decent spread of anti-jyeeta combat crew combos you can do and the ...
  1. I noticed that you ran crew members too in combat, is it ideal?
    And why do you go for zealot on melee, which skills in particular

  2. I think I can bear some init loss if it means my crew will be bit more safer

  3. These rare goods can only be obtained from contacts right? And not regular market?

  4. I never found that trait, the best I did find was the one that gave 4 init, I'll be the lookout

Thanks for the advice!

hallow basin
# vapid flume 1. I noticed that you ran crew members too in combat, is it ideal? And why do yo...

For number 3, rare trade goods can also be acquired either through blockades with pirate talents, exploring with explore talents, or through finding rare trade good stashes from orbital salvaging.

Another way of doing so is to target smugglers or merchants. But like the ones mentioned above, you'll need some specific talents for it to work.

Probably the most dangerous so far is to hunt Xenos and use Explorer, Scientist, and Xeno Hunter talents to gain Xeno Artifacts from them through ship or crew combat. I say this is probably the most dangerous method because fighting Xenos can be difficult without a properly equipped ship or properly equipped and leveled up combat crew.

Note though, usually these RTGs require you to have permits to sell them legally (save for Xeno Artifacts since those are very illegal to sell), so you could do this two ways. Find planets with a low enough trade law or find contacts with access to a black market.

Believe me when I say that even the trading aspect can get deep.

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Something to add, Farfallen Rim quadrant has a planet called Gloomhorn which has an Orbital Station named Temple of Refuge. You can sell your Xeno Artifacts here if need be, since it seems to have a permanently low trade law. Remember though that you can't just dump all of your artifacts here, because the rules of Supply and Demand exists in this game too.

vapid flume
hallow basin
# vapid flume Thanks a lot for the trading tips! And I'll look out for the planet; last game I...

BG is usually more of a combat utility type class with Honor Guard, Tactical Shove, and the various debuffing attack talents the class offers. Pretty good for rounding out a Zealot/Swordsman for an Honor Guarding tank.

I'm not sure how it goes for an Assassin/Swordsman, since that set up is more for buffing and doing crits, meaning they'll need most, if not all, their init to buff their selves up before attacking.

As the class name implies, they're more competent as tanks that either Honor Guards or sets up debuffs for the team to take advantage of.

delicate jasper
# vapid flume 1. I noticed that you ran crew members too in combat, is it ideal? And why do yo...
  1. The number of combat officers depends on how much you want to specialize in crew combat and if your captain is also part of the crew combat
    About 3 officer bunks for crew combat officers is a safe balance on bigger ships because you can use the other officer slots on doctors/spies/military officers/commanders/what have you

Crew Bounty Hunters are nice because most of what they do isn't accuracy dependent, since Unfaltering Ire is guaranteed to hit, and they're guaranteed to be at the Arbiter as a contact recruit job; crew soldiers and pistoleers are solid as being able to hit targets good and apply debuffs or buffs as needed while officers do real DPS; crew Swordsman is mostly nice but really shines better as officer being able to splash more buffs on; other crew combat classes run into the problem they don't get enough strong dice to reliably hit high level Xeno combat classes

Best case scenario for crew combat is a super buff captain and 3 combat officers but I'm not bold enough yet to really risk the captain that way

  1. Yeah heavy armor is generally worth the init loss and some of the vignettes later on give some super buff heavy armor that only removes -2 initiative instead of -4 so it's practically free
vapid flume
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