Easy fighter character build guide
Sept 13, 2015 2:23:07 GMT -5
via mobile
resistor, filthyluca, and 1 more like this
Post by poryg on Sept 13, 2015 2:23:07 GMT -5
Maybe it is wrong of me to write this guide, but I have been using this universal system for some time to build characters with various stat builds - boarding characters, gunners or, my favourite, torpers. And doesn't matter if it was a Military officer, Spy or whatever. It could even be possible even to transform a merchant class into a fighter like that, but if you wanted a fighting class, why would you pick a merchant in the first place... I have to say, it worked to me with every possible difficulty (from basic to insane)
Ok, so we are now creating our characters. At the beginning, choose whatever class you like and a suitable difficulty. As for the starting ship, I am a free member, so I don't have fancy tricks like extra ships or ships designer, but if you ask me, I can recommend Aperio Caliga. I have several reasons for it.
1. Cheap maintenance (with 8 guns, low amount of things and crew, I don't need to worry that much about being hit with torps or about bribing mutinous crew)
2. Water-fuel upgrade, otherwise unachievable on free version, combined with 50 cargo, makes this ship excellent for surviving against indy pirates
3. High sail to hull ratio gives this ship hi-speed - excellent for retreating
Now we have our captain, so lets go!
First of all, you want to have three things.
1. Keep yourself in top-left quadrant (free members have only top left quadrant available, so they can ignore it)
2. You want to reach tactics skill level 15 asap
3. You want to have Rank, Trade permit and Death warrant with every clan and syndicate. So simple missions are the key.
Of course, if there are some shortages, you can gain some money of them. Just keep watch for trade embargoes. As a safety measure, I always look into conflicts window before I make my first trade on the planet. If you run out of water-fuel, don't buy it on planets with trade embargoes. Remember, you have low crew, so mutinies aren't a problem. You will just fight, lose a hp and pay 4000 bucks to heal the wound. But it is better than losing 30 reputation due to refuelling!
I have to note - don't be a hero! Don't try to fight ships you can't beat. If you are transporting a load of cargo, you won't escape independent pirates, so you will have to surrender. And I would advise you to not fight merchant ships either - you won't get their loot, but you won't risk a great rep drop either. Remember, you will get exp even for just acknowledging ships (except for independent ship, but if you have aperio caliga like me, it is still not advisable to fight)
Now that we have 15 tactics and some little money, we should do whatever we can to gain experience quickly. For this, not increasing stealth help alot, because acknowledging and surrendering to friendly ships gives us exp.
Now with 15 tactics, we can proceed to the second plan of our plan.
Spy battles and Solar wars! Whenever you see one or multiple against a faction, don't hesitate to buy some weapons or electronics and go for it! Just surveillances and blockades are enough. You will gain loads of reputation with other races, but there are things you have to keep in mind.
1. Your priority is experience, so your priority is surrendering. Unless you meet an alien, you are safe against all these pirates, bounty hunters and warships. As long as you have a rank and death warrant (and not negative relations), you have nothing to worry about in front of them.
2. After couple of surrenders to warships and bounty hunters, you lose your trade permit. Unless you have tactics high enough to perform these tasks effectively without additional equipment (30+), buy it again asap (or else pirates will pose a problem - when you have only waterfuel, they can't steal any from you if you have wf tank, at least they couldn't from me, but having your weapons or electronics stolen hurts)
3. Every surrender to the ship that wants to attack you lowers your crew's morale. As long as it doesn't decrease to 2, it's alright though.
4. Don't seek high ranks just yet. It consumes too much money.
5. When there are no solar or spy wars, continue gathering money
6. As your reputation grows to hundreds, trade embargoes are less of the problem. You may lose trade permits and therefore get some nasty pirates against you though, so be careful about that. After some lucrative trades you might want to stack up some water fuel and buy all lost trade permits
Now it depends what do you want to do. But let me give you some advice on this matter too.
1. You have all the time in the world to build your character. Usually around year 120 my character is good to go, but if you can, you can take a longer time to build your character.
2. If you want a boarder, increase Strength at first, as it gives no points to your levelling up, therefore you don't spend more exp than you have to on increasing this stat early on. I also recommend spending longer time with a boarding class to get as much strength as possible
3. No matter what do you want your build to be, Stealth should be the last stat you build! Not only due to being counted 2x in the levelling system, but higher stealth=less ships=less ships we can acknowledge or surrender to=less xp we gain.
By using this method on free, one can easily build a character that will rule in the battlefield. It takes few hours, but is worth it! I don't know if it is usable on elite, but I believe it is.
What are the advantages of this system?
1. It is universal. You can build up any set you like.
2. It is safe. No problems at all with ships except for aliens (but I have never met any while building a character)
3. It takes only several hours to build a captain like that(!!!)
4. You have great relations with everybody, so you have an easy way to unlock Ships of power, Ships of honor, and even the captain level things (5,10,20 and maybe even 50 if you want, without buying or capturing any additional ships)
5. If you are lucky and not a strength build, you might even get ahead of the game concerning captain level! (My last captain was lv 25 when he was supposed to meet lvs 21 before building up his stealth. After building it up, he was lv 33 and enemy captains average lv was 25)
What are the disadvantages of it?
After you finish your build, for a long time the aliens are the only thing that can stop you, so it might get boring.
Ok, so we are now creating our characters. At the beginning, choose whatever class you like and a suitable difficulty. As for the starting ship, I am a free member, so I don't have fancy tricks like extra ships or ships designer, but if you ask me, I can recommend Aperio Caliga. I have several reasons for it.
1. Cheap maintenance (with 8 guns, low amount of things and crew, I don't need to worry that much about being hit with torps or about bribing mutinous crew)
2. Water-fuel upgrade, otherwise unachievable on free version, combined with 50 cargo, makes this ship excellent for surviving against indy pirates
3. High sail to hull ratio gives this ship hi-speed - excellent for retreating
Now we have our captain, so lets go!
First of all, you want to have three things.
1. Keep yourself in top-left quadrant (free members have only top left quadrant available, so they can ignore it)
2. You want to reach tactics skill level 15 asap
3. You want to have Rank, Trade permit and Death warrant with every clan and syndicate. So simple missions are the key.
Of course, if there are some shortages, you can gain some money of them. Just keep watch for trade embargoes. As a safety measure, I always look into conflicts window before I make my first trade on the planet. If you run out of water-fuel, don't buy it on planets with trade embargoes. Remember, you have low crew, so mutinies aren't a problem. You will just fight, lose a hp and pay 4000 bucks to heal the wound. But it is better than losing 30 reputation due to refuelling!
I have to note - don't be a hero! Don't try to fight ships you can't beat. If you are transporting a load of cargo, you won't escape independent pirates, so you will have to surrender. And I would advise you to not fight merchant ships either - you won't get their loot, but you won't risk a great rep drop either. Remember, you will get exp even for just acknowledging ships (except for independent ship, but if you have aperio caliga like me, it is still not advisable to fight)
Now that we have 15 tactics and some little money, we should do whatever we can to gain experience quickly. For this, not increasing stealth help alot, because acknowledging and surrendering to friendly ships gives us exp.
Now with 15 tactics, we can proceed to the second plan of our plan.
Spy battles and Solar wars! Whenever you see one or multiple against a faction, don't hesitate to buy some weapons or electronics and go for it! Just surveillances and blockades are enough. You will gain loads of reputation with other races, but there are things you have to keep in mind.
1. Your priority is experience, so your priority is surrendering. Unless you meet an alien, you are safe against all these pirates, bounty hunters and warships. As long as you have a rank and death warrant (and not negative relations), you have nothing to worry about in front of them.
2. After couple of surrenders to warships and bounty hunters, you lose your trade permit. Unless you have tactics high enough to perform these tasks effectively without additional equipment (30+), buy it again asap (or else pirates will pose a problem - when you have only waterfuel, they can't steal any from you if you have wf tank, at least they couldn't from me, but having your weapons or electronics stolen hurts)
3. Every surrender to the ship that wants to attack you lowers your crew's morale. As long as it doesn't decrease to 2, it's alright though.
4. Don't seek high ranks just yet. It consumes too much money.
5. When there are no solar or spy wars, continue gathering money
6. As your reputation grows to hundreds, trade embargoes are less of the problem. You may lose trade permits and therefore get some nasty pirates against you though, so be careful about that. After some lucrative trades you might want to stack up some water fuel and buy all lost trade permits
Now it depends what do you want to do. But let me give you some advice on this matter too.
1. You have all the time in the world to build your character. Usually around year 120 my character is good to go, but if you can, you can take a longer time to build your character.
2. If you want a boarder, increase Strength at first, as it gives no points to your levelling up, therefore you don't spend more exp than you have to on increasing this stat early on. I also recommend spending longer time with a boarding class to get as much strength as possible
3. No matter what do you want your build to be, Stealth should be the last stat you build! Not only due to being counted 2x in the levelling system, but higher stealth=less ships=less ships we can acknowledge or surrender to=less xp we gain.
By using this method on free, one can easily build a character that will rule in the battlefield. It takes few hours, but is worth it! I don't know if it is usable on elite, but I believe it is.
What are the advantages of this system?
1. It is universal. You can build up any set you like.
2. It is safe. No problems at all with ships except for aliens (but I have never met any while building a character)
3. It takes only several hours to build a captain like that(!!!)
4. You have great relations with everybody, so you have an easy way to unlock Ships of power, Ships of honor, and even the captain level things (5,10,20 and maybe even 50 if you want, without buying or capturing any additional ships)
5. If you are lucky and not a strength build, you might even get ahead of the game concerning captain level! (My last captain was lv 25 when he was supposed to meet lvs 21 before building up his stealth. After building it up, he was lv 33 and enemy captains average lv was 25)
What are the disadvantages of it?
After you finish your build, for a long time the aliens are the only thing that can stop you, so it might get boring.