athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Apr 5, 2017 17:11:46 GMT -5
Hmm... fallen's comment is interesting. I'm kind of in the same boat of as grävling — having a bit of "fear of ship combat" in early game. I even made a new Pirate in 1.0.33 specifically to do more ship combat/boarding, but (in part because Trading is so lucrative on my map) ended not really feeling "secure" enough in his/crew's/ship's abilities to begin doing so until Level 10ish (started at Level 1). Maybe I really need to embrace my own philosophizing, let loose and just go for it. Fixed in next.
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Post by fallen on Apr 5, 2017 19:08:37 GMT -5
Fixed in next. Lol, love it. Again, you have to make money at it otherwise, yes, its a crash and burn strategy. Fighting costs a lot of money
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Post by Officer Genious on Apr 5, 2017 21:20:43 GMT -5
Fighting is incredibly pricey until I get to around level 5-6. Then it becomes viable. I also make sure I have at least two swordsmen as they tend to drop like flies early on in combat.
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Post by fallen on Apr 5, 2017 23:13:17 GMT -5
Fighting is incredibly pricey until I get to around level 5-6. Then it becomes viable. I also make sure I have at least two swordsmen as they tend to drop like flies early on in combat. Good to hear, that's a good level cap to be shooting at as well. Better than waiting out till 11. What type of fighting are you doing? Pirating?
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Post by Cory Trese on Apr 5, 2017 23:46:05 GMT -5
found and fixed some crew combat balance issues today. thanks for fighting all the fights so we could get the data to isolate the bugs.
huzzah!
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Post by grävling on Apr 6, 2017 0:48:09 GMT -5
yay yay yay!
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Post by Cory Trese on Apr 6, 2017 0:50:54 GMT -5
was making crew combats above level 18 really, really hard to win
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Post by grävling on Apr 6, 2017 0:53:05 GMT -5
was making crew combats above level 18 really, really hard to win No kidding!
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Post by Cory Trese on Apr 6, 2017 0:54:11 GMT -5
Scavangers shouldn't have 300 HP you mean? oh dear!
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Post by Cory Trese on Apr 6, 2017 0:54:21 GMT -5
Mistakes have been made.
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Post by grävling on Apr 6, 2017 1:41:41 GMT -5
Ah, is that what was wrong with them. I thought -- what amazing armour. Why can't I get armour that absorbs like that!
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Post by grävling on Apr 6, 2017 4:29:24 GMT -5
Hmm... fallen's comment is interesting. I'm kind of in the same boat of as grävling — having a bit of "fear of ship combat" in early game. I even made a new Pirate in 1.0.33 specifically to do more ship combat/boarding, but (in part because Trading is so lucrative on my map) ended not really feeling "secure" enough in his/crew's/ship's abilities to begin doing so until Level 10ish (started at Level 1). Maybe I really need to embrace my own philosophizing, let loose and just go for it. Fixed in next. Hmmm. Decided to start ship war at level 5 and not level 12. 7 dead xenos and 4 dead independent pirates, plus 2 of those Thulun scum who won't let us alone -- we've had a solar war and a trade ban with them for more than a year now -- I am finding killing ships smaller than you with the starting equipment is quite do-able. Since I am in a Guardian Interceptor, that is a lot of ships I can bully. Fighting a Cautela Heavylift didn't go all that profitably, though. But you need to hire some real gunners, not crew dogs with attitude. Or you run out of nice attacking sorts of talents to use.
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Post by Officer Genious on Apr 6, 2017 7:21:36 GMT -5
Fighting is incredibly pricey until I get to around level 5-6. Then it becomes viable. I also make sure I have at least two swordsmen as they tend to drop like flies early on in combat. Good to hear, that's a good level cap to be shooting at as well. Better than waiting out till 11. What type of fighting are you doing? Pirating? Bounty Hunting, actually. Though I am planning on doing some pirating once I get situated.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Apr 6, 2017 9:47:44 GMT -5
grävling, Guided Fire from Pilots also works quite well, especially if you have a bunch of them already. Good +Crit%, but no debuffs like the close-range Gunner Talents.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Apr 16, 2017 1:06:07 GMT -5
So just to jump back to the topic that was on the first page. I was just starting a new Captain and decided to give this a go, since I did not remember this (understaffed ship) being an issue the first time I used a Guardian Interceptor. What I did:Similar template to grävling , except EXP on D with no Hyperwarp Starter Pack. Impossible difficulty, Turn 1, landed on the starting planet. Fired all the combat crew and Brutes, hired 2 Pilots, 1 Nav, 5 Crew Dogs. Result:Conclusion:At the very least, you can get to fully staffed on all checks right from the start of game with a Guardian Interceptor. Is it reasonable to expect someone who picked this ship (most likely for combat purposes) to fire all his/her starting combat crew? No, but like most things in ST2, it's at least possible if you make the necessary sacrifice. If taking this route, once the starting crew have picked up a level or two, you can fire all the temp hires (I've conveniently renamed them all to "Fire Me") and get the combat crew & gunners that you originally wanted. Either that, or keep the starting crew who have better than average stats, and scrape by for the first few levels (or restarted games until you survive).
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