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Post by drspendlove on Apr 25, 2019 10:47:48 GMT -5
Adding an off-hand blade to a pistoleer is always the right choice, if you have any bonus blade points or cross-trained a single job rank to get such. This combination is the definite go to for any defensive builds as even a pistol in the off-hand never fired can still add 3 parry. I'm less worried about someone building a tank though. For the purpose of this thread, I'm worried about the situation where IF you have any blade skill, equipping an off-hand blade is strictly better than not -- they always add parry.
There are two adjustments I could think of to balance this. They almost certainly shouldn't be combined.
1. Give a 3 Strong Dice penalty to accuracy with your pistol if you are using an off-hand blade. (Would only nerf pistoleers with incidental blade skill.)
2. Give a 2 initiative penalty to anyone using both a pistol and an off-hand blade. (Would nerf defensive players equipping pistols for parry as well)
If adopted, this change will make plenty of Impossible players upset, but hey, balance is balance, right?
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Post by fallen on Apr 25, 2019 11:25:30 GMT -5
"is always the right choice" ... IF you have Blades Skill.
Agreed!
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Post by grävling on Apr 25, 2019 13:33:32 GMT -5
So I start a new Cadar Military Officer captain. And, as usual, the first thing I do is check my officers and fighters. This is my starting doctor. Wow, 30 Quickness. This one is going to make a great combat medic, I bet. But no blade skill. I normally would make this a doctor/combat medic/pistoleer. Sometimes I make doctor/combat medic/spy in order to be able to vanish. This is my starting swordsman. With 6 points of doctor, the temptation is to made this a combat medic too. And naturally, this one would have the blade skill built in. But do you train them in *both* pistols and sword? Add a third profession of pistoleer and ignore the swordsman talent except to use those blade points to make the offhand weapon work? Is losing the doctor profession a bad idea? Or train this one in blades, doctor, and combat medic and suffer the bad pistol penalty? I am starting to get the idea that my ship spawned on a Medical Planet or something. This is my starting pistoleer. And doesn't she look like she belongs in combat medic school too? Suggestions welcome about how one should make the best use of such chars. Since the galtak is too large for the small ship to prize ship competition, I will be starting a different set for that one.
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Swami
Templar
[ Heroes of Steel Supporter ]
Lost
Posts: 1,002
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Post by Swami on Apr 25, 2019 14:15:46 GMT -5
I suggest you dump the QM and have 3 doctor/combat medics or have a spare combat crew member ready for a possible officer death.
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Post by grävling on Apr 25, 2019 14:21:14 GMT -5
Indeed, this is why I like the Galtak Freighter. As soon as you have the cash for it, you can up your crew from 24 to 30 and add a 5th officer. I more often axe my starting engineer since I can easily get more engineers as crew, but finding crew QM is a very tough job -- you have to be very lucky. This gives me 3 combat officers plus the captain if the captain is going to go out killing this build. And room for away team 1 and away team 2, all very tasty! But how do I train this lot, given that an offhand blade is reputedly so very useful?
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Post by veyer on Apr 25, 2019 15:33:30 GMT -5
Hmm, crew combat is my bread and butter and yet I never went for an off-hand blade build. I'll need to investigate further.
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Post by fallen on Apr 25, 2019 15:46:47 GMT -5
Hmm, crew combat is my bread and butter and yet I never went for an off-hand blade build. I'll need to investigate further. If the character has the Blade skill, its worth it.
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Post by veyer on Apr 25, 2019 15:53:35 GMT -5
Hmm, crew combat is my bread and butter and yet I never went for an off-hand blade build. I'll need to investigate further. If the character has the Blade skill, its worth it. I tend to stack weapon skills and focus solely on a single type (eg. Blades, Pistol etc.). I'll do some experimenting with my next Captain.
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Post by grävling on Apr 25, 2019 15:56:52 GMT -5
Hmm, crew combat is my bread and butter and yet I never went for an off-hand blade build. I'll need to investigate further. If the character has the Blade skill, its worth it. But is this a matter of 'if the char starts with some points in blade, then stick a sword in his or her hand?' Or a matter of 'train your officer combat medics as swordsmen, they will survive so much better?' So far I am doing best with combat medic/doctor/spy builds, and put up with the fact that my combat medic doesn't attack very well. But maybe that is not a good idea?
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Post by veyer on Apr 25, 2019 16:27:19 GMT -5
If the character has the Blade skill, its worth it. But is this a matter of 'if the char starts with some points in blade, then stick a sword in his or her hand?' Or a matter of 'train your officer combat medics as swordsmen, they will survive so much better?' So far I am doing best with combat medic/doctor/spy builds, and put up with the fact that my combat medic doesn't attack very well. But maybe that is not a good idea? I tend to go with CM/Doctor/Pistoleer and it works fine for me.
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Post by fallen on Apr 25, 2019 17:20:34 GMT -5
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Post by resistor on Apr 25, 2019 23:01:00 GMT -5
Strongly disagree with the idea that their initiative should be reduced if they are dual wielding because it would make Quickness-based Blades builds less practical.
I could see an argument for reducing Ranged Accuracy with an offhand blade, but I don't think the reduction should be much, if any, because dual wielding with a Pistol build requires investing an officer for it.
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Post by drspendlove on Apr 26, 2019 6:24:03 GMT -5
As stated, you can also get this with a random bonus point of Blades in a normal crewmember. That's the more important thing to address.
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