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Post by pendell on May 18, 2020 20:10:44 GMT -5
Quick followup: In fact, if you look at the description of the Explorer in details, it is described as a fighter. A small labeling bug, but probably too late to do anything about it now.
Respectfully,
Brian P.
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Post by pendell on Jan 6, 2020 9:36:36 GMT -5
I am getting close to my first encounter with the Jyeeta and I would like to prepare a bit. From reading this thread, I'm already scared Which recommendation would you have regarding ship build ? I normally try to max pilot on a smallish ship to become pretty much impossible to target and wear down my opponent dice pools while he wastes his missiles into the void. Would this work when facing lots of small crafts ? If not, is there any way to reliably avoid them, or a stat that gains major importance at this stage (apart from the obvious craft evasion) ? If not, should I just get a ship big and shielded enough to soak them ? Any other tip ? Regarding crew combat I am rather confident as I play an explorer with a dedicated xeno-fighting team (3 exo-scouts, two of whom are also xeno-hunters, a lot of mobility and a lot of buff cleansing capacity). Is there anything drastically different in fighting Jyeeta compared to fighting regular Terrox xenos ? Which difficulty level are you playing at? If at a lower difficulty level, it is quite possible to get your pilot stat high enough using pilot assist modules that you simply evade craft attack. Jyeeta are melee specialists. The major difference I notice between them and the Terrox are as follows: 1) Jyeeta are physically stronger and harder to put down. 2) Jyeeta use a lot of talents to knock people around in the battle order. So you've got to be ready for your rifleman to get pushed into range 2 because someone at range 2 was knocked back into that slot. 3) Jyeeta like poison. 4) Because Jyeeta capital ships (such as the Desecrator) have a lot more crew, they tend to get into a lot more fights with combat soldiers. On a Terrox ship you can normally start chewing into the regular crew (who have no significant combat talents) after one or two boarding battles; with the Jyeeta it's more like four or five. My recommendation is to develop a deeper boarding bench so that you don't have the same crew fighting over and over; they will get wounded and start losing people. Don't forget medical talents in space combat to heal crew and restore morale! Also, go out and get the best boarding weapons and armor you can. Level 6 and level 7. Specialize on improving init as much as possible. My preferred build is a tank in front to soak damage (possible aided by a body guard with tactical shove and honor guard) and two xeno hunters in the back raining fire with plasma talents on every turn. Oh yes:The Jyeeta love to focus on the healer, so probably best to put that person in the back rank, and to have more than one. Hope that helps! Respectfully, Brian P.
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Post by pendell on Dec 16, 2019 14:18:51 GMT -5
Glad to hear it's working for you, Captain! Although now I must demand a mod which allows my melee characters to go into battle carrying a cane. Also the ability to re-skin the boarding party as Scooby Doo characters . "One Sad conclusion I came to is that there is basically no reason to use the Havoc Carrier over the Sword Battlecruiser other than the look ." Regrettably, that is my conclusion also. Respectfully, Brian P.
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Post by pendell on Dec 12, 2019 21:00:17 GMT -5
There are Jyeeta to spare during the invasion, but afterwards they are pretty rare. It's difficult to encounter a jyeeta ship if you still want to. Here Be Monsters is a xeno hunter talent which works on Terrox, but not on Jyeeta, so far as I know.
There are a number of ways this might be implemented. The one thing they have in common is that we shouldn't get Jyeeta before their era.
After their era, however, I would suggest that Here Be Monsters should: 1) Have a small (25%) chance to attract a Jyeeta instead of a terrox if no rumor. 2) <10% if terrox rumor is in effect. 3) 75% chance of Jyeeta instead of Terrox encounter if quadrant or system has a Jyeeta rumor.
Maybe that's too complicated, but I'd love the ability to trigger Jyeeta encounters just as we currently can Terrox.
Thanks!
Respectfully,
Brian P.
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Post by pendell on Dec 12, 2019 12:13:44 GMT -5
Now I have a question for you. You've got a ton of autoguns; Are those useable at range 5, or do you have to close with the target to fire the guns , in order to get them to automatically target small craft?
Respectfully,
Brian P.
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Post by pendell on Dec 12, 2019 8:49:59 GMT -5
cerseisadvocate , I've pulled my own stats. Let's do a line-by-line-comparison. ME YOU PILOT 158/76 (207%) vs. 82/47 (174%) SHIP OPS 169/82 (206%) vs. 93/67 (138%) GUNNERY 180/61 (296%) vs. 92/80 (115%) ELECTRONICS 169/57 (296%) vs. 85/61 (139%) NAVIGATION 171/43(337%) vs. 71/47 (151%) ... Bear in mind that I play at normal difficulty, I have twice your pilot and almost as many electronics, and a Jyeeta Desecrator will STILL hit my ship like it was a pinata. So I think all your dice pools are too low for the difficulty you're playing at, at least if you intend to fight the best Jyeeta ships. As I recall, 100% staffing is the bare minimum to get any kind of benefit at all. After that , performance improvements continue until you hit 200%, after which any additional points are wasted, it's at this point you have to expand your dice pool with modules to make use of the surplus. So far as I can tell, you're not yet taking full advantage of the dice pool you have, so I'd recommend hiring some pilots or e-techs to bring up your percentage in pilotage and electronics to 200%. Once you reach that, then you can start talking about swapping components. ETA: Of course, the other alternative is to simply Skip Off The Void when you encounter a Jyeeta Desecrator. My recollection from the higher difficulties of the original ST is that the game becomes much more about picking your battles carefully, rather than expecting to win any combat against enemy. "There are old pilots, and there are bold pilots, but there are no old, bold pilots. " Respectfully, Brian P.
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Post by pendell on Dec 11, 2019 7:28:24 GMT -5
I remind you that I'm not a very good player but I'll still give my own thoughts on the matter. Which are 1) Check out the discord discordapp.com/channels/354299073689419779/359350778277920772. There are a lot more people there than in the forums and you may find better advice. 2) If you're getting wrecked with guns then you're going to need more pilot assist modules (if you're fighting from range 3 or below) or the equivalent for electronics (if you fight from range 4 and above). I believe all of those are small components. I'll point you to the wiki for detailed mechanical answer to your DPM question, but this is my understanding from memory: -- Defense Pattern Matrix is useful against the large ship but NOT against craft. That's why I would rely on pilot assist or electronics modules instead, because that works on both craft and the parent ship. -- shield protects against radiation and other effects in addition to the main damage but does not help against the mother craft's gun accuracy. I wouldn't worry too much about that, not if you're being pounded into debris with straight gunfire. -- In any event, just one defense module of any kind seems a little ... sparse. So my advice is to swap out the DPM for a pilot or electronics module, depending on your preferred range, and to stack more on in place. I don't think the Nav Assist Module provides anything save better fuel efficiency, so that's an easy cut. You could also move the barracks and officer cabin to the medium or large slots. After that, the choices get harder -- do you absolutely need torpedoes, or are you going to be fighting from range 3 and below? If you still need more room in the small slots, the next question is which you can live with: Worse accuracy or fewer guns. Then adjust and swap in the defensive module of your choice. It may be you're going to have to sacrifice perfect craft defense in favor of greater survivability against the mother craft. Another potential solution is to try to use early boarding talents such as Blood Game to board and inflict crippling dread, which will inflict an accuracy debuff. 4 Crippling dreads makes it hard to hit a ship's hull even if you're standing inside it . Good luck! Respectfully, Brian P.
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Post by pendell on Dec 10, 2019 8:52:50 GMT -5
I can't say I've mastered Jyeeta combat, but these are my experiences: 1) They like to stack buffs. Fortunately, there are debuff attacks which don't require a to-hit attack -- Scorn and unrelenting ire. The swordsmen and assassins both have debuff talents, but those require a successful attack to work. Maybe stack accuracy buffs onto the melee character?
2) Jyeeta like to use attacks that mess up your order. That makes things difficult for my slot 3 character, as I rely on xeno hunters with XMGs to spray plasma. If a character gets pushed back from slot 2, that means the slot 3 character cab't use the rifle.
I've always worked around that, but some possible solutions are 1) Change weapons to use something that works at more ranges. 2) Add talents for the weapon that work at range 2 , as well as range 3 and 4.
Strength of Steel is great for swordsmen, as it increases their various defense capabilities AND it self-heals. Maybe consider making your swordsman into a tank whose sole purpose is to soak up hits from the Jyeeta?
Although I play at a lower difficulty, my anti-jyeeta team consists of 1) A melee tank, possibly a bodyguard. 2) A commander/combat medic to buff the team/debuff the jyeeta/heal 3-4) - two with endgame rifles and plasma talents to sweep the first two ranks every turn.
Those are my thoughts. Good luck!
Respectfully,
Brian P.
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Post by pendell on Dec 6, 2019 14:30:13 GMT -5
I would assume if interior is hostile to human life probably you be boarding with spacesuit and oxygen mix? No character actually shows a space helmet on but I would assume they would have it for fighting. Same on a human ship as well otherwise crew dogs could just shut off air supply to the boarding hangar and instantly kill off Invaders. Humans inside a xeno ship are like viruses inside a human body; they can survive but the immune system is out to kill them as quickly as possible without mercy. Actually, it occurs to me this would be a great subplot for an evil genius xeno cultist. After all, what do viruses do to cells...? I can imagine a mad cultist plot to find ways to send the right kind of triggers which would allow them to take control of the xeno and command the ship. To insert themselves into the "body" of the xeno ship as the "brain". Fusing with the xeno ship in this way would require implanting xeno cells in their own bodies. And lots of electricity, naturally, because that always figures in stories of this sort. Think about it: The xeno were not always ravaging beasts. At one time they and the other species were all cooperating as workers for some other species -- the species that originally created the xeno. Imagine a world where a set of humans managed to insert themselves into that spot in the xeno ecology originally occupied by the progenitors; all the xeno would work for these humans in harmony, each fulfilling their assigned roles, no longer insane but guided by intelligence. These humans would have the speed of the red zorga, the strength of the Jyeeta, all at their command. They would have a powerful military advantage against the other humans, the star traders. Imagine a xeno cult which combines delusions of their own divinity -- their destiny to ascend to godhood over the xenos. And they view all other humans as inferiors, sub-creatures, whose destiny is either extermination or being incorporated into the new ecology as some form of xeno hybrid; creatures which fulfill a unique function within the ecology but are no longer human. Live human prisoners being forced to contribute genetic material which is then used to create -- no, no, I cannot speak further. Some things are too unspeakable to paint a picture of in detail. But the result is monsters from humans. I can well imagine a subplot or even an entire game based around discovering such a plot and foiling it. Afterwards, of course, most of the research would be lost but perhaps something the star traders could recover from the ruin is the keys which will trigger an IFF response in the xeno -- a talent which , when fired, will cause the xeno to recognize a star traders ship as a xeno ship, and pass on without combat. Further research might allow humans to find a way to replicate the technology and thus convert the xeno from a permanently hostile enemy into a nuisance which will compete for resources but not actively seek the destruction of humans, much as xeno compete with other xeno -- but that would be future, outside the scope of the game. Respectfully, Brian P.
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Post by pendell on Nov 26, 2019 19:38:43 GMT -5
Version: 3.0.11
Situation: Flying for Alta Mesa. Solar war with Thulun. Patrolling over Alta Mesa planet in Zenrin Quadrant. Possess talents "Military Tribunal" And "Realm's Justice".
Encounter Thulun spy ship. Board and capture.
Do not have the option for to seize the ship as a a prize for either talent.
Shouldn't I be able to? I forget the exact model but it was a mid-range ship type. Not one of the obvious warships.
Respectfully,
Brian P.
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Post by pendell on Nov 25, 2019 12:45:05 GMT -5
The Coalition is not above playing politics. There is at least one time when they ask you to keep quiet about a violation of Shalun law (a "Hunna" attack is actually the actions of another faction). Being completely forthright results in a solar war between the factions and the coalition will be unhappy. They want peace, not necessarily justice.
And of course the entire consolidation/dissension era is built around the question as to whether to publish something damaging (which triggers a wave of riots and other problems) or to keep quiet (which allows the consolidation to proceed smoothly).
So I don't think laying everything out before Brookstrom would necessarily result in both factions getting their hands slapped -- the Coalition doesn't have nearly that level of power at that point in time. More likely Brookstrom would parley the knowledge into greater influence. There simply isn't another option at that point in history; there is no strong central government that can knock the heads of the factions together and punish them both for their actions. This is deliberate; there is great fear that another central government would be Guild 2.0, and so the loose relationship between the factions, with their assassin duels and trade wars, is considered a lesser evil compared to that ancient tyranny being reborn.
Respectfully,
Brian P.
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Post by pendell on Nov 18, 2019 8:36:52 GMT -5
Thank you, Melisgl. I am the original author of this thread but, well, life has happened. I haven't yet got back to it. I appreciate your efforts!
Respectfully,
Brian P.
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Post by pendell on Nov 13, 2019 7:56:15 GMT -5
I'm sorry, Cory. Cannot comply. I am playing on an unrooted tablet and, as discussed elsewhere, rooting it is not a good idea if not strictly necessary.
Don't worry about it. One of two things will happen: 1) It will never happen again. In which case, we don't care. 2) Other people will report it, in which case you'll have data to solve it.
Either way, there will be a happy ending. I'm enjoying the game, so don't sweat it on my account.
Respectfully,
Brian P.
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Post by pendell on Nov 13, 2019 7:14:36 GMT -5
Demand Water
When traveling between the stars and a mutiny is looming, come across a merchant. I have the option to demand tribute.
It's not tribute I need , it's water. If they're willing to pay money to avoid a fight, how about water instead?
For that matter, I'd even be willing to consider PAYING for the water-fuel, at an understandably increased rate versus what it would cost at a starport.
In Star Traders 4x it is implied that the fleets of the factions are resupplied in space by star traders. Why couldn't we arrange such a trade, or demand it at gunpoint?
Respectfully,
Brian P.
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Post by pendell on Nov 10, 2019 17:56:34 GMT -5
fallen, can you share details as to what is in hotfix 3.0.9?
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