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Post by Aimstrong on Mar 27, 2018 7:58:08 GMT -5
After analyzing a thread @ Stream forum where a player refused to take a big boss explorer into his crew I came to the conclusion that if my main goals are crew combat and space combat and want to aggressively gain XP(catch-up with AI or beating AI @ XP gains) using the CC via explore method , I would choose to have as little Explore skill as possible. This would increase the chances to have -2, -3, -6 CC cards in the exploring minicard game. I know that some new jobs are in the works(XenoHunter -6 card replacement talent confirmed), but I think the game needs a talent(s) that can help players achieve this(getting -2, -3 CC cards replacement) either: -new talent @explorer or @exoscout “Scout enemies” -new talents @ the unrevealed Jobs If these talents are introduced will at least give player more incentive to get +Explorer in this playstyle. I don't know if this point of view is consistent with the game vision but it bugs me so I prefer to have a confirmation@TBs. Also any feedback is appreciated. Cheers.
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Post by Aimstrong on Mar 21, 2018 16:54:56 GMT -5
Something more involving Negociate and Explore skills as focus. They are underused as well. Stopping while I'm ahead... brain refuses to cooperate + said enough stupid things for this week. Edit : because Captain gains traits useless + oblivious ...after a certain hour.
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Post by Aimstrong on Mar 21, 2018 15:29:35 GMT -5
Super long range only and accurate sniper rifle with high crit IV (God I am bad at names as well) wru Andrew
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Post by Aimstrong on Mar 21, 2018 14:50:21 GMT -5
drspendlove Indy Jones ftw always no question about it ... We got the Xeno Hunter reveal a couple of days ago(which is spot on in my case for CC xenos)... hopefully new reveals will follow when concepts are sufficiently fleshed out. I personally am super excited about those. Talking about new Jobs would love themes like: - Assassin Job (rogue stealth type CC EITHER melee+ close ranged&personal OR super long range sniper only , high dodge, low armor, high crits+high pierce/glass cannon, dirty fighter with emphasis on poisons and debufs + maybe some contacts manipulation/making offers that one can't refuse etc ) - Fighter/Interceptor/Assault Shuttles Jobs (combination of 2-3 between :Gunnery or Pilot or Nav or Rifle/Sword/Pistol/Evade???) - AstroMetrics/CovertOps Job (Nav + ShipOps/Tactics + Stealth focus) or anyway something with more stealth (the Stealth skill is underutilized atm for its potential) - A Tactics Master focus equally on space combat(SC) and crew combat(CC) that is not MO (max tactics gains and maybe negociate&rudimentary doctor which focuses on range changes/mobility/enemy formation manipulation in SC&CC)... don't know if 3rd focus doctor+utility types of roles are OK with game vision. I would love to see a role that as doctor as third focus along with max utility (swiss army knife type -- jack of all trades, master of none) Anyway hot garbage inc
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Post by Aimstrong on Mar 19, 2018 15:28:36 GMT -5
If those credits were really needed as progression towards more difficult challenges by all means(thinking of WoW tier gear model towards progression). Imo "STF Driven" players won't need this otherwise.
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Post by Aimstrong on Mar 18, 2018 6:18:09 GMT -5
Crew/Officers: Trickster – Positive and negative trait mutations are more emphasized (sort of Professional that goes both ways) This next one is a bit wishful thinking/it's just put here for the sake of what it represents Misanthropic - +4 Wisdom +5 Initiative -2Strength -2Charisma +X Morale for his patients when heal is applied -X Morale for his captain(or one of the officers/himself).Values of stats to be balanced(this is more a concept). Wouldn't be cool if the heals could have +critical hit chance(always saves patients)? --Dr House fans I'm looking at you
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Post by Aimstrong on Mar 15, 2018 15:37:33 GMT -5
In order for this to work it will need a equivalent opposite talent to deny this. Potential exponential accelerators like this one can be easily abused.
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Post by Aimstrong on Mar 13, 2018 11:58:31 GMT -5
@tb Thanks for the consideration. Well I gave it my best shot-- now you gave me high hopes that the Captain's traits will be super awesome.
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Post by Aimstrong on Mar 13, 2018 4:13:43 GMT -5
As posted in older thread the pirate captain second default trait (Sharpshooter +15%critical CC) seems odd given the pirate role and synergies that can be built with this Job. I would much prefer something that will help improve space combat @pirate Job. Today I thought that if this trait will be replaced with something like “Keen sense-Reveals type cargo info of enemy ships”(aka spot your targets like a shark smells blood in the water-- get those juicy RTG lvl 4 trade goods) I would re-roll a Pirate main ASAP without questions. Is this OP/ Is it balanced ? Hard to tell, would love some feedback from more seasoned players. Hard to implement ? TBs will know for sure. Cheers.
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Post by Aimstrong on Mar 8, 2018 14:26:09 GMT -5
@ uglymug (Impossible difficulty)Torps have been part of my arsenal from the beginning(kinda backbone of ship building). The main reason behind it being their built in accuracy(also gives the option to apply debufs from the start). As a second choice I use either Railguns or Plasma Cannons(or combination of the 2).Debufs have a high importance in my playstyle more than DPS. I like to board as often as possible so usually I prefer to stay at range3. I love "twitch surge" and always have picked at least 2-3 pilots with this talent. For a range 1,2 build I would invest even further in this talent. Defensive modules for sure.Focus on Pilot 100%. Agility(1-3) vs Speed(4-5) prefer to have both with a subtle preference for Agility and adding +Nav modules to compensate(depends on the average time spent till you get and maintain your optimal range). Need to fine tune this a bit more to catch up with the TB update schedule(aka healthy dose of nerf bat/needed balance changes) Talents priority: +Defense first (to mitigate damage), advance, board, finish(Broadside Angle). Prefer looting to destroying(depends on the ship/captain type/cargo size info of the opponent ship I'm facing) Preferred Hulls : GI (if I start with it from the get go, awesome ship), Broadsword or Warhammer for late game. Benefits to building for close range: less damage received if done correctly (see debufs), imo fastest win possible(statistically speaking), big DPS scrolling numbers+more fun (personal opinion)
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Post by Aimstrong on Feb 24, 2018 18:10:16 GMT -5
Agreed.Both CXP/turn and TXP/turn should be featured. First metric CXP/turn is important to see the impact of captain jobs/faction. TXP/turn is going to measure player performance/strategy(if no shenanigans). I'm still not that convinced that doing a run with XP as high/highest priority(I don't mean template here... I always go with Experience -E) is the best way to go.On most of my plays I tend to be on par or -1 lvl vs AI captains.
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Post by Aimstrong on Feb 24, 2018 17:09:51 GMT -5
Good catch about the template XP point if we want to be precise we need to take that into account. Also TotalCrewXP/turn is best for accuracy and not CaptainXP/turn(but harder to calculate... 30+ crew is nasty).Anyway the sheet is not ready-only so go nuts! (add stuff that you think can make it better). Edit: if your crew dies(@ high levels) or is fired... again we have an issue .
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Post by Aimstrong on Feb 24, 2018 16:42:25 GMT -5
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Post by Aimstrong on Feb 10, 2018 17:57:55 GMT -5
Noobish trader here... Without looking at products to be sold if one has 50cargo space to sell from placeA to placeB is it better to sell 25 productX/25 productY or 50 productX in order to maximize long term ROI(I'm not looking for the quickest buck fire-and-forget style e.g I will visit this world again in 1-3 years for another quick buck )? assuming a galaxy/map richness/econ map is average.
Big importance in my opinion the econ rating of the placeB. High econ worlds will absorb goods better... and maybe with slighter better price changes(so possibility to make more runs with same products) => 50 is the way to go
Low econ placeB is more 25/25 in my opinion but I can be wrong...feel free to correct me.
This game favors more quickest buck/fire and forget style of trading or not?My opinion is :Yes it does favor F&F. What is the recommended Average time to wait till you can do business again from planetA->planetB with same products X and Y?
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Post by Aimstrong on Jan 28, 2018 15:37:48 GMT -5
my bad Terrifying is Captain only trait. Usually mini card games activities come with a helper trait (which apparently for Blockade doesn't exist... yet). But this further proves my point
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