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Post by Fourth Horseman on Sept 8, 2015 16:46:51 GMT -5
Epic rueage lol. Sure, I understand the cost thing. I'll look into that, Thank you. Off to bring another Thulun captain to the void.
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Post by Cory Trese on Sept 8, 2015 18:28:01 GMT -5
The first rule of avoiding the Alien is to hit them with a Torp on Round 1: Torp, Retreat.
To avoid Xeno, don't cross Dead Worlds while flying the stars. Never carry artifacts.
Get a Pilot and avoid the Xeno Vet Officer.
The worst cause of Xeno encounters is Rumors. Keep on top of Rumors at all times on Crazy.
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Post by Officer Genious on Sept 8, 2015 19:37:23 GMT -5
Epic rueage lol. Sure, I understand the cost thing. I'll look into that, Thank you. Off to bring another Thulun captain to the void. EmBrAcE tHe VoId... Oh wait, wrong game. Screw it. Give that void a big ol' apocalypse hug!!! Cory Trese, I find that torping anything that has a better hull:sails ratio than me generally does nothing but help me. I don't typically make my Smuggler fight unless the ship keeps coming, but knocking down that sail a peg or two can seriously up my chances of bailing out like an octopus squirting ink right in someone's eye.
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Post by Fourth Horseman on Sept 8, 2015 20:19:57 GMT -5
I had a pilot, not sure exactly why I encountered an alien. I know I was not hauling artifacts. Oh well, life of a void runner.
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Post by Cory Trese on Sept 8, 2015 20:43:52 GMT -5
I had a pilot, not sure exactly why I encountered an alien. I know I was not hauling artifacts. Oh well, life of a void runner. There is always a small chance of a Xeno ship. Higher in Red Sectors. Highest over Dead Worlds ... but an ever present danger.
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Post by slayernz on Sept 8, 2015 23:32:58 GMT -5
I was thinking about it and believe that you're de-focusing on Pilot a little too soon, and probably engaging in hostile encounters a bit early too. I looked at a range of Crazy pilots that i have in my roster, and noted down their stats. What wasn't captured was the fact that in all of the beginnings, I was very risk averse, avoiding combat like the plague. I stuck to friendly factions and of those, I usually had at least 4 (3 Syndicates, one house). Only when my pilot skill was high enough did I even think about attacking. My level 9 captain below would have just been starting to attack enemy ships aggressively. At Meow's level 17, I was able to attack any ship and be sure of victory. Slayer, and the Hammer were unstoppable Capt | Slayer | Meow | SlayerNZ | Glurk the Stoopid | Slayer | Hammer of Devaltos | Merc | Class | Pirate | Pirate | Pirate | Spy | Pirate | Pirate | Pirate | Lvl | 7 | 17 | 22 | 24 | 30 | 39 | 90 | Chr | 9 | 9 | 9 | 9 | 9 | 9 | 9 | Wis | 12 | 15 | 15 | 20 | 27 | 22 | 68 | Qui | 19 | 38 | 44 | 52 | 64 | 102 | 182 | Str | 9 | 9 | 16 | 9 | 9 | 9 | 22 | Exp | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Pil | 19 | 38 | 44 | 52 | 63 | 102 | 181 | Neg | 1 | 1 | 1 | 1 | 7 | 1 | 9 | Tac | 8 | 15 | 15 | 20 | 27 | 22 | 68 | Ste | 8 | 14 | 14 | 17 | 14 | 5 | 34 | War | 1 | 1 | 14 | 1 | 2 | 1 | 1 | Int | 1 | 5 | 5 | 2 | 1 | 9 | 1 | Encounters | 82 | 331 | 371 | 592 | 534 | 483 | 3039 | Hostile
| 10 | 118 | 121 | 117 | 200 | 243 | 1228 | % Hostile | 12% | 36% | 33% | 20% | 37% | 50% | 40% |
So recommendations 1) Avoid attacking until you have at least got 18 or so pilot under your belt 2) Stick to friendly faction space ... and keep at least half of the factions friendly with you 3) Watch faction conflicts like a hawk - they will be enough to undo all your hard work if you get it wrong 4) Buy a ship with 2EHr for combat, and 2SEr for efficiency. But remember that to keep things optimal, try and keep the hull size to your Pilot skill or below (roughly speaking) 5) Avoid the alien 6) Don't take on any capture/kill contracts until #1 is satisfied 7) Avoid the alien
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Post by Fourth Horseman on Sept 9, 2015 0:14:14 GMT -5
Now you got me to think. In the easier levels avoided most combat until my pilot was about 15. I have a newb pirate going now and I'm avoiding most combat ignoring indy merchants. Looking at your chart I see you stop at adding stealth at a point , although your lvl 90 put more back into it for some reason. Would you advice me to focus pilot up to 17,18 while sacrificing a bit in my tactics?
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Post by Fourth Horseman on Sept 9, 2015 0:42:49 GMT -5
I think you caught was I was doing wrong. Looking at my current crazy pirate , I'm lvl 4, Pilot 13, Tactics 12, Stealth 4. Rest are wherever they are at start.
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Post by slayernz on Sept 9, 2015 0:57:24 GMT -5
Fourth Horseman great. It's easy to think you have to boost lots of different stats all at once, but a good rule of thumb for a gun-bunny is: Pilot pilot then more pilot. When you find you are able to change ranges with opponents at will (both going close, moving away, and holding position), you are at a good level of pilot. Start adding Tactics only when you start missing shots. 80% of your current level is a nice to have. As you can see with my pilots, it's a lot lower in some cases, because again, if you hit on a regular basis, tactics is at a good level. Stealth - I add it on a whim, so don't take too much notice of it. Sure it helps you avoid unwanted encounters, but if your pilot is up high enough, encounters are fine
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Post by Fourth Horseman on Sept 9, 2015 3:13:32 GMT -5
Mr. Meow , thank you. I was doing all what you said in the easier levels... smh @ why I didn't catch it myself. I usually only use stealth if I'm taking torps up my exhaust vents from a butthurt Rychart bounty or military officer. As a pirate, I want encounters. I must be able to maintain range as they try to close, gun the engines out, take my loot, blow the captain and crew out the airlock. Thank you my Cadar friend.
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Post by Fourth Horseman on Sept 9, 2015 16:03:56 GMT -5
Well Cadar and DeValtos were nice enough to get along enough for me to take advantage of a chemical shortage on DeValtos prime and running spice to Cadar Pavonis. Made enough money to buy any pardon I need for a while and I skill up. Just stay away from damn indy pirates and the damn alien lol.
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Post by Brutus Aurelius on Sept 9, 2015 17:13:23 GMT -5
Cory TreseSo you are supposed to avoid the Alien? I've been getting it wrong then with my Pirates and MOs.
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Post by slayernz on Sept 9, 2015 17:53:08 GMT -5
Avoid the alien until you're ready to face the alien ... and being ready to face the alien is a whole lot different to facing a stoopid Steel Song captain Okay so the Steel Song captain and a Xeno might look a little similar (due to cross-breeding), but the Alien is a lot tougher to shoot down Pilot helps a lot, but you also need to prep for boarding if you're a Xeno hunter. Boost Warrior then go hunt
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Post by Fourth Horseman on Sept 9, 2015 19:36:41 GMT -5
As a pirate, I become the gingerbread bear when an alien locates me. Coincidentally, the name of my smuggler captain ships. "Run, run, try if you dare. You can't catch me; I'm the gingerbread bear".
I want to say thank you to all who responded to my distress call. I was getting frustrated and over looking what was right in front of my face because of it. I'm noticing the higher levels the longer the startup before hostile engagements.
I picked up a military officer. Is he just for bloody boots style or does he give us gunboat void stalkers a bonus?
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Post by Fourth Horseman on Sept 9, 2015 20:54:24 GMT -5
Master Pilot Captain Fourth Horseman allegedly captured an Admiral Raider as a prize from a bounty hunter that was in the wrong place at the wrong time. The captain has christened it Dark Messiah. Fourth Horseman's current whereabouts are unknown. Although not a wanted criminal, Fourth Horseman is considered a pirate with reports of giving no quarter to other captain and crews. Extreme caution is advised. Fourth Horseman flies Thulun colors.
- Quadrant News Service (QNS)
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