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Post by whitegauntlet on Oct 11, 2015 2:40:35 GMT -5
Hmm rather than multiple threads maybe I could ask another thing. Officers. Any recommendations? I like having mechanic. Also is it possible to swap first mate? So I want a mechanic what other two should I get? Glad you like it! If you go to your Status screen and press Ship, you can go to Officers and Dismiss your First Mate (or whichever officer) so long as you're on a planet surface. The Mechanic is a godsend and a necessity for me, but the other two depend on what you want to do. If you board a lot, get a military officer or a templar. If you prefer gun bunnies or long-range travel, get the Pilot. I tend to save a spot for a more focused officer-- I smuggle a lot, so I also like Political Officers or even better Tradesmen. Surviellance-based people should look at the Spy. There's a list of officers and how to reach them on the forum with their bonuses, just check the most recent threads. (pasting text is pretty iffy on my mobile device, it demands to delete preexisting text to paste. Backwards as hell.) How could you possibly do that to Ol' Turd Lip?
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Post by slayernz on Oct 11, 2015 3:53:09 GMT -5
For officers - me as a gun bunny will always seek out: the Mechanic Officer, for constant help repairing the ship sails when they get damaged. Carry crystals and metal so that your mechanic can be more effective.
the Pilot Officer, for boosting your skills at flying and encounters and combat and landing and all good things. Carry Spice to keep pilots very effective
the Political Officer, for keeping you abreast of trade embargoes and spy wars.
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Post by Officer Genious on Oct 11, 2015 3:56:17 GMT -5
For officers - me as a gun bunny will always seek out: the Mechanic Officer, for constant help repairing the ship sails when they get damaged. Carry crystals and metal so that your mechanic can be more effective. the Pilot Officer, for boosting your skills at flying and encounters and combat and landing and all good things. Carry Spice to keep pilots very effective the Political Officer, for keeping you abreast of trade embargoes and spy wars. Mind you, officers are still useful without the extra goodies-- as a smuggler, my hold is often too small to really take advantage of the goodies, but the mechanical officer still saves me thousands on car-- I mean ship insurance!!
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Post by Cory Trese on Oct 11, 2015 12:57:05 GMT -5
Often overlooked is the Mechanic's wild zone repair ability too
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Post by slayernz on Oct 11, 2015 22:28:59 GMT -5
Yup, if you have major damage, land in a wild zone, and you get the option to do some repairs ... very useful. Just consumes time and stuffs
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Post by mishaadams198828 on Oct 11, 2015 22:45:25 GMT -5
Often overlooked is the Mechanic's wild zone repair ability too Ah. That does sound useful.
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Post by mishaadams198828 on Oct 11, 2015 22:47:42 GMT -5
Okay so what's the ratio for officer goods? I.e. what percent of cargo must contain the officer favorite item
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Post by mandomaniac on Nov 2, 2015 20:34:19 GMT -5
I am a full throttle Cadar pirate FTW! gun-bunny... so here is my demanding level strategy...
2:1 engines to hull ratio 1:1 engines to sails ratio 1:2 armor to hull at least
Adjust cargo and crew to fit price...
And although i know ppl will take issue with it 0 torps... yes i always play cadar and run with no torps as for upgrades i prefer extended gun decks, prow gun batteries, titan gun batteries, advanced bridge, and predator radar system
As for skills i like to raise pilot tactics and stealth evenly... that way i can move up almost every time, and when im there i can obliterate my enemy quickly without risking giving them too many opportunities to fire... and high stealth means when i need to run from a bounty hunter/military/pirate ship bc they r in an alliance with one of my freinds i can escape easily
As for politics i like to go all syndicate allies and blast and loot anything else that moves that way i dont hv 2 wanted flags
Anyways this is just a demanding lvl strat and my personal preference
EDIT: i just realised that i forgot to say always get as many guns as possible but... well... duh lol
Also just had amazing idea for ship upgrade
Ship of the Line: Refits all torpeado bays into gun batteries increase to damage and accuracy after any operation firing guns
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Post by xdesperado on Nov 2, 2015 21:41:04 GMT -5
I play a lot of Gun Bunny with some Boarding thrown in the mix. I know Cory Trese and others have said you can never have too many guns for the Gun Bunny style but, and this may just be my personal experience, seems around 30 is most efficient. Get above 30 and you start raising the risk of destroying the enemies hulls with a badly placed shot especially if the enemy has a smaller hull. You want enough guns to quickly destroy engines for the disable and loot but turning the entire enemy ship into space dust means no loot and salvage. Of course if your hunting aliens then there is no such thing as too many guns....
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Post by slayernz on Nov 3, 2015 4:34:16 GMT -5
xdesperado, I have 45 guns on my NR2, playing on Crazy difficulty and only destroy about 5% of all ships encountered. Most of the ships have their engines blown out within 3 or 4 shots. Of course my tactics is 73 and pilot is 200 ...
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Post by xdesperado on Nov 3, 2015 4:48:23 GMT -5
xdesperado, I have 45 guns on my NR2, playing on Crazy difficulty and only destroy about 5% of all ships encountered. Most of the ships have their engines blown out within 3 or 4 shots. Of course my tactics is 73 and pilot is 200 ... Lol well skill plays a big roll obviously, also think playing on Insane with the higher level enemy captains may also play a big factor in my experience of getting extra destroyed ships
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Post by slayernz on Nov 3, 2015 5:11:15 GMT -5
Anyway - the ships you destroyed. They totally deserved it. At least I am only currently killing Steel Song and Thulun ships and well ......
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Post by xdesperado on Nov 3, 2015 5:37:27 GMT -5
Anyway - the ships you destroyed. They totally deserved it. At least I am only currently killing Steel Song and Thulun ships and well ...... No catnip for you if your destroying Thulun ships
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Post by slayernz on Nov 3, 2015 6:11:43 GMT -5
They were friendly with Steel Song - and so every time I hit a Song ship, I lost RP with Thulun. I thought to myself - "Slayer", I said, "Do you really need this grief? After all, they are getting upset with you when you are doing a good deed and reducing the galactic infection that is Steel Song." "No." I responded. "No, I do not. If I don't kill Steel Song, then their population will surge, and the whole galaxy might be crushed under the weight of cardboard. If Thulun are getting upset with me, then maybe a few holes in their hull might be enough to help them get over it." "Too Right", I agreed. "Thulun are too hoity toity for their own good, and maybe a shortage of their own ships might stop them from being overly concerned with Steel Song deaths." So because both of me agreed, Thulun ships began to fall out of the sky. I tried my best to keep the kill ratio less than 10:1 ... 10 Steel Song deaths to 1 Thulun attack. Oh ... and and and, I didn't salvage Thulun ships after I beat them. They even got to keep some of the stuff in their hold
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on May 25, 2016 10:35:04 GMT -5
Torpers: a less-used but more general alternative to "Damn Cadari Bastards!"(DCBs!), torpers like to sit back, relax and pound the torpedo button until their opponent gives up or is blown to space dust. More reliant on Sail:Hull ratios than others, and less common amount players due its weaknesses despite its power due to the use of Stealth rolls in distance combat, virtual uselessness against the Alien types and the expense of torp refills. Still an excellent way to slow an enemy or cause a little damage before an enemy closes in or you step in yourself. Weaknesses: Aliens and Gun Bunnies, who can often dance circles around High-Torp, high Speed but low Agility variants. I disagree with what you say. It's true, sail to hull is very important and if I don't have at least 41 sails, I can't sleep in peace. But the rest doesn't really bother me. I love torp builds and I dominate the fields with my stealthy captains. And I have to say, you have a misconception about torpers. It's not that hard to build a good torper... But if you want to dominate, you have to use your weaknesses in your favor. The main credo of torpers is to survive unscathed even against a captain 200% of your level. Therefore huge stealth is essential... But even more essential are tactics needed to target torpedoes, because if you meet a captain 200% of your level, he will be quite a bother unless you kill him. But if you build your captain well, they don't stand a chance unless they are a "convenient" build, which is hi stealth gunbunnies. Torp refills are quite expensive, but quite unused. With my 24 torps I have enough space to rearm them from battleships and pirates. Aliens are no bother, since you avoid encounters with them due to stealth, and gun bunnies are no bother either, because they can't close range. Basically often the fights turn into a torpedo shootout. Who lands the first shot, wins. When I lose, I still have more than enough to escape though.
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