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Post by leichenteil on Nov 20, 2016 11:07:53 GMT -5
Does somebody know which role tactics play during blockades?
Intimidate gives more money, that's clear. Success chance is mostly affected by weapons in my experience.
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poryg
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Post by poryg on Nov 20, 2016 11:13:25 GMT -5
Does somebody know which role tactics play during blockades? Intimidate gives more money, that's clear. Success chance is mostly affected by weapons in my experience. Tactics give more success chance. Charisma increases the maximum money which you can get from it, intimidate does I don't know what.
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Post by leichenteil on Nov 21, 2016 2:36:31 GMT -5
porygThat's weird. I was sure intimidate would give you more money. Here is what the manual says: "Intimidation is one of the primary drivers for the success of Blockade. Influences (together with Charisma) how many Crew is Captain able to keep track of during Exploration attempts." After being quite successful with the boarder on hard (thanks again for the tips), and finding out that blockades are probably the laziest way to get a lot of xp I created a zealot to push this feature to the limit. The strangest thing between those two captains is, that there isn't really a noticeable difference in success chance or money gain during blockades. They are both same lvl of 24 now. The main differences are: The boarder is played on hard. Uses the earlier discribed ship (slow/low/max hull/max crew). Xp went into 50% pilot, 20% intimidate, 20% warrior, 10% tactics. The zealot is played on crazy and a gunner. Uses a fast/quick devalto ship with 31 guns, 72 crew, 36 engines, 36 sails, 105 hold before upgrades. Xp went into 50% pilot, and 25% for tactics/intimidate each. They both carry as many weapons as possible, but I feel like at a certain amount of weapons in hold, they rather turn the odds against a successful blockade since you encounter hostile military officers way to often. Maybe I should tell too that the zealot even has a military officer on board and the boarder captain does not. Another thing I'd like to ask is: If there is a point in game where I am able to level other skills as well? For example if I use a ship with 15 hull, can I stop putting points in pilot if I got like 45 already in it?
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poryg
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Post by poryg on Nov 21, 2016 7:01:32 GMT -5
Intimidate influences the success of a blockade together with tactics and some other factors as well. But charisma is what makes you money.
Well, you shouldn't really stop levelling up your main battle skills, because every action involves the greatness of the skills. Which means that if you stop levelling pilot, with passing time your pilot will be less and less significant to the point where you can be very vulnerable.
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Post by leichenteil on Nov 21, 2016 7:53:22 GMT -5
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poryg
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Post by poryg on Nov 21, 2016 9:19:31 GMT -5
You're welcome Frankly put, I use blockade and surveillance solely to make exp, because it's easy and you gain lots of exp as long as you have appropriate death warrants/surveillances and rank/blockades. Even my peaceful characters have 30 tactics to be sure to be successful in surveillances and blockades. While this doesn't bring me any money in blockades (charisma 1 makes either 0 or 50 bucks from a successful blockade), I don't really need it, because surveillances make me $50.000 per load of records, which is a whole lot of money
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Post by PherdnutGuest4 on Dec 2, 2016 20:46:28 GMT -5
The following assumes you will never attempt to board. IMO boarding is pointless, silly and very expensive, even when you're awesome at it.
Ignore Strength. Only pump cha/intimidate to keep up with 50% of your hull strength or as much as it takes to expend almost 0 fuel in green squares.
Otherwise go 100% quickness, wisdom and pilot, stealth, tactics. With this focus you should be able to outmaneuver/outgun anybody your level if you have a good ship and you're of like-levels once you hit level 15 or so and you should be able to run away from anything that's not one of those like lvl 100s to 1000s+ aliens (what is the point of those?)
Never buy a ship that isn't fast and quick. Sales and engines that are more than x2 of your hull size gives you some redundancy if you do take a hit. I suspect it's all or nothing on your speed/agility ratings when you dip below x2.
Until level 15ish or so, never attack anybody higher level than you. As you get higher level you can afford to attack about 10-15% above your level but never do so if they also have engines/sails that are x2 of their hull.
Until you have a high teens to 20+ hull ship, armor is really important. But at higher levels focus on upgrades that give bonuses beyond the + to sails or engines. High hull seems to absorb damage or something. 3 must-haves IMO, are titan engines, advanced bridge, and that sail command probe. Beyond that I tend to grab stuff that makes you more likely to have encounters because ships can have good loot.
My favorite leaders: pilot, mechanic, gunner (artillery? - I forget - he's newer but guns aren't super accurate so I liked his bonuses).
Tactics: Any time you don't have a major ship or level advantage, spam torpedoes. Close with guns when you can to avoid wasting torpedoes. For best chances of taking the ship alive, I seem to have better luck with torpedoes than guns even though you can aim guns. I think torps have a high chance of knocking out engines. 10+ torpedoes is fairly sustainable if you watch stats to take advantage of ships with torpedoes you can steal from. 18+ guns is actually a little overkill in the early game and you'll kill lots of stuff by accident. At much higher levels 26 guns is plenty.
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Post by Cory Trese on Dec 2, 2016 21:47:27 GMT -5
That is a great set of tips. Boarding is an all in, or none at all approach. I'd say if you don't build to board, never attempt.
But it can be super, super effective.
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poryg
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Post by poryg on Dec 3, 2016 5:07:30 GMT -5
Yeah... Because boarding is the only way to kill high level aliens.
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