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Post by drspendlove on Dec 8, 2020 10:42:15 GMT -5
Exo-Scout 5 Makeshift Camp Exploration Card Game 9 Week Cooldown
When exploring a wild zone and drawing a reward card, resourceful survival skills restore (10 + Explore) health and morale for up to 5 crew members.
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Post by drspendlove on Dec 11, 2020 11:01:47 GMT -5
Pilot 15 Engage Craft Ship Combat Talent 6 Week Cooldown
Buffs ship with +35% to Hit Craft, +15% to Dodge Craft, +40% Damage versus Craft, -20% Damage, -15% Accuracy for 3 turns.
Analysis: A Pilot's alternative to the high to-hit talents of Gundeck Boss and Gunner. Engaging craft comes at the expense of your offenses versus the capital ship.
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Post by drspendlove on Dec 11, 2020 11:07:56 GMT -5
Gunner 15 Singular Blast Ship Combat Talent 9 Week Cooldown
Buffs ship with +100% Damage, +10% Critical, -10% Accuracy for this turn
Analysis: Lay this talent down on a turn when your foe is most vulnerable. Note that you have a slightly increased chance of missing which means having your accuracy high enough to begin with will be important.
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Post by Aimstrong on Dec 11, 2020 16:23:49 GMT -5
Cool talent.My 2 cents(personal opinion) would be: - first on lower difficulties (<brutal) player enemies shouldn't have access to this talent (faction or xeno) - it's debatable to lower accuracy even further to - 15%-30% (a commander start would negate this vv early and one can cheese this with conscripting a high lvl gunner) - pro maybe this will make impossible diff. players invest in at least 1 gunner somewhere along the line
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Post by drspendlove on Dec 14, 2020 8:54:00 GMT -5
Pilot 8 Efficient Orbit Patrol Card Game Talent 9 Week Cooldown
On drawing a reward card when patrolling, reduce the time spent in the patrol by (30 + Navigation)%.
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Post by drspendlove on Dec 14, 2020 9:16:22 GMT -5
Wing Tech 15 Emergency Refurbishing Ship Combat Talent 12 Week Cooldown
Repair the most damaged, docked small craft (10 + 3x repair)% of its hull points and restore (10 + Tactics) morale to all craft pilots.
Base stats at rank 15: 37% hull repair to one craft and 13 morale restored to each craft pilot.
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Post by drspendlove on Apr 2, 2021 8:28:10 GMT -5
Combat Medic 15 Flechette Rounds Crew Combat Usable from positions 1, 2, 3. Usable against positions 1, 2
In crew combat, Crippling Pistol Attack with -15% Piercing causes +22 Bio-Poison Damage, +8 Bleeding Damage, -6 Bleeding resist, -12 Bio-Poison Resist for 3 Turns
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Post by drspendlove on Oct 11, 2021 7:30:01 GMT -5
Blade Dancer 8 Elusive Parry Crew Combat Usable from positions 1, 2, 3
In crew combat, fancy footwork and flashing blades grants +50% Melee Defense, +50% Debuff Resist to the Blade Dancer for 3 turns. 50% chance to end upon being attacked in melee. (8 initiative)
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Post by MTKnife on Oct 11, 2021 13:41:28 GMT -5
I just noticed that Pilots don't have any Talents that benefit from Pilot skill...which makes bonuses wasted on them if they're not officers. (And who has a Pilot officer?) I'm not sure what Talent to suggest, but there oughta be one.
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Post by drspendlove on Oct 12, 2021 10:11:25 GMT -5
Pilot Rank 15
Mastery at the helm (9 week cooldown)
+15 Range Change (2 turns) +10% Defense (2 turns) Recovers (Pilot) Morale to 10 crew (Pilot * 2)% chance to remove a single talent debuff
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Post by peddroelm on Oct 12, 2021 20:48:36 GMT -5
Give high level mechanics and or enginneers passive that increases engine safety factor by 1? Maybe add some other stronger temporary + engine safety bonuses ( salvaging card reward ? Exploration reward ? Salvaging ship wreck ? ..scientist/enginneer SALVAGING xeno ship ? ( Kill a xeno ship every 3 months to feed your behemoth engine or it will misbehave and eventually consume you instead ) blood for the engine god ! Just as you can squeeze rep / sci Intel / artefActs out of xeno wreck s and corpses ..could add some precious engine juice to the list.. hmm safety juice but maybe Derek could also be danger juice less safety faster travel speed for a while ? ( Pop 'em when you need to do long journeys ? And your engine has high safety rating to begin with ?) Are there currently any ship modules that increase engine safety rating ? ( javat fuel reclamation IV adds +1 (max +6))
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Post by fallen on Oct 14, 2021 14:33:17 GMT -5
There are Engineering Annex that add Engine Safety. It is on our list to add a few more.
I like the concept of an Engineer/Mechanic Talent that can activate when Engine Safety is needed and add a +2 bonus, then go on cooldown. This would allow one Talent to fire, assist and stack with any components.
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Post by peddroelm on Oct 14, 2021 22:20:49 GMT -5
Not really a talent but shouldn't surviving a crew combat auto reveal ( at least the combat related ones ) all traits for that unit ? Are most likely to see how he fights when you pay him / do medical scans ?
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Post by drspendlove on Aug 15, 2022 9:07:46 GMT -5
Soldier Rank 15
Valiant Command
14 Initiative cost, usable from positions 4, 3, 2 In crew combat, Buffs entire team with: +10% All Damage +10% Armor +25% Critical Magnitude +10% Critical 5% Auto-block chance (does not add to 75% block from bodyguard) for 2 turns
Note this lasts 2 turns instead of 3 like the other Soldier buffs. It also has use by either snubber or rifle soldiers, so long as they aren't moved to the very front position. It has a higher init cost than either of the others, but offers some unique benefits.
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Post by fallen on Aug 15, 2022 15:04:15 GMT -5
Beastly! Added to the list for checking.
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