|
Post by raithnor on Jan 2, 2019 10:33:14 GMT -5
So recently I was mulling over the idea for (most likely) an Officer whose purpose was take advantage of Ship boarding feats so when they board it inflicts extra damage..
I came up with: Engineer/Mechanic/Spy
Spy because getting intel records is always useful. Engineer and Mechanic because their boarding talents seem the most useful for direct damage on the ship itself.
I can think of other classes, Gunner, for example that could also work.
What other class combos that could work for this purpose?
|
|
|
Post by drspendlove on Jan 2, 2019 12:15:12 GMT -5
Is the goal to also have a capable crew combatant?
|
|
|
Post by raithnor on Jan 2, 2019 18:08:33 GMT -5
Is the goal to also have a capable crew combatant? I could see stacking a combat class on top of the other two classes. Mostly I'm just interested in ideas.
|
|
|
Post by raithnor on Jan 10, 2019 11:06:00 GMT -5
So I found out you're limited to using 2 Boarding talents after a successful boarding. (Unless you board at range 1, I suppose)
Engineer/Spy worked for this Intel Records are always useful and the Engineer talent seems to do a lot of damage to the rest of the ship.
|
|
|
Post by fallen on Jan 10, 2019 11:21:46 GMT -5
It is always limited to 2 Talents.
|
|
|
Post by drspendlove on Jan 10, 2019 11:36:31 GMT -5
Engineer talent isn't my favorite. If you're at range 1 you rarely need it. But maybe it's helpful at other ranges?
Spy talent is glorious. Couple it with something that really shuts them down like the Mechanic's Thrown Wrench for safety and value!
|
|
|
Post by daveal on Jan 13, 2019 12:21:27 GMT -5
Interesting question. For boarding at range 1, the talents can belong to any crew, so it doesn't matter so much which you combine.
For boarding at range 2+, you can only use talents belonging to the boarding party, so the crew should be at least able to do something in combat. I guess you could have a boarding specialist who is a "carry" during the combat. Is that what you meant? Boarding talents which go to combat jobs, like sniper/assassin, would be the easiest to use. Spy has both combat talents and a cool boarding talent, so that seems to go well.
|
|
|
Post by raithnor on Jan 13, 2019 16:53:34 GMT -5
Interesting question. For boarding at range 1, the talents can belong to any crew, so it doesn't matter so much which you combine. For boarding at range 2+, you can only use talents belonging to the boarding party, so the crew should be at least able to do something in combat. I guess you could have a boarding specialist who is a "carry" during the combat. Is that what you meant? Boarding talents which go to combat jobs, like sniper/assassin, would be the easiest to use. Spy has both combat talents and a cool boarding talent, so that seems to go well. The idea is boarding at range seeing as it's easier to do than charge into Range 1, so the idea would be as part of the boarding crew instead of being part of the crew at large. I think I settled on a Mechanic/Spy as the best two class combo for this. Thrown Wrench as the best anti-ship talent and Steal Intel Records as the most profitable boarding talent. Spy also has a neat set of combat tools. However, I was also thinking about multiple boarding teams so the idea would be having a second team after the first to help clean up. Ideally, it would be best to have traits that would accelerate taking the ship (relatively) intact. If I'm just going to end up blasting the ship out of space, what's the point? Usually my team builds are Combat Doc, (Specialist: Depends on situation, Exo-scouts for Xenos, Ship Sabotage, etc) or Melee, and then two Soldiers (or a Soldier and Sniper) for the back line. I was going to make a second post as to what weapons are generally best for disabling a ship instead of outright destroying it, but if you have suggestions let me know.
|
|