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Post by Phineas Elloway on May 26, 2020 12:35:29 GMT -5
Hello I'll start by listing the combat Crew lineup that I wish to play as.
1. CAPT - Zealot, Blade Dancer, Swordsman 2. Swordsman, Wing Commando, Assassin. 3. ExoSnubber,Bounty Hunter,XH. 4. MO, Combat Medic, Dr
The aim of this crew is to Run FDF and Justice missions, with other jobs on the side with the long term goal of saving the galaxy from the plight of the foul xeno beast. Please see questions below
1.I have heard the term Exo Snubber thrown about on the forums but can he work effectively in slot 3. Can I have some information on how best to fit out an ExoSnubber. I.E Level distribution, Positioning, Talents and equipment?
Additionally could you extend this to my other crew members. 1.Who should have heavy armour? 2.should one have a Kukri and pistol for extra parry? 3. Foreseeable issues with my team.
Regards.
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Post by fallen on May 26, 2020 14:00:55 GMT -5
Team is looking pretty awesome!
For a Snubber, you need some mobility buffs if they are in slot 3, because if they get knocked back to 4 they are out of luck and need a way to move forward.
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Post by cerseisadvocate on May 28, 2020 4:58:17 GMT -5
You want the best defense for the two front rows as they will get the most punishment.
One Problem you need to address is people getting out of position. So you need them to have movement abilities and/or make them more flexible withe their attacking positions. fallen already addressed the problem with the snubber being knocked back I like to talk a bit more about melee fighters. A (main weapon) Sword fighter on position #1 who gets knocked back to #2 can get back to #1 with a movement-attack (like Skewering Thrust for example). A main weapon sword fighter on #3 can not attack and needs a movement-buff like Rash Courage which is the smaller evil compared to wasting an action on a pure move. For this reason I think it is somewhat risky to use a (main weapon) melee fighter at rank #2. I prefer a snubber at #2 but a pistol/blade will work too.
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Post by projectjku on May 29, 2020 15:50:47 GMT -5
A tough snubber in position 3 is actually really good. Consider the exo8/xh5/soldier20+ : good rifle and evasion skills, good defensive combos, high mobility and ap and damage boosts, two good boarding skills, etc.
The only issue is that if he gets knocked into position 4, he cannot get out himself--but this is solved by whatever backwards-moving talent you have on the character that started in position 4. For example: the spy's 'distracting shots'.
On the subject of position 2 swordsman: an assassin5(or more)/blade dancer5/swordsman20+ is just fine in this spot. He can attack from position 3 and stay there, or attack and move forward. You can see how a swordsman like this interacts well with a third position snubber.
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Post by MTKnife on May 31, 2020 14:04:10 GMT -5
Wing Commando also has a position 3 attack.
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