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Post by rabidbite on Aug 16, 2012 14:54:08 GMT -5
I have a hard time understanding how to play the Military Officer Captain class.
Here are my main confusion points.
1. The Military Officer's strengths are Warrior and Intimidation. Neither of these skills helps my ship get close to another ship if that ship tries to escape. Neither of these skills keep Torpedoes or Guns off my decks. Neither of these skills help me close with an unwilling target. SO, how the heck does the MO Captain survive? I don't think the Surveillance ability helps me overcome the basic "get to the enemy" and "survive to Board" problems when a pirate goes for my neck. It does help me find a bounty, but sure doesn't help me get close enough to board.
2. As I usually play Pirate, I'm addicted to "dodge incoming fire with Stealth+pilot", "shoot the engines", "loot the mofo", blow the ship for $. Should the MO be looting anything or just have weapons/electronics, Lux rations and water, then simply get cash from blockade/contracts and blowing ships up?
3. Yes I know ship upgrades provide extra bonuses to some stats and that Ship Officers provide necessary stat bonuses affected by cargo. These upgrades and Officers are not present on the Early Stage of the game, thus, irrelevant for survivability. EVEN with the updates, I can't see a great degree of survivability from mid-game point onwards as the lack of Pilot+stealth and, presumably, Tactics will catch up to you the hard way. What am I missing?
4. What sort of ships should I be focusing on? I imagine HUGE Engines, because of lack of Pilot skills, and loads of crew for boarding actions. I'd like some input here.
I'll probably have a lot more questions as I figure this class out. I really want to get into it since I really want to go Alien Hunting.
rabid
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Post by Deleted on Aug 16, 2012 20:21:36 GMT -5
1. You want to do just delivery contracts (mesage, package, passanger) until you can level up enough to the point that your pilot, stealth, and tactics are high enough to change range with some enemies, and do blockade/surveilence contracts. 2. Technicly, MOs don't loot ships. However, in the beginning, you may need money, so its fair game. Just, if your playin for sndacats, only attack clan ships and vice versa. Again though, mabe you shuld wait until your skills are highenough to change range and dodge. You don want enemies shooting your engines/hul to 0 before you can even board. 3. Again, delivery contracts until you can level your skills up enough to do combat missions and blockades/surveillance. Also, nothing wrong with surrendering to pirates early on. If you ust carr water, they'll loot a little bit of it, but won't take your contracts, and it could save you thousands in repairs. Geting upto level 103 on impossible, I'm just going to tell you what I do. I keep explorer and negoicate at 1 (neither o these help contracts or combat), keep tactics, intimidate an warrior all equal, and keep pilot and stealth 20-25% above my warrior/tactics/intimidate. First, id udgrade my pilot stealth tactics until they're all 6, then use this strategy. Carry a lot of weapons, not in the beginning of the game because you need space for water fuel but later on as they really help you in boarding. Have a military officer. Yu could also have a BH and a Templar to further help in boarding, but those 2 are optional. Get a resilient cruiser when yo can with the following. Upgrades: dreadnought architecture, escape shuttle, battleship architecture, advanced sail system, hyperion superstructure. Some ships including this one is only available with high rank, s if your rank isn't high enough you won't be able to see this at stardocks.
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Post by rabidbite on Aug 17, 2012 7:53:34 GMT -5
Frankly, I'm confused again.
What is the point of having a Military Officern Captain if I have to spend my points on Pilot+stealth+tactics, which are quintesential Pirate Captain traits?
If I have to raise, Pilot+Stealth+Tactics+Warrior+Intimidation that means I'm spreading my points pretty thin over a multitude of different abilities and traits, no?
rabid
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Post by grävling on Aug 17, 2012 8:11:12 GMT -5
I thought that all captains needed pilot, stealth and tactics. I mean, the ones where I did not focus on that for a good long while, well, they were all soon dead ....
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Post by rabidbite on Aug 17, 2012 8:20:05 GMT -5
I thought that all captains needed pilot, stealth and tactics. I mean, the ones where I did not focus on that for a good long while, well, they were all soon dead .... I see. So in essence the reason I'm failing as an MO Captain is that as an MO I SHOULD spread the points about, in the case of a Pirate Captain, I can stack, since those are the primary stats of the class. Alright then, Let me see what I can do. Let's start at Demanding and work my way up. rabid
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Fenikso
Templar
[ Star Traders 2 & Elite Supporter ]
Nobody expects the Rychart Inquisition!
Posts: 753
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Post by Fenikso on Aug 17, 2012 9:01:02 GMT -5
Well, you have to spread your skills a bit from the start. When you hit some workable minimum, then you can start to specialize.
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Post by phantombudgie on Aug 17, 2012 14:57:48 GMT -5
All characters have to hit Pilot from the start if they wish to live. Once you are able to survive most encounters, this is when each character's special traits (such as Bounty Hunter Surveillance) begin to affect the way you play.
If I play as an explorer, for example, I still level up Pilot before anything else so I can run away from pirates. In that case I don't worry too much about Tactics as I would only be running away from battle.
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ab357
Hero
[ Elite Supporter ]
Posts: 186
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Post by ab357 on Aug 17, 2012 21:07:57 GMT -5
My current Captain (the resurrected ghost) is a MO. I began building up his pilot, stealth, warrior, tactics skills. I haven't wasted any points on explore. I stopped using any on intimidate after he got too strong to worry about crew. I still use credits on adding negotiate every once in a while because I'm not sure if it effects contract prices.
Currently I'm only adding pilot, stealth and tactics because even his warrior skills are over 300.
He currently has a pilot (my first time) and a Warrior. I will take on another Officer just to burn credits so he doesn't go ghost again. I'm still looking for Templar.
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Post by Deleted on Aug 17, 2012 22:12:41 GMT -5
Intimidate plays a role in mutiny prevention. The higher the intimidate, the more you can travel wihout moralloss/mutiny. Also reduced fuel consumption for large crews (pilot reduces fuel fo large hulls) but I have a feeling your playing on a low dificulty so it doesn't matter.
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ab357
Hero
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Posts: 186
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Post by ab357 on Aug 17, 2012 23:30:02 GMT -5
Right. I playing Normal. Most of my ships don't use fuel anymore.
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Post by Deleted on Aug 17, 2012 23:39:02 GMT -5
Right. I playing Normal. Most of my ships don't use fuel anymore. In that case don't invest heavily in pilot. Invest in whatever you want to invest in.
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ab357
Hero
[ Elite Supporter ]
Posts: 186
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Post by ab357 on Aug 18, 2012 2:10:01 GMT -5
Yeah I'm going all Tactics right now.
I know playing in Normal, I've far surpassed the level of enemy contact I'm going to run into.
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Post by jimmyca on Dec 12, 2012 17:04:09 GMT -5
1. You want to do just delivery contracts (mesage, package, passanger) until you can level up enough to the point that your pilot, stealth, and tactics are high enough to change range with some enemies, and do blockade/surveilence contracts. I am trying to do this with my latest MO. Boy is it dragggging on Trying to keep the factions all relatively happy with me for now and taking only the delivery contracts. It's slow going, especially since the contracts are sometimes for peanuts. Just the cost of Water-Fuel is hard to keep up with, let alone the occasional needed repair etc Will keep at it, but this first part certainly is not easy at this point...
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Post by Deleted on Dec 12, 2012 21:26:01 GMT -5
I alwayes start with the tempus fugit. The smugger hold that comes with the ship allows you to surrender to all military and bounty without contract confiscation.
Also, get pardons ASAP. Ther lower the rep, the higher the pardons.
One I have a few trade permits and some money I participate in some shortages/surpluses for quick and easy credits.
For a MO/BH, you need to focus on combat skills for a specific action (or two).
Is your focus guns? Quick ships + high Engines + high Pilot/Tactics + Pilot officer/spice (bridge and titan components also help) Is your focus torps? Fast ship + high Sails + high Tactics/Stealth (sail upgrades/certain torpedo upgrades help) Is your focus board? Big crew ship + big hull/armor + high Warrior/Strength + some Tactics/Intimidate + Weapons (crew upgrades, armor upgrades and boarding upgrades help, especially battleship, mercanaries and weapon cabinet)
No matter your focus, pilot and stealth should alwayes be invested in to an extent (the amount depending on your focus and ship speed/agility as well as your personal preference)
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