|
Post by contributor on Oct 3, 2013 8:57:52 GMT -5
So I've fooled around with a lot of different formulas for xp allocation and I've got a captain who is currently unstoppable going on impossible. To date he's killed 32 aliens including most of the big ugly scary ones. So I was thinking maybe I've stumbled on the "magic forumla." In reality I'm sure he'll die some day but I thought I would share my formula and invite others to do so. slawyer once mentioned one he had for a captain who was at level 700 or something. Anyways this one is for a combat oriented captain who flies big ships with lots of crew. He wins by boarding, but also keeps an escape shuttle on board in case someone ever figures out he could probably be killed pretty easily by torps. Officers are Templar, Military and Body Guard. Explore: 0 Pilot: 150% of level Negotiate: stopped at 2 Stealth: stopped at 9 Tactics: kept it the same as intimidate until level 20 when I let it get ahead. Warrior: 150% of level Intimidate: level with tactics until 20 then slowed it down Quickness: 150% of level Wisdom: enough to boost tactics Charisma: enough to boost intimidate Strength 300% of level Keeping strength at 300% and warrior and pilot at 150% are the touchstones of the strategy. Everything else just gets filled in with what's left over. I raised Stealth early but then left it alone once I got a decent second ship.
|
|
|
Post by johndramey on Oct 3, 2013 16:28:00 GMT -5
That is a... pretty impressive captain there, contributor. I have a hard time getting an impossible captain to survive to level 5. I'll try to get around to writing down my xp allocation later, but I'm sure it is sub-optimal!
|
|
|
Post by ChocoCrowbar on Oct 3, 2013 20:47:44 GMT -5
Yeah I'll have to try this, never had a borading oriented captain before, just a very good shoot and kill captain. What ships and upgrades do you like to use?
|
|
|
Post by HateSolstice on Oct 15, 2013 7:06:56 GMT -5
I'm more curious about which class you chose. I assume either Military or Zealot, though I guess Pirate or Star Trader could work, but I doubt that you went that route. Zealot seems to be the more "kill and forget the questions completely" sort.
|
|
|
Post by slayernz on Oct 15, 2013 17:37:22 GMT -5
Even with my current Zealot (challenge captain), my build still remains pretty much consistent Pilot >200% level Tactics >100% level Stealth up to 10(ish) Negotiate get the odd bone here or there.
That's it. I don't invest anywhere else. Intimidate? Nah, my crew worships me because I fly rings (and squares and octagonals) around my enemy. Warrior? Ha, I don't need rippling muscles and John Rambo style skills ... my enemy sees me coming in my ship, and they run screaming ... then they die screaming. I know because often they leave their comms on by accident.
Current captain: Level 11 Pilot 31 Tactics 11 Stealth 3 Intimidate 9 (but only because it started there being the Zealot).
|
|
|
Post by HateSolstice on Oct 15, 2013 19:20:15 GMT -5
I thought boarding was more effective on the harder difficulties. Guess I am way more out of practice than I thought.
|
|
|
Post by slayernz on Oct 15, 2013 19:58:44 GMT -5
I can't remember the last time I boarded ... even on Impossible level. Others swear by the action, but I just can't stand having to clean my boots after each combat. Scraping off all that blood and body parts just isn't fun.
|
|
|
Post by HateSolstice on Oct 16, 2013 0:51:45 GMT -5
Plus all that fried food the Steelies eat. Makes their bloody bits all sticky. More greese than blood in those veins. Probably why they explode better than the others.
|
|
|
Post by HateSolstice on Oct 16, 2013 1:46:52 GMT -5
I just started a spy for the first time. I picked the Tempus Fugit as my starter ship, because I figure I need to be able to move and quickly at a moment's notice.
So far, I have put all points into pilot, tactics and stealth. I think stealth will end up being at least as high as tactics will. I dumped my starting weapons in favor of more electronics, and I figure I don't need a big crew at all.
I know my success will depend on spy wars, and I am currently trying for the triple syn award, plus the other two demanding awards I have left; hardcore ultra and doom reaper 3.
Should be fun, but I just wanted opinions from you guys. What upgrades should I look for? Stats if I'm wrong? Etc.
|
|
|
Post by contributor on Oct 17, 2013 15:10:11 GMT -5
HateSolstice the main thing would be to get some sail upgrades. Go for the Nano Sail thing or Advanced Sail System if it will add close to the same amount of sails. Omnistealth array would be a good choice too. Then maybe the water-fuel tank as that will let you stay in orbit longer.
|
|
|
Post by contributor on Oct 17, 2013 15:16:33 GMT -5
slayernz you've got the quintessential gun-bunny build there. It is a really good way to go. I always get bored though and go looking for aliens and it seems like one always comes along that can board me even with crazy high pilot (I haven't tried any of the anti-boarding upgrades though). So for those cases you have to be able to win at boarding. In other cases, gunning is much neater and cleaner. As you are a cat-person, it makes sense that you are opposed to getting a little dirty when the time comes.
|
|
|
Post by slayernz on Oct 17, 2013 19:33:37 GMT -5
contributor, on the last challenge, I found even with pilot sitting at almost 250% of level, I couldn't leave an encounter without a fight. I suspect this is because I only had 3 for Stealth, but I couldn't retreat. In fact, the enemy managed to close distance to medium range. Once I moved to close range, I was able to finish the fight without the dreaded "boarding range" warning. I will certainly go alien hunting now the challenge is over, to see if I have to deal with boarding by ugly 11-fingered, club-footed aliens. Oh wait, that's just a typical Steel Song captain ...
|
|
|
Post by contributor on Oct 18, 2013 1:44:16 GMT -5
contributor, on the last challenge, I found even with pilot sitting at almost 250% of level, I couldn't leave an encounter without a fight. I suspect this is because I only had 3 for Stealth, but I couldn't retreat. In fact, the enemy managed to close distance to medium range. Once I moved to close range, I was able to finish the fight without the dreaded "boarding range" warning. I will certainly go alien hunting now the challenge is over, to see if I have to deal with boarding by ugly 11-fingered, club-footed aliens. Oh wait, that's just a typical Steel Song captain ... That's interesting. I once made a captain that was all stealth and then tactics. I would get him ships with like 80 sales after upgrades. In the late game he could escape anything. Problem was he couldn't hit anything with torps. So after 1000 combat turns at long range launching torps I would just retreat because I didn't dare close because my pilot skill wasn't up for a gun battle. You have a pilot who can't retreat but can win at short ranges. I had a pilot who could keep everybody at long range or escape, but could never win a battle with someone around his level or above.
|
|
|
Post by HateSolstice on Oct 18, 2013 3:16:39 GMT -5
I thought that sails increased torp accuracy as well. Same with engines and guns/boarding. I could have sworn I read that somewhere. Or I'm insane, but that's a given.
|
|
|
Post by contributor on Oct 18, 2013 4:12:16 GMT -5
It's true that sails and stealth (and tactics) up your torp accuracy. I still got to a point (around level 70-80) where I couldn't hit anything with torps, even with high stealth, sails and tactics.
|
|