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Post by HateSolstice on Oct 18, 2013 5:36:03 GMT -5
It must have been shoddy SS targeting sensors. If they didn't buy their tech at Space-Mart, they'd be able to hit more stuff than Storm Troopers.
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Post by ChocoCrowbar on Oct 30, 2013 0:17:24 GMT -5
I'm trying something new, you know, just for fun.
Keep Pilot x2 lvl, usually raising it twice per lvl.
Every 3 lvl (6, 9, 12, etc) raise Tactics (usually once per lvl)
Every other lvl (7, 8, 10, 11, 13, 14, etc) raise warrior (usually twice per lvl)
Raise Stealth to 6.
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Post by HateSolstice on Oct 30, 2013 5:34:50 GMT -5
I'm not sure I understand why most builds only use a couple points in stealth. I mean, it seems like it SHOULD be a handy skill to raise.
I'm thinking of making Merchant Pirate. Or Pirate Merchant, what ever sounds best. Basically, hunt down rumors of shortages and surplusses like normal, but also hunt down merchants with extra security rumors.
Dunno if it'll work or not. Not even sure if I should start as a pirate or a merch. What do you guys think?
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Post by Officer Genious on Oct 30, 2013 11:51:10 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. Dag, I really want a Captain Torpedo build that can work... Any suggestions for a long lasting torp build?
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Post by contributor on Oct 30, 2013 12:21:05 GMT -5
It's possible that if you went crazy with tactics you might be able to get a torper that would last. I didn't experiment with that build as much as I did some of the others so there might be a way to make it work.
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Post by ChocoCrowbar on Oct 30, 2013 20:27:00 GMT -5
I'm not sure I understand why most builds only use a couple points in stealth. I mean, it seems like it SHOULD be a handy skill to raise. I'm thinking of making Merchant Pirate. Or Pirate Merchant, what ever sounds best. Basically, hunt down rumors of shortages and surplusses like normal, but also hunt down merchants with extra security rumors. Dunno if it'll work or not. Not even sure if I should start as a pirate or a merch. What do you guys think? This is what I'm actually doing with my Insane Pirate Ulfric Captain. I'm using the usual trade routes but taking advantage of any juicy ships I come across. I've managed to keep a positive rep with every faction except De Vatos (I'm looking for blood since they attacked first, destroying my first ship, I was going for the Hardocre Elite award... damn them). And I just don't like stay far away and using torps, I like to get in close and see their faces once they realize they aren't going to win, and about to die, so I just raise stealth enough to avoid any torps on my way in.
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Post by HateSolstice on Oct 31, 2013 0:02:45 GMT -5
@suko - What would you consider a good stealth level? 10 just doesn't feel like it's enough, but getting to the 15-20 range takes away from leveling pilot and tactics/negotiation. Actually, I'm not sure if a Pirate Merchant hybrid would want negotiation or intimidate more. I guess both? But then you're spreading points pretty thin too early on. Maybe get pilot to 20 ASAP, then disperse evenly between the others?
Crap, I can't decide now. I try way too hard to over think and over analyze things. No matter how hard I try to stop doing it, I just keep on anyway.
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Post by Officer Genious on Oct 31, 2013 10:16:50 GMT -5
It's possible that if you went crazy with tactics you might be able to get a torper that would last. I didn't experiment with that build as much as I did some of the others so there might be a way to make it work. Testing the idea with Ted Kennedy in Challenging difficulty- it kinda works except pirates with 80+ crew keep flying to me... On the other hand, thats what ramming is for. Still in original ship with 10 torps
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Post by slayernz on Oct 31, 2013 19:22:51 GMT -5
It's possible that if you went crazy with tactics you might be able to get a torper that would last. I didn't experiment with that build as much as I did some of the others so there might be a way to make it work. Testing the idea with Ted Kennedy in Challenging difficulty- it kinda works except pirates with 80+ crew keep flying to me... On the other hand, thats what ramming is for. Still in original ship with 10 torps Hi Officer Genious did you actually add stats to your Pilot as well as your Tactics? I've found that while tactics is significant for boosting accuracy, if you want to manage range between you and your enemy, you have to invest in Pilot skills, especially if you are flying in the Vae Victus (or similar starting ships). At least in the initial phases of the game (first 2000 turns or so), you should be able to beef up your Pilot and Tactics levels to around 20+ and your level should still be below 10. That should be enough in challenging to keep the Vae from being rammed or boarded. of course, if you really want to keep your range to long, you might need to invest in a little stealth too
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Post by slayernz on Oct 31, 2013 19:28:55 GMT -5
I'm trying something new, you know, just for fun. Every other lvl (7, 8, 10, 11, 13, 14, etc) raise warrior (usually twice per lvl) I just noticed your maths there ChocoCrowbar ... your arithmetic progression seems to fall over at level 11, then again at level 14 More Sirius-ly Are you a boarding type captain - and if so, how do you find your boarding goes ... do you suffer many losses in actions, or do you pretty much come out unscathed? I've played umpteen captains, and never once have actually gone down the boarding path. I've yet to feel the thrill of having my captain regularly shuttle over to the enemy ship and deal to the enemy in their corridors.
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Post by ChocoCrowbar on Nov 1, 2013 0:45:53 GMT -5
Well it goes something like this:
6 - Tactics 7 - Warrior 8 - Warrior 9 - Tactics 10- Warrior 11- Warrior 12- Tactics etc
And it's just that I've noticed that I can survive a very long time as a crazy gun bunny, but there will always be that one enemy captain (or alien) that actually gets on board, then everything goes to hell. So I'm switching warrior with tactics, and trying to keep that gunbunny style but just in case I get boarded, then be able to defend myself.
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Post by Officer Genious on Nov 1, 2013 12:18:44 GMT -5
Testing the idea with Ted Kennedy in Challenging difficulty- it kinda works except pirates with 80+ crew keep flying to me... On the other hand, thats what ramming is for. Still in original ship with 10 torps Hi Officer Genious did you actually add stats to your Pilot as well as your Tactics? I've found that while tactics is significant for boosting accuracy, if you want to manage range between you and your enemy, you have to invest in Pilot skills, especially if you are flying in the Vae Victus (or similar starting ships). At least in the initial phases of the game (first 2000 turns or so), you should be able to beef up your Pilot and Tactics levels to around 20+ and your level should still be below 10. That should be enough in challenging to keep the Vae from being rammed or boarded. of course, if you really want to keep your range to long, you might need to invest in a little stealth too Thanks for the feedback! I have a few points in pilot and tactics and a tiny bit in stealth, but I dont think I understand the difference between stealth and pilot- if stealth covers combat range too, what does pilot do then?
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Post by HateSolstice on Nov 1, 2013 18:02:07 GMT -5
Officer Genious - Pilot increases your control capabilities of your ship versus hull size. It has been said that at the minimum, your pilot skill should be no less than 1/2 of your hull total. Same goes for tactics. Of course, it's a bajillion times better and more logical to have your pilot higher than that, and in fact have it be at 200% of your character level AFTER you get your skill to 20. Tactics is a little more flexible, and you can hover around 100-150% of your level. Same goes for stealth. You can thank slayernz, contributor and others for educating me on this stuff.
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Post by contributor on Nov 1, 2013 18:18:39 GMT -5
Officer Genious the other truism is that Stealth does long range (escape, advance, dodge, torp) and pilot does medium/short range (advance, retreat, gun, ram). That's very simplified and somewhere on the board are more in-depth discussions about all this. Those are combined with other things so it's not that simple and I think stealth plays a role for some things at medium as well (retreat, damage avoidance?). If you want to try building a true torper I would suggest trying to keep stealth and tactics around 150% of your level to start with. In which case pilot will actually be lower than your level. You might adjust that based on experience. With ships that start with like 50 or 60 sails and all the sails upgrades including the ASS upgrade. You should be able to escape almost anything. I could escape aliens that were 300% my level. The thing is that if you can't hit them with torps you don't dare advance because you'll be weak at med-short range. Also you might have to start with more in pilot until you can get the right ship. Do what you need to survive, then get a good ship, upgrade it and bring your skills inline with it. If you start out neglecting Pilot you won't get too far. With that said, keeping stealth high, the ASS upgrade and Omni-Stealth array can make you pretty damn hard to hit even with a weak ship. Do you have the Mortifier Telum unlocked? It's a good starting ship for this kind of stuff.
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Post by HateSolstice on Nov 1, 2013 20:29:07 GMT -5
Officer Genious the other truism is that Stealth does long range (escape, advance, dodge, torp) and pilot does medium/short range (advance, retreat, gun, ram). That's very simplified and somewhere on the board are more in-depth discussions about all this. Those are combined with other things so it's not that simple and I think stealth plays a role for some things at medium as well (retreat, damage avoidance?). If you want to try building a true torper I would suggest trying to keep stealth and tactics around 150% of your level to start with. In which case pilot will actually be lower than your level. You might adjust that based on experience. With ships that start with like 50 or 60 sails and all the sails upgrades including the ASS upgrade. You should be able to escape almost anything. I could escape aliens that were 300% my level. The thing is that if you can't hit them with torps you don't dare advance because you'll be weak at med-short range. Also you might have to start with more in pilot until you can get the right ship. Do what you need to survive, then get a good ship, upgrade it and bring your skills inline with it. If you start out neglecting Pilot you won't get too far. With that said, keeping stealth high, the ASS upgrade and Omni-Stealth array can make you pretty damn hard to hit even with a weak ship. Do you have the Mortifier Telum unlocked? It's a good starting ship for this kind of stuff. Officer Genious - Yeah, listen to him.
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