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Post by jester on Jan 30, 2014 14:28:30 GMT -5
Does anyone have any tips for hunting aliens? Does having artefacts atract them?
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Post by Deleted on Jan 30, 2014 14:32:18 GMT -5
Patrol independent dead planets as early in the game as possible with high Tactics, artifacts, and a veteran officer
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Post by jester on Jan 30, 2014 22:27:01 GMT -5
Thanks that helped.
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Post by fallen on Jan 30, 2014 22:27:45 GMT -5
jester - welcome to the forum! Let us know if you have other questions!
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Post by travail on Jan 31, 2014 12:31:09 GMT -5
I have tons of questions, and I've been around for a bit I had my most successful run as alien hunter, with tons and tons of kills on "crazy"- running with a Javat Flagship (for the community challenge) and with the following officers for the ship: military, templar, veteran. Had about 25 artifacts & 50 or 60 weapons in the hold, null-field generator, but had killed lots of aliens and lost at least 6 Hives which got away- switched ships to an omega cruiser for speed (to try to get one of those as they were outrunning the flagship), same officers, less crew, and ran into one of the most lethal AI alien captains which just slaughtered us. Still, I like the close and board style, finding it much more survivable for hunting. Still, my questions: Just upgraded on insane to a carnifex cruiser, and wanted to try some different upgrades to see how they made a difference: Reactor superstructure (armor and engines), weapon cabinet, battleship architecture, water fuel recycler, and hyperion superstructure- was a challenge to decide, since the 25% sails upgrade in a carnifex would have increased that by a lot, and could have made different choices on some of the others as well. As a casual (if sometimes intense) gamer, I'd love to see a comprehensive guide on all the upgrades in terms of how much benefit they have in all the variations: ie, if your pilot to hull ratio is <x but >y, and you're playing a torp captain in a fast/fast ship, your best upgrades are this/that/and the other thing. I know some people have all that in their heads through experience and time-served, but those insights would be lovely to have in a handy reference.
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Post by Deleted on Jan 31, 2014 14:02:04 GMT -5
Tell me your XP allocation and I'll tell you which upgrades/officers would be best.
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Post by travail on Jan 31, 2014 15:54:41 GMT -5
See? I'd love to be able to figure that out for myself!
But, I've gone with a very warrior/boarding heavy approach- Cha 10 Wis 13 Q 26 St 29
Pilot 26 Neg 1 Tactics 13 Stealth 20 Warrior 29 Intimidate 9
** Oh, and for the record for Hive-hunters (sounds like a new Reality show), have found scads of Hives (and only hives so far) at Nef-v3, at 19,27. Woot**
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Post by Deleted on Jan 31, 2014 23:46:30 GMT -5
And what's your level?
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Post by travail on Feb 1, 2014 18:51:11 GMT -5
Well. things have changed over the past 24 hours or so, with access to phone but not puter.
Updated: Lvl 32 now (last stats were probably 19 or 21)
Cha 17 Wis 18 Q 35 St 40
Pilot 35 Neg 1 Tactics 18 Stealth 27 Warrior 40 Intimidate 17
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Post by Deleted on Feb 2, 2014 0:40:47 GMT -5
Okay the average enemy skill/attribute is 55% their lv, so want warrior at least 2x your level to match aliens' warrior skill. With a MEDIUM ship, you want Pilot 1.5x lv to avoid pirate ram attacks, but you can have less pilot by having more strength. By having strength 3x lv, you can leave pilot at 1.25x lv and have a stronger board attack. You don't want to invest in Stealth, because your focus is board, which is short range, and stealth is best st long range. You dont need too much intimidate either, as it won't help for board as much as Tactics and warrior. Here's your upgrade guide
Structural Cargo Hold - allows you to increase weapons by 20, making it the best structural upgrade for board attack Battle Prow - increases board attack but not as much as 20 weapons. However, this upgrade also increases resistance vs ram, making it best for board vs ram, vs pirates (not aliens) Ancient Reactors - greatest upgrade for changing range, ship evasion and gun attack Dreadnought - best for repelling boarders and resisting ship and hull damage and also increases ram evasion strength.
Combat Shuttles - best for winning boarding and being succesful for boarding at short range. Bonus based on how much you outnumber enemy crew Leviathan - best for winning boarding at zero range. Bonus based on Warrior Exo-suit - best for winning duels, wounding the enemy captain and preventing being wounded. Bonus based on Strength Cabinet - unlike shuttles and leviathan, weapons help at short range and zero range. It's also best for damage to enemy Xeno suits - wont help be more succesful or win, but will significantly decrease crew damage for board vs aliens Impact Shield - helps alot for board vs ram, vs pirates (not aliens)
Interior Battleship - increases board attack the most. Bonus based on base crew (before the upgeade) Mercanaries - increases board attack a good amount without significantly increasing fuel consumption and encounters like battleship. It also increases crew efficiency the most, meaning you'll have less crew deaths per turn of boarding. Increased bonus with weapons Advanced Bridge - best for advancing, evading and gunning. Bonus based on Pilot and Ship Agility Weapon Cabinet , gives you more room for weapon
Propultion Titan Components - best for dodging ram and gunning, and also increases board attack Advanced Sails - best for evading torpedoes, advancing at long range and torpedo attack. Bonus based on base sails Cargo Pod - allows 10 extra weapons, making it best for board attack and board damage
Armament Hyperion - won't increase board attack or help with evading, but if you get attacked this upgrade will help decrease damage, particularly gun and ram damage Predture Xeno - best for torp attack vs aliens Cargo Pod - allows for more weapons, making it best for boarding
Carnifex vs Omega - Carnifex is better for boarding, resisting damage and fuel consumption. Omega is better for changing range, gunning, torping and evading however, and requires less Pilot.
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Post by Cory Trese on Feb 2, 2014 0:44:50 GMT -5
Dude, wow. +1 ... that's just ... wow.
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Post by Deleted on Feb 2, 2014 0:47:13 GMT -5
lol thx
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Post by Cory Trese on Feb 2, 2014 0:50:40 GMT -5
I do think maybe you have the last category incorrectly labeled?
The analysis of the Structural upgrade category for high level ship combat is particularly impressive.
There is a formula (somewhere) that shows the break even of +20 weapons from C-Hold, but really great analysis.
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Post by travail on Feb 4, 2014 12:18:04 GMT -5
Sweet, and thanks for the comprehensive!
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Post by guylyu on Jul 9, 2014 5:34:23 GMT -5
I need an advice I have two captains One is on impossible difficulty year 235 level 9 with fully upgraded honor of thulun Over 200 repuatation and permits for all factions Another is level 5 on hard difficulty year 89 With permits with every factions and rank Using custom vessel 25 hull 16 armor 56 engine with components 51 sails 105 crew 190 hold 35 guns 20 torps
Weapons hold
Both only have vet and first mate impossible also has a political officer Both have 30k credit Both are zealots heavily focused on pilot Has 9 tactics 5 warrior 9 intimidate 100 strength Which has a better chance of finding that heela?
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