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Post by John Robinson on Mar 14, 2019 18:28:26 GMT -5
There might be a problem with the calculation, or text description of the Doctor's talent, "Generous in Service". Listed below are the results of a test using 30 landing zone economy samples, with ship's Medical Rating = 41. Generous in Service | Doctor(8) | If ship's Medical Rating exceeds landing zone's Economy Rating,
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| provides free care to citizenry and gain Rep up to half Medical Rating
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Constant ship's medical rating = 41. (41 x .5) = +rep (maximum possible.) For example sample 11. Economy = 7, and ship's med rate =41. Maximum possible +rep should be (41 x .5) = 20.5. I received a +4 rep, 27 out of 30 times, regardless of the landing zone's economy. # | Econ | +Rep | # | Econ | +Rep | 1 | 22 | 2 | 16 | 12 | 2 | 2 | 16 | 4 | 17 | 4 | 4 | 3 | 15 | 4 | 18 | 22 | 4 | 4 | 13 | 4 | 19 | 19 | 4 | 5 | 15 | 4 | 20 | 13 | 4 | 6 | 19 | 4 | 21 | 17 | 4 | 7 | 16 | 4 | 22 | 13 | 4 | 8 | 19 | 4 | 23 | 5 | 4 | 9 | 20 | 4 | 24 | 17 | 4 | 10 | 16 | 4 | 25 | 10 | 4 | 11 | 7 | 4 | 26 | 10 | 4 | 12 | 26 | 4 | 27 | 6 | 4 | 13 | 16 | 10 | 28 | 4 | 4 | 14 | 26 | 4 | 29 | 15 | 4 | 15 | 24 | 4 | 30 | 12 | 4 |
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Post by John Robinson on Mar 12, 2019 12:50:22 GMT -5
"Hit hard, hit fast, hit often." William "Bull" Halsey, Admiral, USN I'm currently convinced the single most important weapon in crew combat is initiative. Talents that add Initiative | All buffs stack but not 2 of the same name at the same time |
Name | Req | Effect | x x x x | x x x x | Init | Hitman Rush
| Assn 1 | Buff self +2 Initiative, 3T | On Init |
| Lifeline
| C-Med 8 | +2 Initiative, 3T
| o o o o | o o o o | 12 | Aggressive Advance
| Exo 1 | buff self +2 Initiative, 3T | o o o x | x o o o | wep | Tactical Edge
| Mil 1 | +4 Initiative & Push
| o o o x | o o o x | 6 | Boarding Rush
| Mil 11 | +4 Initiative, 2T
| On Init |
| Raining Steel
| Pist 1 | +3 Initiative, 3T | On Init |
| Frontline Brave
| Sol 8 | Entire team +2 Initiative 3T
| x x o o | o o o o | 12 | Vanishing Act
| Snip 1 | +2 Initiative, 2T
| o o o x | Buff | 8 | Eagle Eye
| Snip 5 | +2 Initiative, 3T
| o o x x | Buff | 8 | Disappearing Act
| Spy 1 | +2 Initiative, 3T | o o o x | Buff | 8 | Killer's Aim
| Spy 11 | +2 Initiative, 3T | o o o x | Buff | 6 | Bravery Line
| Swrd 1 | +3 Initiative, 3T | On Init |
| Irid-Laced Resolve
| XenoH 1 | Xeno Only +2 Team 3T | On Init |
| Fervor
| Zeal 8 | +2 Initiative for 3 Turns
| x x o o | x o o o | 6 | Infliction Rage
| Zeal 11 | +3 Initiative, 3T | On Init |
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Captain Starting Traits |
| Assassin | On Edge: +1 Strength, +1 Fortitude, +3 Initiative. (unlock required) | Bounty Hunter | Born Hunter: +2 Resilience, +10% Accuracy, +2 Initiative
| Commander | Motivating: +2 Charisma, +2 Wisdom, +1 Initiative,
| Xeno Hunter
| Inner Flame: +2 Resilience, +1 Fortitude, +2 Initiative
| Zealot
| Single-Minded: +2 Resilience, +2 Initiative
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Equipment: You can purchase from contacts , or salvage equipment that adds +Initiative bonus to the wearer. Heavy armor will always subtract initiative from the wearer. Talents that Debuff subtract Initiative |
Name | Req | Effect | x x x x | x x x x | Init | Smoke Bomb | Assn 1 | 2 Targ causes -2 Initiative, 2T
| x x x o | T T x x | 12 | First Blood
| Assn 1 | front line enemy -3 Initiative, 3T
| On Init |
| Arterial Slash
| Assn 8 | causes -3 Initiative, 3T
| x x o o | o o x x |
| Frag Grenade
| Bhunt 11 | 2 Targ, -2 Initiative 3T | x x x o | T T x x | 16 | Toxin Terror
| C-Med 5 | 2 Targ causes -2 Initiative 3T
| x o o o | T T x x | 12 | Poison Grenade
| C-Med 5 | 2 Targ -2 Initiative 3T | x x x o | T T x x | 16 | Damning Aim
| Mil 5 | -2 Initiative, 3T | x o o o | o o x x | wep | Scorn
| Com 11 | 2 Targ, -4 Initiative, 2T | x o o o | T T x x | 8 | Burrowing Shots
| Exo 5 | Xeno Only -4 Initiative 3T | o o o o | o o o x | 1.5w | Tricky Gunplay
| Pist 5 | -6 Initiative, 2T
| x o o o | o o o x | 2xW | Concussion Grenade
| Sol 8 | 2 Targ, -4 Initiative, 3T | x x x o | T T x x | 16 | Target Acquired
| Snip 1 | -2 Initiative, 3T
| On Init |
| Unseen Fear
| Snip 8 | 2 Targ, -2 Initiative, 2T | o o x x | T T x x | 12 | Sneak Attack
| Spy 8 | -4 Initiative for 3 T
| o o o x | o o o o | wep | Devastating Charge
| Swrd 5 | -2 Initiative 2T | x x o x | o o x x | 1.5w |
Xeno Beetle Radiation Swarm | Xeno Lvl? | +2 Initiative, +26 Radiation dmg, +15% Critical. Turns unknown. | Scittering Rush | Xeno Lvl ? | +4 Initiative, +10% Melee Acc, +10% dmg/ Critical Turns unknown | Void Endurance | Xeno Lvl ? | +3 Initiative, +25% Deflect, +20% Armor, +25% Resist, Remove Debuffs. Turns unknown | Scorn | " " | Same as Commander? -4 Initiative 2 Targets, 2 Turns |
Note: The above talents are ones I've seen so far. Used by the beetle Xenos. The beetle buffs are overpowered, and in bad need of rebalancing. They remind me of Vurnak's lair in HoS before some much needed balance was applied. I remember bypassing that part of the story line because it was just too frustrating until changes to monster speed and damage were made. In STF the equivalent of speed is Initiative. I'm still studying this, but just one beetle killed my entire combat team in two battles playing on basic level. I don't know what the xeno beetle starting initiative range is but suspect its fairly high, and the buff costs low. The beetle was able to debuff and attack multiple times in a single round. My best fighter was killed with 2 attacks in the same round before the entire team could get off more than 1 attack, that being a concussion grenade. The grenade might have been immediately debuffed, or missed. Currently there is no way to tell in the combat log. Exo-Scout has, Burrowing Shots, Xeno only -4 initiative target attack.
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Post by John Robinson on Mar 10, 2019 18:11:13 GMT -5
I have bumped it up my priority list to get the animation of stars above their head. Also, they don't show bleeding or poison, but both effects work as normal. All I have to do is click on the combat log during battle to see what's going on. That's effortless for me. Why not keep it on the back burner? The small ship fighter animations are looking great. Attention readers: $2/month Patreon really pays for itself. Like everything else these guys do, content is plentiful, and high quality. The latest work on small ship fighters is looking great, and your input has impact during feature devlopment.
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Post by John Robinson on Mar 10, 2019 16:31:27 GMT -5
En1gmaThat's a great design. Sort of reminds me of the big dipper only much bigger. I really like the navigational paths.
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Post by John Robinson on Mar 10, 2019 16:24:59 GMT -5
Okey dokey thanks.
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Post by John Robinson on Mar 9, 2019 8:00:28 GMT -5
Stun stopped working on Xenos in crew combat. I've thrown allot of stun grenades, and attacks. No joy. Examples: Xeno-Hunter: Grenade Launch, displays physical damage, but there is no stun effect. If you hover the mouse over the Xeno the Grenade launch icon displays. I hope that means the other debuffs that take effect with grenade launch are still working. Soldier: Concussion Grenade, displays physical damage, but there is no stun effect. The stun percentage does not display over the Xeno's head. This is not a display error. The Xeno attacks never skip a beat, and they never lose a turn. My team is being turned into pulled pork sandwiches. Yes, they can be stunned. Turns out they don't have the ability to display stun, bio-poison, bleed or pinned! All of these effects work against xeno, but they just aren't shown. I will fix that. They never suffer Morale Break tho. Quote from thread, Can Xenos be stunned Grenade Launch | XH(1) | In crew combat, Crippling Grenade Attack hits 2 targets with 31-60 Dmg and causes 25% Stun, -15% Parry, -15% Dodge, -20% Armor, -26 Energy (Plas/Rad), for 3 Turns |
Concussion Grenade | Soldier(8) | In crew combat, Crippling Grenade Attack hits 2 targets with 20-30 Morale Dmg and causes 50% Stun, -4 Initiative for 3 Turns |
Soldier talentsXeno Hunter talents
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Post by John Robinson on Mar 8, 2019 14:02:35 GMT -5
I have updated the card to now read: "Construction delayed, Thulun Contacts suffer losses" so it is always clear. Thanks that's very helpful Is it just one of my Thulun contacts that takes the loss or does the influence loss spread across several randomly selected Thulun contacts? Salvage is a very dangerous profession. Came across an abandoned Medical orbital. Drew three, -5 danger Xenos and a loss influence card. Very eerie. Like those movies of being in a haunted lunatic asylum, or trying to recover something important in the alien move. Very cool part of STF (natural addition to new quad), it's not for the timid but I'm sticking with it.
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Post by John Robinson on Mar 8, 2019 0:54:30 GMT -5
Salvage card in my hand;
"Major setback 30-50 Influence lost. Construction delayed, involved contacts suffer losses"
A.) Is there anyway to know which of my contacts will take the influence hit? This is a very serious threat. But if I knew it would hit my sworn enemy Thulun, and another card was a Xeno. Then I'd get rid of the Xeno card.
Are there any conditions this card can be safely ignored.
B.) Later in the game; I purchased a rumor. "New orbital construction over Monticore Q7. A major engineering project to rebuild parts of the Orbital is underway. The space around the station is busy with faction ships, and star traders looking for opportunities."
Seems to me the "setback" card would come into play in this situation. But still leaves me wondering which faction, or contacts influence I'm putting at risk?
Thanks
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Post by John Robinson on Mar 6, 2019 17:11:57 GMT -5
Resistor doesn't get the reference The quote comes from a cult classic movie called, Escape from New York, staring Kurt Russell. If you haven't seen it. It's an oldie but a goodie, and still available to stream. About midway through this short clip you'll get the Snake Plissken, "Thought you were dead", quotes. www.youtube.com/watch?v=xpOHV1T6Kdg
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Post by John Robinson on Mar 5, 2019 15:35:55 GMT -5
Small correction: I actually boarded the xenos 7 times, not 9. Another lesson I learned is that I should start with the Cautela Heavylift instead of the Fidellis Cutter for MOs. The 6 extra crew space is important for hiring extra fighters to replace a fighter that is injured or dead, as well as hiring more specialist crew like doctors. I successfully used the Cautela Heavylift for MOs very often in alpha and early access. This battle happened on Impossible difficulty, if anyone was wondering. Excellent! More great tips. The Heavylift is one my favorites. My plans usually try a purchase on around Captain level 20. Impossible difficulty; 1.) Brain: Swear to God Snake, I thought you were dead... Snake Plissken: Yeah, you and everybody else! 2.) Isn't there a character trait called Death wish? Definitely rates a hearty +1k
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Post by John Robinson on Mar 5, 2019 6:28:28 GMT -5
LordofSyn I've read and enjoyed the sample of lordofsyn fiction . The style is uncluttered, and very visual. The level of creativity in your STF Let's play videos is just the tip of the iceberg. Looking forward to your next effort. +1K down payment.
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Post by John Robinson on Mar 4, 2019 21:25:10 GMT -5
resistor Cool post with suspense worthy of fan fiction. Some great ideas. I've only guessed a last ditch effort would be to advance to boarding but never risked it. Something I was counting on and didn't know if it would work. Very helpful to know Xeno ships can be boarded. I've been concentrating on ground combat in wild or economy zones. Currently planning to run a boarding combat team experiment. Great tips, Thank You +1K Major respect you did that with permadeath turned on, wow!
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Post by John Robinson on Feb 27, 2019 17:10:28 GMT -5
I think flashbacks is a combat trait mutation? "Vivid and disturbing memories of past trauma cause paralysis, always 25% Stunned in Crew Combat, causes 25% Stun" Traits list
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Post by John Robinson on Feb 27, 2019 16:59:32 GMT -5
fallen I was still keying my last post, while you posted. I agree 100% with what you said.
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Post by John Robinson on Feb 27, 2019 16:56:30 GMT -5
I don't see what the point is in restricting SotV to a captain-only talent. I would like to replace this unpopular talent with something that is fun to use. Sotv has never had an approved request to improve it, but many requests to make it more punitive. In fact the only changes ever made to Sotv have been negative ones. To continue diminishing the reasons to use Sotv is just beating a dead horse. There have been so many cool fun changes in character talents lately. Let's dump Sotv over the side and replace it with something uniquely positive, imaginative, helps the crew, and makes the Navigator more fun to play. Why the Captain? Captain's templates starting traits don't give penalties, they only provide positive effects. It's a way for players who really want it, to make it a priority in the Captains they choose. In the end, it's unimportant. The Captain's not holding a gun to my head, and forcing me to make the poor choice to use Skip off the Void.
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