Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
To change the 'secondary' skill, choose a different sub-profession.
You'll usually have to be at the right console to use a skill, i.e. to use the Weapon Officer's Backup Power skill, you'll need to be at a turret console. My Engineer can use the Shield Backup Power skill (Security Officer) when she's at the Security console.
Mind you, it's inevitable that you'll get level 12 in both professions eventually.
-----
Pilot -> Comms
Comms -> Gunner / Pilot
Security -> Gunner
Engineer -> Security / Gunner
Gunner -> Security
Gunner -> Security
+
Gunner -> Security
So Comms and Security sit right next to the forward turret. So it makes sense for at least one of them sub Gunner. I'd do this the first chance you get... as you already know, they have to split the XP gain between two professions.
IF you make use of the 'extra' Gunner, then your Engineer can set things up... then push Security to the forward gun and take Security's place. Else your Engineer can man a turret.
I'd make Comms sub Pilot as it's next to the helm so if anything happens to the pilot or if you need to move the pilot to the medbay, the replacement is close by.
So... why Security? It's not for the skills... I have my gunners sub Security because supposedly, they'll be better at boarding actions. Not sure about this since I seldom worry about this (if you want to play 'interestingly', put your extra gunner in the docking bay. To 'guard' against intruders... and also means you can't (probably) use the Vent skill ^_^).
You can also use equipment to negate or reduce the importance of some skills. i.e. give everyone 'grav' boots so you can power down the Gravity Generator (which has the added bonus that while your crew can walk/run around just fine, enemy boarders have to 'float'... which also reduces their overall firepower).
-----
Kinda wish we had Medic from Bomber Crew.