The Captain

The Captain

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spoiler? which crew do you think is better?
i just got all endings of planet vl-624 so that
i can recruit new crews Prod and Umix. As far as i know i can't recruit all of them
which do you think better?
and also, Does prod have side quest?
Last edited by HEllo마이네임; Dec 14, 2021 @ 8:53am
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Showing 1-5 of 5 comments
MoreEvilSquid Dec 14, 2021 @ 11:56pm 
Answer to second question: no; however he's the only one of the two that has abilities in combat (which would answer the first question, except the side quest of the other one can potentially lead to something similar for the captain, albeit more limited in uses (but possibly even more OP), or lead to something that might be useful in other ways).

It's actually a difficult question to answer really, as they both can be a massive help (as in, almost OP abilities type of help).
Malkav0 Dec 15, 2021 @ 5:12pm 
With careful planning and in depth understanding of the fights, you barely need any special ability at all - except Jeff being useful for the first fights. Considering this I take Umix for the quest he opens, to set a very specific route using the "Space" reward
MoreEvilSquid Dec 15, 2021 @ 11:04pm 
Originally posted by Malkav0:
With careful planning and in depth understanding of the fights, you barely need any special ability at all - except Jeff being useful for the first fights. Considering this I take Umix for the quest he opens, to set a very specific route using the "Space" reward

That is actually true - the time I went for the "spirit" rewards, I was excited to use them - only to completely forget about them, so I never even used them... ;)

Agree Jeff is damn useful for the early fights, as he makes up for the severe lack of energy generation at the start.

In a similar vein, I've always saved RES' once-off instant 100% charge ability for one of the end-game fights, and in all my runs have yet to actually use it.

That said, prod's abilities mean you can breeze through some fights you'd otherwise have to carefully think/plan through (I did actually use his ability a number of times, though again I saved all his 4 "free" uses until the end, and then forgot about them).

IMO the nukes are probably the most useful. I usually use one on the pirate boss, makes that fight so much easier.
Malkav0 Dec 16, 2021 @ 1:31am 
Originally posted by MoreEvilSquid:
Originally posted by Malkav0:
With careful planning and in depth understanding of the fights, you barely need any special ability at all - except Jeff being useful for the first fights. Considering this I take Umix for the quest he opens, to set a very specific route using the "Space" reward

That is actually true - the time I went for the "spirit" rewards, I was excited to use them - only to completely forget about them, so I never even used them... ;)

Agree Jeff is damn useful for the early fights, as he makes up for the severe lack of energy generation at the start.

In a similar vein, I've always saved RES' once-off instant 100% charge ability for one of the end-game fights, and in all my runs have yet to actually use it.

That said, prod's abilities mean you can breeze through some fights you'd otherwise have to carefully think/plan through (I did actually use his ability a number of times, though again I saved all his 4 "free" uses until the end, and then forgot about them).

IMO the nukes are probably the most useful. I usually use one on the pirate boss, makes that fight so much easier.
Oh damn I forgot RES, yes, that guy is essential for about half a dozen of difficult fights, to spend less energy on some heavy fire turns. So far I cannot do without him, he's better than the energy booster (100% vs 50%). I generally use both nukes in some outpost fights.
Last edited by Malkav0; Dec 16, 2021 @ 1:32am
MoreEvilSquid Dec 17, 2021 @ 12:33am 
Originally posted by Malkav0:
Originally posted by MoreEvilSquid:

That is actually true - the time I went for the "spirit" rewards, I was excited to use them - only to completely forget about them, so I never even used them... ;)

Agree Jeff is damn useful for the early fights, as he makes up for the severe lack of energy generation at the start.

In a similar vein, I've always saved RES' once-off instant 100% charge ability for one of the end-game fights, and in all my runs have yet to actually use it.

That said, prod's abilities mean you can breeze through some fights you'd otherwise have to carefully think/plan through (I did actually use his ability a number of times, though again I saved all his 4 "free" uses until the end, and then forgot about them).

IMO the nukes are probably the most useful. I usually use one on the pirate boss, makes that fight so much easier.
Oh damn I forgot RES, yes, that guy is essential for about half a dozen of difficult fights, to spend less energy on some heavy fire turns. So far I cannot do without him, he's better than the energy booster (100% vs 50%). I generally use both nukes in some outpost fights.

Definitely - there are some fights you can't avoid an opening salvo of 2-3 lasers, and he can reduce the damage to negligible levels (without requiring shield upgrades).
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