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Gunners are generally REALLY on point. Give them weapons that hit hard, but are hard to use for a normal person. They WILL hit stuff. Especially with gunnery maxed out. Get those dudes and dudettes from Ticker.
Don't use an Engineer. Get an NPC that has good defensive stats AND engineering stats, but assign him/her as defender. When something goes wrong, assign them as engineer via the tactical screen. When done, assign them back to defender. Issue with Engineer is that if that's the default they will ignore enemies if a fire breaks out. And then they go down. If they go down, you need to revive them or they die permanently for the current mission runs. They will come back after returning to Dry Dock.
Fly the ship yourself. Don't use a pilot.
So short answer: YES
Funny fact: If you use 2-3 engis then it kind of also at the same time defeats the point of having a gunner because the ship is completely indestructible with two engis.
Also, yeah, don't let them pilot.
My set up is two gunners, one that's specced for turrets and repair with a zekti turret specialty and another that's specced for gunning and combat with a rifle specialty (+crit chance), who absolutely destroy any ship that they see. Then an engineer+pilot with lavan engine specialty, is on standby for repairs and piloting when I'm not piloting, gave him a maxed out kuva zarr just in case boarders somehow get in, which is super rare with the two ladies on pinpoint turrets.
There are some bugs like them not shooting the second exterior target on some enemy vessels, but outside of that, they do great even at endgame stuff. With a full player team, everyone can split up to do jobs.
Sometimes he's still a little slow on the uptake when it comes to shooting radiators, but is overall perfectly serviceable.
Short answer: Yes, there are good AIs for every role, but good luck finding them in Ticker's random HR pool.
My NPC crew are a god-send!
However, you're going to put in a lot of work ...
1. You want their main role ( repair, gunner, or pilot ) at 5. Combat and endurance won't matter unless they will be guarding your ship from boarding.
Try to pick a crew member who's stats are close to 5, as you will have 3 points ( command tree ) to assign to them - So, you're aiming for 5 in their main stat and either 4 or 5 in their minor stats ( if you want them to kill ).
2. Elite crew members ( command 10 ) come with an ability and a heavy price tag. You, REALLY, want to pick the right crew for the job.
a. Buy crew from the syndicates that you're rank 5 in. You will take a discount, since you will be spending millions in plat and hundreds or thousands on resources.
b. That extra ability is important, since most are considered worthless. I focus on House Lavan ( speed and shields ) so my pilot gives a +25% speed boost to Lavan engines and my gunner gives +50% damage to Lavan weapons.
My engineer, who repairs my ship and murders boarders, has a shield that pops when he takes lethal damage.
c. There's also traits, that randomly go off when a stat is 5 ( I'll provide a link at the end of this post ).
3. Never pick anyone for the defender slot. You can go through missions without being boarded, they won't repair your ship, or rez other downed crew.
Lich have been nerfed to the ground, so don't bother with him as crew or ---
4. ON CALL : Gives you another pet option in mission type which allow them. Though it's a waste if your crew member doesn't have 5 in combat and endurance and an ability that keeps them alive.
5. Flavor text - Each syndicate has "flavor text" , ranging from light-hearted moments, to inner reflect, to a one-way ticket for PTSD eternal ( Veil and Hexis ).
Please make note of your mental constitution and check the wiki, before making a decision - Chick Flick or Horror-thon.
***
My crew :
SM - My pilot talks about inner reflection, and grineer do what they need to survive.
Suda - My gunner picks apart my railjack to gain knowledge ( Suda said it was ok ), reveals she's a cyborg ( Suda rebuilds those who joins her ), and reveals the technology that runs the railjack is older than the Orokin race.
Hexis - My little psycho - repairs my ship while murdering boarders, and continues to murder through steel path ( on call ). When he, or the mission, fails - he'll stare into my railjack's reactor, scream " FOR THE TEN-ZERO " ( the Zariman , btw ) , as his eyes melt and his head bursts into blue flame.
https://imgur.com/8AadODR
wiki - https://warframe.fandom.com/wiki/Railjack/Crew
***
Welcome to Railjack. Feel free to bother me, BloodForCavalero ( PC) , with anything.
Gunners also disable enemy crew ships for easy kills with the main battery
Yep, just park it somewhere safe though, because if it's a missile platform or one of those ship destroyer platforms they will destroy the Railjack no matter how tanky.
Since someone here posted something about a good pilot doing work, I may give that a try. I haven't done railjack in a while.
Question though. I was just browsing through the guns for funzies and it says I have no mastery with any of the guns. But these things don't grant mastery right? Is this new? I don't see them in the profile equipment listing either.