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Gunner is mostly about beefing damage, commander is more about boosting entire fleet (including the commander him/herself) and Engineer is more about buffs/debuffs (or passive damage like the rift skill).
So it's whatever suits you best. No class is better than the other IMO. It's all circumstancial.
Gunner is about overpowering the opposition with weapons, in an all offense strategy.
Commander focuses on working as a fleet and protecting yourself to buy time.
Engineer consists mostly to weaken opponents from the inside, so they become easier to destroy or at least less of a threat.
The Engineer skill set is very useful in assisting with the boarding function. If you buff the Hack skill - Life support degrade, along with buffing the Perk - Field Commander (General category), and you can find/purchase a frame with a cloaking mechanism installed.... It may make your borading sorties a little more rewarding and less time-consuming. ;)
Buffing the Rift skill category in Engineer really comes in handy in the upper ranks, for those multi-target opportunities! ;)
Well that was my original thought about the gunner is that i want to focus on guns blazing but that actually limits you to only ONE skill . If i put my points into plasma weapons they only affect one weapon and all the other skills are useless. The class needs a rework. i can think of a better skill bar just off the top of my head.
skill 1- gives your ship a damage boost %
skill 2- defensive skill gives a shield buff %
skill 3- weapon fire rate buff
skill 4- adds a damage over time
But for the Engineer, the Life-Support Sabotage is really great for capturing ships and beefing income early on. The Rift skill is just outrageous in larger battles. Constant AoE damage to multiple boogies is soooo powerful. And the third skill tree offers what Ryouchan dubbed the "Tank-gineer" build. That thing can take damage all day and just recharge power from being hit (ie more skill-use capability). It's so devastating but a decent specced Gunner or Commander will dish out damage just as well as any engineer skill (perhaps Rift is an exception, but nonetheless... both are more than capable).
https://www.youtube.com/watch?v=pv69-ECYgg0
Engineer skill walkthrough including the Tank-gineer Build (around 4-5 minutes in).
Safe Travels Captain!
the tankgineer wins hands down. unlimted energy to power skills means you can then activate OTHER skills, like 4th panel skills that will allow you to do massive critical damage as well as shutdown systems, AND GENERATE MORE POWER... which means you can add ANOTHER SKILL, like say drop a radiation cloud in the middle of your enemies... yes, in fact, with a big enough fight, you can have enough constant power to fully enable 3 complete skills at the same time, as long as the fight goes on.
sorry, but nothing else compares to it. not even close.
this is not an opinion, it's just plain fact. the engineer is horrendously OP once you learn how to play it.
I never ever once came close to dying, even playing on extreme, using the engineer.
commader? bah. even with 50% evade and 25% soak running at the same time, I've still died several times playing just hard in the origins campaign; and the damage output is not even close to what the engineer can put out with all the massive crit damage.
I'm sure they'll revamp the skill system for Warlords, hopefully add a new class (still hoping for a non-combat class like Merchant or something. Add some speed boost for getting away faster, maybe something to boost defence and maneuvering and a passive bonus to the class for better income whether it be in general for your own ship or for your faction as a whole).
What intrigues me the most is the branching dialogue options mentioned.
I can't wait for that thing to hit early access.
the funny thing is, that isn't even the best second skill for long fights... it's the 4th skillset, with massive boosts to crit damage, and even more power generation, as well as EMP damage and shutdowns.
rifts don't move. you do. in a long protracted fight, you want to take your damage dealing with you. remember... crits don't JUST do damage (I had mine up to +200%); they have a good chance to shut down systems.
of course, like I said, once you have either your hit or to hit power generation rolling, you can dump a rift out there as well.
it's just nuts.
but really, it's more fun and more powerful long term to boost 3rd tier, then 4th tier (for just raw long term damage output).
I can keep those two skills up indefinetly when fighting any group, and usually even with any decent single ship fight (like you against a hero).
I'm done capping ships, so I split my points for a 30% chance to drop sheilds on hit, 20% chance to disable enemy ship on hit, and 34% power drain per second.
The first salvo out of the guns consistently drops shields, leaves the target helpless in space so all followup shots hit, and in 3 seconds leaves everything in range with no power to work with (just in case the AI ever thinks about using a rift, or multiplayer gets introduced).
The modifiers are rather unclear.
If it was weapon power, it would say BATTERY ENERGY.