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Most useful->useless skills in order:
1. Hack -(put all your moneys in Life-support sabotage) - the most useful skill in capping ships. You will benefit from the 5-15% increase early on, but later when you get to 50-60% increase, you can capture carriers with 150-180 troops with 100-110-120 troops and perks. After capture, respeck.
2. Rift- weak early on, after you invest 30+ points in radiation(after respecking from Hack) it demolishes entire fleets. It has a range of around 600(from experience) and it does direct percent damage from enemy hull. Ex: ship at 100%. Your skill does 10% radiation damage. Result: enemy loses 10% of max hull per second. Broken. I managed to destroy almost 40 carriers and dreads in 6 seconds at lvl 70.At once. In one go. From 100%. NEED BALANCE. I haven died since lvl 30. Most broken skill in the entire game.
3. w/e
4. w/e (Energize is the ♥♥♥♥♥♥♥♥♥ of them all)
Explanation: the skill system in currently unbalanced. They will tweak it in the future patches, I am sure of it.
This game benefits from focusing on one skill, with 1-2, maximum 3 modifiers. It's bad judgement to spread your skill points, as you cannot follow one power with another, due to severe power consumption and limited power pool.
One skill with all points invested becomes gamebreaking. The fact that you can respec as much as you want gives you the oportunity to get HACK early and later(when needed) to capture the desired ship, then invest in RIFT or ENFORCE to have offensive power.
The game has awful shield balance and concept and only defensive items you should have atm are repair bots and the soak hull thing.
As for the little details, only the devs know them atm, and I suspect they are modifying them every patch so .... Anyway...just go RIFT some fools. It will make you feel better. I promise. :D
Good to know about Rift, I was using 110% EMP Enforce before starting a new game. Didn't see any solid benefit, but at least it was a bonus I could understand. Hack, to be honest, I tried and found... not that promising. Like, +25% your troops and -50% enemy - didn't really fare better than my +15% troops on Gunner in early game. Not sure if it even worked, but dumping the whole class to questionable capture, which already isn't that complicated - isn't a sign of power.
Now if I could have some points in Hack just to capture, then some sufficient points in Rift to have it unbalanced... maybe if I also used some for Energize to survive - it could be a decent build. Hopefully either devs will post here, or your advice will help new Engineers. I'm going RailGunner and not regretting it for an instant.
1. That my playthrough is lost. Perhaps "I" didn't explain it properly.
2. Theoretical build that could be devised, instead of cookie-cutter build. No mention of being unable to respec.