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Production and Ranged specialists are truly OP though. Production specialist allows you to spam out masterwork and legendaries without an inspiration. With one of those everything in your base can be legendary quality pretty easily.
Ranged specialist has -50% aim time with an -40% aim time aura. These are additive not multiplicative, meaning with 2 ranged specialists next to each other with their aura turned on they have -90% aim time. It's nuts. Stack the leader combat aura buff and your colonists shred enemies.
I haven't tried the medical or melee specialists, other than a test I did to confirm the medical specialist ability was broken a few days ago.
The animal specialist likewise helps with taming and it's useful in colonies focused on that. Plus it can calm a maddened animal so 1 less manhunter, but I honestly don't see the usefulness there (unless it's a maddened trumbo?).
The issue with those 2 is... You can only have 2 specialist slots and ranged + production are easily the best, by very far, with plants and maybe mining being a viable alternative.
Animals is situational, medical you only really need 1 or 2 anyway, research saves some time but that's really it and while melee probably is extremely powerful, who really wants to rather go melee than ranged in general anyway and thus in that case you rather have ranged specialists anyway.
Therefore, 2 are OP, 2 are very good and the rest just pales in comparison
The two I have big issues with is medical and melee; medical is amazing but comes at the cost of pacifism which can be crippling for a colony in the long-term. I'd be very worried about wealth issues. Melee is neat but risking friendly fire, if I have understood their berserk ability right, seems like a way to turn your best fighter into a raider. Not obligatory to use it but if you aren't I'd probably settle for not using it at all.
Shooting specialist in contrast is fine if your colony is doing well enough to field a dedicated soldier; they shoot good and help others shoot good-erer; nothing to complain about there.
Animal\Plant\Mine\Researcher seems situational to me with no strong case one way or another. They're strong, but you pick them based on whether they fit into the colony rather than because their bonuses are worth having. But if you can fit them they're definitely nice; just not leader or spiritual leader nice.
Kinda wished handheld shields are a thing in vanilla so they can bite their shields like beserkers. They're like fire and forget animals except you can't calm them down.
do you play as a canibalistic tribe with more than enough "food supply influx", neither farming nore ranching sounds interesting.
do you play on an open field with nearly no mountains? suddenly, the miner uses all its usefullness.
if you play on a lower difficulty because you add a chalange by your idiology (i.e.: mining disallowed), the combat specialists loses some of their interest.
it always depents on the kontext of your colony, and based on how you play, some of them might become extrem usefull while others loses any usefullness
I am getting bored with the nudist thing. I really want some clothes now. Thought I was limited on my rituals. I didn't realize i could have 6.
The berserke ability is limited and a double edged sword. The way it works is that your pawn goes on a berserke mental break and for 3 hours basically function like a released animal and is no longer player controlled. Not useful for melee blocking or picking off high value targets nor is it all that good at keeping them alive. Its usefulness is very situation. Bc it is treated as a mental break there is no way to turn it off... so if the raiders runaway through something dangerous you left on the map like a mech cluster or bugs, your beserked pawns will chase after them until the entire 3 hours is up.