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Repair for -Broken Armor Damage (highest is -12.5%)
Navigation for Turn Rate (highest is +12%)
If you don't have crew with the highest just use the best you have
Gladiator and Executioner can use a Tactical with +25% Turret Traverse
Gladiator can use a CAG instead (Squad Cooldown is better than Survival, best is -15% cooldown)
Venturer can use a Utility Officer for Utility Cooldown so you can heal more often (highest is -7.5%)
These are my crews for the Executioner, Venturer and Gladiator
https://imgur.com/a/4oING
The normal, dark and pirate crew are exactly the same and they have the same stats
The only difference is cosmetic and they have different dialogue
ONLY BUY NORMAL CREW PODS, they are the cheapest and contain all 3 crews
The pirate and dark crew pods ONLY contain pirates and dark crew
I really reccomend you buy more ships before crew and implants
I always reccomend the Hunter and Reaper; they're very cheap, easy to learn but very very strong
there is no difference between dark, pirate, and normal, theyre just different themes
you can try out any ship in solo play. you wont get any exp or credits, but you can test out other ships and find ones you like so you can buy them first when you have the credits
i know crew is probably more a bit of a fun thing but i need to have my fun :D
Might actually get some pirates for theme despite the advice, after I get a ship or 2 more I guess.
I liked hunter when i tested, but is he not verry similar to Pioneer?
That area scan is so handy just that im usually first pick and people dont pick "stealthers" after i first pick pioneer. Il try him in real games since its free rotation now and decide after.
The Pioneer deploys a buoy that is stationary and can be destroyed
The Hunter can force ships within 7.5Km of itself to uncloak
The Hunter has a Blink ability; you essentially teleport. Its weapons are strong and it's a bit slow but if you learn how to use its strengths and strike at the right moments you can be a very effective player
https://steamcommunity.com/sharedfiles/filedetails/?id=898209473
and
https://steamcommunity.com/app/310380/discussions/0/2217311444333126905/
-Maximize what the ship is good at or needs, don't try to make a mediocre or bad attribute good: If for example, your ship is a glass cannon or fragile speedster, don't build it as a tank. maximize it's attack/utility/flight abilities. The one exception to this is Turn Rate/Maneuvering, and occasionally Turret Traverse. If you're in a big heavy, or a ship which needs to be facing a certain direction for the weapons, consider getting improving these stats as needed.
-Simplified Defensive Implant guide: Light ships want Hull Strength to take a few extra hits, Medium ships want either Damage Reduction/ Broken Armor Damage/ armor repair rate, Heavy ships want Armor Strength and Damage Reduction.
I used the pic in this thread, been experimenting a bit from there as I got more ships.
I feel most roles there is use for all kinds of crewmembers so I go for style mostly and fix the stats a bit with implants.
Some exceptions
Repair :Broken armor trait feel superior on pretty much all ships except my venturer.
If repair increased stuff like the aegis shield i think there would be more use.
I have no idea what ship want "comms"
I use jump core on a light ship, seem to work well.
To bad my best repair(12% broken armor) is that "dark ape" crew member and I really dont like his voice acting :/