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It doesn't fit the Lore or our vision for the Captain, and it would require a major re-write. I think most players would rather we focus those weeks on something else.
Actually, a quick related question: Wing Jobs say 'does not contribute to ship dice pools': how does this affect an officer who takes it as their third job? Do they suddenly stop contributing their other classes as well? i.e. Lets say they were a Pirate/Pilot/Wing Commando; would they:
A) Flat out no longer contribute their Pirate and Pilot piloting to the main ship any longer?
B) Stop contributing all Piloting when they're in the shuttle?
C) Still contribute the Pilot and Pirate to the main ship, but only WC Pilot bonus only applies to Shuttle?
D) Something else?
Knife Works talent is that good for blade users. Their on init is real good too if he is actually piloting a shuttle. He can attack with blades from spot 3. And has a low damage double enemy attack that gives enemy an init penalty while debuffing their defense.
I like swordsman/wing Commando/zealot to go along with a blade captain
If your going assassin/bodyguard I would really go swordsman and focus on blades and crits. Or pistoleer and focus on pistols. But I rather have spy then assassin in the pistol scenario and go for critical pistol attacks using blades mostly to parry melee attacks. Your spy pistol would be in spot #2 though not 1.
Even for the assassin it's better to start in spot 2 using gliding advance to get into spot 1 while going stealth.
Not entirely sure if a stealth bodyguard works. I mean it works but it's a lot of micromanaging since you can't stealth in spot 1 except with awful smoke bomb talent at 12 init. No thank you. Maybe if it was 6 or 8 init. 12 init for no damage. I'll pass.
Could swap zealot in for assassin if you didn't want to mess with stealth micromanaging. Stealth is used to basically score non stop criticals. So if your not building for that then you can swap jobs out. Zealot has one of the best self buffs and it's a level 1 talent.
I actually wish bodyguard was a starting captain job. Then captain could go beast mode pistoleer/swordsman/bodyguard
@jimmy Try Mo/Sword/BG, it's quite beastly :D .
In this case, the Job in question (Wing X) doesn't itself contribute to pools. The Officer's other Jobs and intrinsics are unaffected. This also applies to promoted craft pilots who stat with a craft job and later acquire a pool job.
I hope that helps. Thanks again for playing our game, it means the world to my brother and I.
--Cory
Interesting.............................. very interesting
Yes, I very much enjoy Star Traders. Wouldn't have 70+ hours in it otherwise. Well, besides the unlock mechanic, but that's what an achievement un-locker program is for, lol.
Yup, I considered a MO/SW/BG as a natural combo, but I'd always swap Swordie for Zealot in this case, since I don't generally like more than 1 pure combat job on any officer.
I'd have liked bodyguard for my third job if I could go swords mainhand and pistol offhand, instead of pistol/dagger. But it actually is fun on the #2 position of my boarding team, who combines it with Combat Medic to be a great suport unit to my captain.
But for an optimal build it probably doesn't make sense either. Because mostly all talents you need a shuttle. So that is a late mid to end game type of build.
There is only 2 attack talents in crew combat. 1 being basically the same as a swordsman counter or balanced blade aka Whirling Blade vs Sharp Counter/Balanced Blade.
The other attack is a good debuff or low hp enemies but it does very little damage unless your melee damage is extremely buffed. Aka Breakneck Assault.
Knife Work and Predictive Intel are really great. Then its all boarding or craft piloting talents. So it would actually be a waste to have it on the Captain.
It works much better on a support character who is say buffing a bladed captain. Or just as a straight up craft pilot or boarding talent master. But it all says "support" character to me.
But.........
What about starting Bodyguard for a Captain job?????
Oh sure its not an optimal build for a captain, but I like running silly builds and seeing how far they get. I'm now doing my Captain as a Doctor/Commander/Exo-Scout with a skills focused build.
But in that one idea I had, it very much made sense from a role-play perspective. I can almost hear the sighs of the XO as the captain leaps into the shuttle again. XD
It gives each of them a nice team buff, knife work for the two up front, and rallying aura for the whole party.
Smuggler/merchant/diplomat captain with 10 negotiate, 10 tactics, 3 command makes you a money making god and good at ship combat.