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Why the three Xeno Hunters? Most of their combat talents can only be used from the back, so I don't see why you'd need more than two Xeno Hunters for combat. Why not one of the the front line classes instead?
Also, why the combination of Xeno Hunter and Exo Scout with Combat Medic? Xeno Hunters and Exo Scouts use Rifles while Combat Medics use Pistol and Doctor, so it seems like this would make their talents weaker than having a dedicated healer.
The Xeno Hunter release has encouraged me to work on some of the relevant unlocks, so I'm interested in hearing other people's ideas. I've already gotten the 5 year ones for Xeno combat, but I'm still working on the 10 year ones. (So far I've been using Swordsman/Zealot, Bounty Hunter/Soldier, Combat Medic/Doctor, Xeno Hunter for combat. Experience has been a high priority to save time on leveling. Though I worry I might end up falling behind the curve before I hit the ten year mark.)
Finally, is "Agent K" a Men in Black reference?
On hard, you will need more than 1 healer versus xeno.
I will only use the captain and officers to fight. Xeno + Exo build up enough rifle skill and fighting talents. The pistols are wasted thats true, but 3 of 4 fighters have to be able to heal, otherwise you end up with body bags.
I will use shotguns and 1 LMG on 4 position.
The spy will get smuggler soon, since spy and MO will not be leveled for longer time.
One of the first sentences is, It may not be the most efficent way, but my style.
My top concern currently is money creation, and getting ready for the Vatborn Monster Fight.
Many Xeno Hunter Talents can be used later for money generation. You cant spend a ton of talents there. I will add crew (e. g. diplomats for saving talents) to fill the skill gaps on the new ship. The female story officer will most likely get pirate.
And I will add Engis and Mechanics - to become a self repairing Borg
Resistance is Futile!
A Experience
B Attributes
C Skills
D Contacs
E Ship
Get a salvage broker contact - spy to get intel - search for a orbital 1 jump away. farm the level 6 weapons as long u still can save. beat the crap out them, if someone dies promote a crew member. Needs some reloads, but i think 2h should be enough to do it.
1 ax29 obtained, credits flowing, forget my last post. Im not at full throttle yet and it’s killing.
I will do 20 xenos and 50 crew battles in 10 years if I don’t get greedy.
Unfortunatly, I have to to the arbiter quest now, but I'm only 2 years ingame so far.
https://steamcommunity.com/sharedfiles/filedetails/?id=1651918039
https://steamcommunity.com/sharedfiles/filedetails/?id=1651864224
https://steamcommunity.com/sharedfiles/filedetails/?id=1651917989
Edit: The Hunna starport attack is unreliable (as a source of engineers). I can't recall seeing it in the first two years. In my last several games it came between 6 and 10. Also, the contact starts at 0 personal rep, so you may need to do a few missions before you can even recruit. If you are looking for more fun, help the Hunna, every time I have the security forces are Xeno levels of tough.
I have already a contact from unseen traces, which buys intel and hire engis and scavengers. I will look out how many of those I will get. Also a Starportboom gives me engis atm, but thats not that reliable also.
I wanted to have a full 3 xeno Hunter officer, that early start leveling. Maybe this was a bit too much. Combat Medic will only be for Lifeline on Level 8, since its the best heal ingame.
I have 2 Free Spots atm I could have kept the doctor. (actually one, because I hired a engi). I could have let the third xeno hunter stayed a crew member. So you maybe have a point that I will have to correct.
Why is firing the doctor crazy? The reason I guess that the base heal drops without doctor? As I have seemingly noticed in my crew fights up to here. I have 26 doctor skills, but cleansing purge seems to be a bit low compared to my last game
Doctors are very useful, both in and out of combat. In combat, having one healer with a lot of throughput (CM/doctor, or one or both with doctor skill boost) is more efficient than having 2 poor healers. 3 poor healers is very init inefficient.
I hadn't considered making a CM/doctor/XH when posting before. It's not as crazy as I first thought, but I don't think it's for the captain and they might have accuracy issues.
In most of my games getting a contact with doctor recruits or getting one from patroling is like winning the STF lotto. Their talents are very strong, even if you are getting enough doctor rating and saves elsewhere.
Combat Medics' Lifeline on 8 outheals every Doctor.
So they aren't a poor healers as soon they reach 8. And I need the Morale Restore combat talents. Consider, I have to go through 5 Xeno Fights in a row later, my ship will only have to 2-3 small weapons for crippling.
Best spot for Captn is indeed 1 or 2.
Grenade Launch and Cleansing Purge wins you every non-Xeno Crew fight without any Weapon or Amor upgrade before you get to Lifeline.
And I will need replacement fighters if one A Team Member is hurt at the end of a combat or eats a torpedo while aproaching.
I agree doctors are useful. The Death Save Talent would speed up my slavage card game. I wanted to add them later, but having 1 from the start definitly gives you and egde.
The sip combat talents are also nice.
I will change it to: Fire Doctor, Recruit Xeno Hunter for improved Attributes, give him doctor. Xenohunter remains joblevel 1
Finally, Doctor Contacts are not so rare anymore since gestalt and chaesin implementend. Unseen Traces will give me one with intel buy.
I have one single job xeno-hunter officer, so I can repair this to play according to the guide so far.
will fire the doctor again. the heal sucks too hard.
I rather take this life saver gap than committing to doctor.
Now I have to level again
Would inlude this with name in the guide.