Star Traders: Frontiers

Star Traders: Frontiers

The Crew Combat is awful
The crew combat is abysmal. It's like a horribly unbalanced version of Darkest Dungeon with bad RNG. Every time I'm engaging the xenos, I either get my team all mixed up because the amount of talents they used to either push or pull my team, their ability to hit up to three ranks because why not, and how they manage to almost one-shot or wipe one of my officers in a single turn. As much as I know there's good advice here, I'm really sick of save scumming when I just get pummeled to death and dealing with the fact that the xenos pretty much has almost double or triple my HP on normal of all things. And what's even the point of the morale points for them if they never break? It's literally the most useless thing to include for them.

I really wish the crew combat gets rehauled or something. I'm seriously getting sick and tired of getting team wiped all the time. I wouldn't mind if there was resistance against rank changes or having cooldowns for the talents or maybe more equipment diversity in order to gain some advantage or at least allow some max HP/MP increase whenever you level.
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Showing 1-15 of 78 comments
-Moonlight丶301 Jul 8, 2020 @ 8:16pm 
You just aren't ready to fight xeno
JimmysTheBestCop Jul 8, 2020 @ 10:01pm 
Why even make a post like this? To troll ? To vent? It was certainly not made to get actual feedback and suggestions from the community.
Gilmoy Jul 9, 2020 @ 12:00am 
ST:F is not DD. Your skill at DD does not carry over to here, and vice versa.

- In ST:F, you get multiple actions per round, based on your Initiative.

Therefore, you set a fighting Captain's stats to 30 30 30 at template time.
For fighting officers, you hire-dismiss repeatedly to churn good stats.

- In DD, stun and damage over time (mostly bleed) are king.

In ST:F, they're afterthoughts. Don't waste 1 action on a stun, when you could use that action to deal 80-140+ damage outright. Aim to win every fight by round 2, so the enemy crew only ever sees 1 start-of-turn ever. Then you don't want to waste an action on a weak stun.

Expert ST:F players can visit Darkest Dungeon and get wrecked by lowly spiders and such.
Both games are good. You're not good at ST:F yet.

Overconfidence is a meme across games.
Fingeris Jul 9, 2020 @ 1:39am 
Imagine the frustration when you'll meet a random Xeno ship encounter. Which is impossible to win/escape without ship's "heavy tunning".

Crew combat is far more doable early-game but requires a well-planned team setup as well.

I agree that it's a super unpleasant experience for an unprepared player. Which might either motivate to plan a strong build or break any wish to come back.
Füchsingeist Jul 9, 2020 @ 1:52am 
Oh, c'mon, it's easier than DD on Normal default. Hard - well, you've been warned, like, thousand of times - Xeno Hunters are suicidal madmen. Welcome permadeath and rouguelike elements and all
Trese Brothers  [developer] Jul 9, 2020 @ 5:10am 
Xeno are purposefully the terrors if the void. The team and strat you use against humans generally fails every time against xeno. Consider how to adjust your team, change talents and jobs to succeed
meglobob1 Jul 9, 2020 @ 6:44am 
Damn!

I am just about to attempt being =

Originally posted by Fuchsgeist:
Hard - well, you've been warned, like, thousand of times - Xeno Hunters are suicidal madmen.

On only my 2nd run, being a noob, I am scared!

(Trying to get unlocks / achievements).
Trese Brothers  [developer] Jul 9, 2020 @ 6:51am 
There are played who hunt them reliably on Impossible.

Good luck on the run captain
wilky Jul 9, 2020 @ 7:47am 
I made a similar thread to this the other day, and I think the advice I received is that you really need an officer combat team with like 180 HP (loaded stats + specialist gear) and high Initiative/Evade stats to succeed in crew combat against Xeno.

Another thing I was realizing last night is that most of the best weapons/armor/gear in the game are available through salvaging. Salvaging isn't something I've spent a lot of time on, but I think I'm going to try it out more on my next run.
Last edited by wilky; Jul 9, 2020 @ 7:51am
AvengerMKII Jul 9, 2020 @ 8:41am 
Originally posted by Trese Brothers:
Xeno are purposefully the terrors if the void. The team and strat you use against humans generally fails every time against xeno. Consider how to adjust your team, change talents and jobs to succeed


I did. People here say to use two swordsmen, a healer, and a DPS of some sort. I tried and I still get destroyed.

Originally posted by Gilmoy:
ST:F is not DD. Your skill at DD does not carry over to here, and vice versa.

If the game is going to use similar mechanics to DD, maybe some balancing is in order and not have talents that can constantly knock your team back and forth which wastes my time to readjust them again so they don't get destroyed on a bad position.



Originally posted by JimmysTheBestCop:
Why even make a post like this? To troll ? To vent? It was certainly not made to get actual feedback and suggestions from the community.

Is a player not allowed to vent? I did look up how to beat them and set it up according especially on one of the discussions how a player took him at least 12 tries to beat them because of how quickly his team gets wiped on one turn. I took that advice and I still get destroyed. If I need to start over and ignore the whole storyline, I'll do it. It would be nice if there was more diversity or a more balance mechanics for the crew combat instead of getting team wiped on the first turn.

Originally posted by Fingeris:
Imagine the frustration when you'll meet a random Xeno ship encounter. Which is impossible to win/escape without ship's "heavy tunning".

The only good thing about the ship combat is that there are upgrades that actually do something. In the crew combat, you get a weapons locker with just three sets of armor and a couple of weapons that you can only use based on the jobs you pick. I'm pretty sure there's more ground equipment diversity when there are multiple factions with different doctrines besides scrounging around. I was hoping that you can purchase at least some basic accessories or at least looting it off of pirates or whatever. I didn't realize how lackluster the crew combat was.
Fingeris Jul 9, 2020 @ 8:54am 
Originally posted by AvengerMKII:

Originally posted by Fingeris:
Imagine the frustration when you'll meet a random Xeno ship encounter. Which is impossible to win/escape without ship's "heavy tunning".

The only good thing about the ship combat is that there are upgrades that actually do something. In the crew combat, you get a weapons locker with just three sets of armor and a couple of weapons that you can only use based on the jobs you pick. I'm pretty sure there's more ground equipment diversity when there are multiple factions with different doctrines besides scrounging around. I was hoping that you can purchase at least some basic accessories or at least looting it off of pirates or whatever. I didn't realize how lackluster the crew combat was.

There are a lot of Weapons[startraders.gamepedia.com], Armor[startraders.gamepedia.com] and Gear[startraders.gamepedia.com] to choose from.
antoca Jul 9, 2020 @ 9:11am 
It seems you have wasted time for nothing. Xenos are becoming more powerful with every turn, so your crew must receive the same amount of exp to be successful. Literally every action must give you exp. Do more missions, crew combat, other activities, and don't waste time for repairing your ship. Talents must do it.
In my current game, my crew is lvl 29, while xenos are currently 33-40. I feel myself pretty comfortable. My team: https://prnt.sc/teu860 https://prnt.sc/teu8dh https://prnt.sc/teu8k8 https://prnt.sc/teu8qw . Nothing supernatural as you see.
Trese Brothers  [developer] Jul 9, 2020 @ 9:19am 
Nice mix of officers and a crew @antoca!
Fingeris Jul 9, 2020 @ 9:26am 
Just my follow up to prove that are many possible versions to create an effective crew setup:

1st position[prnt.sc], 2nd position[prnt.sc], 3rd position[prnt.sc], 4th position[prnt.sc].
antoca Jul 9, 2020 @ 9:49am 
Originally posted by Fingeris:
Just my follow up to prove that are many possible versions to create an effective crew setup:

1st position[prnt.sc], 2nd position[prnt.sc], 3rd position[prnt.sc], 4th position[prnt.sc].
Your medic looks very interesting. That evasion is insane lol. Also liked your swordsman. I have something similar as my swordsman backup, but not so powerful.

Nice mix of officers and a crew @antoca!
That bodyguard talent is very very powerful. Saved lives many times. I would nerf it a little, lol.
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Date Posted: Jul 8, 2020 @ 7:45pm
Posts: 78