Star Traders: Frontiers

Star Traders: Frontiers

BH Combat Officers build. Advice needed.
HI all.
I am still tinkering with my BH build and could do with some advice.
I am attempting to build a Blood-Game BH combat captain and full combat officer crew.
My current build image:
https://steamcommunity.com/sharedfiles/filedetails/?id=1508883442
Do the stats above look ok for combat captain?
I will add Sniper/Soldier as the side jobs.
My officer plan is:
Doctor/combat-medic/pistoleer
Quatermaster/military-officer/? (stiff salute)
Engineer/Mechanic/? (throw wrench)
Explorer/Exo-scout/?
What 3rd job would you suggest for the ? officers?
Also, I'm not sure how positioning (combat) works. Will this will affect what weapons and skills my team needs?
I would also be grateful if anyone could recommend the appropriate talents for officers etc?
Many thanks :)
Last edited by Professor Von-Wulfen ; Sep 10, 2018 @ 12:01pm
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Showing 1-14 of 14 comments
Gilmoy Sep 10, 2018 @ 12:23pm 
You aren't a master of push/pull yet? You will be :)

First, some weapons don't work in some positions: naked slash or pistol in pos.4, naked LMG or sniper in pos.2. You shall hose enemy LMGs in pos.3 by using a "push back" talent on the pos.2 guy, which forces them to switch places. (Soidier's R1 Suppressing Fire is the earliest-available of these.) Then the LMG must waste her turn to switch back.

Later, everybody gets talents that work in additional positions, so it's not as easy to nerf a foe like this. But some talents are also hard-coded to positions (e.g. grenades from pos.1), and so you still want to knock those people out of their talent-launching positions.

Conversely, you can get combat talents that incorporate self-switches. Stepback boosts or step-forward boosts can do bonus damage/buffing for zero extra initiative cost, and incidentally let you untangle from the enemy's push/pull effects on your guys. (Get two swordsmen with stepback talents in pos.1 and 2, and they do the Thatch Weave.)

Also, most weapons don't hit pos.4. If you have an injured guy and you want to play the healing game, switch him back to 4 (or have everybody behind him use stepforth talents). Conversely, that enemy sniper in pos.4 who's hitting for 118p is untouchable, so do a knockback on #3 to drag her into range.

Snubbers go in pos.1 or 2, but if they take Roaring Barrels, it must go in pos.1 (and that becomes the default position for any soldier with that talent and a Snubber -- the crew combat AI is not too bad about figuring that out). Beware of the 2 pistol 2 LMG team: if your pistol guys get dogpiled early and die, suddenly your LMG moves up to #2 and cannot fire. Do that once and you'll learn.
219A730 Sep 10, 2018 @ 12:48pm 
There're only two talents that I can think of that knockback 3rd position enemy.

Barked Order from commander job rank 5 can knockback #3, pushing #4 into 3rd position. The initative cost is expensive (-12 initative), and you most likely have to work commander onto a fighting officer to make use of it.

The other is Staggering Hit from sniper and it's even more expensive at 1.5X rifle's initative cost.

Depending on the initative order, you can pull the enemy sniper closer or he/she will just move back into 4th position.

Alternatively, is to kill a weak enemy fast so you can reach the sniper. Easier said than done.

LMG can still shoot back in spot 1 and 2 with cover fire and other close combat soldier talents.
You do lose the option to attack 3rd position with most of these talents as you cannot default attack with them out of place.

On impossible, the enemy scaling for xeno terrox and certain scripted encounters can scale very high. I got near max level 40 enemy halfway through the game. Ship fights with enemy fighters is more tame but still need to be careful on impossible.
Originally posted by Gilmoy:
You aren't a master of push/pull yet? You will be :)

First, some weapons don't work in some positions: naked slash or pistol in pos.4, naked LMG or sniper in pos.2. You shall hose enemy LMGs in pos.3 by using a "push back" talent on the pos.2 guy, which forces them to switch places. (Soidier's R1 Suppressing Fire is the earliest-available of these.) Then the LMG must waste her turn to switch back.

Later, everybody gets talents that work in additional positions, so it's not as easy to nerf a foe like this. But some talents are also hard-coded to positions (e.g. grenades from pos.1), and so you still want to knock those people out of their talent-launching positions.

Conversely, you can get combat talents that incorporate self-switches. Stepback boosts or step-forward boosts can do bonus damage/buffing for zero extra initiative cost, and incidentally let you untangle from the enemy's push/pull effects on your guys. (Get two swordsmen with stepback talents in pos.1 and 2, and they do the Thatch Weave.)

Also, most weapons don't hit pos.4. If you have an injured guy and you want to play the healing game, switch him back to 4 (or have everybody behind him use stepforth talents). Conversely, that enemy sniper in pos.4 who's hitting for 118p is untouchable, so do a knockback on #3 to drag her into range.

Snubbers go in pos.1 or 2, but if they take Roaring Barrels, it must go in pos.1 (and that becomes the default position for any soldier with that talent and a Snubber -- the crew combat AI is not too bad about figuring that out). Beware of the 2 pistol 2 LMG team: if your pistol guys get dogpiled early and die, suddenly your LMG moves up to #2 and cannot fire. Do that once and you'll learn.


Originally posted by 219A730:
There're only two talents that I can think of that knockback 3rd position enemy.

Barked Order from commander job rank 5 can knockback #3, pushing #4 into 3rd position. The initative cost is expensive (-12 initative), and you most likely have to work commander onto a fighting officer to make use of it.

The other is Staggering Hit from sniper and it's even more expensive at 1.5X rifle's initative cost.

Depending on the initative order, you can pull the enemy sniper closer or he/she will just move back into 4th position.

Alternatively, is to kill a weak enemy fast so you can reach the sniper. Easier said than done.

LMG can still shoot back in spot 1 and 2 with cover fire and other close combat soldier talents.
You do lose the option to attack 3rd position with most of these talents as you cannot default attack with them out of place.

On impossible, the enemy scaling for xeno terrox and certain scripted encounters can scale very high. I got near max level 40 enemy halfway through the game. Ship fights with enemy fighters is more tame but still need to be careful on impossible.
Many thanks guys
Lapo Sep 10, 2018 @ 2:25pm 
You might want to use Zealot instead of Military Officer for the Quartermaster to focus on Intimidate and non combat talents like Rough Interrogation (intel on victory) and the various personnel talents, make them your HR officer.

I am currently running a bounty hunter captain with focus on boarding and two of my officers do the fighting alongside the captain and a soldier. Just keep in mind that stats affect the fight a lot, make sure Quickness+Wisdom adds to 50 or more to gain the upper hand with a lot of initiative.

Captain: Bounty Hunter/Commander/Soldier. Focuses on all range combat and morale boosting/healing, uses a SMG. Can be anywhere thanks to roaring barrels.
Healer: Combat Medic/Doctor/Military Officer. Both heal and deals damage with Damning Aim. Low dodge, keeo on position 3.
Spy: Spy/Assassin/Swordman. ship combat range 3 boarding hacker/assassin, extra intel on board and kills an extra enemy crew as well.
1 extra grunt soldier with talents that cover all positions for flexibility (roaring barrels and supressing fire to begin with), to be upgraded to a soldier/exo-scout/explorer once the officer slot becomes available. Either range 1 with a Snubber or Range 4 wtih any of the rifle weapons.

Non-Combat: Zealot/Quartermaster. Human Resources guy, gets intel on victory.
Last edited by Lapo; Sep 10, 2018 @ 2:26pm
Originally posted by Lapo:
You might want to use Zealot instead of Military Officer for the Quartermaster to focus on Intimidate and non combat talents like Rough Interrogation (intel on victory) and the various personnel talents, make them your HR officer.

I am currently running a bounty hunter captain with focus on boarding and two of my officers do the fighting alongside the captain and a soldier. Just keep in mind that stats affect the fight a lot, make sure Quickness+Wisdom adds to 50 or more to gain the upper hand with a lot of initiative.

Captain: Bounty Hunter/Commander/Soldier. Focuses on all range combat and morale boosting/healing, uses a SMG. Can be anywhere thanks to roaring barrels.
Healer: Combat Medic/Doctor/Military Officer. Both heal and deals damage with Damning Aim. Low dodge, keeo on position 3.
Spy: Spy/Assassin/Swordman. ship combat range 3 boarding hacker/assassin, extra intel on board and kills an extra enemy crew as well.
1 extra grunt soldier with talents that cover all positions for flexibility (roaring barrels and supressing fire to begin with), to be upgraded to a soldier/exo-scout/explorer once the officer slot becomes available. Either range 1 with a Snubber or Range 4 wtih any of the rifle weapons.

Non-Combat: Zealot/Quartermaster. Human Resources guy, gets intel on victory.
Many thanks
Drunk-Side Jedi Sep 10, 2018 @ 3:07pm 
Quartermaster/Zealot is a good combo but Commander and Military Officer have some really good talents at level 1 in Stiff Salute and Discerning Glance. And Quartermaster is a good candidate to stick a level of both.

If I go Military Officer captain I prefer the Quartermaster/Zealot, promoting someone with +Intimidation. Otherwise, I stick with my starting Quartermaster and go Quartermaster/Mil Off/Commander.

It really depends on if you'd prefer the Intel from Rough Interrogation and to power up Quartermaster's Intimidation-based talents (like Reliable Hand) or if you'd prefer easy access to Commander and Mil Off talents.

Also note to OP, it's uncommon to get the +skills you want and good statline on a crew member that actually matches up with a class you want to take. It's great when you do, but don't count on it for all your officers. So you'll often be doing things like promoting a Pilot that has +Doctor and a good statline to serve as your Combat Medic. You generally get the ability to pick either good statline/+skills OR three useful classes not both.
Originally posted by Drunk-Side Jedi:
Quartermaster/Zealot is a good combo but Commander and Military Officer have some really good talents at level 1 in Stiff Salute and Discerning Glance. And Quartermaster is a good candidate to stick a level of both.

If I go Military Officer captain I prefer the Quartermaster/Zealot, promoting someone with +Intimidation. Otherwise, I stick with my starting Quartermaster and go Quartermaster/Mil Off/Commander.

It really depends on if you'd prefer the Intel from Rough Interrogation and to power up Quartermaster's Intimidation-based talents (like Reliable Hand) or if you'd prefer easy access to Commander and Mil Off talents.

Also note to OP, it's uncommon to get the +skills you want and good statline on a crew member that actually matches up with a class you want to take. It's great when you do, but don't count on it for all your officers. So you'll often be doing things like promoting a Pilot that has +Doctor and a good statline to serve as your Combat Medic. You generally get the ability to pick either good statline/+skills OR three useful classes not both.
Many thanks.
nephilimnexus Sep 10, 2018 @ 10:29pm 
Originally posted by Baron Von-Wulfen:
HI all.
I am still tinkering with my BH build and could do with some advice.
I am attempting to build a Blood-Game BH combat captain and full combat officer crew.
Do the stats above look ok for combat captain?

Quickness should be 30. That is the most important stat for any combat character, as it is both initiative and defense.

Don't waste points on Initimidate. It's a crew skill, so let your crew pick up the slack. Pour 10 into Evasion and the remaining 5 into Rifles. By level 20 even Xenos won't be able to hit you.

Originally posted by Baron Von-Wulfen:
I will add Sniper/Soldier as the side jobs.

Sniper & XenoHunter would be better. Soldier talents aren't bad but the overall tree is weak because it tires to cover all posible positions and thus you'll never be able to use more than a third of them on any character.

Meanwhile, XenoHunter starts with BioToxin as an option (same effect as CM version, yet isn't the same thing, so they can stack) and can also get Steady Mobility (+25% damage buff) which, naturally, can stack with BH's Steadfast Aim (also +25% damage buff). Grab a heavy machinegun, open with one, follow with the other. You'll be doing over 100 damage per shot.

Originally posted by Baron Von-Wulfen:
My officer plan is:
Doctor/combat-medic/pistoleer

Good.

Originally posted by Baron Von-Wulfen:
Quatermaster/military-officer/? (stiff salute)

QM is a non-combat job, so stick with that. Make them a Commander instead, double-up their intimidate. After that... up to you. Engineer is a decent pick. You can never have enough Engineers, after all. Or Explorer, since you mentioned needing one.

Originally posted by Baron Von-Wulfen:
Engineer/Mechanic/? (throw wrench)

As crew, yes, not officers. Honestly it is rarely good to waste an officer on regular crew jobs if those are jobs that you're going to want more than one of. Meaning that while Diplomat/Merchant/Explorer or Spy is a good combo, as they have talents you need but won't need that much of (read: 1 use per month is fine), for the stuff that Engineers and Mechanics do you're going to want multiple talent uses, and for that it's best to just hire multiple crew. Unless your flying a Scout Cutter, and plan on doing so forever, there is no reason to not hire 2 mechanics and 4 engineers for any kind of combat build.

Originally posted by Baron Von-Wulfen:
Explorer/Exo-scout/?

ExoScout is combat, Scout is non-combat, and thus shouldn't mix. You should just take ExoScout yourself if you think you're going to need it. If you plan on doing a lot of planet-side exploring, then go ahead and hire a straight-up Explorer crewmember or make it the 3rd pick for a total non-combat officer (Merchant/Diplomat/Explorer works). Otherwise, your own ExoScout should be enough (don't level past 11, you just want to unlock talents, so put the rest in normal combat stuff).

Originally posted by Baron Von-Wulfen:
What 3rd job would you suggest for the ? officers?

Why, an Assain/Swordsman of course! There is a random side-quest that can net you a L11 sword at some point. If you really want you can add Zealot as a third job, but that's up to you. I find little use for them but hey, more blade skill points, right?

Originally posted by Baron Von-Wulfen:
positioning

#4: You (BH, ExcoScout, Sniper). Get a L6 machinegun from a contact and Crator Ammo.

#3: Support (CM, Doctor, Pistoleer). Focus on CM talents first. In order, E-Suture, BioToxin Slugs, Cleansing Purge, BioAgent Bomb, Lifeline, Flatline. Anything left over put into Doctor talents. Only pistoleer talent you will ever need is Fading Shot, just in case your #2 gets knocked back. Get a L6 pistol from a contact. Also Crator Ammo.

#2: Buffmaster (MO, Pistoleer, Spy). Honestly, you only need 3 pistol talents, ever. Raining Steel, Terrifying Accuracy and Rapid Fire. Maybe Advancing Front if your CM doesn't want to take Fading Shot. The rest should go into MO first and Spy once you run out of cool stuff from there. Start with Boarding Rush. Get L11 pistol from a quest and (you guessed it) Crator Ammo..

#1: Bladesmaster (Sword, Assaassin, and Pistoleer if you want to do the double-weapons thing, otherwise Sword/Assassin will do fine). Oh where to begin? Bravery Line, Sharp Counter, Devestating Charge, Blade and Hilt from swordsman treet. Venemous Blade, Smokebomb, Fatal Blow and Gut the Leadership from Assassin. Get L11 sword from a quest and Fractal Edge from a contact.

Just remember this as a rule of thumb for all officers: They should should either have all combat jobs or none at all (exception: CM + Doctor). If they're starting with pistols then pick two more jobs with pistols (Pistoleeer, Spy, CM, MO). If they start with rifles then pick two more jobs with rifles (Soldier, Sniper, ExoScout, BH). If they start blades then go all blades (Swordsman, Assassin, Zealot). And if they don't start with any of those then keep them completely non-combat (Merchant, Diplomat, Quartermaster, Commander, Pirate, etc).
Last edited by nephilimnexus; Sep 10, 2018 @ 10:43pm
Drunk-Side Jedi Sep 11, 2018 @ 3:01am 
So here are my general thoughts. I don't think you need "B" skills on a BH captain that's going to be fighting from position 4. Position 4 is pretty safe and you don't really need the evasion. I'd go something like 6 Rifles/2 Intimidation and swap Ship and Skill priority to get yourself a better starter ship so you can start tackling missions with ship combats sooner. You might want to take a look at the Palace Interceptor but I know it was rebalanced recently - I'm not sure how the new iteration is.

For Attributes, max initiative, so 30 Quickness/30 Wisdom. And enough STR to hit reliably with an Assault Rifle like 20-24 since I really prefer Soldier to Sniper. But don't let that stop you from experimenting. Grab Ferocity, Steady Aim -> Fullauto with an HMG and you'll be doing a ton of damage to multiple targets.

For third class you might actually want to take a look at Mechanic for Thrown Wrench + Blood Game. Also Doctor perhaps if you want him to throw out a quick heal with Field Surgery.

I think the Explorer/Exo Scout Officer is overkill if you're mainly interested in exploring for missions. A single explorer crew member will get you 4 card replace skills on exploration missions, and high-level engineers also get one. Basically if you want to get that heavily into exploring, you also need Mining equipment and Smugglers and it pulls too much focus from being a good Bounty Hunter.

I think Engineer+Mechanic Officer is solid, you get a significantly better discount on Assisted Installation with an Engineer Officer with +Repair over a crew Engineer. And better salvage, and cheaper repairs, and cheaper new ships. Engineer Officers just save you a ton of money. Though might not be necessary if you're using a smaller ship.

So I'd drop the Explorer/Exo-Scout and replace with a crew combat officer. I think Pistoleer/x in position 2, x being either Spy or Military Officer. And then a crew Snubber Soldier or Swordsman in P1.

Also, if you want to stick with "B" skills, I'd prioritize Tactics or Intimidation over Evasion. Tactics for +crit% in crew combat and helps with to-hit rolls and range change rolls in ship combat. Or Intimidation to power up talents like Red Badge.





Last edited by Drunk-Side Jedi; Sep 11, 2018 @ 3:41am
JimmysTheBestCop Sep 11, 2018 @ 3:25am 
I usually have my Captain fight in Spot 1 always. I mean you can build your Captain to where he almost never gets hit and has by fat the most initiative of any body in the game by far.

He can easily 1 shot with pistols from spot 1. And carry a blade in offhand that never is used except for parry bonus.

Or he can go full swordsman and never need to have anyone buff or heal him. Plus the swordsman counter ability is crazy. He can often get 6-8 attacks a round once you factor in the auto counter.

Plus the swordsman has a normal initiative attack that knocks someone back 1 spot. So you can knock 2 into 3 and mess up the order.

Bounty Hunters have the best debuffs by far.

1. Unfaltering Ire ( 2 targets, removes all Buffs and causes -25% All Accuracy, -25% All Damage for 3 Turns)

2. Hunter's Challenge ( causes 20 (+Intimidate) Morale Loss, pulls target forward 1 slot)

Again you can mess up the order.
Plus they have a self buff/heal:

3. Resolute Hound - Buff yourself with +25% Armor for 3 Turns, Heals (5 + 0 Intimidate) HP and Morale

My last game I got an officer made him into a Combat Medic/Doctor/Bounty Hunter. He basically just buffed/debuffed/healed the entire game. If you can get a contact that lets you recruit one of those 3 classes then you can keep farming till you get some with good initiative and high fortitude. Give them a +2 init gear and even with -4 init armor they can come out even or close to even.

He can tank at spot 2 with a self buff. Or you can instead put him in +2 init armor and put him in spot 4 because no one will shoot him mostly entire game unless they mess your order up. Since your doc now has a rifle talent and is a BH he can hit any spot. He has 2 rifles talents one hits spots 2-4 and one hits 1-3. So either way if you don't need him to heal or buff he can still shoot.

Drunk-Side Jedi Sep 11, 2018 @ 3:49am 
Originally posted by JimmysTheBestCop:
Bounty Hunters have the best debuffs by far.

I actually really dig the initiative supression abilities of Pistoleer/MO/Commander.

Use Damning Aim, Tricky Gunplay, and Scorn to push people back in the order until the BH/Soldier can get his Full Auto HMG off and braaap - kill everyone.

Many thanks for all the feedback guys.
So many options, that's why I like the game so much :)
I will try out all the suggestions to find my preference.
I will start with:
4 BH/Exo-S/Sniper
3 Doc/CM/Pistoleer
2 still not sure about position 2. Nobody seemed to mention the throw wrench Mechanic ability. Is this not worth it for boarding?
1 Swordsman/Assassin/Pistoleer or Spy
Cheers
Last edited by Professor Von-Wulfen ; Sep 11, 2018 @ 12:31pm
Pat Fenis Sep 11, 2018 @ 5:26pm 
Thrown wrench really isn't worth it. Might be cool if you could apply it by boarding round 1 with the BH thingy but you can only do that to mission targets, way too niche. The thing is you can crippling fear on your first board which is a great debuff, and maybe get a good sabotage. 2nd board onward you are killing their dice pools directly, stack another fear and their ship is now combat unviable. You're better served by having job ranks which will direcly increase your crew combat abilities.

The soldier crossfire one is decent, especially if you've been shooting them up with ship weapons (Q-Q-QUADKILL), but I get all the in combat talents I want first.
JimmysTheBestCop Sep 11, 2018 @ 8:31pm 
Originally posted by Baron Von-Wulfen:
Many thanks for all the feedback guys.
So many options, that's why I like the game so much :)
I will try out all the suggestions to find my preference.
I will start with:
4 BH/Exo-S/Sniper
3 Doc/CM/Pistoleer
2 still not sure about position 2. Nobody seemed to mention the throw wrench Mechanic ability. Is this not worth it for boarding?
1 Swordsman/Assassin/Pistoleer or Spy
Cheers


Just to give you some more info. But play any style you want.

When you board at Range 1 you get your entire crew boarding talents. So you don't need a mechanic on your "away team". You will get his talents when you are at range 1.

Just another note with Away Teams often you have to be flexible as it is hard to recruit early game until you get talents and contacts.

For instance your #3 Doc/CM/Pistol you would need to be able to recruit one of them if your starting Doc isn't made for combat. And the pistoleer you can grab from each planet aren't really that good. Its not until you find a contact that has recruits who are doc or medics or pistoleers who you can get with good stats. You can find pistoleers on the planet but you will have to use your crew recruit talents. Hire and Fire many many times.

So I would say be flexible. I often recruit Spies and Turn them into Healers as well. They have 2 talents that can fire pistols from #4 and hit every enemy position. That way it doesn't matter if they are evade/stealth characters or high fortitude damage soaking characters. +4 Quickness, -2 Fortitude, +2 Initiative

Personally in spot #4 I wouldn't go BH/Exo/Sniper. The Sniper rifle talents cost way too much initiative. There self buffs are good but its wasting time that can be spent damage dealing. It honestly easier to go Soldier in 4 of over sniper. The Exo abilities self buff on successful attack. Then it allows even a low level soldier to burst to enemies and later get the full auto talent and kill 2 enemies.

The Reason why is Full Auto debuffs you but Exo Scout Steady Mobility buffs you. So your 1st move every round is Steady Mobility. Then you can finish the turn with Full Auto. Its really powerful. Even with a LMG equipped because it only costs 10 init. So you can fire Steady Mobility and usually Full auto every round without going into the penalty. Unless you roll really low init.

But you give your #4 the Thraul Injector level 2 (+4 Quickness, -2 Fortitude, +2 Initiative) thats +2 init and the +4 quickness should get you more init and fortitude doesn't matter because he is spot #4. You can also give him +2 init stealth armor again no one will focus in on him at #4.

A sniper doesn't have as good buff on successful attacks as Exo or BH. And most require you being 1st stealthed. Again it takes actions away from you dealing damage. If he is at spot #4 defense doesn't really matter. You want him to be primary damage dealer in your setup. So I wouldn't waste levels on Sniper for their talents.

They come as a good #3 who is squishy and isn't one of your primary damage dealers.

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Date Posted: Sep 10, 2018 @ 11:43am
Posts: 14