Star Traders: Frontiers

Star Traders: Frontiers

Quantummagic Oct 13, 2019 @ 11:10pm
Discussion- crew combat attributes/traits planets
Hi again.
Let's make this a threat about traits and skills, and what planets give good stats for combat crew.
There are quite some tips out there, about faction/attributes, but could not find much about specific planets.

I start with what I learned and also few questions, if I may :)

Of course we know, that steel song is good for traits that give initiative bonus.
We know that harsh/dangerous planets give good attributes for resiliance/fortitute.

We also know the bigger a planet the better.
We also know that most important are high attributes of the planet in general.(spice/starp/militar..etc)
What I learned and NOT read so far is that the denser the atmosphere, the better for quickness/wisdom.
More oxygen seems to make them smarter. Vacuum give maybe bonus to resilience/fortitude, but penalty to initiative related.
Also found that hard vacuum gives pretty bad charisma. 90% under 20.
(Pretty unlucky for my starting merchants there.)

What are your favorite picks for crew combat?
Desert or jungle?
Vacuum or dense?

Now my most important question:

I know that swordsman rely more on strength than a soldier for example.


Question #1:
Which swordsman is better?

Strength. : 18
Quickness: 22 Wisdom: 29
Fortitude. : 23 Resilience: 16
Range: 13-25+2. !!!!


Or:
Strength. : 25
Quickness: 21 Wisdom: 27
Fortitude. : 26 Resilience: 18
Range: 13-24+0 !!!!!!!!

It should be the first one right?



Question #2:
If the first swordsman had 14-25+0
Who now?
How important is strength vs initiative?




Question #3:
But now a tricky question.
Range 13-24 +2

or
Range 15-26 +0

From what I understand when looking how the initiative is calculated, I think the first one would be much better.
Since when you combine two dice, you get a "bell" distribution curve I guess.
Which means that the difference between

13-24+0 and
15-26+0
Should be less than two in average.

Ergo:
13-24+2
Should be better than
15-26+0

Correct?
Last edited by Quantummagic; Oct 13, 2019 @ 11:11pm
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Showing 1-6 of 6 comments
ptirodaktill Oct 14, 2019 @ 12:09am 
Question #1:
From stats second is better. He will live longer and +/- 2 ini is not a big deal. Depend on traits and skills they have. I wouldn`t use any of them in endgame, as you need 30+ str and some %penetration to deal any dmg in melee.
Question #3:
+2 ini come from trait, not the best thing you can get from trait on high-rolled character.
Quantummagic Oct 14, 2019 @ 12:38am 
This was so far the best combat guide I found:

https://www.yekbot.com/star-traders-frontiers-crew-combat-builds-tactics/

"The combat attributes you need are Quickness and Wisdom, Fortitude and Strength. The first two are primary, Fortitude is secondary, Strength is tertiary."

So he said the opposite.
Which traits other then +initiative are better for endgame, and which faction has them?

I have access to soldiers(calagaan)
And exo-scouts.
Of course swordsman and pistoleer too.
I rush 3 recruiting talents at start, wanna start with good fighters.
ptirodaktill Oct 14, 2019 @ 1:08am 
This guide seem`s outdated by ~100 patches or so.
Traits and stats selection is based on what role the caracter will take in combat.
For example slot 1 DD will be Swordsman+Asassin+Zelot and he need at least 30 strenght and 20+ fortitude to do his job. Slot 1 tank/buffer will be bodyguard/CM/commander and you don`t care for wisdom on him at all. Slot 4 is always Xeno hunter 8/Soldier for maximum plazma burner and some ocasional backline leadership. You only need ini and rifle skill from him, nothing else.
As for traits +armor is quite good on frontline tanks. Damage deallers need penetration and %dmg.
Quantummagic Oct 14, 2019 @ 1:53am 
@ptiodaktill....thx this helped a lot.
Are the combinations for classes on this site also outdated?
Any good not outdated guide?
ptirodaktill Oct 14, 2019 @ 2:55am 
My favorite ground team right now is:
2 xeno hunters 8 /Bounty hunters 5/rest in Soldier. on slot 3 and 4. Lots of dmg output, they often end the combat in one round. Give them HMG on slot4 and a shotgun on slot 3, %armor pierce rounds - the best you can find.
Talents - Plazma burner, Irid-Laced Resolve, Death Haunt, Unfailing Stand, Unfaltering Ire, Backline Leader, Covering Fire. In that order of usefulness.
Best traits - anything with %armor piercing and %dmg. INI 25+

Frontline - starting captaign with stats A(max str,fortitude and quickness, rest in wisdom) skills B(5 evasion/10doctor) commander(1)/Combat medic(8)/bodyguard(rest)
Talents :Rallying Aura, Cleansing Purge, Lifeline, Vaccination Watch, Tactical Shove, Honor Guard.
Weapons - max parry pistol and max parry knife.

Second slot - starting doctor if he don`t suck, or recruited doctor/CM if starting suck.
CM 8/doctor till doctor skill 20 rest in bodyguard. Same talents as above. Same weapons.

Use sniper rifles in the early game, before you unlock Plazma burner.

Last edited by ptirodaktill; Oct 14, 2019 @ 2:59am
Quantummagic Oct 14, 2019 @ 7:08am 
Wow thank you for the quick Miniguide...really appreciate it.

Will try this built in future.
For now I will try your xeno/BH/Soldier built on #4, since I got a good soldier.
S
I have Doc/Comm/MO on #3

And two very good swordsman on #1 & #2


Playing on brutal, and lvl20 or so was Max...right now lvl6 captain.

It's my first try with more focus on crew combat, but not too much. I have a versatile team. pNo combat captain. I wanna try more story.

I just got access to lvl10 soldier recruit.

My combat team(no xeno hunting for now) will be as above, but I got one officer to give to them.
Should I give it the soldier or the swordsman?

Also the soldier I just got has
18 str /23 fortitude / 12 res
12-23 ini
BUT +4evasion +6stealth

How good are the bonuses stealth and evasion?
With that stealth I would get access to stealth armor right?

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Date Posted: Oct 13, 2019 @ 11:10pm
Posts: 6