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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.
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.
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.
Are the combinations for classes on this site also outdated?
Any good not outdated guide?
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.
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?