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I'm not sure but I think that Scouts have the best damage, you simply need 2 medics at some point in NG+ to keep up with healing (especially since I'm fighting lvl60+ enemies while I'm 25-30...) and Vanguards are totally optional before NG+ if you invest into stamina in every character so that everybody deals damage/heal AND can tank (bruisers).
I'm considering kicking the marine and going 3x scout.
2 Vanguards with MVP-5's or Spraycasters and assault frames
2 Healers, 1 with regen and 1 with revive
2 Assault with Partypaw's or similar range weapon and grenades
1 Engineer with Assault Rifle and heal toolkit
1 Sniper with Assault rifle and bio.
I've been liking it, mostly because my tanks aren't melee.
Question... does the Vanguard radiation field act as a vanguard attack and taunt? If so, I'd like to give that a try.
Edit: tested it myself. No, the rad shield doesn't taunt.
I'm just learning this game, and have a question about this. You mention that you keep the medic auto heal skill on all the time. I have noticed that many classes (perhaps all of them?) have an auto skill. Why wouldn't you want to just always keep this on?
Is there a reason why you would want to turn off your auto skills?
After that you realise that there are a few totally op builds/combo's but they require a bit of game knowledge. Like running without medics and such to maximimze dps.
Yes somtimes you must turn off autoskills. Like the engineers may have that disarm ability. But they usually try to cast it all together at the same time. And in the meantime there is 0 dps output and it makes no sense to cast it 6-7x at the same time at the same enemy. But this is also because the crew-AI needs to be smarter. Or you just gotta use another tool but early game that is not always possible in the first few missions. Most of the time you want it on autocast though.
http://steamcommunity.com/sharedfiles/filedetails/?id=875741861
Launcher Spam is still borked beyond belief.
Some people are saying that it is not viable late game, but it is, it most definitely is. You can clear Tribulating runs with little to no effort like this.
The setup I was using in that run was:
1 Vanguard
1 Marine
3 Scouts
1 Engineer
2 Medics
The Marine is mainly there for Overload Shot AoE Burst, and buffing my Scouts with Frenzy and Fire Rate boosters.
The Scouts just keep slamming everything with crtical stacking rockets until they unleash triple assassination spikes against any tanky target.
1 Engineer just for Engineer utility, locked doors, EMP grenade, smoke, etc...
And 2 defib medics because my armour is fairly low and this is on Hardcore Tribulating so sometimes your guys can still get one/two-shot if you are not stacking -xx% damage gear.
Just another thing that this game DOESN'T EXPLAIN!! I think you should have created the tutorial, or written the manual, so newbies can understand everything this game has to offer.
iirc I got to level 58 when i eventually got bored with the item grinding at went to finish the story. everything was on +6 max difficulty. this setup made it quite easy, just equipping dual high clip count pistols for soldiers and can spam the dual gun skill they have 4 times for impressive dps. The dps meter consistantly showed the 4 soldiers doing 95% of party dps. the final boss took about 15 seconds to drop at max difficulty.
looking forward to seeing the game progress with new stuff and balancing!
edit: the video posted above, yeah... loading out all high clip rocket launchers.... no skill involved and will ruin your experience. pretty lame too.
But the game could use more info in general as there are some techs, stackings and item mods that nobody knows how they work exactly.
Again I personally thinkt it's okay for some builds to become op in LATEGAME but not at lvl 20-30. I never tried dual wielding but I read a while ago that those are also insanely op with the right mods.
It's actually not high clip rocket launchers you are seeing in that video I posted. I've been refining the build and have removed the +clip size bonuses on nearly all of my Privateers now. It's even more broken now that I have done so.
This is important because focusing only on the clip size of the rocket build is going to miss just what is so broken about the rocket launcher. I can make another post in more detail about exactly what it is about the rocket launcher that needs tuning, but +clip size isn't it.
Most of my privateers run with clip size 1 rocket launchers now. As you can see, it is still utterly broken.
I think I was less than clear. There is the the auto heal that the medic does with the right tool, and then there is a skill that does a constant tick small heal on top of any other healing. Their group heal plus this tick meant we were rarely in danger of losing a member.
2) Heist field Marine - sniper rifle
3~) Dual wielding ranged Marine - dual pistol
No need for vanguard since you can get '- all damage taken' items and one tanky aoe healing medic.
I thought rocket luancher was good one, and it was but..
Crit damage doesn't applied to launcher, so other crit weapons can fairly overwhelm launcher.