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The ones that give you loadouts? Meh, there are so many other ways to get good items and level up your skills, and the special loadout for secret tech can easily be acquired with random heroes later or unlocked with research, same with the vehicle loadout except for the APC, which is silly as it can't always be replaced, making it a WASTE of two points.
The only perks really worth a damn IMO are the background-ones, as they STAY useful throughout the entire game. Pick the right one for the focus and you have your A-tier perk.
Everything else literally just boosts your early game and is E- or trash-tier.
You forget that the snowball effect is HUGE in this game. Having a good start is realy important, and if you rush or are rushed by an oponent having good perks can make the difference between victory or defeat.
I disgree on a few things:
-Covert operativ: can be amazing if you play celestial, because it give a huge boost for your op to take the good relation from other players.(when evryone only have 1 or 3 defense against op, having the +2 is huge) If you rush it, you can make the OP between turn 15 and 20 (on normal speed), nobody is ready to fight operations this early... You will destroy their relations, it can even put them at war !
Even mid game, having +2 for operations can be quite usefull.
-For equipments I usually go all out with a vehicule or nothing (exept for a few secret techs with amazing weapons), because the base weapons are already realy good and I dont think that 4 competence points worth 1 perk point.
-Kleptomaniac is good if you need 1 point, because 10 energy per turn is almost nothing compared to cruel cost (100 on the first 10 turn, after that you don't even care...), cruel do -4 hapiness, representing two people in each city who need to work to compensate it. Two people who could work for energy= 10 energy lost/city.
But cruel can be good for very offensive lords.
PS: APC is AAA for manual combats against AI, if you don't make a HUGE mistake, nobody die early game, and it's still very good after.
For auto combat it's terrible, because the AI don't know how to use it. (buff to early, drone to late, the APC will run away....)
It depend, on the first 20 turns -10 energy result in a loss of 200 energy. Or at the start it can be huge.
So if you want to expand realy fast or if you play on small maps 10% reduction can be better.
If you think we disagree there you did not read my entire post. I wrote that my personal A-tier are the background-perks, and Covert Operative IS one of those.
All the perks aside from the background-ones just don't stay relevant throughout all of the game, so IMO they're not worth the points spent.
That is very significant, and doubly so if you are playing a faction (such as Vanguard or Syndicate) that have amazing vehicles to mount your character in.
And the APC is a really solid unit if you manual battle, as mentioned by earlier posters.
Those points being freed up helps your commander get far stronger, quicker, to beat down AI mobs and fight harder against a human opponent in any early game skirmish.
Most of the starter picks have their own uses. Starting with stolen data pads is a good one, as it saves (without pickups) 8 turns of early research, and if you get really lucky it can net you a tier II tech which can save a lot of time.
Either option can help dramatically to achieve one of the goals before any other player, and those rewards can help the snowball.
Extra troops is arguably one of the worst picks, but if you are auto battling its fantastic. The power power you can stack, quicker, the faster you can clear neutrals.
Starting with extra colonists AND a recreation dome is a huge boon. You colonize a sector on turn two. So you pick which one you want, clear the creeps and it's yours. So not only do you get extra resources out of that colonist for almost the entire game (until the city hits max population), you get a sectors resources a couple of turns earlier.
You will get a happiness event before anyone else who didn't pick this boost. Dont scoff at double energy to power tactical operations, research to get ahead on tech, production for extra troops or food for more people to get more of everything.
And by starting with a happiness house aka recreation dome, it gives you far more freedom on the tech tree.
As it is, frontier structures is, almost any and every game, the #1 first research. If you already have a dome, the other society options open up.
I take kleptomaniac nearly every time, 10 energy a turn is nothing. I'd almost pay that just to start with a random mod, you can get some amazing mods if your lucky.
As for the background starts, they are ALL game changing.
Veteran + a weapon/vehicle skill super powers your commander, and +15% xp on everything is a monstrous boon.
Getting a 15% reduction on the entire secret tech tree is again, a major game changer. Combine that with assembly doctrines and go hard at research and you will be kicking goals.
Martial discipline is pretty obvious. 25% reduction for weapons tech is delicious, and the extra turns out of your commander will repeatedly swing battles.
Getting a dwelling purchase discount is a hidden overachiever. Think about how hard it stacks with good reputation and celestian bonuses. You can pump out tier IV units every three turns....for free.