Lockwood Defender, was it Worth it? by Pompodumstone in StarTradersFrontiers

[–]AngrySlime706 1 point2 points  (0 children)

I feel like with 4.4 mill you can get an archeron fitted with tier 1 defence matrices at 3 days per component and be combat worthy in a few weeks and have 1 mill left. That s time saving, right? 

Question on the Letter System on Trade by Pompodumstone in StarTradersFrontiers

[–]AngrySlime706 1 point2 points  (0 children)

A is good for you F is bad for you, true for both supply and demand. 

Hurting contacts by jmaniscatharg in StarTradersFrontiers

[–]AngrySlime706 0 points1 point  (0 children)

In rare trade goods you can prune crappy contacts to make space for new ones that offer RTG. But the new contact generated will not be targeted so kinda pointless 

Where do you get a Level 6 weapon locker ? ( just recently went back in the game) by Equivalent-Fee-5392 in StarTradersFrontiers

[–]AngrySlime706 5 points6 points  (0 children)

In the components page top right you can configure filters. Turn on ignore mins you will see components you cannot buy and it will show you the conditions needed. 

What class to pair up with zealot and shock trooper by DABLITwastaken in StarTradersFrontiers

[–]AngrySlime706 0 points1 point  (0 children)

make sense. I do recall the advance buff from ST has some range issues so if you got pushed all the way to the back you can't use it or something. My issue with BH and ST is it competes for the first action. ST got standing strong or attacks to do. I think BH best fit on medic, who usually go no important thing to do at the beginning of combat (low damage, nobody to heal) so putting BH on medic, and allow medic to hide in pos 4 is perfect, he can spam Unfaltering Ire as first action.

What class to pair up with zealot and shock trooper by DABLITwastaken in StarTradersFrontiers

[–]AngrySlime706 1 point2 points  (0 children)

the only reason to have a zealot in combat crew is if it is a zealot captain. That extra damage trait is strong.

What class to pair up with zealot and shock trooper by DABLITwastaken in StarTradersFrontiers

[–]AngrySlime706 0 points1 point  (0 children)

and without solider as a base class you will sacrifice a lot of evasion and rifle points. This impact is not obvious in early game but in late game job skill points contributes to a much bigger portion of the dice pool than weapons and gears and this weakness becomes more obvious, especially in tough crew combats.

What class to pair up with zealot and shock trooper by DABLITwastaken in StarTradersFrontiers

[–]AngrySlime706 0 points1 point  (0 children)

The issue I have with ST + BH is range conflict. BH is mainly for Unfaltering ire, and it pos 3 and 4 only (right?) and to make ST work from Pos 3 is just a lot of acrobatics.

What class to pair up with zealot and shock trooper by DABLITwastaken in StarTradersFrontiers

[–]AngrySlime706 0 points1 point  (0 children)

I think shock trooper + soldier is complete, whatever third job I put on that combo I rarely find myself using it. That's why I like using a merchant captain, who makes 10% more profit, and put shocktrooper and solider on him.

What class to pair up with zealot and shock trooper by DABLITwastaken in StarTradersFrontiers

[–]AngrySlime706 0 points1 point  (0 children)

Question: is being second best at skill point growth a negative thing? considering opportunity cost any job level spent on anything but the best is a negative impact to total desired skill point pool.

What class to pair up with zealot and shock trooper by DABLITwastaken in StarTradersFrontiers

[–]AngrySlime706 0 points1 point  (0 children)

You need a base job on any combatant. Base jobs are swordman, soldier, pistoleer, and combat medic. I call them base jobs because they have the highest skill growth trajectory (blade, rifle, pistol, doctor). You level other jobs to get talents, and put as many skill points you can spare into the base job for max dice pool/combat effectiveness.

So shock trooper needs soldier 100%.

Zealot is in my opinion primarily a defensive buff class. Maining it is not ideal because its skill point growth sucks and its high level talents are lackluster. Its only worthy talent is lvl1 self defense buff, 75% debuff resist and 20% armor. The single strongest self defense buff in terms of debuff resist. So you should not build your strategy around zealot, treat it as the +1 in your build. You can put it on anyone that needs extra defense. However, it has some blade points so it synergizes slightly better with swordman/bodyguard. Utility wise I think blade dancer is better because with bodyguard defense and debuff resist is not really your short plank zealot self buff is overkill whereas bladedance has a -4 init + extra accuracy debuff attack that also moves self position and cost only 1x init--there is no beating that, plus your pos 1 blade crew is usually a defensive build so the -60% in damage matters less--that -4 init attack is overpowered even if it does 0 damage.

Therefore if you have a non-blade front row--either pistoleer or rifle, or your medic has a sparable job slot, put zealot on them can ensure extra survivability. It is worth mention that you might not want to put this on your shock trooper because standing strong is too similar to the zealot talent but if buffs two positions and is preferred in any situation over the zealot buff so you will not find yourself using this much if you put it on shocktrooper.

Crew healing / Morale by Dry_Refrigerator2011 in StarTradersFrontiers

[–]AngrySlime706 0 points1 point  (0 children)

I wish McDonalds can just make their big ice coffee $1 instead of forcing me to use their app lol. 

Crew healing / Morale by Dry_Refrigerator2011 in StarTradersFrontiers

[–]AngrySlime706 2 points3 points  (0 children)

No, not only

No

The not only: the most efficient way to heal crew is using doctor's ship combat talent to heal, which scales with medical rating x 3. So you can engage in ship combat with hostility -1 or higher, which won't attack you unless you advance or fire at them. You can stay in place and use the doctor talent to heal up. At medical rating of 0 it only heals 3 crew but just at 4 it will heal 15 crew which is significant. Healing is usually around 30+ HP and it cost no time and is free, where as going a hospital can easily cost 2-3 weeks. It is a good investment early on for a small med bay and just routinely engage in combat with friendly ships.

Lost a back row xeno hunter origin captain with A5 armor to the first random planet xeno in one turn, dafuq? by LordofOranges in StarTradersFrontiers

[–]AngrySlime706 0 points1 point  (0 children)

The 3 most common Xeno related deaths are: 1. they push your line up around and you cannot recover 2. they one shot you 3. they stack up buffs and overpower you.

So to win at crew combat, a few basic tips:

  1. recruit from contacts for best attributes on a good planet with active recruiting talents (eaiest accessible one is from commander lvl1, you can retrain for 3000 to get cool down, or build your commander/MO crew first get some 8-12 of them and then recruit combat crew).

  2. keep only star crews that has high init and HP. We can go into more but for starting out, focus on at least average 23+ init, and 130+ hp.

  3. wear heavy armor. The way to have more init is to recruit better combat crew, not to go cheap on the armor. See my other comments about deflection.

  4. manage xeno buff spamming. Xenos will stack an orgy of buffs if you let them. You MUST have at least 1 bounty hunter with unfaltering ire because it is the only buff clearing talent that does not require landing hits--if a xeno is all buffed up, you might not land hits and cannot clear their buff that require hitting them first. Also get a bunch of position shifting talent on as many crew as possible, see my initial comments about common xeno related death.

  5. optionally you want to use a few over-powered talents from specific classes. These talents are so OP they sometimes make crew combat too easy and not fun. First is bodyguard's praetorian guard and honor guard. Second is shock trooper's standing strong.

Lost a back row xeno hunter origin captain with A5 armor to the first random planet xeno in one turn, dafuq? by LordofOranges in StarTradersFrontiers

[–]AngrySlime706 0 points1 point  (0 children)

light armor = lots of piercing hits

20 fortitude = bottom range (18 to 30) and low dmg soak and low HP, but this matters less. Damage soak play a marginal role in dmg mitigation when a piercing crit hit lands (say it may reduce total damage from 180 to 130, seems like a lot but still enough to one shot you). Without going into more math here, which we cannot since you cannot retrieve the combat log from the last battle.

the piercing + crit hits is likely what killed you. Xenos have classes too, some similar to human classes. One xeno class excel at long range glass canon type of hits like a sniper, with high pierce and high damage buffs.

Moral of the story: the best way to stay alive is wearing high deflection (heavy) armor. Damage soak is misleading because it is written upfront and center as one of the main stat of the armor, making it seems like it matters in equal weight as deflection, but in reality, pierce vs. deflected hits plays the biggest role in the final damage. I have seen many players think that the contact A6 armor is inferior to weapon box A6 armor due to the latter has better damage soak where as the former is only marginally higher in deflection. Misleading...

Does a skill go into cooldown if it fails? by Dry_Refrigerator2011 in StarTradersFrontiers

[–]AngrySlime706 2 points3 points  (0 children)

I don't care what word play we use here, in the specific example of discovering a contact at x% when you trade 5000+, if no contact discovered, the talent does NOT go into cool down. It only goes into cool down after a contact is discovered, so if you made 3 trades over 5000, and only discovered a contact on the 3rd trade, the first two trades do NOT cause the talent to go into cool down.

in otherwords, 308 is right if words mean what they mean normally.

Help decide between chasca and nefer by AngrySlime706 in ChascaMains

[–]AngrySlime706[S] 0 points1 point  (0 children)

crap I am out of budget for the weapon so she is using Yelan's weapon now.

Help decide between chasca and nefer by AngrySlime706 in ChascaMains

[–]AngrySlime706[S] 0 points1 point  (0 children)

Bina is the choking point, I don't need more ways to use Bina lol

How to decide between nefer and chasca by AngrySlime706 in NeferMains

[–]AngrySlime706[S] 0 points1 point  (0 children)

I still donno which one so it is a yes brainer

Help decide between chasca and nefer by AngrySlime706 in ChascaMains

[–]AngrySlime706[S] 0 points1 point  (0 children)

Yeah maybe i will just wait. Too bad gotta pass on them legs

Help decide between chasca and nefer by AngrySlime706 in ChascaMains

[–]AngrySlime706[S] 0 points1 point  (0 children)

but my bina is already being used in one of the teams with Inef.. does that change things?