ive been looking further at surviving ship battles at long ranges.
I realized that i had it wrong. On long ranges enemies fire torpedoes that have void dmg type. xeno fire like 4 of those?
Thing with void and radiaiton dmg is that while it might not look decent in numbers, it got 233% and 200% dmg conversion. THey go mostly towards internal dmg. Armor is not taken into consideration, only shield.
Anyone in here tried boosting them and can say how it fares against xeno? Compartments got low boosts. As far as i can tell there is only single talent, which is lvl11 etech. It adds 50 to resists and I wonder if in the end you are better of using it on 1st turn over escape or armor boosts.
At the same time aftershck from torpedoes give -20 radiation and void resist which make it even worse.
Anyone knows how resistance is actually calculated? I havent seen formulas.
Yes. I have built several Xeno hunting vessels. You want to get to max (60) shields as possible. Their weapons all do devastating Void damage and you need to protect the electronics, engines, and the squishy crew from the internal Void and Rad damage. Be prepared to spice often as that helps soak the Morale damage that comes from it. It also helps to have Mass drivers and Pilot/nav modules plus enough cargo space. You will inevitably run into a lot of biomass as about 60% of the loot will most likely be biomass. However, the Xeno Artifacts and additional occasional high tier goods can also be found on them.
Be prepared with at least A5 weapons or better (Can choose to forego the WLA5 in lieu of A6+ Contact appropriated Weapons and Armors for at least a rotating 2+ CC squads.
It pays to send in at least 1 Officer in each squad.
The best XP farm. Focus on soak over evasion (although dodge variants will be much tougher to pull off per difficulty grade), and on DoT if possible, Excellent Cripple at best. You really want to soften them us as best as possible. Have at least one Explorer or Exo scout to train by surface fighting with them before moving to ship combat.
Having a Merchant & Smuggler type talents help unload cargo from ships and caches for best profit. Watch the legality rating and do not carry artifacts until ready to sell to keep your ship's signature down and prevent early attacks as they act like homing beacons aboard and will draw them.
Having a good selection of Contacts with one on a super Zone (Econ, Mil, Starport all 10+) who will give you components, ships and repairs at a crazy discount. Get at least one to work for best quality Gear for Officers for the added Combat boost.
Optimally, you will have those two CC squads to the point where they can nearly one-shot Xeno at 75%-100% health in 2 turns or less.
The quicker and more efficient you are, the better the XP reward for those fighters and the better your Traits will mutate. Take severe losses too much and you may also need a Gestalt or Chaesin Doc Contact to repair Traits as premium service.
You need to rub elbows with some gritty people to pull this off. Sometimes it helps to have a dupe ship ready to go for better cargo runs (this is where you really want the more dodge based variant).
Being a Star Traders Captain is all about how that Captain's career goes and knowing the right people to help you achieve it.
You can chase get to the highest levels and Talents for your crew in this.
Also, I know Eras were mentioned. There are several more on the way that involve some seriously deadly events and new maps to have Eras in. The map system will be moving to V2 maps soon as well as the larger ships and hanger components for small craft/ fighters update soon too.
Some of those new Eras were written and designed alongside the Trese Brothers by Executive Backers during the KS/funding phase. These are some of the most HC players from the STRPG days and they like some serious challenges for the "end" game. (This game is designed to be played on higher difficulties so that each Captain has a definite beginning, middle, end Career by the player's choice and/or some bad luck).
Even the current "End" game ships will not be the last ships added.
This game will not play the same in 6-12 months from now.
Rare trade goods got a major upgrade with recent updates too. They have a whole ladder for RTGs now that gives various benefits as you climb it. Also makes long haul shipping more enticing for those sick TP4, MR6+ sales of RTGs. The further away you get from the purchase quad, the more demand and profit are available.
They are still working on just the promised backer tiers before going to further advanced content.
May the Void be merciful and the profits/XP be plentiful. Shalun guide you.
-Admiral Lordus of Syn
Alta Mesa Imperial Flight Commander
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