Dude! Thank you for explaining the link between the companions and the abilities. I just started the game and I was legitimately pissed because I thought I needed to get the companions just to have the abilities. Knowing that they just buff the abilities is a complete game changer. I genuinely don't care about minmaxing. I just want to max out the requisite characteristics for each post. So I'll have a mercenary crew that stays on board while my mercenary away team is handling business on the ground.
Tip for imperial navy reputation. The trophies that the navy wants so t automatically go to cargo, which means, when you go to the navy vendor it will seems like you never have anything to sell. In fact the navy trophies are stored in the “other” tab of your inventory and you have to manually add them to cargo to sell to the navy.
thanks dude!!!! i am at lvl 7 of the ship without anything new, so the space fights was so hardocore! and i cant "acces" to the posts also, i think is bugged, and i dont know how much i lost of the game without acces to that section...
I remember reading that doubling up on front ark lances doesn't work properly. Regardless Torpedoes are just a better option since you can strike your enemy (very important when facing bigger ships) out side of their firing range. Also, a single torpedo salvo can one shot most smaller ships which lance just can't do. From Torpedoes, Aeldari Sonic Torpedoes (Fury of Janus i believe) are best ones out there since they don't have 1 turn cooldown. You can fire them every turn and they are fast and manurable. No to information that is completely wrong in this video which is your broadside guns. Long range batteries have around twice the range of short range ones. As far as damage goes, you don't want "highest overall damage". You want Highest damage per shot. Remember, much like your ship, your enemy also have ship plating. If they have plating of 7 and you fire 6 shots for 14 damage, you will do "amazing" 41 damage(assuming nothing misses). In comparison, Hecutor Plasma with 3 shots for 33 damage will deal 78 with all hits or 52 with only 2 hits. Even the yellow battery that hits 4 times 27 will only deal 80 with all hits, compared to plasma dealing 78 at double the range. Hecutor Plasma are best broadside batteries.
I recommend argenta with demo skill in cannoneer, shes amazin at it and her torpedo control (and all hands on deck when you can get it):is amaaaaazing. The first ultimate youre gonna really really want is the shield one. Healing shields every turn its on makes you near unkillable. The filth of the expanse, from what i can tell, ALSO gives you an escort, its just supposedly a pirate escort. Seems like noone chooses it though since all the videos say to go with emperor
I like torpedoes but that cannon looks pretty awesome. The tip about how the heroes have different boosts I didn't realize until this video, thanks for that! I'm only in the beginning of act 2 (unlocked Janus and got foul place) but I've had some combat.. I saw characters had those abilities but I thought that only gave me the option to use them not be better at those specific skills, which is even more interesting tbh. Good vid thx
Torps are even more absurd if you have the Falchion-class preorder ship or use the Fangs of Janus launcher. Fangs of Janus can fire a salvo every turn. The Falchion comes with a pre-installed component that takes up the other prow slow (so you can only have a dorsal lance with it). It adds 30 point of hull for -1 speed and it causes all torpedo tubes to reload in a single turn.
What the game doesn't explain and you don't seem to know either, is what exactly is improved when you upgrade an ability specific for the character in that post (it just says "upgrade" but not what it actually does), same goes for placing the appropriate character in the correct post in terms of characteristic req (I believe it might reduce the cooldown of the ability but I can't know for sure since it is not described).
It depends, most of them increase the frequency you can use the ability, some of them, like the short warp jump, increase the distance slightly, they do say you've just gotta read em carefully because it's not highlighted or anything, very subtle bonuses. Best bet is if you use an ability often, upgrade it cuz you'll get to use it more and it'll be better.
Dude my game is bugged i cant acces to the "posts" section, so i cant select the agents for the section... aslo i already lost the "shield of emperor" cause i dont see that importance of that
I can not se any of these colony projects in my game. Im still in chapter 2 and have Foulstone and Janus at the moment and working on the capital. But i should see the ones on Janus, or am I missing something.
for me more and more projects became visible as I progressed in the main story. initially it only showed level one projects. i am not sure if this was a bug or working as intended as I am finding out that many elements of the game so far that i thought were intentional were actually bugs.
i got a question that being my officer posts seem to be bugged i can only assign the supreme commander spot as soon as i click on another spot and try to assign anyone to it it automatically assigns them to supreme commander again wtf do i have to do to fix this cuz i cant use any fookin skills in void combat anymore due to this
Dude! Thank you for explaining the link between the companions and the abilities. I just started the game and I was legitimately pissed because I thought I needed to get the companions just to have the abilities. Knowing that they just buff the abilities is a complete game changer. I genuinely don't care about minmaxing. I just want to max out the requisite characteristics for each post. So I'll have a mercenary crew that stays on board while my mercenary away team is handling business on the ground.
Foulstone - if you choose "A Celestial Protector' at Rank 1, you get the Shield of Faith feature (+30% to the prow shields).
Tip for imperial navy reputation. The trophies that the navy wants so t automatically go to cargo, which means, when you go to the navy vendor it will seems like you never have anything to sell.
In fact the navy trophies are stored in the “other” tab of your inventory and you have to manually add them to cargo to sell to the navy.
thanks dude!!!! i am at lvl 7 of the ship without anything new, so the space fights was so hardocore! and i cant "acces" to the posts also, i think is bugged, and i dont know how much i lost of the game without acces to that section...
@@cR4Sh6 welcome. 🤗
I'd like to see ship combat tutorial, tactics for various types of enemies, uses of section leaders' powers etc.
Thanks for being someone other than Werglia who cares about these things.
I remember reading that doubling up on front ark lances doesn't work properly. Regardless Torpedoes are just a better option since you can strike your enemy (very important when facing bigger ships) out side of their firing range. Also, a single torpedo salvo can one shot most smaller ships which lance just can't do.
From Torpedoes, Aeldari Sonic Torpedoes (Fury of Janus i believe) are best ones out there since they don't have 1 turn cooldown. You can fire them every turn and they are fast and manurable.
No to information that is completely wrong in this video which is your broadside guns. Long range batteries have around twice the range of short range ones. As far as damage goes, you don't want "highest overall damage". You want Highest damage per shot. Remember, much like your ship, your enemy also have ship plating. If they have plating of 7 and you fire 6 shots for 14 damage, you will do "amazing" 41 damage(assuming nothing misses). In comparison, Hecutor Plasma with 3 shots for 33 damage will deal 78 with all hits or 52 with only 2 hits.
Even the yellow battery that hits 4 times 27 will only deal 80 with all hits, compared to plasma dealing 78 at double the range. Hecutor Plasma are best broadside batteries.
I recommend argenta with demo skill in cannoneer, shes amazin at it and her torpedo control (and all hands on deck when you can get it):is amaaaaazing. The first ultimate youre gonna really really want is the shield one. Healing shields every turn its on makes you near unkillable. The filth of the expanse, from what i can tell, ALSO gives you an escort, its just supposedly a pirate escort. Seems like noone chooses it though since all the videos say to go with emperor
I like torpedoes but that cannon looks pretty awesome.
The tip about how the heroes have different boosts I didn't realize until this video, thanks for that! I'm only in the beginning of act 2 (unlocked Janus and got foul place) but I've had some combat.. I saw characters had those abilities but I thought that only gave me the option to use them not be better at those specific skills, which is even more interesting tbh.
Good vid thx
best thing about torps is that they draw fire pretty ofen.
and they are pretty great IF they reach their targets too :)
@@LeeroyGamingthe torpedo ultimate is absolutely bonkers. 3 torps loaded per turn for 6 rounds. There's too many for the enemy ships to fight haha
Torps are even more absurd if you have the Falchion-class preorder ship or use the Fangs of Janus launcher. Fangs of Janus can fire a salvo every turn. The Falchion comes with a pre-installed component that takes up the other prow slow (so you can only have a dorsal lance with it). It adds 30 point of hull for -1 speed and it causes all torpedo tubes to reload in a single turn.
I didn't know about the character specialties when assigning posts. I learned something thx.
these guides are amazing
Thank you! more to come soon.
Thanks for the info
I guess im looking for how did you change your ship. Not really upgrading. I want to see if i can use a different one or not
Very good content !
Thanks!
Man, I need help.. Leeroy Protects? 🤔🤣
What the game doesn't explain and you don't seem to know either, is what exactly is improved when you upgrade an ability specific for the character in that post (it just says "upgrade" but not what it actually does), same goes for placing the appropriate character in the correct post in terms of characteristic req (I believe it might reduce the cooldown of the ability but I can't know for sure since it is not described).
It depends, most of them increase the frequency you can use the ability, some of them, like the short warp jump, increase the distance slightly, they do say you've just gotta read em carefully because it's not highlighted or anything, very subtle bonuses. Best bet is if you use an ability often, upgrade it cuz you'll get to use it more and it'll be better.
How come Supreme commander is not shown in space combat.
Dude my game is bugged i cant acces to the "posts" section, so i cant select the agents for the section... aslo i already lost the "shield of emperor" cause i dont see that importance of that
wait can you respec the ship?
I can not se any of these colony projects in my game. Im still in chapter 2 and have Foulstone and Janus at the moment and working on the capital. But i should see the ones on Janus, or am I missing something.
for me more and more projects became visible as I progressed in the main story. initially it only showed level one projects. i am not sure if this was a bug or working as intended as I am finding out that many elements of the game so far that i thought were intentional were actually bugs.
Level 4 and 5 projects become avaiable in Act 4, they require the colony to have chosen one of the level 3 projects.
Hit Y and select between your colonies
Thx
how do you get that ship?
you have to buy the ''Deluxe Pack'' dlc, its more like a cosmitic dlc i think
at 2:50 Xenoherecy!!!! Argenta! Do your Job ! :D
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#6
i got a question that being my officer posts seem to be bugged i can only assign the supreme commander spot as soon as i click on another spot and try to assign anyone to it it automatically assigns them to supreme commander again wtf do i have to do to fix this cuz i cant use any fookin skills in void combat anymore due to this