Hey, great initiative! We need a good new-player guide again :)
Combat doesn't lift the player high enough above to be properly heroic, either; it's a path to stagnation.
This is a good guide, thanks for writing it!
[quotes]
I strongly disagree with all three of you: for a beginner there is nothing more important than a moderate investment in combat skills (ie 1 rank in several of the defensive ones) for making it through the difficult early game. An early game ship with skills is 2-3 times more powerful than one without, and the early game is what kills new players: maxing out on endgame power is nice but completely irrelevant because any skill build, or no skills at all, can beat everything. Really the only part of the game that is challenging and might trip up a new player is the early game, and combat makes that a breeze.
I mean thats one way to do it, but certainly not the only way.
...
I'd take a single point in a single combat skill over a tac laser on a wolf in the early game, tbh. A few skills does vastly increase the ability of a Wolf to combat early threats, without any need of in depth understanding. A pulse laser will kill pirates no problem.
I'd like to chime in and say something that should be obvious, but isn't:agreed, on both points.
1. New players should start on Easy, unless they really want to be challenged. Really. The game's mechanics are difficult-enough.
2. New players should always start with the Tutorial. Really. Besides doing some hand-holding and explaining basic mechanics, by the end of the Tutorial, players will have a Hammerhead with reasonable weapons, a Condor, and sometimes they'll be able to salvage a Venture, if they fight all the Pirate fleets in-system.
Combat skills on the flagship are there to move the tipping point in local engagements that fit into a single screen. They make a difference between:The problem is the AI is just as cowardly and will run from the enemy unless it has an overwhelming advantage. I tried all Combat builds. They can duel a bit better than unskilled, but not enough to justify maxing the whole tree or even more than a few skills. Ships with all Combat still cannot force fights any better than an unskilled character (or mostly unskilled character with Helmsmanship 3 and nothing else). Combat does not change strategic play enough. As Xenoargh wrote, Combat does not uplift the player enough (except Helmsmanship 3 on a carrier) to make a difference beyond something minor like allowing a Medusa to solo a cruiser instead of only a destroyer. (Before 0.8.x, said Medusa could solo fleets.)
Aggressive officers and range advantage via electronic warfare help the AI get stuck in. You definitely don't want to over-commit to the combat tree at the cost of key green/blue skills.AI is aware of range. If they do not want to engage, and your ship is not fast enough and does not have fighters to chase them down, then there will not be a fight until one side loses CR and gets engine failure. Paragon has the best range, but frigates know better than to engage until it can swarm the Paragon by the dozens and kill it fast. Range is important though, enough so that the enemy does not outrange and can kite-and-snipe at you. More annoyingly and more common is when your smaller ship is barely faster than the enemy, but the enemy keeps kiting until it can be backed up by an ally and you cannot fight them both... or if you miscalculate your flux usage and then it charges in to overload you, and you have trouble getting out.
The player's one advantage over officers is (hopefully) situational awareness and (sometimes) good decision making. You can make decisions on which flank to reinforce or which targets to prioritize, then execute them far better than officers will via orders.
Gunnery Implants 2 gives a significant accuracy bonus to projectiles, which is effectively a damage bonus. It fits the theme of damage over utility, although 3 is usually worth it.
...
A few skills aren’t going to make the starting wolf kill destroyers easily.
Megas, frigates maintaining contact with a Paragon aren't cowardly. Waiting until they have numbers and positioning to kill it via swarming is smart. Why the hell are you using a Paragon to engage frigates?Because when smart tactics become annoying, like waiting as long as it takes to win becoming the most optimal strategy, the game becomes either not fun or a drag. For example, in one of the 0.7.x versions, enemies could have Timid officers. They refused to engage your flagship, but they wanted your objective so badly that they hovered back-and-forth daring you to lose patience and leave your objective (or you deploy more of your ships so you waste more of your CR/supplies and the enemy deploys more to maintain their numbers advantage and your AI allies were not as smart as you). Since player flagships were so powerful back then, the optimal strategy was to wait until the enemy ran out of CR then got engine failure and could not move anymore. Such battles take about an hour to finish. Enemies no longer have Timid AI, but the new 0.8.x AI has partially brought that annoyance back for everyone. Similarly, people disliked fighting phase ships, so now their cloak shifts time so that even if phase ships are untouchable, they run out of CR soon enough, in theory.
...
A few skills aren’t going to make the starting wolf kill destroyers easily.
Erm, yes, they do. The starting wolf without skills should take down any pirate destroyer just fine. With skills it can take down a well equipped destroyer with a bit of time (though for something with heavy shields like a Medusa you do need to use those 'risky' jumps and take advantage of weaknesses).
Not that you really need skills for that either
...
A few skills aren’t going to make the starting wolf kill destroyers easily.
Erm, yes, they do. The starting wolf without skills should take down any pirate destroyer just fine. With skills it can take down a well equipped destroyer with a bit of time (though for something with heavy shields like a Medusa you do need to use those 'risky' jumps and take advantage of weaknesses).
Not that you really need skills for that either
The starting wolf does not do well against even pirate destroyers (except Buffalo's) unless you have allies and so can get behind them. Plus, you know.. the bolded
Erm, yes, they do. The starting wolf without skills should take down any pirate destroyer just fine. With skills it can take down a well equipped destroyer with a bit of time (though for something with heavy shields like a Medusa you do need to use those 'risky' jumps and take advantage of weaknesses).
This is not counting missiles, because a nice simple sabot + reaper + expanded racks autodeletes two destroyers or one cruiser (choosing burst damage over sustainability of course, which might be a good decision or a bad one depending on enemy fleet comp.). Not that you really need skills for that either, but it does make it easier.
...