Void Crew

Void Crew

Lihat Statistik:
Scavenger should be able to open 2-men doors alone.
Perhaps some sort of hacking skill?

Scavenger already feels underpowered as is. It feels silly to having to have another teammate to come down to assist you in what you are supposed to be specialized in, making you feel even more of liability then asset to your team.
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I don't agree as long as it's just extra stuff in the building, it's a team game for a reason.

If you're playing alone then they really need to add some kind of ♥♥♥, like Bosco in Deep Rock Galactic, that can come help you.

But if you're with other humans, and you think you REALLY need the stuff in that building for your run, that work it out and get the other person down there.
Diposting pertama kali oleh Smurff-a-thon2k:
If you're playing alone then they really need to add some kind of ♥♥♥, like Bosco in Deep Rock Galactic, that can come help you.
I've done several solo runs, very long runs too, always looting every place, and can't say I've even seen this door spawn when I was alone.

Could be coincidence, or it just doesn't spawn when you are solo.
If it just doesn't spawn when you are solo, that would be the much easier solution than adding a ♥♥♥, because at that point if you are going to do it solo anyways, why does it need a two person door?
Yon 10 Jan @ 3:10pm 
Diposting pertama kali oleh Sasha Mason:
Diposting pertama kali oleh Smurff-a-thon2k:
If you're playing alone then they really need to add some kind of ♥♥♥, like Bosco in Deep Rock Galactic, that can come help you.
I've done several solo runs, very long runs too, always looting every place, and can't say I've even seen this door spawn when I was alone.

Could be coincidence, or it just doesn't spawn when you are solo.
If it just doesn't spawn when you are solo, that would be the much easier solution than adding a ♥♥♥, because at that point if you are going to do it solo anyways, why does it need a two person door?
In one of the patch notes it says it doesn't spawn on solo runs anymore.
Diposting pertama kali oleh Yon:
In one of the patch notes it says it doesn't spawn on solo runs anymore.
In that case that pretty much solves the issue, since you will never run into a situation where you are unable to open a door.
In a 4 person team, it often makes sense to send 2 people anyways. Even if the 2nd does not have the grapple, they can often still help explore and shuffle loot around. And honestly, if you've got a dedicated engineer and separate scavenger, it makes sense for both of them to have the grapple. Engi's ability is pretty mediocre compared to a movement tool that works well both inside and out.
Diposting pertama kali oleh shadain597:
In a 4 person team, it often makes sense to send 2 people anyways. Even if the 2nd does not have the grapple, they can often still help explore and shuffle loot around. And honestly, if you've got a dedicated engineer and separate scavenger, it makes sense for both of them to have the grapple. Engi's ability is pretty mediocre compared to a movement tool that works well both inside and out.
The engineer skill also recharges all batteries in the nearby area without holding it so it helps keep your shield up, your energy weapons up and instantly fixes any issues without playing DDR. The movement speed is just a plus but in a hectic combat situation you can keep your gunners going, fix any potential defects to their guns instantly and keep the shields at full cap.

EDIT: It also refills ammo crates so your litany can just BLASSST
Terakhir diedit oleh Special Ed Forces; 22 Jan @ 5:13pm
Diposting pertama kali oleh Special Ed Forces:
Diposting pertama kali oleh shadain597:
In a 4 person team, it often makes sense to send 2 people anyways. Even if the 2nd does not have the grapple, they can often still help explore and shuffle loot around. And honestly, if you've got a dedicated engineer and separate scavenger, it makes sense for both of them to have the grapple. Engi's ability is pretty mediocre compared to a movement tool that works well both inside and out.
The engineer skill also recharges all batteries in the nearby area without holding it so it helps keep your shield up, your energy weapons up and instantly fixes any issues without playing DDR. The movement speed is just a plus but in a hectic combat situation you can keep your gunners going, fix any potential defects to their guns instantly and keep the shields at full cap.

EDIT: It also refills ammo crates so your litany can just BLASSST
I'd still take pilot, two gunners, and a scavenger on a 4 man crew, tbh.
Diposting pertama kali oleh KellyR:
I'd still take pilot, two gunners, and a scavenger on a 4 man crew, tbh.
Tbh, it's probably best to have a Scav / Engi mix.
Neither the Engi nor the Scav skill tree really make sense to fully max out.
You can use the grapple as your ability but then get a mix of both.

As a solo, I have a mix of pilot and scav and I feel like despite having more points spent into pilot than scav, I don't feel like I'm really missing anything that would be essential to effectively scav.

If I could spend half my points in engi instead, that could come in handy to easily recharge batteries, and to get much longer and more effective bonuses to systems that the engi improves.
Diposting pertama kali oleh Special Ed Forces:
Diposting pertama kali oleh shadain597:
In a 4 person team, it often makes sense to send 2 people anyways. Even if the 2nd does not have the grapple, they can often still help explore and shuffle loot around. And honestly, if you've got a dedicated engineer and separate scavenger, it makes sense for both of them to have the grapple. Engi's ability is pretty mediocre compared to a movement tool that works well both inside and out.
The engineer skill also recharges all batteries in the nearby area without holding it so it helps keep your shield up, your energy weapons up and instantly fixes any issues without playing DDR. The movement speed is just a plus but in a hectic combat situation you can keep your gunners going, fix any potential defects to their guns instantly and keep the shields at full cap.

EDIT: It also refills ammo crates so your litany can just BLASSST
One of the first skills you can dump points into for the engi tree already lets you charge batteries by holding them. Up to 12 points per second, IIRC. In my 4 person team, I've always been the designated engi and while things can get hectic, I've never really had an issue keeping up with the battery charging. Admittedly, we tend to only have a single beamcaster + the shield looking for batteries. The rest of the guns tend to be shuriken gatlings, which don't accept batteries. Having a spare battery or two next to the beamcaster is occasionally useful, I'll admit.

If your shield's battery runs out, your team is probably making some mistakes, like failing to dodge shots, hit priority targets, or the dedicated engi isn't using downtime effectively. Similar issue with the repairs. Being able to instantly fix defects only matters if you've collected a bunch of them. . . . Which you shouldn't be doing. As for movement, guess what? The grapple is great for movement, has a short cooldown, and works in all environments.

The ammo crate refilling is honestly the only interesting part that I have no easy answers for. I've never actually used the engi's active with that endcap talent, so I have no idea what the radius or refill rate is. Does it refill fast enough to matter for those ammo-hungry litanies? Does the ability come off cooldown fast enough? What if you've already used the ability for something else?

The only point I can really make against the ammo refills without having tested it is that energy weapons are the current meta, so generally the only ammo that needs to be refilled will be on a point defense. And you can, in theory, recycle the ammo crate just before it runs empty, meaning that crafting a replacement will only cost 1 scrap. I would definitely want to test out the ammo refilling ability if my group ever decides to run with the CQC loadout, but otherwise I'm not really seeing a reason to take something other than the grapple.
Terakhir diedit oleh shadain597; 23 Jan @ 3:37pm
Diposting pertama kali oleh shadain597:
Diposting pertama kali oleh Special Ed Forces:
The engineer skill also recharges all batteries in the nearby area without holding it so it helps keep your shield up, your energy weapons up and instantly fixes any issues without playing DDR. The movement speed is just a plus but in a hectic combat situation you can keep your gunners going, fix any potential defects to their guns instantly and keep the shields at full cap.

EDIT: It also refills ammo crates so your litany can just BLASSST
One of the first skills you can dump points into for the engi tree already lets you charge batteries by holding them. Up to 12 points per second, IIRC. In my 4 person team, I've always been the designated engi and while things can get hectic, I've never really had an issue keeping up with the battery charging. Admittedly, we tend to only have a single beamcaster + the shield looking for batteries. The rest of the guns tend to be shuriken gatlings, which don't accept batteries. Having a spare battery or two next to the beamcaster is occasionally useful, I'll admit.

If your shield's battery runs out, your team is probably making some mistakes, like failing to dodge shots, hit priority targets, or the dedicated engi isn't using downtime effectively. Similar issue with the repairs. Being able to instantly fix defects only matters if you've collected a bunch of them. . . . Which you shouldn't be doing. As for movement, guess what? The grapple is great for movement, has a short cooldown, and works in all environments.

The ammo crate refilling is honestly the only interesting part that I have no easy answers for. I've never actually used the engi's active with that endcap talent, so I have no idea what the radius or refill rate is. Does it refill fast enough to matter for those ammo-hungry litanies? Does the ability come off cooldown fast enough? What if you've already used the ability for something else?

The only point I can really make against the ammo refills without having tested it is that energy weapons are the current meta, so generally the only ammo that needs to be refilled will be on a point defense. And you can, in theory, recycle the ammo crate just before it runs empty, meaning that crafting a replacement will only cost 1 scrap. I would definitely want to test out the ammo refilling ability if my group ever decides to run with the CQC loadout, but otherwise I'm not really seeing a reason to take something other than the grapple.
My group usually runs a Beamcaster and a Litany because that thing melts everything and is great for boss fights. I'm not sure of the refill rate but it still allows your gunner to not run out of ammo. Plus the battery charge, charges ALL batteries in a radius much like the ammo refill. So your beamcaster can crack shots non stop. For boss fights it gives that little extra edge to maintain resources.
Diposting pertama kali oleh Special Ed Forces:
My group usually runs a Beamcaster and a Litany because that thing melts everything and is great for boss fights. I'm not sure of the refill rate but it still allows your gunner to not run out of ammo. Plus the battery charge, charges ALL batteries in a radius much like the ammo refill. So your beamcaster can crack shots non stop. For boss fights it gives that little extra edge to maintain resources.
You say that like the engi's active ability is actually key to keeping the beamcaster firing. I assure you, it is not. And a Shuriken doesn't have ammo or batteries, so the ability is useless for that. Shurikens do have a bit of a heat issue, but then again Litanies need the reload minigame, so I don't think there's much of a DPS loss in comparison, especially with a heatsink mod.

On the other hand, the Shuriken benefits from the same energy-specific relics and homunculus effects that the Beamcaster does. Just flipping 3 out of 4 breakers on the Energy Boat makes a significant difference, even before getting any relics. There's also an optional weird little trick/exploit you can do, where you cool down the ship to -30 and it applies a heatsink bonus to the weapons. Of course, it's a bit tricky to maintain in certain environments, including 2/3rds of boss fights, but by then you should be able to get a proper heatsink mod.
Diposting pertama kali oleh shadain597:
Diposting pertama kali oleh Special Ed Forces:
My group usually runs a Beamcaster and a Litany because that thing melts everything and is great for boss fights. I'm not sure of the refill rate but it still allows your gunner to not run out of ammo. Plus the battery charge, charges ALL batteries in a radius much like the ammo refill. So your beamcaster can crack shots non stop. For boss fights it gives that little extra edge to maintain resources.
You say that like the engi's active ability is actually key to keeping the beamcaster firing. I assure you, it is not. And a Shuriken doesn't have ammo or batteries, so the ability is useless for that. Shurikens do have a bit of a heat issue, but then again Litanies need the reload minigame, so I don't think there's much of a DPS loss in comparison, especially with a heatsink mod.

On the other hand, the Shuriken benefits from the same energy-specific relics and homunculus effects that the Beamcaster does. Just flipping 3 out of 4 breakers on the Energy Boat makes a significant difference, even before getting any relics. There's also an optional weird little trick/exploit you can do, where you cool down the ship to -30 and it applies a heatsink bonus to the weapons. Of course, it's a bit tricky to maintain in certain environments, including 2/3rds of boss fights, but by then you should be able to get a proper heatsink mod.

Well the beamcaster takes 3 shots in the battery, so the active engi keeps the battery charged so it can just rail and rail non stop without having to worry. It's just one of those situational things that benefits in the short run to help keep the ship at full fighting capacity, especially in earlier game against the boss if you don't have enough alloy to get to mk 3.
Diposting pertama kali oleh Special Ed Forces:
Well the beamcaster takes 3 shots in the battery, so the active engi keeps the battery charged so it can just rail and rail non stop without having to worry. It's just one of those situational things that benefits in the short run to help keep the ship at full fighting capacity, especially in earlier game against the boss if you don't have enough alloy to get to mk 3.
Wait, what? Are you claiming that a Beamcaster drains a battery in just 3 shots? Because that's definitely not true. Look, you can use whatever build you and your group agree on, but don't make wild claims that are demonstrably false. As I said before, I'm the designated engineer, without that active ability, on a ship that always uses a beamcaster, and keeping the batteries from depleting is not a big deal.

On a rare occasion, when I'm swamped, the gunner pops out of their turret, swaps a fresh battery for a completely depleted one, and then goes back to firing--in the space of a few seconds, with no running around, because their turret is right next to the storage compartments. And that's really only happened before we have either medium batteries or the Mk3 turret. (We haven't gotten to the point where spending valuable alloys on batteries really makes sense, so the acquisition of larger batteries is RNG).
Terakhir diedit oleh shadain597; 25 Jan @ 11:32am
Diposting pertama kali oleh shadain597:
Diposting pertama kali oleh Special Ed Forces:
Well the beamcaster takes 3 shots in the battery, so the active engi keeps the battery charged so it can just rail and rail non stop without having to worry. It's just one of those situational things that benefits in the short run to help keep the ship at full fighting capacity, especially in earlier game against the boss if you don't have enough alloy to get to mk 3.
Wait, what? Are you claiming that a Beamcaster drains a battery in just 3 shots? Because that's definitely not true. Look, you can use whatever build you and your group agree on, but don't make wild claims that are demonstrably false. As I said before, I'm the designated engineer, without that active ability, on a ship that always uses a beamcaster, and keeping the batteries from depleting is not a big deal.

On a rare occasion, when I'm swamped, the gunner pops out of their turret, swaps a fresh battery for a completely depleted one, and then goes back to firing--in the space of a few seconds, with no running around, because their turret is right next to the storage compartments. And that's really only happened before we have either medium batteries or the Mk3 turret. (We haven't gotten to the point where spending valuable alloys on batteries really makes sense, so the acquisition of larger batteries is RNG).
No... The beamcaster takes 3 battery charge per shot. I've got 115 hours in this game and the engineer perk does great for recharging everything at the same time, gunners stay in their seats and I can walk around as a human wireless charger for 10 seconds or so. I just got out of a 3 hour run today where we did that and there was zero downtime on anything. No hotswapping batteries or anything.
Terakhir diedit oleh Special Ed Forces; 25 Jan @ 11:48am
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