Stellar Tactics

Stellar Tactics

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(OUTDATED) Character Creation Guide for Stellar Tactics: Prologue : Pre-Alpha (ea) [b]Still Not Updated 2021, sorry[/b]
By Diarmuhnd
pre 04/14/2017 uodate: i will update asap:
How to create a Combat-centric squad. Ranged focus, Mellee is possible and easy to substitute/add the changes.
Salvaging NO longer provides extra Loot drops. It will also stress the Salvaging Skill, for better loot finds because Grenades (and ammo, new weapons, etc) are so frakking sweet. nuff said.
   
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10 / 28/ 2019 : Pls note this guide has NOT been updated fully with all the current changes.
Important changes from the following outdated guide :

1: Dazs brought it to my attention that Salvaging does not affect loot drops at all. At this time the only way to gain skill in Salvaging is to disassemble items for the crafting system.
Que sera sera. :) I will endeavor to fix up this guide soon as I can spare the few hours it will take.
Thanks for your patience.
Squad Character Creation
Misc notes / info :

Stats will be explained, in short form, after the Squad Info Section. Pls note: the pre-Alpha Prologue has niether AP nor Movement stat association implemented. That is why No Stats show which increases those important parts of the game yet.
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most common Overlooked Key Commands: :suggested by
In Vitriol
the 'H' button = Help Info Page
the 'R' button in space = faster Flying
press & hold 'ctrl' to view enemies & for objects to loot / interact
Stellar Tactics
[developer] - Hold down shift while clicking a stack to sell the entire stack. Very fast that way. This works for cargo only.
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Important: 'Skipped Combat Turn' Bug Work-around"
-work arouond: use the "gear" icon on the GUI to end/skip turn

(info from Dev thread) Pressing the space bar can rarely skip a characters following turn in combat. This does not apply to initializing the combat queue, which functions as expected.
WORKAROUND - use the "gear" icon on the GUI instead of the space key. This is on my fix list!

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The Squad
Character 1 : Shotgun & Salvaging Specialist
Stats: Agility 6, Dex 8, Per 8
Skills: Shotgun 5, Slavaging 5
alternate choices: he's a front line ranged blocker. As such, lowering Salvaging to 4, and getting First Aid 2 would help, but its not necesary because the Pistol Medic, will try and be behind him, so she heals when needed.

Character 2: Pistol & First Aid Specialist. Primary Healer, front line
Stats: Dex 8, Per 8, Int 6
Skills: First Aid 5, Pistol 5
alternate choice: Using a Rifle, instead of a Pistol, so you do not have to go to your Inventory screen and swap in the MedPacks when needed; and then swaping the pistol back in to attack. I use the pistol, due ammo constraints in the early stage. Also, the pistol has a much shorter range than a rifle; and has a very small AP cost per shot, allowing more shots after healing someone.

Character 3: Hacking & Rifle Specialist
Stats: Dex 8, Per 8, Int 6
Skills: Hacking 5, Rifle 5
alternate choice: swap 1 point from Hacking and get 1 in First Aid.

Character 4: First Aid & Rifle Specialist - Secondary Healer, back line
Stats: Dex 8, Per 8, Int 6
Skills: First Aid 5, Rifle 5
alternate choice: swap 1 out of Rifle and get 1 in Explosives. Note: using grenades with only a skill of 1 works fine, but it bounces less with a couple of points. Later, after looting Grenades from crates and loot drops from enemies, save them for Boss encounters. They will dramatically increase the ease of winning those fights; especially Stun Grenades.

note on Mellee Combat:
Replace a few stat points (or spend level up points) on Strength and Agility as well as stats that increase Combat Inititive. And others you feel are good for you.
In my 2 games so far, i did not use very much mellee at all, since i allways had enough ammo for combat. When i did use it, it worked well enough with no points dedicated to it. From reading the forums, other players have said that Pugilism is the stronger choice to pick.
But i ahve NOT tested this yet. I have started testing more mellee focus builds, Pugilism currently is very strong. I also now feel comfortable adding a more detailed mellee build to this guide, now that i've played and tested it in my current 4th game.

Mellee Focus Character:

I replaced the above Char 1 build with this Mellee build.
The above Char 2's build, only change was droping Pistol skill, for Shotgun.

Character 1: Pugilist, Mellee, Heavy Weapon & Salvaging Specialist
Stats: Strength 8, Agility 8, Intelegence 6
Skills: Salvaging 5, One Handed 2, Two Handed 2, Heavy Weapons 3
Weapon Skills: To help learn mellee wpn skills, i put 1 point in 1 Handed, 1 point in 2 Handed, and the remaining 2 points in Heavy Weapons.
The reason i did so, was many loot drops for melee weapons that i saw, needed a skill of 2 to use; and hvy wpns for the same reason, so someone could use them potentially. If you want to focus on melee more, then add 2 points to each mellee skill. Pugilism i left at 1, no points spent, because with a 6 Int it raises itself quickly; change these points, for the style of close combat you want.
note on Level Up points: my first level up, i put all those points into Intellegence, to test if a higher Int does increase the chance to learn individual skill levels faster. But if thats not for you, go Str, Agi, End, and any others that increase Combat Inititive.

I will continue to test this melee build, If you have any tips / comments / suggestions ; I would be
happy to read them.

Tips contributed by other Players:

Contributor :
Nuee
"I realized that having both short range (pistol/shotgun/melee) and a long range (rifles) weapon was valuable due to the drop off of accuracy with range and range limitations of short range weapons. Typically opening with long ranged weapons and shifting to close range weapons once they are trying to eat your face. I will take several shots with an 75% hit chance over a 34% any day of the week.

So even if you specialize in one or another I recommend carrying both. Initial skill levels for 1-4 pistols or rifles seems to come quickly enough so I wouldn't split the points between one or the other."

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Stats : What they do and affect

Strength:
-Melle Dmg
-a Requirement for some Heavy Weapons

Agility:
-Using Melle skills
-Chance to Dodge enemies Melle attacks

Dexterity:
-Dmg bonus all Wpns
-Increased Combat Inititive
-Hacking , Crafting , Repair

Endurance:
-increased Base HP & Armour Class

Charisma:
-better Merchant Prices & Faction Rep
-Increased Combat Inititive
-chance of some Oppertunities

Perception:
-Ranged Dmg Bonus
-increased Maximum range
-Ranged Hit Chance
-increased Chance to Critically hit
-spot hidden things

Intellegence:
-increased Combat Inititive
-increased Speed of learning Skill lvls
-Psychic powers and Abilities

Very Important Skill Choice: Salvaging Skill:

-higher chance of Better Loot found on Stations, Ship, Ruins, and mob drops.
Why do i think this is so important? Because I love things that go BOOM. So finding Grenades, ammo, weapon mods, armour, shields, new weapons, etc really helps. Plus its fun, finding something "shiny" that you can sell for alot to a vendor, like Pristine Mechanical parts.

pls note: Ship / salvaging is not yet implemented. I think; but may be wrong since i did notice better loot drops on board the Dauntless with a higher salvaging skill. Perhaps, the part noy yet implemented is hostile ships, since that is future content.

I have tested the Salvaging Skill now in 4 games now : Salvaging 4 is the minimum I recomend to start with, after tests with 5, i did not notice a large change (increase) in loot in my last 2 games. But i would still start with 5 myself, since I really love anything 'shiny'' especially if it goes 'boom'.

Note on spending Level Up Skill Points:
Focus on the starting stats. But branch out into the others that give Combat Inititive, better chance of learning skills (ie: lvl 5 rifle, jas a better chance of becoming lvl 6 through combat with a Higher Int)
Maybe add a little into end for frontline squad members so they can take a bit mroe dmg before needing to be healed. Even a little more dodge Mellee attacks.

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If you notice any errors, etc. Pls tell me. It will be corrected A.S.A.P.
Thank you for reading this. I hope it has helped a little.
Please feel free to leave me any suggestions or feedback if you so wish.
29 Comments
kinngrimm 3 Dec, 2023 @ 8:34am 
"Charisma:
...
-chance of some Oppertunities"
can this be anyone in the group or just the main, does such character explicity need to interact with traders or the source of opportunity or is it enough again to just be in the group`?

My main has hacking and salvaging. Slavaging i added after reading some guide. Later on i noticed that now the 4th squad member has not really a specuallity out of that area, he is just my charismatic rifleman ^^. As i like to minmax, i am now unsure if that was wise and instead have had a dedicated salvager. Whats your opinion on that?
BigRowdy 22 Apr, 2022 @ 10:18pm 
Wait I thought salvaging only meant getting more and better pars for disassembly.
Diarmuhnd  [author] 15 Dec, 2021 @ 10:17am 
@Amalek : Yarp, thats why I put outdated in the title at the beginning.
And no clue if int is still a very good choice, its probably still a good choice.
You'll need to ask in the forums if you don't find an answer.

Good luck, have fun
Amalek 15 Dec, 2021 @ 10:06am 
The guide is outdated. Is it still true that INT is OP?
Diarmuhnd  [author] 28 Oct, 2019 @ 4:23pm 
@Dazs: thanks for the heads up. I will change that asap.
Dazs 28 Oct, 2019 @ 10:11am 
FYI for any new players, the comments regarding salvage in this guide are not currently correct. From the dev 10/25/19:

Hi Dazs - Salvaging does not affect loot drops at all. At this time the only way to gain skill in Salvaging is to disassemble items for the crafting system. Eventually you will also be able to salvage destroyed ships and other objects in space and during ground missions - however, that is not in the game yet.

You can also randomly find crew members in the universe that have a high salvage skill and recruit them.
Limehill 6 Jan, 2019 @ 10:39pm 
Agreed Intelligence is OP. Pretty much all characters I start with get all points dumped into intelligence for the first few levels then I assign 2 or 3 to intelligence from there on out. High intelligence characters get 2 attackts per turn so a low dps character attacking twice still does more damage than a high dps character attacking once.
Zarquon 3 Sep, 2018 @ 6:10pm 
Intelligence is redictously OP. All characters when you get them should put most attribute points into it. Within an hour of fighting they will have leveled up enough for you to then pick attributes suited to their class.

On my current playthrough the main character was level 4 before leaving the Dauntless and level 6.5 upon getting to the ship, all stats higher than other team mates. This means mercenaries hired are level 6 too.
76561198140891672 15 Apr, 2017 @ 4:00pm 
I go for....

1) 2HM + 1HM + Scavanging (This is me) + I throw grenades using this character!
2) Rifle + SMG + Hacking
3) Shotgun + Pistol + First Aid
4) Big Weapons + 1HM + (for later times - Repair)
Mikali 11 Feb, 2017 @ 8:45pm 
What are the names of these characters, so we can refer to them later?