If you don't have skillpoints - make a respec at the station. Pour skillpoints in Adrenaline Booster and Inspire, they are your bread and butter. Ideally medic should have highest initiative, folloved by leader. Pump initiative on your medic and leader with gear, abilities and/or implants (if you have DLC). Try to get heavy-hitter like a miner, bruiser or tracker. I'd say that most of them are either meh or downright this lvl4 derelict a Ghost Ship? If yes, it is not a surprise that you're having troubles - enemies on ghost ships are especially nasty and are 1-2 levels higher than derelict level (with corresponding stat and ability buffs). Using these instead of dealing damage or doing other useful stuff is literally what causes their use to be necessary. Why would you spend turns preparing for a possible health loss that may or may not come, when you could damage the enemy or boosting your teammates instead? The same thing goes for the Tech's temporary shield boost which only works when the shield is at max power. The Medic's "healing" ability is extremely underwhelming, as it's just temporary health for the most part. The miner can become very powerful yes, but I have twice finished the game with a team consisting of 2 Techs and 1 Medic, so this means that ANY party can beat the game. The path towards getting to know what you're doing is the best part of the gaming experience. When you know what you're doing, by the level 4 derelict you should begin outpacing the enemies. I'll point towards my "unofficial strategy guide" thread, where I (and others) write and discuss about how to approach the game to stay competitive.
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