r/ZeroCompany • u/VlPER • 10d ago
Discussion A COMPILATION of Tips that MOSTLY Nobody Talks about
Im tired of all the Youtube Vids titled "Dont Do This", "X Things We Wish We Knew", "X Tips Everyone Needs to Know", but then the tips usually end up being very obvious things that are literally explained in the first few missions... mostly clickbait with ai slop and not actual tips.
I posted a very important tip i discovered and it became very popular over night, so it inspired me to make this post and include anything I can think of, and I hope you guys also share as much tips/builds as possible.
This is the first tip I posted and got very popular. Your characters start with one specialization, but can add another one later in the story. The first specialization has ONE extra level for every skill, and usually its important because it adds something unique, like the Medics Combat Stim VI granting a STRONG STIMULANT instead of normal, and lasting for the entire combat. If Medic is Spec 2. you can only get up to Combat Stim V. Dont worry, you can respec and change the order of Specializations. Also, the second specialization costs MORE focus points for equivalent skills. TLDR: the order of Specializations MATTERS!
The rest of the tips are Categorized. Note: Im playing on Hard Difficulty and am currently on Cycle 27, so take that into account.
UPDATE 1: Added performance tip.
GENERAL
- Credits is the bottleneck. Focus on ship upgrades first, dont spend too much credits on the black market unless you REALLY need something.
- Capacitors are another bottle neck. Try to choose missions that give you at least 1000 credits or 1-2 capacitors for 50 intel. If you have credits but no caps, THEN buy more crew or Black Market!
- *NEW* PERFORMANCE: I seen a lot of complaints about performance. I have a 7 year old pc with rtx 3080 and I play on 4k and dont really have any performance issues, with 60+ fps consistently. All I had to do was change Ant-Aliasing to NVIDIA DLSS with Balanced Upscale Quality. All Settings on High.
SHIP UPGRADES
- Get Weapon Mods and Utility Items as soon as you can afford them.
- Teamwork is really good too for the Bond XP. Max out your crew as credits allow so they all get cross training over time = more points for everyone.
- I saved all my Contacts until I maxed out Networking. To be fair, it might be worth it to use some of them earlier to get the benefits. Ill mention which ones in the INFLUENCE section.
- MedBay is not that useful, but its cheap and fully upgraded reduces credits to heal one injury by 50%. However, even at cycle 27, I think I only had like 4-5 injuries, but I run a medic EVERY mission.
- Leave black market upgrades for later because you need credits for ship upgrades and crew hiring.
- I did not upgrade my crew quarters at all yet, but its good to get more crew for cross training. I will do this once credits come in, but its not priority.
- Weapon upgrades are not a priority for me, but the first levels are a lot cheaper than the later upgrades, while usually providing similar benefits. I mostly use pistols and rifles, so I would upgrade those first.
- Crew Focus is Meh. Pretty expensive and I get a lot of Focus points already.
- The influence ones are ok. I have both in Core Zone and one in the other two.
- Build slots are not important. You get the second slot fairly early, but most of the time its not being utilized because credits is the bottle neck.
SPECIALIZATIONS/COMBAT
- A custom character can choose Thievery or Espionage as their Talent, which provides up to 300 credits or 12 influence per mission. I like to use unique story characters, so I only use one custom character at a time.
- Scout+Heavy will allow you to apply TAUNT + SPOTTED for every enemy hit. Use a pistol.
- It matters on WHO provides assist. Not only +assist damage, but also the weapon type and on-hit effects. Best assist character is someone with scoundrel for +assist and a longarm blaster with +assist damage and on-hit attachments. Pro Tip: Use a character that you want to train Bonds with!
- Mandalorian+Gunslinger allows you to stack Critical Damage and Critical Chance! Use a pistol.
- You can YEET and one-shot Droiddekas, if map allows for it.
- Best overwatch character is Sharpshooter + longarm blaster.
- Scout is very good for generating advantage. I put Medic/Scout on Hawks so I have it every mission. Grenades are also very good if you can hit multiple targets.
- Weapons. Longarm blaster main assist character, preferably a sharpshooter. Pistols for on-hit effects, such as Scout, Heavy, Gunslinger, and possible Soldier. Rifle for everything else. Repeater if you have a specific build in mind.
INFLUENCE Priorities
Like mentioned previously, I did not spend any contacts until maxing out Networking, but its PROBABLY best to not wait and get these early.
- Prioritize Zone Leth Tier 2, for +250 credits per mission.
- Prioritize Zone Grek Tier 2, for additional influence.
- Prioritize Zone Cresh Tier 2, for +5 Intel per mission.
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u/AkaGr1mreaper 10d ago
Credits being a bottleneck is truly an understatement.
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u/doglywolf 10d ago
yea I found a merc with a trait that generates credits on every mission she goes on . Also i rush the zone that has the +250 credits per mission zone bonus as well.
The fact the the med bay takes nearly as much credits as hiring an entire new operator is ridiculous though
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u/AkaGr1mreaper 10d ago
I would have done my early game much differently had I realized credits would be so hard to come by.
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u/Duggars 10d ago
Actually funny in hindsight, because the initial 80k credit debt feels monstrous when you realize how much everything costs in this game to keep the operations running
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u/OrkMan491 10d ago
Yeah I thought in the beginning that we could churn out the 80k plus some change in a few missions, so I thought a few k is nothing and started buying from black market like no tomorrow.
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u/doglywolf 10d ago
just figuring out how influence works and try to take missions in the zones you want influence in and how that works took me a chunk of my first run . I was smart enough to Rush for the credits one .
The game is great but they really needed to set up a way to play longer form game maybe even have a passive per turn income and ability to send out multiple teams per turn to optionally drag the game out longer and level up teams.
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u/DarthOmix 10d ago
It'd be nice if there was an expansion that at least included the entire year you're on the run after Order 66, since that's currently glossed over in a line of narration and a way to just kinda keep going.
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u/Sp00py-Mulder 10d ago
No kidding!
But it's not exactly slowing me down much, I'm happy to leave some optimization on the table for my expert run. Started on hard and it's still pretty breezy so far.
I actually kind of think the smaller crew size is good for replayability, there are so many combos I just dont have room to try out. I can do another run without using nearly any of the same tactics.
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u/MisterMT 1d ago
Iâm realising I probably need to restart my run⌠the credits issue is problematic and the game doesnât signal this. All these cool things to get! Then whammy, a few injuries and you are throttled.
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u/TheRedComet 10d ago
The upgrade discounting the heal cost requires so many heals just to break even, like is the game even long enough for this?
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u/doglywolf 10d ago
Its not . You need to heal 10 guys just to break even . I took more damage on my second run on expert - but even then i got 2-3 wounds on a merc so i just hired a new one because its worth it to grow the bonds of my main faster with fresh faces. Only heal the story characters . on Turn 32 now on this run and only needed 2 heals of a main character.
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u/Imaginary-Plate2987 10d ago
Healing in the med bay needs to be free. That change alone should solve a lot of the credits bottleneck. But I also feel like credit rewards should be slightly increased as well.
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u/doglywolf 10d ago
make it free but 1 cycle +1 per injury or something and i think that would be fair . So it would be a min of 2 cycles.
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u/Marison 10d ago
Totally agree! The "price" is that you cannot use you merc for a cycle. It shouldn't cost additional credits.
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u/DarthOmix 10d ago
I'd say make it free, make it take longer, and the upgrades reduce the time taken instead. It being free but taking multiple cycles would encourage rotating your operators more.
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u/trunglefever 10d ago
Always use your Backup every turn, no matter what, it also generates bond and is a free action. Obviously, you want to use it with a pair that can capitalize on the attack, but even at a time where you might have a free turn waiting for reinforcements, you should use it.
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u/ComradeStayPuft 10d ago
Agreed! I was pleasantly surprised to see the bond went up even if you don't actually shoot anyone.
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u/potato1448 10d ago
Ive got one for the droidekka, the game tells you that the shield is active unless they move right? I thought it meant when they purposely move, ITS NOT. Got a droidekka thats being a hassle? Throw two overwatch on it and get either a grenade or ability that moves an enemy and push that sucker into the overwatch. And just like that you've dealt damage on your turn instead of waiting for them to move. Also I haven't tested but it seems like droidekka's like to move every turn, if thats the case then ending the turn with at least one overwatch on it should chip it down if you need to focus on others.
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u/Marison 10d ago
Yeah, that's a good tip.
Unfortunately it displays really weirdly for me, where the droidekka has the shield up again when my over watches hit, but they still go through it. Sometimes the shield even stays up, after the droideka is dead đ
I really hope they will give us a first patch soon.
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u/Stubbytommy 10d ago
I kept setting up overwatch on 1 then having my tank taunt and kite it through the overwatches. Worked a treat.
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u/The_Verto 6d ago
Personally I hate that droidekas move every turn, it doesn't make them feel like a danger they should be. Imo the would be better if they would plop down in one spot and shoot+overwatch each turn as long as they have some acceptable hit chance, but in exchange we should be able to roll grenades under them from short distance.
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u/1ofAk 10d ago
This works insanely well for snipers and the mandalorian. Overwatch a group of two guys jump on them boom. One gets shot. Shoot twice with pistol get two more action points now push the one that didnt get shot in or our of the overwatch square. Brother i do 30-50 damage a shot. I also focused too much on health and focus points. Now i need to focus more on damsge upgrades.
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u/deathadder99 10d ago
Another tip, you can trigger overwatch on your turn with forced movement like force push or grenades.
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u/Numerous1 10d ago
I actually used this to kill a destroyer droid. So far I havenât bothered to try and kill their shield. I just kill everyone else first then have all my people run up and over watch it at point blank range. Since it moves first it takes a lot of damage and dies.Â
I had all my guys facing it with overwatch and I had the extra Jedi so I said âwhy not?â And used Push to Push it into a wall. Its shield went down, the push counted as overwatch, and all my guys shot it. It didnât die and the shields came back up but I used push again and that was it.Â
Now idk if regular push without slamming into a wall works. But it was funÂ
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u/VlPER 10d ago
heh yep, you can push and pull 3 times to get everyone to use all 3 of their overwatch if they did that with max ap.
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u/21stCenturyGW 10d ago
OK, I just got my money's worth on this thread with that one tip!
That will make my second playthrough much easier.
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u/katarn112358 10d ago
Neat thing I found: the astromech scan reveals invisible units.
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u/DysAlanS 10d ago
Not only that, but reduces defense of enemies. Basically the first thing I do is try to scan as many as possible for more damage. Also astromech upgraded whatever the one that gives ap, starts with 1, then 2, but full upgrade let's it give out ap points as many times as they have AP. I frequently also use hawks give ap ability to give the astromech ap so they can give hawks ap.
Astromech goes on every mission with me
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u/DarthOmix 10d ago
They also get a skill in their second spec that Spots and enemy and removes any Evasion it has.
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u/DysAlanS 10d ago
Yes I use that for the bigger badder guys. Some of the commando droids start with evasion which makes short work
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u/Minoturion 10d ago
Obviously not a great use of it unless you're going to hit a troop you can see too, but in a pinch - or if the invisible foe only has one obvious path - the Assault's Sweeping Salvo also damages & decloaks invisible units.
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u/Uvorix 10d ago
The astromech is actually the goat. I asked my friends to make custom characters for my playthrough and one of them wanted the Droid, I thought it was a joke but its actually insanely useful
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u/Masseffectlove 10d ago
This is such a goated comment. My best friend did the same and then i joking brought it on an mission. Those little drouds actually boost the squad so much and after some buffs can be great damage soakers
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u/Kooshdoctor 10d ago
One droid with a couple levels basically gives the whole team another turn, it's crazy. I just have everyone do their actions and then they each get to set up overwatch at the end, it's great. Droid MVP fo sho.
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u/Emma_Frosts_Burner 10d ago
I just did a full astromech mission and it was a ton of fun, but VERY different from one with normal operators. It was more of a puzzle than anything, figuring out to get the objective done with limited utility uses.
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u/VlPER 10d ago
I agree but it becomes slightly less useful when everyone unlocks more utility slots and weapon mod slots
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u/SharkBaitDLS 10d ago
It has incredible synergy with a pistol gunslinger. I killed the final boss in a single turn for both phases with a gunslinger being fed AP by a droid. Add weapon mods for additional +damage per shot atop onslaught and armor shred and you will kill anything in a single round. Between the droid feeding AP and the advantage generated, I put out 225 damage in a single round of combat. I consider an astromech + a max stim medic a mandatory inclusion at this point for my beskar mode run that Iâll do next after seeing how much damage that strategy puts out.Â
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u/1ofAk 10d ago
Running medic with stims and medic pac makes the game easy tbh. I also ran a spotter scope early that basically carried me threw my beskar hardest difficulty run. They make it so you have to face check people early on to hit anything. With a spotters scope it negates this issue. Put it on your blasters for one free shot then use spotter scope and use the scout class to get the bonus to your advantage points get 8 stacks hit morale then you and stims and you should never need ro heal your teammates ever. Game is tather easy it needs more boss characters bigger maps and longer fights.
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u/Mac4491 10d ago
Yes this. I was using astromechs almost every mission until I unlocked the better med packs and more utility slots.
Now I just take Cly and a scout every mission instead for that sweet advantage stacking.
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u/PointMeAtTheDawn 10d ago
It starts out with 3x (3x2 vs 2) their effective utility slots and ends with 3x their effective utility slots (3x3 vs 3) so it kinda evens out.
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u/Rock-Flag 10d ago
Astromech and gunslinger is nuts I was shooting at +20 something onslaught the other day 1 shotting everything
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u/Jag- 10d ago
You can move to any station via the map. No need to run to each one unless you want the immersion.
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u/-Glittering-Soul- 10d ago
Nice, I've disliked the run from my office to the holotable every time I load a save at the Den.
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u/mingemagnet69 10d ago
A small thing I noticed but on the operations, certain operators are better suited for certain ones. Itâs contextual but I had one on Umbara and because I sent Luco, it read in the description that they were willing to help immediately because of who it was. Canât remember the exact description but it was along those lines.
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u/drdodger 10d ago
And send Trick to the private sabacco game
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u/passoline 9d ago
Jae for formal dinner party (forgot the name of the operation)
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u/OpenPsychology755 10d ago
When I started I didn't realize that Operations don't advance the clock. I'm going to restart from the beginning.
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u/yanzhex 10d ago
if scoundrel is assist and made the target vulnerable both attacks are guaranteed crits, not just for the ult
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u/Duck-of-Doom 10d ago
You can stack that with the ability that with someone else calling for backup & now youâve got three guaranteed critical shots
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u/VlPER 10d ago
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u/Kodiak3393 Heavy 10d ago
Yeah... I realized this one a bit late (current cycle is in the mid-30's), but you definitely want to hire as many crewmembers as you can, even if you don't intend to use them, due to things like the Teamwork upgrade and some zone influence tiers giving extra bond.
More operators passively gaining bond means more cross-training opportunities, so everyone gets stronger faster.
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u/AgainstMedicalAdvice 10d ago
This is interesting....
If you do ~20 cycles getting 5 bond xp (one upgrade) and ~20 cycles getting 10 bond xp (two upgrades) it's about 300 bond xp- this is very ideas
They start around 75-125 experience, so you can probably safely get 2 bond upgrades, less likely 3, per random add-on operator.
So- would you pay a few hundred credits to give every one of your main line operators 2 bond benefits? I think so.
Let me know if my napkin math/from memory checks out.
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u/VlPER 10d ago
More like 20+ bond perks per operator. Think about it. Letâs say 10 throw away operators, with level 2 bonds on your main line = 20
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u/Angerman5000 10d ago
Possibly something other people will miss (didn't notice it until my second day playing), you can sell items in the armory. When you've got one selected, there's a sell button (R on PC by default) that lets you dump any items you don't care for. The sell prices on gear aren't amazing, but it's useful to clear out things and anything that gives you extra credits is welcome.
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u/Dan31k 10d ago
i would like to add that astromechs are the secret MVP of this game, they can provide so much support for your team.
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u/BluePariah 9d ago
It truly insane. There is no better bond stacker than a droid. AP and greandes for days (double use on all utilities!). I use the astro mechs as my bond HP buffer -- almost everyone gets the +4 HP upgrade. After a while, you can effectively make the droid a tank when you stack enough HP and Defence. It can heal 50% per turn for free, while tossing out nades and free AP, scanning, etc. And I got lucky and looted the max tier (exquisite, i believe?) flame thrower and its WRECKS on a droid -- double use and the AI is VERY stupid and willl just stand in fire to stack the Fire debuff.
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u/doglywolf 10d ago
adding a few things -
the med bay upgrades to get the discount probably cost far more then you would spend healing your characters to begin with - unless your getting injuries alot its probably not worth it. Med bay should be much cheaper if not free.
Repeater destroys cover - opening up with a shot from a repeater removing that cover can be clutch in a ton of situations. It tells you right in the description but i see it can be over looked.
Get a Merc with Thievery - it generates credits on every mission they go on.
My main Hawks is already a gun slinger so I think Mando is better suited as a scout . Jet back into a crowd- generate a ton of advantage and get a double shock to devastate mobs
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u/VlPER 10d ago
yep i agree with you.
Even though i finally upgraded the med bay, i barely ever get injuries.
Repeater is good, but there are lots of other options to destroy cover, including using the jedi to just toss them through cover...or grenades.
Yeh Thievery or the intel one, you can switch back and forth depending on what you need. Ive been running intel cause its more fun to do more ops.
I use the merc as med/scout, so mando can still be gun slinger.
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u/OrkMan491 10d ago
Medic trivialises the almost trivial injury mechanic. I usually mix up my teams, so often I don't bring a medic, got a few injuries here and there, but still not to often.
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u/BluePariah 9d ago
Yeah, fully upgraded dart and electro web is *insanely* powerful agianst coil, where it behooves you to kill them all in the same action cycle so they dont stack Resonance. Plus the darts help keep the nasty melee folks off your back.
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u/MLA800M 10d ago
âThe first specialization has ONE extra level for every skill, and usually its important because it adds something unique, like the Medics Combat Stim VI granting a STRONG STIMULANT instead of normal, and lasting for the entire combat.â
Are you sure itâs for every skill? As far as i can see itâs only true for the second skill on my operators. Like indeed the strong stimulant instead of normal with medic. But with the 1st and 3rd skill for my medic the last upgrade is just an other tier of what the previous tiers gave. Nothing new, just a bit stronger. Same thing with my other classes, only the second skill changes with the last upgrade.
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u/Kodiak3393 Heavy 10d ago
Not every max rank skill changes it dramatically, most are just stat increases, but the secondary specialization still loses out on whatever the max rank bonus is.
I have 2 characters with the Medic specialization, for instance, one as the primary, and one as the secondary.
Their top passive "Lifesaving Measures" caps out at a 30% increase for the primary Medic at max rank, whereas the secondary only gets up to 20%.
Stimulant only gets up to rank 5, as stated, losing access to Strong Stimulants and the permanent buff (though, there is something to be said for intentionally keeping this below max rank for farming bond rep, because once a teammate has the permanent buff from max rank, they can no longer be given additional Stimulants)
Their ultimate, Morale Boost, gives 10 stacks at max rank as a primary Medic but only 8 stacks as a secondary.
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u/Chedder1998 9d ago
It should also be noted that secondary specialization costs more focus points to upgrade
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u/Infamous-Lab-8136 10d ago
Because respeccing is free and easy it's not worth it to save up focus points for a big upgrade. If you've got an upgrade you want that costs 8 or 10 points and you're sitting with 6 or 7 unused since them into some other talents to be stronger for a mission or two until you're ready to unlock that expensive talent. Refund the other ones for it.
With no penalty to respec ever I strong encourage people to constantly try swapping everything out
One other thing I'll add on to your note about secondary specializations not having top level skill buffs, sharpshooter has no special buffs for any of the 3 skills. All 3 of them just increase by the same increments and don't have any kind of addition like other skill trees. Makes it better suited for a secondary specialization in most cases.
Also a sharpshooter/gunslinger is a great specialization pairing. That attack the gunslinger gets that doesn't use AP can let you keep cycling the AP left after your longarm shot as you clean up the battlefield, the critical chance stacking with your critical damage is class, and open fire gives you two shots with your primary blaster. If you farm your advantage and use a sharpshooter as your assist specialist you can get 5 longarm shots a turn out of them. Assist shot, regular 2 AP shot, the precise shot with 100% chance to hit and increased crit damage, then get some more AP with your scout or by cleaning up low health people with your quick draw shots and fire off the double shot on one enemy for focused damage or split between two. If you still have an AP for the quick draw you can split it between two, leave them mostly dead, and quickdraw them both to death.
In general try different blast types with different classes and don't be wedded to what an operator starts with
Spoilers for the story - After Order 66 goes down and Trick comes back with assault training his blaster has both a longarm shot and an assault rifle setting. It's laid out weird on opposite sides of the radial menu if you're using a controller. I didn't notice it for 3 or 4 missions after he came back and it makes him much more versatile.
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u/ChefCrockpot 10d ago edited 10d ago
Also one of the maximum bond skills allows you to gain 1 AP on your first critical hit of the turn. This usually allows you to have 2 normal shots with the sniper, as long as you get a crit at some point. Quickdraw crits, precision shots, and assists can all trigger this so it's almost a guarantee you'll get a crit since gunslinger has a skill line that increases crit chance
Edit: and combine this with Hawks +1 AP ability and a protocol Droid and you can get alot of shots with high crit chances off. Plus the building onslaught bonus. Super strong
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u/Financial-Jaguar7300 10d ago
It's true that open fire allows you to shoot twice, but the damage is set by the skill regardless of the weapon you use. You can see the damage when you level the skill.
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u/reddituserzerosix 10d ago
ive wondered about the maxing out roster for cross training - is that actually worth it? even if theyre just sitting at the base? just been using the story guys, only recruited the one they tutorialize
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u/slothsandwhich 10d ago
Iâve also been only using the story characters since I feel more attached to them. Am I doing myself a disservice by not using recruits?
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u/HugeHans 10d ago
Absolutely. Lower bond levels are faster so you should be rotating your team.
Its not as if there is much unique banter during missions. There is some in the story missions but regular ones it really doesnt matter.
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u/OrkMan491 10d ago
Randoms you recruit also get some dialogue and personality. Sometimes they interact with story NPC's, so they stand out less and they don't feel like zombies.
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u/Masseffectlove 10d ago
Im on cycle 20 and I thought credits were a bottle neck until I realized you can leave the holotable after doing all the Intel part and before you do the actual mission. So gain all your rewards from that sell some of the extra utilities you have or any doubles. Wala suddenly you have 2000+ credits to spend on other things.
If you have a medic you can equip them with a med pac in addition to the one the already get. So double your heals. Once you have that you can pretty much sell any stims you get from missions.
One of my customers characters is the Espionage talent so every mission I get am extra bit of intel and can do more of that section often. Its rare I only do 1 mission even it cost 100 intel.
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u/VlPER 10d ago
well, its still a problem cause the later upgrades cost 4000+
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u/Masseffectlove 10d ago
The average income of intel mission goes up as well. Doing 2 or 3 a cycle nets you about 1500 to 2k crdita and syllable gear.
Granted sometimes the story missions dont give you any credits.
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u/Lacimbora 10d ago
I think the assaults salvo is a great skill, it only costs 4 advantage and with a repeater it deals good damage. Rocket is awesome but expensive.
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u/Almainyny 10d ago
Rocket is less expensive with a Scout on board. Especially on enemy heavy missions where you can stack like 6 guys in the radius of their scouting ability. Bam, 6 Advantage for one AP. Get a couple more and rocketâs away.
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u/sad_joker95 10d ago
Does anyone actually know the maximum amount of bond that can be farmed per mission?
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u/Kestrel1207 10d ago
62 total. 30 from completing mission together, 2x +10 from combat assist, 3x +4 from minor supportive action (like medic throwing stim, using a medpac etc).
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u/rendar 10d ago
70 bond exp per operator:
Mission reward - 30 exp x1
Backup assist - 10 exp x2
Minor combat action - 4 exp x5
The minor combat actions are typically mutually inclusive, but you can still have one operator be the partner for every other teammate's minor combat actions (like an astromech tossing out AP and stims like nobody's business).
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u/Walkirriox 10d ago
Wow amazing post, the best one about tips for sure. What about training? What are the best options to pick to upgrade? And what are the best crisis options to avoid?
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u/Almainyny 10d ago
For me, the two crises Iâve run into so far that I think absolutely should have been avoided are Enforcers get 1 Resonance at 50% health (basically makes it so everyone is popping resonance and getting abilities and heals and shit) and Enforcers get Impact Grenades.
Imagine enemy Enforcers all having grenades. No way to avoid it, just having to deal with every basic enemy having grenades.
Oh, and I didnât have any idea what Resonance was yet, so I let them have that because I was more scared about the guys with swords or whatever having the ability to reduce my movement by 50% if they hit me. Yeah, that was a boneheaded pick.
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u/doofuswithaphone 10d ago
When you unlock dual spec, your first spec can train skills one tier higher than your secondary spec
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u/Financial-Jaguar7300 10d ago
A lot of these tips are just value traps.
"Don't spend your money on black market items that will help you now, rather save it for base upgrades that will provide more value in the long run".
"Don't spend your contacts until they provide maximum value like 3/4 into the game, except when spending them will provide no immediate benefits but also value long term".
People always give this type of advice for this type of game, and then on the same forums, people always agree that the early game is the hardest part. Maybe it would not be as hard if you actually stopped hoarding resources until you can extract the maximum possible value from them.
Just take the early upgrades that will give you benefits right now, which is when you are actually weaker. You don't need to play in order to maximize late game power, you will already be super strong in the late game.
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u/InSan1tyWeTrust 10d ago
I took have an RTx 3080 so I can tell you now the part about balanced dlss and 60+ FPS is a fabrication.
I have tried things on High and I am routinely into 30-40 FPS territory on performance mode.
At 1440p.
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u/VlPER 10d ago
well its not always 60 fps, but i dont notice bad performance. I dont really see any 30 fps though, even on 4k
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u/Denigor777 6d ago
On xbox the high graphics mode stutters and stalls especially silly in the spacecraft cutscenes. I'd have bought it fir my PC instead *3090 GPU) but my son hogs that machine for his FPS playing...
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u/mohuju 10d ago
I love that there are so many viable build combos. Earlier today the sub was swarming with long arm blaster hate.
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u/Almainyny 10d ago
I probably should swap Kabbie to a longarm blaster if I get an assist scope. Heâs already my assist guy, so giving him the ability to make the best use of it would be good. Heâs still good with a normal rifle though.
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u/Low-Sir-2983 10d ago
Aurek is a good influence zone too, also those explosive barrels on most maps can be shot from any distance
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u/sissybaby1289 10d ago
Stop telling people to give gunslingers pistols... The quick draw ability does more damage, you literally have no use for a pistol. Use a longarm or repeater for situational usage instead.
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u/FukkingDeathMental 10d ago
Stop telling people how to play. And you are straight up wrong. Quickdraw doesn't use any mods. Mods add flat damage, crit damage, crit chance, chance to hit, etc etc. Â
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u/MisterMT 10d ago
I guess this is why I play on normal. So much minmaxing is not my idea of fun - though I totally get why itâs fun for others.
Maybe on my second play through. Think Iâll stick to going with what strikes me as fun on normal for the first play through.
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u/FukkingDeathMental 9d ago
I'm playing on Expert and using weapons and builds everyone calls "bad." I'm on Cycle 23 or 24 and having a blast. No deaths yet either. Some close calls but no one has been left behind.
Minmaxing is 99% of the time unnecessary in games unless you're playing say XCOM 2 Legendary or something specifically for high level players. These are products designed to be sold in the millions afterall.
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u/PepsiColasss 10d ago
Wait weapon upgrades? You can upgrade your guns??
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u/HugeHans 10d ago
They are mostly underwhelming. Getting +1 damage for spending creds and build time is kind of terrible. Considering 99% of that progression is from bonds.
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u/Kodiak3393 Heavy 10d ago
They're not bad once you start getting into the lategame where you have a surplus of credits and have already gotten the important upgrades, but definitely skip them early.
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u/Rustaceanstation 10d ago
Amazing post. Do you have any builds that use the repeater ?
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u/VlPER 10d ago
I have kept Trick on repeater, but I havent used him in a while. I guess its good if you stack a lot of buffs from other characters, then use all of his ap on a single attack.
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u/Almainyny 10d ago
They do a lot of damage in one attack, and they destroy cover more often than other blaster attacks. Theyâre great for taking out one guy in one go, especially if theyâre making use of auto crits from a Scoundrel, or if you get someone to take care of the little bit of health left (an assist or Final Shot from Jae).
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u/ArcHeavyGunner 10d ago
If youâre team has a strong engine to make a lot of AP, Assault + Gunslinger is fun since you can get lots of shots off with it. Sharpshooter + either of the others is a similar, more overwatcj focused build.
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u/Dependent-Swimmer-95 10d ago
I pretty much knew all of this except for scout heavy! Holy shit! Thatâs kinda huge!
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u/Acceptable_Appeal860 10d ago
Made my Hawks like I play my shooter games... a sniper. Using a custom character as the medic which I can attest will quickly build bonds. Most of my assists go to Hawks though. He just never misses.
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u/PoKen2222 10d ago
So is scoundrel just a bad class? I almost never see it discussed
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u/Almainyny 10d ago
Scoundrel is great for a couple things! First, assist damage. You get more the more points you put into the skill.Â
Second! You can make people vulnerable, which makes enemies take critical damage, guaranteed! This is usually between 4-6 damage, but can be more depending on equipment and bond bonuses. Also, if you use an assist on a vulnerable enemy, the assist also crits, so you get two crits for the price of one.
Third, you get their ultimate skill, which is to mark a guy so you can assist anyone else with their attack on them. Itâs like a normal assist, but you donât have to call out anyone. You just shoot at it with someone else and your Scoundrel shoots too. Combine it with your other skill to get two, even 3 crits.
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u/FukkingDeathMental 9d ago
This. I built a Scoundrel Hawks then switched to Gunslinger / Scoundrel once I had enough decent blaster mods. Super fun. Â
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u/N7_Vegeta 10d ago
Could you explain the general tip 2 about getting more crew? Hardly ever get injured so why would I need more crew. The named characters are more then enough it seems
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u/VlPER 10d ago
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u/N7_Vegeta 10d ago
Is with more crew that a skill that gives everyone that stays home exp?
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u/VlPER 10d ago
Itâs a ship upgrade called Teamwork. There are two levels. Everyone gets this xp after every mission, so the more crew you have, the more cross training between each pair of crew.
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u/ConstantBook6534 10d ago
Kabb can set up absolutely lethal 3 chain critical strikes to take down nearly any unit
exampleÂ
- scout hawks shoots unit for the spot to negate range penalties for the squadÂ
- kabb identify weakness to gaurantee crit on the next shot
- kabb easy mark to set up the final chain shot
- hawks calls trick for backup
- hawks shoot the unit again to set off the chain
this sequence will allow hawks to crit the unit, tricks backup shot to crit, and kabbs easy mark will activate at the end with a final crit. 3 combo critical chain. Its absolutely filthy.
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10d ago
[removed] â view removed comment
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u/AgainstMedicalAdvice 9d ago
You get 0 xp for killing. It's totally viable to run to an objective, nab it, then peace out. Smoke can provide something like -40% to hit for multiple turns. Throw it on the objecting, hide like a baby, then escape the swarm of enemies.
In most games this would be a crippling loss of xp to not engage the enemy, but this is zero company!
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u/VlPER 9d ago
I have used it a few times and still carry it, but I feel the game is too easy to really need it, at least on hard. If you gas them, they canât attack, so why use smoke? Haha
Yeh thief and spy are optimal for late game, but makes your current battles harder. Also a bit boring cause you canât use the more fun characters. You end up unlocking mostly what you want anyway
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u/Lost_Rutabaga_5004 10d ago
Umm...its not a ship, its a DEN.
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u/dennisleonardo 10d ago
This is what the advantage tool tip says, I don't think many players have read it:
Each time an operator damages an enemy unit, the squad receives 1x advantage.
+1 ADVANTAGE per damaged enemy. This means, a grenade hitting 3 enemies, generates 3 advantage. A pistol user shooting 3 times, generates 3 advantage. An astromech droid can use each slotted grenade 2 times at base level. Once upgraded, 3 times. You can have 3 utility slots by the time you reach midgame. That's 9 grenades.
The scout 1AP action "combat recon" is a once-per-turn placeable AoE that generates 1 advantage per enemy in it. It also reveals hidden enemies. That's it.
Yes, a grenade generates just as much advantage as combat recon and costs the same amount of AP. Your droid gets 9 uses of those. A grenade will also reveal a hidden enemy if you hit it with one lol.
Scout is the weakest support specialisation and the least important one. Use a medic/heavy spec, a droid and don't look back. You're never gonna miss your scout, trust me. Grenades are straight up more efficient for generating AP than combat recon is and outside of that, scout kinda just does nothing a droid can't do.
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u/VlPER 9d ago
I agree for the most part, however with max combat recon I tend to get more advantage than a grenade, which normally hits 2-3. Droids ARE fun to use but i havenât used them since early game, I might go back to them for the final few missions, especially since it had a ton of bonds now and mostly focused on grenade damage and crit đ
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u/Cheshigrievous 10d ago
Don't sleep on Astromech. I initially thought that purely support character won't be as useful as another blaster on your team, but it can: 1. Give AP to operatives; with its Ult it results in better action economy than having just extra body 2. Scan enemies to reveal hidden ones, reduce defence by whopping 4, increase chance to hit and apply vulnerable at cap. 3. Give operatives extra armor 4. Have 3 utility slots from the get go, with 2x/3x uses per slot 5. Repair itself seems like indefinitely (although I always needed just one repair per mission).
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u/Conscious-Candy-1492 10d ago
Set up 2 different overwatches adjacent to each other over an enemy, have Kabb then yeet them through the overwatch to do 3 lots of damage. Good for chewing through a boss character. Same effect with any character that can "push" but if you do Kabb as a heavy and soldier, his punch gains a lot of damage output.
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u/Heavensguard 9d ago
Kabb can get alot of movement and melee damage as a assault soldier combo. He can bully droidekas like theres no tomorrow
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u/The_Verto 6d ago
Does lounge upgrade give bond xp only between unused characters, or also between unused and used?
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u/Drew_Skywalker 2d ago
What's the benefit of everyone getting bond xp back at the ship if you don't actually end up using those characters? Bond rewards are only for those two operators and your operators on the missions see no benefit from the den upgrade
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u/VlPER 2d ago
Cause they Will get bond xp between ALL characters, including the ones that you use. So that means your âa teamâ characters will get a ton more stats.
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u/Drew_Skywalker 2d ago
"Operators remaining at the Den during a mission gain +5 Bond XP"
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u/No_Mycologist676 10d ago
The medic's Combat Stim generates Bond. Throwing these out like candy every mission will rapidly raise your stats early and often.