Yes. Ones bought with credits have a total pf 8 competency points spread across 5 skills , Ones bought with railjack resources have a total of 10 points spread across 5 skills.
There is one use for npc pilots I've found: Even if they suck at flying, keeping the railjack moving while you're doing something else significantly reduces the damage it takes.
As a solo player I personally found having a pilot, a repair guy and a lich with a hammer to be the best option for intrinsic farming as you get points for repelling boarders and for repairing. The pilots as said are bad but just reassign role when taking artillery shots 😉
Iirc the new corpus missions in redveil, especially endless ones, actually grant intrinsic inside the galleon. That made void storm survival extremely good as it can drop an ambassador part, as well as holokeys if you're just farming for intrinsic.
@@ricardomedina6353 Yeah, they do a great job. You have no idea how hard it is for my ship to go down, in fact, in hasn't gone down since I got then, which was like yesterday but still
@@MrrChurex The defenders are always active. Gunners, I am not so sure about. But they should be, crew members are always active, wether you're outside or inside
@@MrrChurex from what I’ve seen engineers kinda patrol randomly and if they happen across an enemy while they are not repairing they’ll shoot them but will not actively Hunt them, defenders will hunt and gunners don’t give a crap if they are being shot and pilots just end up roaming like engineers if they are not piloting so Due to the path engineers take any grinder attempting to put bombs on the ship will be shot, any grinder stuck In the forge or in the cockpit will be left alone, so like 75% efficiency
Definitely useful, but reversely, if there is damage to be repaired, I've found that repairer(s) will beeline right to the damage, only killing some enemies along the way, and get downed while repairing. So frustrating. Luckily it really only seems to be a problem in the Veil due to high level enemies
After the sisters of parvos update, pilots are finally useful The lock onto crewship when you're inside the slingshot or the artillery And they try to attack main objective outside targets like the ones found in grineer missions, though they success varies depending on the weapon In my experience carcinox is best for pilots
Mine doesn't lock on, he just goes wherever he likes.. I wish you could Waypoint Objectives as Captain and they'll just orbit the crewships whilst looking at them.. Or Have a new auto artillery Tactical 150s Cool down.. I also wish they didn't disappear in Squads.. Most squads are always doing their own thing, leaving the ship vulnerable anyway.. It would make the ship feel more unique per player and more lively..
@@myman8336 sometimes its a bit bugged if something is in the way or the crewship is too close. im playing on switch and for it works. i play a lot Solo RJ for bit brain afk farming stuff like holokeys and endo. and having a pilot is doing fine for me. I do the objective targets inside and most of the times i dont have to wait long until my pilot destroyed a radiator or something outside and i can easy continue with my mission.
My main problem with AI pilots is that they do not know to take evasive action, maneuver and take cover when the ship is faced with serious threats like a barrage of torpedoes or ramsleds getting too close, etc. For that reason, I doubt they'll ever be viable in Veil Proxima. You can assign one when boarding a Pulse Turbine with no other threats around, as that thing's defenseless - they will save you some time by blasting the radiators, - but that's about it.
Personally I’d really like to see an unlimited duration towards on call crew mates as the rank 10 upgrade. I’ve grown rather attached to mine and have her dressed up to look like me main frame.
The 3 min duration is because they are not an item you have to build in the Foundry every time you use it.. They are also quite OP and Quite Tanky, Simply because they have access to our OP builds.. I think 3 mins is Fair.. Think of them like High lvl Summons.. I usually drop mine during sticky situations like when I'm getting mauled by heavy gunners and Steel Path Stalker decides to join in on the fun.. Or during Elemental debuff Sorties when my entire Squad realizes we all came in with trash setups.. Lol Right before everyone decides to abort, I just summon my Crewmate, sit back and Just watch him Shred Everything.. It's like Magic Now U see them, Now U Don't
This will change things drastically for me. I’ve never liked tailback, mainly due to being a solo player for the most part so some missions I failed at miserably, repeatedly.. now that I’ve reached 5 on my command instrinsics, and have added some crew members, and thanks to your video, now I know how to assign them, I’m actually looking forward to playing rail Jack. Thanks man.
Real shame that Lichs don't make good crewmates. I think this can be fixed with two changes to them as Railjack crew members 1: Give them customization as with the Syndicate crewmates 2: Make it so that while they can't change roles as they have no proper Railjack crewmate training, give Lichs the unique role of "Commander" as they _do_ have experience in such a role, sending out minions in Murmur missions. The role of Commander would make it so that the Lich can actively swap the roles of Syndicate crewmates depending on the situation at hand. Enemy fighters nearby? The Commander assigns a crewmate to Gunner. Is there an objective for the Railjack crew that's out of reach and nobody's piloting? The Commander assigns a crewmate to pilot the ship into position to complete the objective. Is the ship damaged? The Commander assigns a crewmate to repair it. Is the ship being boarded? On top of aiding in the defense, the Commander assigns a crewmate to help in repelling the boarders. This could make Kuva Lichs far more viable as part of your Railjack crew, as well as adding a bit more dynamic and fun gameplay. As for balancing it out, I suppose the downside would have to be that you can only have one Lich on your crew at a time, but it would still be worthwhile. EDIT: Kinda forgot to add that the Lich's Commander role could potentially take into account the points in other crewmates' stats For example, say you have one crewmate who can be both Gunner and Pilot, while another can be a Gunner and an Engineer. A Commander Lich could assign them both to being Gunner while you're piloting the Railjack, and when you get off to do anything else, the Commander assigns the crewmate with the best Pilot stat to take the wheel in your stead, and just as quickly sends them back to the Gunner role if you get back into the pilot seat. And while you're doing away team stuff, if the ship gets too damaged and needs repairs, the Commander will have the Gunner with the best Engineer stat get off the turret to make the repairs then send them right back to the turret. And this ability to govern the other crewmates won't even be hampered if the Lich is repelling boarders.
Could also just have the lichs roll be hidden at generation, you 46% tonkor lich only has pilot training, sorry. Take it or leave it. Adds another layer of farming optimization.
The recent patch allows the pilot to line up and destroy exterior objectives so pilots are no longer useless. Additionally it appears the level of the lich when you finished them has an impact on its combat so a tier 5 lich appears to be a much better defender. Would love to know the scaling of the damage. If you have a rank 5 lich can you test vs a lower tier 1? My rank 5 seems to do much better than the rank 3 but that could be due to the fourth ability that he spams. Seems there is more to this .
I solo'd all the railjack missions and intrinsics with an NPC crew. Engineer, Gunner, Defender. A balanced team indeed able to defend my ship. Enemies may board, even take down the engineer and wreck the ship a bit but they cope and I can go off and do objectives happily. Even when they spawn in during relic missions. The defender I have is especially useful as every kill heals everyone for a few hundred health. Coupled with an unlimited ammo acceltra and max combat skill she is deadly. She can single-handedly take down an acolyte or lay waste to a mass of enemies.
Actually one quick correction. You said crews don’t overlap roles. Engineers will actually default to defenders when there is nothing to repair. It’s best to get an engineer with 5 in repair and as close to 5 in combat. Crew you hire for resources have 10 points by default while those you buy for credit have 8 points. So if you look daily you can find one with all 10 points invested between repair combat and endurance. You than put the 3 upgrade points in the ones missing.
Agreed, I have a 5 repair, 5 tank, 3 combat engineer (using furis so it’s unkillable) and it can take in almost any boarder indefinitely (furis lifesteal) then repair the ship if it’s been hit by missiles rather than rams sleds. TBH boarders are best handled by a defender/spectre due to the far more aggressive Ai but the engineer can lock down any boarding party for long enough to finish An objective before recalling.
I mean without a pilot and just 2 gunners the result is the same if not better because the railjack won’t wildly veer off while you try to use forward artillery on a crew ship because the pilot Ai decided to chase its tail again.
@@IRMentat I personally just board the crewships, do a speedrun to destroy the reactor and then get out, rince and repeat until there are no crewships. Pilot and gunners take out the fighters on their own
There's a lot of info in tips and tutorials in the game tbf but the problem with is the accessebility of it. Usually Its really obscure or in a place you wouldnt normally notice at first glance ie pretty poor design. I wish they made some of these things POP out in your face when you first got into it and then put the tab to a more accessible place in the UI instead of in a corner where you have to keep pressing TAB to see whats what
MIGHTY SEER! XD Great video as always! I'm watching all your videos , I saw your riven rarity video , and i was like : man this guy is Einstein if he was a gamer x'D Very complex stuff , hats down to you man. Keep up the great content.
Cheers for this. I stopped playing around when Railjack was released. Mostly because I didn't have time. Poked around for a bit but dropped it because it was a team activity and I'm more of a solo person. This is just what I needed.
Playing solo actually makes it fairly intense, having to handle the repairing, boarding, gunning and piloting yourself (I would recommend getting the omnitool teleport though)
Helped a lot actually, i dont like playing in squads and i cant farm sevagoth without good crew and i didnt know there was dome charge in forge, thanks a lot man
6:00 I personally think that colors in uniforms have to mean something, and because I support the Steel Meridian, I made all my crewmates, and my Warframe, white. And I chose to have an ice element lich in my crew for that reason.
I will say that since playing touch screen on mobile piloting controls are an absolute nightmare. So having a pilot npc is quite handy for staying moving in combat while you act as gunner if you are doing railjack missions solo. Besides the pilot an engineer and a gunner makes for a solid solo crew for mobile players.
When I talk to Ticker I don't have the "Hire railjack crew members" option even though I have a railjack (0:42). I have the other 3 options but that 4th one is missing. Any ideas?
This may be a silly question, but you are on PC right? If so, make sure you've also ranked up the command intrinsic to allow the use of crew as the option *might* not show up before you do so.
You actually don't want to assign NPCs to gunners since they don't give you affinity. Two engineers and a defender is the best route to take since your ship basically can't die and the NPC defender will kill the boarders. This will let you farm the fighters for more affinity and intrinsics. I gave my defender an ignis wraith and it shreds every boarder that steps in the ship
Recently I've been doing a lot of RJ as I use it to farm resources, credits and endo. Also, I have one more part left for the Shedu, so been doing anomaly missions. What I have found is that even a fully ranked pilot will screw up, especially on the second stage of a mission. For example, say you are dealing with an asteroid hangar.....(I'm playing solo) you set one of your gunners to defense, as the fighters & crewships are already dealt with. You leave the ship in the hands of your engineer (max rank repair, max rank defense) & your defender (max rank gunner, max rank combat). Your third crewmate is a max rank pilot, max rank gunner, whose primary job is gunner. I jump into the asteroid hangar and fight through to the first stage, where you expose the first radiator for the RJ to shoot. I open my Command menu, select my gunner/pilot and order him to pilot the ship. He does, and quickly takes out the radiator. Whereas before, I would have had to warp back to the ship, take out the radiator, then go back into the asteroid myself to continue to the second stage....now the pilot saves me time.....BUT, when I expose the second radiator, nothing happens.....I wait, and wait, and wait.....nada. So I warp back to the ship, just in time to see the pilot FINALLY take out the second radiator! So, I jump back out, re-enter the asteroid, and finish the mission. This happens EVERY..........SINGLE.........TIME. DE have some more tweaking to do, for sure. Overall, though, I quite enjoy railjack missions.
Elite crewmates in adition with more stat points, they have a elite buff, like bonus crit damage, bonus damage in lavan,zetki,etc turrets or on kill: aoe healing
as of now I would recommend to get one pilot, one engineer and one gunner, I got lucky and ticker offered me a perfect engineer with 5 repair 5 endurance and 2 combat so I could have all at 5 and his special effect was to heal everyone but 1k health when his hp falls below 30% which isn't a lot but it's ok I guess but I gave him a phantasma prime and he's immortal now, gunner the other stats don't matter since he will spend most if not all his time on turrets but get gunnery 5, he will demolish anything I can just afk all the 70 fighters on skirmish missions, I do recommend a pilot with rank 5 piloting and IF you can rank 5 gunnery, I will transfer him between gunner and pilot if I have to leave the railjack, that's why I can solo missions so fast
I have 1 maxed in gunnery, 1 maxed in combat and endurance (also my on call and yes I believe their health and damage is increased even in normal or open world missions) and 1 maxed in repair and endurance. So I have 1 on a turret at all times and 2 patrolling the ship. 1 looking for borders and 1 ready to repair if needed. Now we have command 10 intrinsics, we get to buy enhanced crew mates from tickers. These crew mates have some nice enhanced abilities (like +50% damage if below a certain amount of health). I have this too, and buying enhanced crew mates are so much more expensive (even New Loka or Perrin Sequence ones, which I get 50% off still cost 1 million credits).
I'm glad you like the video :) Open up your crew panel in dry dock, click contracts at the bottom right. Select the undesirable crewmate and choose end contract on the right. There is no evidence that they are thrown into a woodchipper.
There are three "ranks" of crew available: I call them basic, advanced and elite. Basic and advanced are available when you can start hiring crew, Elite crew become available once you reach Command Intrinsics rank 10. Basic crew have 8 skill points, Advanced crew have 10 skill points, Elite crew have 12 skill points. This means it is possible to get an Elite crew member with 5/5/2 in skill that you want (i.e: repair, endurance, combat or gunnery, endurance, combat) and then use the 3 extra skill points to get 5/5/5. Now you have an ace gunner or engineer who will also perform amazingly well as on-call crew.
@@donridwano yes, Ticker will have a new selection of elite crew each day. I'm not exactly sure of the timer on the reset but it is displayed in her store, each batch of crew is available on a fixed 24 hour cycle.
Fun fact, I accidentally hit Y on controller to switch weapons while on the forward artillery turret and it popped a 3rd turret up. So 3 turrets in all for Tenno friends to bombard an enemy Crewship. Btw amazing and helpful vids :)
Great video, all the points you listed are good ones. The only thing I'd stress more on is the dominance of gunners at the time of writing. As the saying goes: "The best defense is a good offense". I use 5 turret mods on my plexus, which allows my gunners to shoot everything out of the sky instantly. I've never been boarded since I switched to this setup, and rarely get damaged enough for hazards. All my crew members have rank 5 gunnery, with the first crew also having rank 5 repair. In duo missions, I'd rather have 2 gunners, than 1 gunner and 1 engineer. It's just much more effective that way since there won't be anything to repair in the first place.
an Engineer will attack enemies that have boarded your Railjack, however they will first try their best to prioritize any hazards or hull breaches, and only then will attack enemies. sometimes they will attack enemies on their way to repair something ive noticed
You should make another video covering this, to show off the special abilities and lich or sisters. I personally have two gunners and a lich as my defender has I can auto repair the ship with abilites.
Steel Meridian are badasses. I wish there was some gender variations as the females seem to be only for Steel Meridian, New Loka and Cephalon Suda and males for the other syndicates.
@@SAWmacaco That's okay. With Arbitration rewards, you could make a full Arbiter Railjack though. If only we could put some decorations in our Railjack to complement the style.
The Sisters if Parvos update supposedly reworked NPC pilots (so that they'll actually work with you in firing artillery at mission targets), in addition to adding the command rank 10 (unlocks elite crewmates at ticker, which are just NPC crew with higher base stats) and I'm not sure is the titular Sisters (aka Corpus Liches) work the same as Kuca Liches for Railjack, or if their overly specialized roll will be different. Edit: this was in my recommendations before I saw the updated guide, so perhaps what I said here might have been a bit on the moot side.
1) Only one on call at a time? 2) Can you have more than one of a gun and assign them both to an NPC? 3) Can your crew have ephemeras? 4) Can your on call crew member join you on an enemy ship? 5) I wish someone explained the different levels of your crew. I think you mentioned the more diamonds they have as a pilot, the faster they will fly. What does that mean for the other levels in everything else?
1) Yes 2) Yes. Eg, build 2 fulmins, give one to NPC 1 and the other to NPC 2. Requires both to be forma'd appropriately of course. 3) No 4) No, only in non-railjack missions where gear is available. Railjack missions, including ground-style portions, are not eligible for on-call 5) 1:10 Already got you covered
Although piloting as a stat is bad, seeing your railjack fly around while in a grineer base is awesome. Makes me wish railjack was more involved in warframe.
Best pilot weapon is the beam that pierces shields. Highly rated gun for a defender/repairer is a furis with the syndicate mod as they become almost unkillable
Currently I have a gunner, an engineer and a converted sister on my ship. No issues at all, the sister destroys boarding parties and at the same time revives the engineer in case she gets incapacitated. The engi figths as well if there is no repair to be done and the gunner well he is form Red Veil so yeah. I wish we could add a fourth member to take care of the Artillery or maybe like mark a crew ship to make the gunner change to the artillery gun and destroy it, but that's just me.
Good video. Straight to the point and I didn't even have to skip 3 min in to get past the usual "Welcome back~ Dislike comment and leave the video" part. 10/10
@@TheKengineer according to wiki, pilot will never defend itself but gunners may go out and defend when they have nothing to shoot at in space, can't say I ever encountered a case of boarding party without anything to shoot at outside.....
I hate piloting, so I set a crewmate for pilot in the last slot so he’s the first to leave when a friend joins. I usually go out in archwing, so them being able to man the ship without me is nice.
They can die (though not easily if you pick the right one and have a good weapon). If they die, you'll be able to bring them into the next railjack mission, or call them into your non-railjack mission off cooldown, without any additional cost.
I had an engineer, gunner, and a kuva lich protecting from boarders and it seemed to be pretty good and obviously lavos as my frame because free railjack ability’s.
One thing I've been wondering. If a cremate dies, do they die forever and I'll have to rehire a new member? Or do they come back after the mission is over?
Yes warframe is notably infamous for being too vague about explaining things even for veteran player like me..ok enough. 1. You must unlock venus and go to the said planet at navigation 2. Choose fortuna at venus , i forgot which stage is to open fortuna but it's around down side of the planet 3. When you arrive at fortuna press menu or "esc" > fast travel > choose ticker 4*. IIRC you should finish the introductory mission at fortuna when you first ever arrive there and talk with everyone who offer services there like in cetus
just finally put the goddamn forward artillery on a mouse button/controller input in the pilot seat. just so stupid u have to a) be in voicecom with the guy using it or b) permanently swap seats while watching insanely long animations that lets crewships even fly out of reach if unlucky.
So far I've got two crew members with +50% turret damage for zetki and one for vidar turrets, two each for +50% engine speed Lavan and Zetki. Zet sounds freaking awesome with headphones, I also picked up one with +150% crit chance with pistols and one with +250% damage with rifles.... anyhooo, rank 10 command is worth getting Elite crew members.
I put one on pilot. I find it better to kill all the small fries first then get close enough to the crews ships so that the pilot npc will notice them. Then I post a pilot and take the main Canon and I walla single minded focus
Hey Ken! So... It's been 3 years lol. I have a question: can you confirm if combat and endurance stats affects on call crew outside of railjack missions?
Hi, Console Player, we just got the update cause excuses. Does Command rank 7 (Level point reset) do anything? I keep trying it and nothing happens. Also do crewmates level up? I've only been able to give them 3 points to use and then nothing else.
Crewmates do not level up. Resetting the points means you can reallocate your three points only. Prior to this upgrade players are unable to reallocate those points at all, instead having to hire a whole new crewmate if they wanted a change. It's a bit of a filler upgrade really.
well since there is no pinned comment you ether forgot to update as you said you would or you missed the fact that we now have elite crew members. as a question I would like to ask what happens if you don't assign a crew member? will they fallow there stats or just wonder about the ship?
I have a perfect crew setup. One is a gunner, another is the engineer, and the other is the defender. Then the gunner can get ships off my back, the engineer can repair my ship if it takes too much damage, and the defender can protect the ship if raiders get on Obviously I’m going to pilot
I'm a part of Steel Meridian and Red Veil. If I get an npc crew member from another syndicate, I won't get raided by the enemy syndicated they're a part of? I was hesitant on getting a third crew member that was a part of the New Loka or Perrin Sequence because I didn't know they'd turn on me or whatever.
I tried to get a nice selection of min-maxed NPC crew, then DE went and randomized all their stats. As there's no point in trying to get anything good with them because DE are just going to screw up all your efforts, I just use Liches and Sisters now. Leave the Railjack at the spawn point, do everything with Amesha and Void Cloak if the Railjack looks like it's being attacked.
crewmates hired with resources have more base points than those hired with credits.
Thank you
Not the hero we deserved. But the hero we needed.
Makes sense. As Credits are much easier to come by.
Yes.
Ones bought with credits have a total pf 8 competency points spread across 5 skills ,
Ones bought with railjack resources have a total of 10 points spread across 5 skills.
Also, having the highest command rating gives even better crewmates with special abilities based on their highest stat.
There is one use for npc pilots I've found: Even if they suck at flying, keeping the railjack moving while you're doing something else significantly reduces the damage it takes.
The crew is waaaayyyy more usefull than the players 90%
Unless the player is a pilot piloting is just too fun for me
If only they could bring vaulted artifacts for void missions... 😔
Bc no one knows how to play these trash railjack missions
As a solo player I personally found having a pilot, a repair guy and a lich with a hammer to be the best option for intrinsic farming as you get points for repelling boarders and for repairing. The pilots as said are bad but just reassign role when taking artillery shots 😉
Genius
That’s kind of similar to what I do
I use a pilot, engineer and gunner. My Limbo handles boarders easily. That way I can just AFK and let the pilot and gunner handle the fighters.
Iirc the new corpus missions in redveil, especially endless ones, actually grant intrinsic inside the galleon. That made void storm survival extremely good as it can drop an ambassador part, as well as holokeys if you're just farming for intrinsic.
Crewmate as Defender is better than Lich tho if you build his gun good enough
I always just say to the people in missions with me "Nah don't worry about repairing the Railjack, the crew mate I hired never runs out of Revolite"
Really???
@@ricardomedina6353 Yeah, they do a great job. You have no idea how hard it is for my ship to go down, in fact, in hasn't gone down since I got then, which was like yesterday but still
@@samuelhenryguzman-santamar5258 do they defend the ship well while you do the objectives outside? 2 gunners 1 engineer?
@@MrrChurex The defenders are always active. Gunners, I am not so sure about. But they should be, crew members are always active, wether you're outside or inside
@@MrrChurex from what I’ve seen engineers kinda patrol randomly and if they happen across an enemy while they are not repairing they’ll shoot them but will not actively Hunt them, defenders will hunt and gunners don’t give a crap if they are being shot and pilots just end up roaming like engineers if they are not piloting so
Due to the path engineers take any grinder attempting to put bombs on the ship will be shot, any grinder stuck In the forge or in the cockpit will be left alone, so like 75% efficiency
The repair crew mate will defend, only if there is no damage to repair.
Yes
Doesnt matter too much T -T
Definitely useful, but reversely, if there is damage to be repaired, I've found that repairer(s) will beeline right to the damage, only killing some enemies along the way, and get downed while repairing. So frustrating. Luckily it really only seems to be a problem in the Veil due to high level enemies
And gunners ? XD will they leave turrets and come down to defend
@@Voltprime99 no sadly, they just stay on the turret and ignore boarders or damage
After the sisters of parvos update, pilots are finally useful
The lock onto crewship when you're inside the slingshot or the artillery
And they try to attack main objective outside targets like the ones found in grineer missions, though they success varies depending on the weapon
In my experience carcinox is best for pilots
Mine doesn't lock on, he just goes wherever he likes..
I wish you could Waypoint Objectives as Captain and they'll just orbit the crewships whilst looking at them.. Or Have a new auto artillery Tactical 150s Cool down..
I also wish they didn't disappear in Squads.. Most squads are always doing their own thing, leaving the ship vulnerable anyway.. It would make the ship feel more unique per player and more lively..
@@myman8336 sometimes its a bit bugged if something is in the way or the crewship is too close. im playing on switch and for it works. i play a lot Solo RJ for bit brain afk farming stuff like holokeys and endo. and having a pilot is doing fine for me. I do the objective targets inside and most of the times i dont have to wait long until my pilot destroyed a radiator or something outside and i can easy continue with my mission.
@@myman8336 I guess his AI depends on Piloting skill value . -.
My main problem with AI pilots is that they do not know to take evasive action, maneuver and take cover when the ship is faced with serious threats like a barrage of torpedoes or ramsleds getting too close, etc. For that reason, I doubt they'll ever be viable in Veil Proxima.
You can assign one when boarding a Pulse Turbine with no other threats around, as that thing's defenseless - they will save you some time by blasting the radiators, - but that's about it.
Stop lying. The pilot literally flys Randomly. Unless pc has better ai than ps5
I'm very excited about this, FINALLY I CAN BE A CAPTIN
Yeah same
Since he's not here, You should equip your crew with the MIGHTY SEER for maximum effectiveness.
Thanks for the tip, dude. I'll be sure to check out the MIGHTY SEER the next time I get on.
Lolllll
Btw how do I get command rank???
@@AbsoluteNoOne Intrinsics. Level up each aspect.
@@AbsoluteNoOne If you had the MIGHTY SEER wouldn't need to get command ranked.
Personally I’d really like to see an unlimited duration towards on call crew mates as the rank 10 upgrade.
I’ve grown rather attached to mine and have her dressed up to look like me main frame.
Same- or to have something equally effective
The 3 min duration is because they are not an item you have to build in the Foundry every time you use it..
They are also quite OP and Quite Tanky, Simply because they have access to our OP builds..
I think 3 mins is Fair.. Think of them like High lvl Summons.. I usually drop mine during sticky situations like when I'm getting mauled by heavy gunners and Steel Path Stalker decides to join in on the fun..
Or during Elemental debuff Sorties when my entire Squad realizes we all came in with trash setups.. Lol
Right before everyone decides to abort, I just summon my Crewmate, sit back and Just watch him Shred Everything..
It's like Magic
Now U see them, Now U Don't
I like mine a lot. He moves around with an envoy nuking everything screaming Judgement has been visited upon their flesh.
Especially now since you have a converted lich as your on call crew member. These converted liches can also use all of there elemental skills
@@guns12396 and if your Lich has come to help you and you deploy your RJ lich you can have 2.
This will change things drastically for me. I’ve never liked tailback, mainly due to being a solo player for the most part so some missions I failed at miserably, repeatedly.. now that I’ve reached 5 on my command instrinsics, and have added some crew members, and thanks to your video, now I know how to assign them, I’m actually looking forward to playing rail Jack. Thanks man.
Real shame that Lichs don't make good crewmates. I think this can be fixed with two changes to them as Railjack crew members
1: Give them customization as with the Syndicate crewmates
2: Make it so that while they can't change roles as they have no proper Railjack crewmate training, give Lichs the unique role of "Commander" as they _do_ have experience in such a role, sending out minions in Murmur missions. The role of Commander would make it so that the Lich can actively swap the roles of Syndicate crewmates depending on the situation at hand.
Enemy fighters nearby? The Commander assigns a crewmate to Gunner.
Is there an objective for the Railjack crew that's out of reach and nobody's piloting? The Commander assigns a crewmate to pilot the ship into position to complete the objective.
Is the ship damaged? The Commander assigns a crewmate to repair it.
Is the ship being boarded? On top of aiding in the defense, the Commander assigns a crewmate to help in repelling the boarders.
This could make Kuva Lichs far more viable as part of your Railjack crew, as well as adding a bit more dynamic and fun gameplay.
As for balancing it out, I suppose the downside would have to be that you can only have one Lich on your crew at a time, but it would still be worthwhile.
EDIT: Kinda forgot to add that the Lich's Commander role could potentially take into account the points in other crewmates' stats
For example, say you have one crewmate who can be both Gunner and Pilot, while another can be a Gunner and an Engineer. A Commander Lich could assign them both to being Gunner while you're piloting the Railjack, and when you get off to do anything else, the Commander assigns the crewmate with the best Pilot stat to take the wheel in your stead, and just as quickly sends them back to the Gunner role if you get back into the pilot seat.
And while you're doing away team stuff, if the ship gets too damaged and needs repairs, the Commander will have the Gunner with the best Engineer stat get off the turret to make the repairs then send them right back to the turret. And this ability to govern the other crewmates won't even be hampered if the Lich is repelling boarders.
Could also just have the lichs roll be hidden at generation, you 46% tonkor lich only has pilot training, sorry. Take it or leave it.
Adds another layer of farming optimization.
The recent patch allows the pilot to line up and destroy exterior objectives so pilots are no longer useless. Additionally it appears the level of the lich when you finished them has an impact on its combat so a tier 5 lich appears to be a much better defender. Would love to know the scaling of the damage. If you have a rank 5 lich can you test vs a lower tier 1? My rank 5 seems to do much better than the rank 3 but that could be due to the fourth ability that he spams. Seems there is more to this .
we need answers
I solo'd all the railjack missions and intrinsics with an NPC crew.
Engineer, Gunner, Defender. A balanced team indeed able to defend my ship.
Enemies may board, even take down the engineer and wreck the ship a bit but they cope and I can go off and do objectives happily. Even when they spawn in during relic missions.
The defender I have is especially useful as every kill heals everyone for a few hundred health. Coupled with an unlimited ammo acceltra and max combat skill she is deadly. She can single-handedly take down an acolyte or lay waste to a mass of enemies.
How do you get there bruh
Actually one quick correction. You said crews don’t overlap roles. Engineers will actually default to defenders when there is nothing to repair. It’s best to get an engineer with 5 in repair and as close to 5 in combat.
Crew you hire for resources have 10 points by default while those you buy for credit have 8 points. So if you look daily you can find one with all 10 points invested between repair combat and endurance. You than put the 3 upgrade points in the ones missing.
Agreed, I have a 5 repair, 5 tank, 3 combat engineer (using furis so it’s unkillable) and it can take in almost any boarder indefinitely (furis lifesteal) then repair the ship if it’s been hit by missiles rather than rams sleds.
TBH boarders are best handled by a defender/spectre due to the far more aggressive Ai but the engineer can lock down any boarding party for long enough to finish An objective before recalling.
honestly with a good setup, a pilot and 2 gunners can just cruise you through most of each mission, minus objectives of course
You still need do Arcwing job))
@@skell6134 see "minus objectives, of course"
@@RagdollWraith Welp,yeah,thats what i talking about XD
I mean without a pilot and just 2 gunners the result is the same if not better because the railjack won’t wildly veer off while you try to use forward artillery on a crew ship because the pilot Ai decided to chase its tail again.
@@IRMentat I personally just board the crewships, do a speedrun to destroy the reactor and then get out, rince and repeat until there are no crewships. Pilot and gunners take out the fighters on their own
So glad I've found your channel. I hope you get more subs, you really deserve them.
And of course the main game tells you nothing about this. Thanks so much for the vid
Actually it says a lot of it. If you go to tips they literally tell you. And if you hover over roles they tell you their objectives
@@David-gz6nk exactly lol. People just don’t like reading nowadays :/
Yeah there's been a surprising amount of content that is actually explained in game and not just found on the wiki
There's a lot of info in tips and tutorials in the game tbf but the problem with is the accessebility of it. Usually Its really obscure or in a place you wouldnt normally notice at first glance ie pretty poor design. I wish they made some of these things POP out in your face when you first got into it and then put the tab to a more accessible place in the UI instead of in a corner where you have to keep pressing TAB to see whats what
MIGHTY SEER! XD
Great video as always!
I'm watching all your videos , I saw your riven rarity video , and i was like : man this guy is Einstein if he was a gamer x'D Very complex stuff , hats down to you man.
Keep up the great content.
Cheers for this. I stopped playing around when Railjack was released. Mostly because I didn't have time. Poked around for a bit but dropped it because it was a team activity and I'm more of a solo person.
This is just what I needed.
Crew mates are a wonder. Especially the gunners and the engineers.
Playing solo actually makes it fairly intense, having to handle the repairing, boarding, gunning and piloting yourself (I would recommend getting the omnitool teleport though)
Thank you so much for this guide, since I had trouble figuring out what's best for the crewmates.
all the info i was looking for in sweet little video :) love it, thx 4 ur time and effort
Helped a lot actually, i dont like playing in squads and i cant farm sevagoth without good crew and i didnt know there was dome charge in forge, thanks a lot man
Wish they change some of the stuff on the comand intrinsic tree, at least let me summon my lich on normal missions
You can put your lich as defender and give him the call . And you can call him for 3 min . In theory this should work.
Don't liches come to aid you automatically if you've been downed?
@@diapollockal8962 pfft sometimes
@@diapollockal8962 After few Downs yes
6:00 I personally think that colors in uniforms have to mean something, and because I support the Steel Meridian, I made all my crewmates, and my Warframe, white. And I chose to have an ice element lich in my crew for that reason.
Top stuff as always. Just stasrting on Railjack stuff. Key learning points there are "arm the crew" and I can reassign in L menu in flight.
I will say that since playing touch screen on mobile piloting controls are an absolute nightmare. So having a pilot npc is quite handy for staying moving in combat while you act as gunner if you are doing railjack missions solo. Besides the pilot an engineer and a gunner makes for a solid solo crew for mobile players.
Every time I go to look up some minut detail about how something works in warframe, your videos always come up. Thanks for the great content 👍
Thanks very much for making this video!
It would be cool if syndicate weapons did more damage in the hands of their respective crew
This needs an update in regards to pilots because now pilots do have special mechanics
8:35 That "Mighty Seer" guy, LOL. I actually did a 6x3 Eidolon hunt with the Seer at his request 😆
This is such a professional and well made video
When I talk to Ticker I don't have the "Hire railjack crew members" option even though I have a railjack (0:42). I have the other 3 options but that 4th one is missing. Any ideas?
This may be a silly question, but you are on PC right? If so, make sure you've also ranked up the command intrinsic to allow the use of crew as the option *might* not show up before you do so.
Yes you do need to have command high enough to have unlocked 1st crew member at least on ps4
Thank you, to the point short and sweet and still super informative.!
You actually don't want to assign NPCs to gunners since they don't give you affinity. Two engineers and a defender is the best route to take since your ship basically can't die and the NPC defender will kill the boarders. This will let you farm the fighters for more affinity and intrinsics. I gave my defender an ignis wraith and it shreds every boarder that steps in the ship
I gave my engineer a kuva Oris with nightwatch napalm and he obliterates boarders
Recently I've been doing a lot of RJ as I use it to farm resources, credits and endo. Also, I have one more part left for the Shedu, so been doing anomaly missions. What I have found is that even a fully ranked pilot will screw up, especially on the second stage of a mission. For example, say you are dealing with an asteroid hangar.....(I'm playing solo) you set one of your gunners to defense, as the fighters & crewships are already dealt with. You leave the ship in the hands of your engineer (max rank repair, max rank defense) & your defender (max rank gunner, max rank combat). Your third crewmate is a max rank pilot, max rank gunner, whose primary job is gunner. I jump into the asteroid hangar and fight through to the first stage, where you expose the first radiator for the RJ to shoot. I open my Command menu, select my gunner/pilot and order him to pilot the ship. He does, and quickly takes out the radiator. Whereas before, I would have had to warp back to the ship, take out the radiator, then go back into the asteroid myself to continue to the second stage....now the pilot saves me time.....BUT, when I expose the second radiator, nothing happens.....I wait, and wait, and wait.....nada. So I warp back to the ship, just in time to see the pilot FINALLY take out the second radiator! So, I jump back out, re-enter the asteroid, and finish the mission. This happens EVERY..........SINGLE.........TIME. DE have some more tweaking to do, for sure. Overall, though, I quite enjoy railjack missions.
Elite crewmates in adition with more stat points, they have a elite buff, like bonus crit damage, bonus damage in lavan,zetki,etc turrets or on kill: aoe healing
as of now I would recommend to get one pilot, one engineer and one gunner, I got lucky and ticker offered me a perfect engineer with 5 repair 5 endurance and 2 combat so I could have all at 5 and his special effect was to heal everyone but 1k health when his hp falls below 30% which isn't a lot but it's ok I guess but I gave him a phantasma prime and he's immortal now, gunner the other stats don't matter since he will spend most if not all his time on turrets but get gunnery 5, he will demolish anything I can just afk all the 70 fighters on skirmish missions, I do recommend a pilot with rank 5 piloting and IF you can rank 5 gunnery, I will transfer him between gunner and pilot if I have to leave the railjack, that's why I can solo missions so fast
I have 1 maxed in gunnery, 1 maxed in combat and endurance (also my on call and yes I believe their health and damage is increased even in normal or open world missions) and 1 maxed in repair and endurance.
So I have 1 on a turret at all times and 2 patrolling the ship. 1 looking for borders and 1 ready to repair if needed.
Now we have command 10 intrinsics, we get to buy enhanced crew mates from tickers. These crew mates have some nice enhanced abilities (like +50% damage if below a certain amount of health). I have this too, and buying enhanced crew mates are so much more expensive (even New Loka or Perrin Sequence ones, which I get 50% off still cost 1 million credits).
One question. How do I "release" them? Great video btw
I'm glad you like the video :)
Open up your crew panel in dry dock, click contracts at the bottom right. Select the undesirable crewmate and choose end contract on the right. There is no evidence that they are thrown into a woodchipper.
@@TheKengineer Can we get an option to sell them back to nef anyo? Maybe have it affect the long forgotten Karma system.
@@cortesacrawford lol 😂
@@TheKengineer there's also no evidence that they are *NOT* thrown into a woodchipper 😉
do u know if endurance and combat points afect their damage or resistence in normal missions when on call?
Combat points handle accuracy and damage. Endurance increases their health and shields.
There are three "ranks" of crew available: I call them basic, advanced and elite. Basic and advanced are available when you can start hiring crew, Elite crew become available once you reach Command Intrinsics rank 10. Basic crew have 8 skill points, Advanced crew have 10 skill points, Elite crew have 12 skill points. This means it is possible to get an Elite crew member with 5/5/2 in skill that you want (i.e: repair, endurance, combat or gunnery, endurance, combat) and then use the 3 extra skill points to get 5/5/5. Now you have an ace gunner or engineer who will also perform amazingly well as on-call crew.
im sorry its 3 month prior, but are these elites always spawn after each reset? my command also 10 im starting to hunt these superior crew
@@donridwano yes, Ticker will have a new selection of elite crew each day. I'm not exactly sure of the timer on the reset but it is displayed in her store, each batch of crew is available on a fixed 24 hour cycle.
@@manicdee983 oh okay, thanks for the info!
Fun fact, I accidentally hit Y on controller to switch weapons while on the forward artillery turret and it popped a 3rd turret up. So 3 turrets in all for Tenno friends to bombard an enemy Crewship.
Btw amazing and helpful vids :)
Great video, all the points you listed are good ones.
The only thing I'd stress more on is the dominance of gunners at the time of writing.
As the saying goes: "The best defense is a good offense". I use 5 turret mods on my plexus, which allows my gunners to shoot everything out of the sky instantly. I've never been boarded since I switched to this setup, and rarely get damaged enough for hazards. All my crew members have rank 5 gunnery, with the first crew also having rank 5 repair. In duo missions, I'd rather have 2 gunners, than 1 gunner and 1 engineer. It's just much more effective that way since there won't be anything to repair in the first place.
an Engineer will attack enemies that have boarded your Railjack, however they will first try their best to prioritize any hazards or hull breaches, and only then will attack enemies.
sometimes they will attack enemies on their way to repair something ive noticed
On point, no BS, clear pronunciation with subtitle, too! Thank you for video, really insightful 🎉🎉
Also appreciating the subtitles, very clear
You should make another video covering this, to show off the special abilities and lich or sisters. I personally have two gunners and a lich as my defender has I can auto repair the ship with abilites.
I would prefer if we could give liches our gravimagd heavy weapon.
Now that would be epic
Some lich even carry it regularly why can't they do it again?
Which syndicate crewmate is your favourite?
Steel Meridian are badasses. I wish there was some gender variations as the females seem to be only for Steel Meridian, New Loka and Cephalon Suda and males for the other syndicates.
@@DivingHawker no, suda have womans too. btw, arbiters ftw, many metalic parts, and cimetric
@@SAWmacaco That's what I said, that women were Meridian, Loka or Suda.
@@DivingHawker u right, dislexia do krai
@@SAWmacaco That's okay. With Arbitration rewards, you could make a full Arbiter Railjack though. If only we could put some decorations in our Railjack to complement the style.
The Sisters if Parvos update supposedly reworked NPC pilots (so that they'll actually work with you in firing artillery at mission targets), in addition to adding the command rank 10 (unlocks elite crewmates at ticker, which are just NPC crew with higher base stats) and I'm not sure is the titular Sisters (aka Corpus Liches) work the same as Kuca Liches for Railjack, or if their overly specialized roll will be different.
Edit: this was in my recommendations before I saw the updated guide, so perhaps what I said here might have been a bit on the moot side.
1) Only one on call at a time?
2) Can you have more than one of a gun and assign them both to an NPC?
3) Can your crew have ephemeras?
4) Can your on call crew member join you on an enemy ship?
5) I wish someone explained the different levels of your crew. I think you mentioned the more diamonds they have as a pilot, the faster they will fly. What does that mean for the other levels in everything else?
1) Yes
2) Yes. Eg, build 2 fulmins, give one to NPC 1 and the other to NPC 2. Requires both to be forma'd appropriately of course.
3) No
4) No, only in non-railjack missions where gear is available. Railjack missions, including ground-style portions, are not eligible for on-call
5) 1:10 Already got you covered
one of few reliable warframe creators.
you know, i used to think i hated railjack, but i think i just hated how little the game actually explained it to me, so thanks for that!
Oh I don’t have to pay anything thank your the best youtuber
i loved this guide, super helpful and detailed
Although piloting as a stat is bad, seeing your railjack fly around while in a grineer base is awesome. Makes me wish railjack was more involved in warframe.
Concise to the point loved it man
Thank you for this video.
Watch for game crashes in the individual crew member menus.
Best pilot weapon is the beam that pierces shields. Highly rated gun for a defender/repairer is a furis with the syndicate mod as they become almost unkillable
super helpful and easy to understand thank you!
Thank you for explaining all of this
thx for that, clear and to the point
As of august 2021 engineers will defend the ship without needing to be assigned defenders, provided there's nothing to repair.
Currently I have a gunner, an engineer and a converted sister on my ship. No issues at all, the sister destroys boarding parties and at the same time revives the engineer in case she gets incapacitated. The engi figths as well if there is no repair to be done and the gunner well he is form Red Veil so yeah. I wish we could add a fourth member to take care of the Artillery or maybe like mark a crew ship to make the gunner change to the artillery gun and destroy it, but that's just me.
What equipment's are you using?
Good video. Straight to the point and I didn't even have to skip 3 min in to get past the usual "Welcome back~ Dislike comment and leave the video" part. 10/10
Thanks for your good info video.
@TheKengineer do npc crewmates only do the job their assigned to? Like if their on guns but can they fire their primaries to defend themselves?
My understanding is that pilots only pilot, gunners only gun, engineers fix first and defend second, while defenders only defend.
@@TheKengineerI guess that makes sense ty
@@TheKengineer according to wiki, pilot will never defend itself but gunners may go out and defend when they have nothing to shoot at in space, can't say I ever encountered a case of boarding party without anything to shoot at outside.....
Ched's backstory makes him a chad
I hate piloting, so I set a crewmate for pilot in the last slot so he’s the first to leave when a friend joins. I usually go out in archwing, so them being able to man the ship without me is nice.
I got a question can they die and do you have to rehire and rebuy them if they die and hie them in each battle?
They can die (though not easily if you pick the right one and have a good weapon). If they die, you'll be able to bring them into the next railjack mission, or call them into your non-railjack mission off cooldown, without any additional cost.
I had an engineer, gunner, and a kuva lich protecting from boarders and it seemed to be pretty good and obviously lavos as my frame because free railjack ability’s.
One thing I've been wondering. If a cremate dies, do they die forever and I'll have to rehire a new member? Or do they come back after the mission is over?
They don't die forever no
who is ticker where do you meet him and so on would be nice to add to this complete guide
Yes warframe is notably infamous for being too vague about explaining things even for veteran player like me..ok enough.
1. You must unlock venus and go to the said planet at navigation
2. Choose fortuna at venus , i forgot which stage is to open fortuna but it's around down side of the planet
3. When you arrive at fortuna press menu or "esc" > fast travel > choose ticker
4*. IIRC you should finish the introductory mission at fortuna when you first ever arrive there and talk with everyone who offer services there like in cetus
just finally put the goddamn forward artillery on a mouse button/controller input in the pilot seat. just so stupid u have to a) be in voicecom with the guy using it or b) permanently swap seats while watching insanely long animations that lets crewships even fly out of reach if unlucky.
So far I've got two crew members with +50% turret damage for zetki and one for vidar turrets, two each for +50% engine speed Lavan and Zetki. Zet sounds freaking awesome with headphones, I also picked up one with +150% crit chance with pistols and one with +250% damage with rifles.... anyhooo, rank 10 command is worth getting Elite crew members.
Assigning one as Pilot is useful for when you leave the railjack.
"we'll lose our deposit"
Me: Stop thinking about your bank account and SHOT TO SOMETHING!! AAAAAAAAAAAAAAAH
great advice im rolling eng hunner def/kuva lich but a second gunner would probably be best
lol and my pilot actually takes me out of range of the crewships when i try to shoot em
I put one on pilot. I find it better to kill all the small fries first then get close enough to the crews ships so that the pilot npc will notice them. Then I post a pilot and take the main Canon and I walla single minded focus
Great video. Thank you.
Hey Ken! So... It's been 3 years lol. I have a question: can you confirm if combat and endurance stats affects on call crew outside of railjack missions?
So are you gonna do a video on the Seer?
Hi, Console Player, we just got the update cause excuses.
Does Command rank 7 (Level point reset) do anything? I keep trying it and nothing happens.
Also do crewmates level up? I've only been able to give them 3 points to use and then nothing else.
Crewmates do not level up.
Resetting the points means you can reallocate your three points only. Prior to this upgrade players are unable to reallocate those points at all, instead having to hire a whole new crewmate if they wanted a change. It's a bit of a filler upgrade really.
The fact they use my mods makes them more useful than 99% of randoms who may have lower ranked mods or less than ideal loadouts
but the Seer is not a kitgun...it's a kinda crummy pistol you loot off of vor's corpse.
Seer is the best sword my friend
@@criminal8768 okaaaay, fine. Seer is the best sword, if you say so.
Question. Once a crew member dies do you need to hire a new one and pay a full price again?
There are coded as a Companion, they return after the mission.
@@Strykerx31 Oh alright! Thanks ! Made my investment already :)
Totally worth it!
well since there is no pinned comment you ether forgot to update as you said you would or you missed the fact that we now have elite crew members.
as a question I would like to ask what happens if you don't assign a crew member? will they fallow there stats or just wonder about the ship?
I have a perfect crew setup. One is a gunner, another is the engineer, and the other is the defender. Then the gunner can get ships off my back, the engineer can repair my ship if it takes too much damage, and the defender can protect the ship if raiders get on
Obviously I’m going to pilot
my crew is composed of a repair, a gunner and a defender.
I'm a part of Steel Meridian and Red Veil. If I get an npc crew member from another syndicate, I won't get raided by the enemy syndicated they're a part of? I was hesitant on getting a third crew member that was a part of the New Loka or Perrin Sequence because I didn't know they'd turn on me or whatever.
I tried to get a nice selection of min-maxed NPC crew, then DE went and randomized all their stats.
As there's no point in trying to get anything good with them because DE are just going to screw up all your efforts, I just use Liches and Sisters now. Leave the Railjack at the spawn point, do everything with Amesha and Void Cloak if the Railjack looks like it's being attacked.
I'm convinced my combat rank 5 crewman with trumna is incapable o scoring non-headshots. He even melts things in regular steelpath .
does the crewmate NPC's stat like repair's heal rate and damage increase from combat skill still active when being called with on call tool?
do pilots still suck at aiming at crewships?
I fell asleep after a mid mission and woke up to being pikoted around by my crewmate lmao.
Little tip: photor ignores corpus crewship barricades when gunned by an npc. Because.
That's a feature of the Photor for players too. It has punch through.