Hi bro, just to add an important thing that you have missed that I think is a huge help to conquer the unfair. Each companion you get has a unique ship talent that you can upgrade. With scrap. That makes that ability so much stronger. For instance, Jae can use torpedo control in the same turn you fire a torpedo. You can find ship talent in talent sessions at the very end of the talent page.
@@cRPGBro yeah it’s an amassing game! But this game has so much hidden details yet so few way of showing the players. It’s so easy to miss something in this game.
The short warp jump is really nice when upgraded since it deals % damage of max HP of whatever ship you are passing through and unlike the ram ability won't damage your own ship. Came in clutch when I ran into that early colony battle event that had 1 heavy cruiser, 1 cruiser and 2 frigates with the HC launching fighter wings and the cruiser used a stacking multitarget a damage over time attack that bypasses shields also the frigates would spam out damaging warp distortions that your escort just loves flying into.
As most people know at the start of Chapter 2 if you can take an early Colony and build the Shield of the Emperor (or its alternative) you get an incredibly useful NPC ship to help you at the start. Even better afterwards rush Kiava Gamma you can choose to build "Armoured Rage" at tier 3 which gives you the Titanforge Lance Prow weapon which is capable of one shotting nearly everything in the game except the most powerful of enemy ships. This trivialized most of the space combat for me.
Torpedoes don't necessarily need to be detonated manually. If you move them directly onto an enemy square they will detonate automatically, bypassing any shields.
Also specific characters have unique upgrades for a certain skill. Example: the Eldar companion can give you direct torpedo control on the same turn that they are launched.
Ramming does a _lot_ more damage to enemies than it does to you, so I would definitely keep it in mind as an option and upgrade the ram now and then (though of course hull, and upgrading officer upgrades, have higher priority). Psychologically it's also a very satisfying way of finishing off particularly annoying enemies :) I must say, the ship combat in this game is one of the better sub-games that Owlcat have designed, it's genuinely fun, simple enough to not be a drag, but with enough tactical interest to keep you occupied for a short time, especially once you've gotten a few of the officer upgrades. Also note, that for people who are finding it difficult or want to start slowly to get a feel for it, then ramp it up, you can adjust the difficulty of the ship combat separately from the main difficulty.
Expeditious Reload is way superb with officers that can upgrade it, cause Argenta wil reload lance weapons with it, alloying to have 4 lance shots per turn, or Yeliet with 2 torpedo shots
Rugged repair is a must have early, unless you wanna spend good 80% of your scrap income after each fight. Reload is pretty nice, and upgraded version also reloads lance weapons. Lets you essentially do 2 turns of damage.
I did want to add something about the ship posts. Each post relies on a specific skill. You can recruit custom mercenaries from your factotum, and take the backgrounds to max that one skill, as well as attribute training and skill training talents to max out that specific skill, and they'll usually be better than any of the characters you build for ground combat (with the exception of Pasqal, he's better at Tech-Use due to his unique background)
Dont know why but my escort ship in my both playthrough were all viper-class which is the smallest ship instead of the mid size sword-class ship like in ur video.
There are 2 mutually exclusive projects. 1 gives you a viper-class ship (Filth of the Expanse) and the other gives you the Sword Class (Shield of the emperor)
I hope the dude who made this guide makes an update to it including the new changes they have added to the game with 1.2 like if fighter combat is viable
Do you remember where we can get better Dorsal cannon? I've had every part of my ship upgraded via drops / admiral shop but my Dorsal cannon is still the starter one, and I'm already in Chapter 3...
You get one from the space combat where you need to disable a ship (The Interstellar Sextant) before it escapes, but apparently it was originally bugged to not actually give you anything.
You get one golden dorsal canon in chapter 2 the star system that infested with aedari ship. I don't remember the name but it's in the middle top. Plus i highly recommend upgrade your ship to silent running II ( act before most enemy cuz they start spamming near your ship, their missile attack deal insane damage. I got 150 armor on each side and they burn through it in 1 turn)
I wanted to ram a lot, but then I found it almost impossible to set up and execute. I waited for the perfect opportunity, rammed some pirate ship and destroyed half my hull while gently slapping theirs. I would do it again, but I can't recommend anyone else does.
Has anyone done any testing with respect the three ship choices you have during character creation? Sword, Firestorm, Falchion. From what I can gather Falchion seems like the best with it's dual torpedo slots filled with an autoloader and a plasma torpedo to start (pre-order bonus I think) and Firestorm (part of the deluxe package or something like that) the worst because of no torpedos at the start. Beyond the load out differences between those two, I am not sure what else is different among the three.
Just gonna ask here as a hail mary, i need some help, i move my voidship to an end phase block in void combat, hit space to end my turn, but then it says i need to reach an end phase block of the new available movement blocks. I have not yet been able to reload once, so i am just stuck on turn 1 endlessly, spamming my prow weapon, killing everything. Stupid easy, but really boring and no skill/thought in it
Higher the number means faster cool down. So ideally you want to get the person with the thing you want to upgrade and then upgrade that skill like no tomorrow
Hidden objects like caches on the ground (purple outline when found)? I think it checks a characters awareness in a certain range. When it is in dialogues it checks either just the RT or when you hover over the name of the skill check it shows which character is the one doing the check. In colony events it is one of any of your recruited characters, on ground missions it is anyone of your retinue currently on location with you and finally in some dialogues while your ship or anytime when the RT is on his own it's just the RT's abilities that are being checked. Make sure that you get the Base+Advanced perk of one of for those skills (i.e. "Advanced Coercion training") on at least one the character with the highest of that stat (aka the one that will be rolling most of those group checks), not just for the stat boost, but because the advanced perk lets a character reroll a failed roll of that skill check. Drastically increases your odds in passing a check. This makes it very unlikely for you to fail 80% rolls and gives your a combined 75% chance to pass 50/50 rolls.
Assign your retinue onto the positions they fit best to and have skills to apply to. Those numbers affect skill outcomes like duration of a super ability like Empyrean Storm or All Hands on Deck. Focus on small ships first that can launch torpedoes, since those take out your escort pretty quickly. Make sure to try and navigate into the blind spots of your most dangerous enemies, since they won't be able to shoot you then. If you stay behind a dangerous ship and facing in their flight path direction, this will also make it easier for your torpedo's to hit. Upgrade your ship abilities for scrap. The 5 field warp short jump upgraded will deal % damage of the max hull of any ship you jump through. Really useful when you start fighting ships that are larger than you. Be careful with ramming, since it damages your shields and your hull. Not only will this leave your ship vulnerable in the following turns, it also slows your progression of hull upgrades since you have to waste scrap on repair instead of increasing your hull/prow tier or upgrading abilities that means fights will become riskier and riskier with story progression until scrap becomes less scarce. Pick the combat computer with the best chance to hit, since a hit that misses can't crit anyway but effectively makes you lose a turn in which a hostile ship with 1hp left could still launch a torpedo at you. Use the shield recharge and reinforcement abilties and try to bait your enemies to target your strongest sides. I prefer hull plating that has more deflection at the sides, since those tend to get hit more as they are larger. If you have specced yourself into a poor situation with your ship abilities and scrap use, try exploring the rest of the available systems first so you can grind out ship battles and get scrap/gear/navy rep, otherwise built up your colonies so you can go for those navy related colony projects before going back to the Kiva Gamma battle. If none of that helps, you can reduce the ship combat difficulty in the options or if you are on PC, cheat yourself scrap and gear with Toybox (google "Rogue trader cabarius toybox github"). Good luck!
Bro thats dogsh*t! Didnt realise both of those upgrades were mutually exclusive. Mine is just a crappy viper that drops a load of torpedos then dies next turn.
Because that's fair. You do not come right insinde the range of enemy gun and take hit like a leaf touch you skin. That's not how the game mean to work
Hi bro, just to add an important thing that you have missed that I think is a huge help to conquer the unfair. Each companion you get has a unique ship talent that you can upgrade. With scrap. That makes that ability so much stronger. For instance, Jae can use torpedo control in the same turn you fire a torpedo. You can find ship talent in talent sessions at the very end of the talent page.
Thanks a lot for the tip!
I completely forgot to include a section on that.
@@cRPGBro yeah it’s an amassing game! But this game has so much hidden details yet so few way of showing the players. It’s so easy to miss something in this game.
The short warp jump is really nice when upgraded since it deals % damage of max HP of whatever ship you are passing through and unlike the ram ability won't damage your own ship.
Came in clutch when I ran into that early colony battle event that had 1 heavy cruiser, 1 cruiser and 2 frigates with the HC launching fighter wings and the cruiser used a stacking multitarget a damage over time attack that bypasses shields also the frigates would spam out damaging warp distortions that your escort just loves flying into.
As most people know at the start of Chapter 2 if you can take an early Colony and build the Shield of the Emperor (or its alternative) you get an incredibly useful NPC ship to help you at the start.
Even better afterwards rush Kiava Gamma you can choose to build "Armoured Rage" at tier 3 which gives you the Titanforge Lance Prow weapon which is capable of one shotting nearly everything in the game except the most powerful of enemy ships. This trivialized most of the space combat for me.
An amazing weapon choice indeed!
I love the Lance Prow weapons.
Torpedoes don't necessarily need to be detonated manually. If you move them directly onto an enemy square they will detonate automatically, bypassing any shields.
Also specific characters have unique upgrades for a certain skill. Example: the Eldar companion can give you direct torpedo control on the same turn that they are launched.
They also supposedly deal more damage with a direct hit.
@@codydamm9530 True. My torpedoes doing 30 direct dmg and only 19 with remote detonation.
Small warning, don't ram through torpedoes, friendly or hostile, they will explode and damage you.
Werglia gave you a shoutout on this topic. Cool because the 2 of you are my go-to CRPG channels.
His channel has amazing content indeed, a true cRPG Master 😁
I was hoping for mele build, but, this helpful too.
Ramming does a _lot_ more damage to enemies than it does to you, so I would definitely keep it in mind as an option and upgrade the ram now and then (though of course hull, and upgrading officer upgrades, have higher priority). Psychologically it's also a very satisfying way of finishing off particularly annoying enemies :)
I must say, the ship combat in this game is one of the better sub-games that Owlcat have designed, it's genuinely fun, simple enough to not be a drag, but with enough tactical interest to keep you occupied for a short time, especially once you've gotten a few of the officer upgrades.
Also note, that for people who are finding it difficult or want to start slowly to get a feel for it, then ramp it up, you can adjust the difficulty of the ship combat separately from the main difficulty.
Warp Wave also works on enemy torpedoes which is very handy since they're also the most damage most enemies can do to you.
"The Dominator." I love that for you.
I went and called my ship the "Event Horizon" :D
Libera Te Tutemet Ex Inferis!
This guy gets it. @@cRPGBro
Good to see pet focused builds are still strong
Expeditious Reload is way superb with officers that can upgrade it, cause Argenta wil reload lance weapons with it, alloying to have 4 lance shots per turn, or Yeliet with 2 torpedo shots
Rugged repair is a must have early, unless you wanna spend good 80% of your scrap income after each fight. Reload is pretty nice, and upgraded version also reloads lance weapons. Lets you essentially do 2 turns of damage.
I did want to add something about the ship posts. Each post relies on a specific skill. You can recruit custom mercenaries from your factotum, and take the backgrounds to max that one skill, as well as attribute training and skill training talents to max out that specific skill, and they'll usually be better than any of the characters you build for ground combat (with the exception of Pasqal, he's better at Tech-Use due to his unique background)
Just subscribed to your channel now. Your videos have the best guides for Rogue Trader that I have found. Happy new years!
Awesome, thank you!
Happy New Year to you too!
10:40 Why tho? What do the stats do exactly? How big stat difference justifies officer with worse talent?
finally was hoping for builds for this game.
Dont know why but my escort ship in my both playthrough were all viper-class which is the smallest ship instead of the mid size sword-class ship like in ur video.
Same here. How do people get better allied ships?
There are 2 mutually exclusive projects. 1 gives you a viper-class ship (Filth of the Expanse) and the other gives you the Sword Class (Shield of the emperor)
I like to dash forward and use the 180 ° turn ability and shoot the torpedoes when I'm facing the rear of enemy ships.
Great guide as usual! Thanks mate
Hey bro. Do you think you can do not only a review but a guide on how to get the best ship parts in game?
I have looked your class build guides. Can you make a video about the group synergys of your build. How to play? It will be very nice if you do ☺️
I hope the dude who made this guide makes an update to it including the new changes they have added to the game with 1.2 like if fighter combat is viable
Remember- Drukhari shadowfields barely work at all if you're within two cells. Get in close!
langreens belt has a broadside plasma cannon 33dps 3 shots long range, part of exploration.
A nice pick indeed!
Appreciating the insightful comment section.
Do you remember where we can get better Dorsal cannon? I've had every part of my ship upgraded via drops / admiral shop but my Dorsal cannon is still the starter one, and I'm already in Chapter 3...
You get one from the space combat where you need to disable a ship (The Interstellar Sextant) before it escapes, but apparently it was originally bugged to not actually give you anything.
@@jmgao Gah! Bummer :/
You get one golden dorsal canon in chapter 2 the star system that infested with aedari ship. I don't remember the name but it's in the middle top. Plus i highly recommend upgrade your ship to silent running II ( act before most enemy cuz they start spamming near your ship, their missile attack deal insane damage. I got 150 armor on each side and they burn through it in 1 turn)
@@Mylmyzz works now though, I got that very early and it's a great early game weapon. Good damage and pretty huge firing arc.
While i really love those videos, hope you will return to Baldurs gate and cover honour mode with a full party build =)
I wanted to ram a lot, but then I found it almost impossible to set up and execute.
I waited for the perfect opportunity, rammed some pirate ship and destroyed half my hull while gently slapping theirs.
I would do it again, but I can't recommend anyone else does.
It can be fun but deadly too!
somehow broadsides ended up being useless in late-game (crit damage 8~10 per shot) thus lances and torpedo carried for me
Thankfully the Lance weapons for Prow are still amazing!
In PS5 The front energy weapon (The one that goes where The torpedo autoloader is) is Bug. It won’t shoot xd
Has anyone done any testing with respect the three ship choices you have during character creation? Sword, Firestorm, Falchion. From what I can gather Falchion seems like the best with it's dual torpedo slots filled with an autoloader and a plasma torpedo to start (pre-order bonus I think) and Firestorm (part of the deluxe package or something like that) the worst because of no torpedos at the start. Beyond the load out differences between those two, I am not sure what else is different among the three.
Where do you get the Falchion? I only have Sword and Firestorm.
I noticed that I cant put two weapons in the prow slots. Every time I do, the none torpedo weapon wont fire.
Just gonna ask here as a hail mary, i need some help, i move my voidship to an end phase block in void combat, hit space to end my turn, but then it says i need to reach an end phase block of the new available movement blocks. I have not yet been able to reload once, so i am just stuck on turn 1 endlessly, spamming my prow weapon, killing everything. Stupid easy, but really boring and no skill/thought in it
Any chance of a commissar build?
not sure i might be blind but am having trouble posting anyone onto my ship not sure if its a lvl issue or if its something i am missing
Keep it up bro :)
Thanks, I will!
The Act 5 ship battles had me on suicide watch and i was only playing on Core. Nice job doing not only builds but also the other game mechanics!
10:41 why? the number doesn’t even matter at all, just slot the one with skill you like so you can upgrade them.
Higher the number means faster cool down. So ideally you want to get the person with the thing you want to upgrade and then upgrade that skill like no tomorrow
How did you get 3 ships to choose from at the beginning? I can only choose sword - nothing else.
They are Kickstarter and Deluxe Edition perks.
In my current game lance weapons doesn't work at all 😢
How does the hidden object detection skill test work?
Hidden objects like caches on the ground (purple outline when found)? I think it checks a characters awareness in a certain range. When it is in dialogues it checks either just the RT or when you hover over the name of the skill check it shows which character is the one doing the check. In colony events it is one of any of your recruited characters, on ground missions it is anyone of your retinue currently on location with you and finally in some dialogues while your ship or anytime when the RT is on his own it's just the RT's abilities that are being checked.
Make sure that you get the Base+Advanced perk of one of for those skills (i.e. "Advanced Coercion training") on at least one the character with the highest of that stat (aka the one that will be rolling most of those group checks), not just for the stat boost, but because the advanced perk lets a character reroll a failed roll of that skill check. Drastically increases your odds in passing a check. This makes it very unlikely for you to fail 80% rolls and gives your a combined 75% chance to pass 50/50 rolls.
Ждём Хейнрикса ^^
I can't win the fight with the 5 ships on Kiava Gamma, I'm playing on Core, any tips?
Assign your retinue onto the positions they fit best to and have skills to apply to. Those numbers affect skill outcomes like duration of a super ability like Empyrean Storm or All Hands on Deck.
Focus on small ships first that can launch torpedoes, since those take out your escort pretty quickly.
Make sure to try and navigate into the blind spots of your most dangerous enemies, since they won't be able to shoot you then.
If you stay behind a dangerous ship and facing in their flight path direction, this will also make it easier for your torpedo's to hit.
Upgrade your ship abilities for scrap. The 5 field warp short jump upgraded will deal % damage of the max hull of any ship you jump through. Really useful when you start fighting ships that are larger than you.
Be careful with ramming, since it damages your shields and your hull. Not only will this leave your ship vulnerable in the following turns, it also slows your progression of hull upgrades since you have to waste scrap on repair instead of increasing your hull/prow tier or upgrading abilities that means fights will become riskier and riskier with story progression until scrap becomes less scarce.
Pick the combat computer with the best chance to hit, since a hit that misses can't crit anyway but effectively makes you lose a turn in which a hostile ship with 1hp left could still launch a torpedo at you.
Use the shield recharge and reinforcement abilties and try to bait your enemies to target your strongest sides. I prefer hull plating that has more deflection at the sides, since those tend to get hit more as they are larger.
If you have specced yourself into a poor situation with your ship abilities and scrap use, try exploring the rest of the available systems first so you can grind out ship battles and get scrap/gear/navy rep, otherwise built up your colonies so you can go for those navy related colony projects before going back to the Kiva Gamma battle.
If none of that helps, you can reduce the ship combat difficulty in the options or if you are on PC, cheat yourself scrap and gear with Toybox (google "Rogue trader cabarius toybox github"). Good luck!
Doea anyone know why my boarding party ability is somrtimes on permenant cooleown at the start of combat?
I believe it's currently a bug with the Ultimate Ship Abilities that makes them get stuck on Cooldown.
My ultimate I chose recharge very slowly. Sometimes over the course of 2 or 3 battles before I can use it again
Bro thats dogsh*t! Didnt realise both of those upgrades were mutually exclusive. Mine is just a crappy viper that drops a load of torpedos then dies next turn.
Why would you play ship mode in unfair, its the easiest way for your friend to know that your closet masochist
I put ship combat on easy and had no regrets
Because that's fair. You do not come right insinde the range of enemy gun and take hit like a leaf touch you skin. That's not how the game mean to work
The only thing that annoys me about Ship combat is grinding so hard to get reputation up with the Imperial Navy.
It's why the the Rep boosts from Colony Projects help a lot!