Re: Most useful crew type?
Posted: Fri Jun 22, 2018 9:54 pm
I think how useful they are depends on the station. Here, I'll rank best to worst per station:
Piloting:
1.) Engi - fast to repair it
2.) Rockman - sturdy, less likely to have to leave
3.) Lanius - prevents boarders from taking over the station
4.) Slug - it's nice to have 1 slug, and it's okay for pilot to be just anyone
5.) Crystal - sturdy, good pilot but better elsewhere, too few to waste on pilot seat
6.) Human - trains fast, good as late-game replacement when you lose your pilot
7.) Mantis - can thwart off attackers but terrible at repairing
8.) Zoltan - worst pilot, too brittle
Engines:
1.) Rockman - good against both fires and attackers, which are the biggest threats to the system
2.) Engi - helps repair it quickly, and engine room is usually big enough to bring in help for attackers
3.) Mantis - can thwart off attackers, repair difficulties usually not a problem in engine room
4.) Zoltan - not their best place but here they provide power to a system you nearly always want on
5.) Crystal - not their best position but they do well in it
6.) Slug - usually centrally located, so good view of other rooms when sensors off
7.) Human - quick to train, good as late-game replacement if you lose your engineer
8.) Lanius - location of engine room means other crew usually have to run through it frequently, also room you frequently bring other crew into to help
Weapons:
1.) Rockman - same as above
2.) Engi - same as above
3.) Mantis - same as above
4.) Crystal - same reason as above
5.) Slug - decent positioning, weapons can be done by whoever
6.) Zoltan - useful to power weapons but it causes issues from time to time
7.) Lanius - a bit to high traffic for comfort, but not too bad
8.) Human - weapons are slow to train, so human bonus is barely noticeable
Shields:
1.) Zoltan - having 1 zoltan on shields enables you to have better control over how many power bars you are using
2.) Rockman - same reason as above
3.) Engi - same reason as above
4.) Mantis - same reason as above
5.) Crystal - same reason as above
6.) Slug - central location, good visibility
7.) Human - shields are slow to train, same reason as above
8.) Lanius - shield room is in a bad location to remove air, and you often need to send crew to help
Sensors and doors:
While I usually pick whoever is left over, there are a few choices I tend to prefer if I have a choice:
1.) Mantis - your boarding party can wait on sensors and doors when not boarding, also nice to use these crew for defense in a pinch
2.) Engi - good to repair anything, always nice to have extra engi just around the corner
Who I don't want for sensors and doors:
7.) Zoltan - waste of power
8.) Rockman - too slow moving, I have the sensors and doors crew moving about the ship a lot
Oxygen:
1.) Lanius - what better way to prevent the enemy crew from destroying your oxygen than to fight fire with fire?
7.) Zoltan - sometimes I want to shut the oxygen off
8.) Engi - when oxygen is attacked, I only want good defenders in there. I'll bring an engi in later to repair it.
Medbay:
1.) Crystal - best place to lock enemy boarders in
2.) Rockman - great against all threats when inside the medbay
3.) Mantis - great against boarders inside the medbay
4.) Engi - medbay enables engi to be combat effective, engi on standby good for being called to repair elsewhere
5.) Slug - good out of the way job
6.) Human - good out of the way job
7.) Zoltan - a bit wasteful, but I never really want to switch off the medbay
8.) Lanius - I'm not saying this is a bad option, all are good options, but Lanius in medbay is sometimes bad
In the rest of the ship I like to have at least 2 mantis who can defend, and random engi spaced fairly evenly about the ship. The perfect crew would likely be 4 mantis and 4 engi.
Piloting:
1.) Engi - fast to repair it
2.) Rockman - sturdy, less likely to have to leave
3.) Lanius - prevents boarders from taking over the station
4.) Slug - it's nice to have 1 slug, and it's okay for pilot to be just anyone
5.) Crystal - sturdy, good pilot but better elsewhere, too few to waste on pilot seat
6.) Human - trains fast, good as late-game replacement when you lose your pilot
7.) Mantis - can thwart off attackers but terrible at repairing
8.) Zoltan - worst pilot, too brittle
Engines:
1.) Rockman - good against both fires and attackers, which are the biggest threats to the system
2.) Engi - helps repair it quickly, and engine room is usually big enough to bring in help for attackers
3.) Mantis - can thwart off attackers, repair difficulties usually not a problem in engine room
4.) Zoltan - not their best place but here they provide power to a system you nearly always want on
5.) Crystal - not their best position but they do well in it
6.) Slug - usually centrally located, so good view of other rooms when sensors off
7.) Human - quick to train, good as late-game replacement if you lose your engineer
8.) Lanius - location of engine room means other crew usually have to run through it frequently, also room you frequently bring other crew into to help
Weapons:
1.) Rockman - same as above
2.) Engi - same as above
3.) Mantis - same as above
4.) Crystal - same reason as above
5.) Slug - decent positioning, weapons can be done by whoever
6.) Zoltan - useful to power weapons but it causes issues from time to time
7.) Lanius - a bit to high traffic for comfort, but not too bad
8.) Human - weapons are slow to train, so human bonus is barely noticeable
Shields:
1.) Zoltan - having 1 zoltan on shields enables you to have better control over how many power bars you are using
2.) Rockman - same reason as above
3.) Engi - same reason as above
4.) Mantis - same reason as above
5.) Crystal - same reason as above
6.) Slug - central location, good visibility
7.) Human - shields are slow to train, same reason as above
8.) Lanius - shield room is in a bad location to remove air, and you often need to send crew to help
Sensors and doors:
While I usually pick whoever is left over, there are a few choices I tend to prefer if I have a choice:
1.) Mantis - your boarding party can wait on sensors and doors when not boarding, also nice to use these crew for defense in a pinch
2.) Engi - good to repair anything, always nice to have extra engi just around the corner
Who I don't want for sensors and doors:
7.) Zoltan - waste of power
8.) Rockman - too slow moving, I have the sensors and doors crew moving about the ship a lot
Oxygen:
1.) Lanius - what better way to prevent the enemy crew from destroying your oxygen than to fight fire with fire?
7.) Zoltan - sometimes I want to shut the oxygen off
8.) Engi - when oxygen is attacked, I only want good defenders in there. I'll bring an engi in later to repair it.
Medbay:
1.) Crystal - best place to lock enemy boarders in
2.) Rockman - great against all threats when inside the medbay
3.) Mantis - great against boarders inside the medbay
4.) Engi - medbay enables engi to be combat effective, engi on standby good for being called to repair elsewhere
5.) Slug - good out of the way job
6.) Human - good out of the way job
7.) Zoltan - a bit wasteful, but I never really want to switch off the medbay
8.) Lanius - I'm not saying this is a bad option, all are good options, but Lanius in medbay is sometimes bad
In the rest of the ship I like to have at least 2 mantis who can defend, and random engi spaced fairly evenly about the ship. The perfect crew would likely be 4 mantis and 4 engi.