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TheNameOfTheWind


Microbe

Joined: 10/16/2009 20:04:36
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Lethe5683 wrote:I have 3 different level 10 captains so far and they all work good in different situations.

1: 2-Warrior/3-Scientist/4-Ecologist/1-Zealot :: Using claws at level 3 and pulse at level 3. This is pretty much as defensive as you can get without sacrificing too much offensive abilities. Energy claws are extremely effective and efficient vs creatures and captains. The pulse is mostly for vehicles especially aircraft.

2: 3-Warrior/4-Scientist/2-Ecologist/1-Zealot :: Using claws at level 2, pulse at 2, lightning strike at 2. This makes for being able to pretty much kill anything and everything no matter how tough without taking much if any damage as long as it's only a few enemies at a time. Vs crowds this is MUCH less effective.

3: 4-Warrior/4-Scientist/2-Ecologist :: Using claws at level 1, pulse at 3, lightning at 3, missiles at 3. This is the ultimate ranged damage dealer. Crowds are very easy prey especially if they have low HP or no ranged attacks. Relatively fragile though.

I tried shaman but it's just far too slow for my tastes.


well, you seem like a bit of an expert on the warrior line
If I went with my idea, would I be able to cut out the scientist parts ( since im just using the missiles at lvl 3 and lightning striker at an undecided lvl, ill need to do some testing ) and replace them with a protecto shell and harpolizer? make me a jack of all trades and cover all bases I suppose? so I would have
4x warrior parts
2x shaman parts
2x ecologist parts
1x zealot part
1x bard part
yes, messy, I know

Ringeltree wrote:
I'm curious to see how well the 4 warrior/2 shaman parts works.


If you want to know, ill post or pm you what I think, but I may be a while because I was gonna make this my main space stage captain because I need to start from the beginning again anyway...

This message was edited 1 time. Last update was at 11/03/2009 21:31:01


DVDMaster


MouthBreather

Joined: 05/12/2009 22:00:32
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If you want to test a captain configuration without earning all the experience, you can build the captain in the editor and then edit an adventure. Change the captain in that adventure to your test captain and then test drive the adventure.

If you do this with with a couple of adventures, you can get an idea if this is a good idea or not.

This message was edited 1 time. Last update was at 11/03/2009 21:56:30


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JellyCup


Microbe

Joined: 09/28/2008 02:15:18
Messages: 96
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DVDMaster wrote:I've played Warrior x4, Scientist x4, Ecologist x2 and found it fun.
I tried using the all Shaman & no warrior mix, but I too found fighting large groups and aircraft to be a pain, so that captain is now: Warrior x1, Shaman x4, Ecologist x4, Zealot x1 And it a lot more fun.

The next captain I want to try is:
Warrior x2 (both at level 3), Ecologist x4, Zealot x4 (and only use 1st & 4th captain parts).
This will give me max health, and energy generation



:3

Teh second one is my favorite! X3!!!
The high level warrior parts don't add much power or versatility to the first two, and the claws can get you through most fights by themselves.

The sprint and glider packs are pretty good. X3 You just have to get used to the wierd flight behavior.

I've tried: Warrior 2
----------- scientist 2
----------- ecologist 2
----------- Bard 1
----------- Trader 1 (I might make it 2)
----------- Zealot 1

It's still level 9, but it works out very well. None of the captain parts are redundant, which is the price of a full scientist and ecologist, or combining the weapon or social tools from different archetypes. The captain can do pretty much anything that an adventure requires. There is no captain level stun, but stunlock battles are a bit dull, anyway.

The game really needs a basic weapon for all captains to use (about 15 damage? + that machine gun effect, or the laser effect), and a part that increases walk speed to 5.


Coneten


Multicellular

Joined: 08/07/2009 22:30:26
Messages: 265
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California

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JellyCup wrote:The game really needs a basic weapon for all captains to use (about 15 damage? + that machine gun effect, or the laser effect), and a part that increases walk speed to 5.

This reminds me of how... well, peeved I am that I didn't know about GA or how it would work sooner. In the creature stage I would use parts that had the highest levels, but then when I get to tribal stage I get rid of a lot of them in favor of parts that make the look of the creature better and what not (some of the ability parts I keep because they help in tribal though). After creature stage I would think 'well, I'm not going to need that any more' but now it would be nice to have it in adventures!

Check out my adventure sporecast or my profile for more adventures and sporecasts!
My Top Adventures:
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TheNameOfTheWind


Microbe

Joined: 10/16/2009 20:04:36
Messages: 35
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Coneten wrote:
JellyCup wrote:The game really needs a basic weapon for all captains to use (about 15 damage? + that machine gun effect, or the laser effect), and a part that increases walk speed to 5.

This reminds me of how... well, peeved I am that I didn't know about GA or how it would work sooner. In the creature stage I would use parts that had the highest levels, but then when I get to tribal stage I get rid of a lot of them in favor of parts that make the look of the creature better and what not (some of the ability parts I keep because they help in tribal though). After creature stage I would think 'well, I'm not going to need that any more' but now it would be nice to have it in adventures!


I was the opposite direction :P I used all the expensive parts, made complex aesthetically pleasing creatures, carved out a large, to use a colloquial phrase "kick ***" :P empire....Then I found out that captain equipment uses up the complexity meter as well :cry:

This message was edited 1 time. Last update was at 11/04/2009 16:14:45


FlameJL


MouthBreather

Joined: 01/22/2009 03:18:48
Messages: 682
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In planet Dreond-4, killing the grox invaders

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I would go 4 warrior 4 scientist 2 ecologist= ultimate power and ok defense, if it wasn't for me wanting to see if the glider pack was cool and my captain's inability to jump which makes some adventures unplayable and makes getting out of walls impossible, as well as not being to get back up to a building when you fall and stuff like that...


(Credit to dragonshard for the sig) "Evil is strong,but the spores are our greatest ally"
FlameJL


MouthBreather

Joined: 01/22/2009 03:18:48
Messages: 682
Location:
In planet Dreond-4, killing the grox invaders

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TheNameOfTheWind wrote:
Coneten wrote:
JellyCup wrote:The game really needs a basic weapon for all captains to use (about 15 damage? + that machine gun effect, or the laser effect), and a part that increases walk speed to 5.

This reminds me of how... well, peeved I am that I didn't know about GA or how it would work sooner. In the creature stage I would use parts that had the highest levels, but then when I get to tribal stage I get rid of a lot of them in favor of parts that make the look of the creature better and what not (some of the ability parts I keep because they help in tribal though). After creature stage I would think 'well, I'm not going to need that any more' but now it would be nice to have it in adventures!


I was the opposite direction :P I used all the expensive parts, made complex aesthetically pleasing creatures, carved out a large, to use a colloquial phrase "kick SPORE" :P empire....Then I found out that captain equipment uses up the complexity meter as well :cry:


Yeah, natural abilities are sometimes a real pain in the SPORE as they take up complexity space and make you learn to make all parts that are only one (as in like in the middle of a creature) asymmetric (to take less complexity) and placing them like if they were symmetric


(Credit to dragonshard for the sig) "Evil is strong,but the spores are our greatest ally"
Lethe5683


Multicellular

Joined: 10/04/2009 03:29:09
Messages: 187
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DVDMaster wrote:I find that I always want claws at level 3 since both the damage and area of effect increase with the power level. At level 3, claws do damage in a 360 degree arc around the captain.


It does do more damage yes and the AoE increases but the rank 3 claws are VERY slow, same with the lightning although it's probably a tiny bit faster. Rank 2 is much faster especially with lightning strike, with my rank 2 lightning strike I can interrupt and stop enemies that are charging without getting hit by the charge. It will also beat out anyone with rank 3 lightning strike forever basically. Interrupt them easily every time they attempt to attack you and with rank 2 claws I can also fit a claw strike between each lightning blade attack that way never even getting hit. Rank 3 claws is better for crowds by far unless said crowds have 50 or less hp or 91-100hp. I don't see any real benefit to rank 3 lightning strike except for power efficiency and looks.




TheNameOfTheWind wrote:
I tried shaman but it's just far too slow for my tastes.

well, you seem like a bit of an expert on the warrior line
If I went with my idea, would I be able to cut out the scientist parts ( since im just using the missiles at lvl 3 and lightning striker at an undecided lvl, ill need to do some testing ) and replace them with a protecto shell and harpolizer? make me a jack of all trades and cover all bases I suppose? so I would have
4x warrior parts
2x shaman parts
2x ecologist parts
1x zealot part
1x bard part
yes, messy, I know


That will work as long as you don't use missiles very often. Missiles are terribly power consuming. Rank 3 using 220 power per shot! I'll post power consumption/damage per rank for all warrior weapons if it helps you decide.

Claws:
Level 1 - 30 damage for 55 energy
Level 2 - 50 damage for 70 energy
Level 3 - 90 damage for 90 energy

Pulse:
Level 1 - 20 damage for 80 energy
Level 2 - 35 damage for 100 energy
Level 3 - 55 damage for 125 energy

Lightning:
Level 1 - 35 damage for 80 energy
Level 2 - 70 damage for 110 energy
Level 3 - 115 damage for 135 energy

Missiles:
Level 1 - 35 damage for 150 energy
Level 2 - 60 damage for 175 energy
Level 3 - 90 damage for 220 energy

It's also important to consider that each rank while increasing damage per hit and power efficiency it also considerably decreases attack speed and attack reuse speed. Also pulse rank 1 has no kick back whereas 2 and 3 do. Missiles rank 1 and 2 have no kick back but 3 does. This doesn't matter much unless you like shooting while running/flying around. Any kick back completely kills your momentum.
Level 3 - 90 damage for 220 energy

This message was edited 3 times. Last update was at 11/04/2009 05:28:35


Lethe5683


Multicellular

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JellyCup wrote:
The high level warrior parts don't add much power or versatility to the first two, and the claws can get you through most fights by themselves.


That's not true. The last two parts are invaluable in many situations. In fact on tough one one one or crowds the lightning/missiles are more effective of a defense than 4 ecologist parts and 4 zealot together. Since it is very possible to do such battles without taking any damage whatsoever.




FlameJL wrote:
Yeah, natural abilities are sometimes a real pain in the SPORE as they take up complexity space and make you learn to make all parts that are only one (as in like in the middle of a creature) asymmetric (to take less complexity) and placing them like if they were symmetric


There's a trick for that. Since having them symmetrical makes them much easier to center, you can place them first than simply hold a and click them, don't need to move them at all just click and it will change them to asymmetrical.

This message was edited 1 time. Last update was at 11/04/2009 05:28:46


FlameJL


MouthBreather

Joined: 01/22/2009 03:18:48
Messages: 682
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In planet Dreond-4, killing the grox invaders

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sorry for double posting, I messed up

This message was edited 4 times. Last update was at 11/05/2009 00:08:06



(Credit to dragonshard for the sig) "Evil is strong,but the spores are our greatest ally"
FlameJL


MouthBreather

Joined: 01/22/2009 03:18:48
Messages: 682
Location:
In planet Dreond-4, killing the grox invaders

Online


It does do more damage yes and the AoE increases but the rank 3 claws are VERY slow, same with the lightning although it's probably a tiny bit faster. Rank 2 is much faster especially with lightning strike, with my rank 2 lightning strike I can interrupt and stop enemies that are charging without getting hit by the charge. It will also beat out anyone with rank 3 lightning strike forever basically. Interrupt them easily every time they attempt to attack you and with rank 2 claws I can also fit a claw strike between each lightning blade attack that way never even getting hit. Rank 3 claws is better for crowds by far unless said crowds have 50 or less hp or 91-100hp. I don't see any real benefit to rank 3 lightning strike except for power efficiency and looks.


The benefit is that most sentient creatures/captains without modified hp get an awesome one hit insta-kill from the level 3 one and is also quite good for 1-on-1 battles in which you do a lot of damage, stun the foe enough time to not get attacked while waiting for the sword to recharge and do a repetitive kill assured combo





(Credit to dragonshard for the sig) "Evil is strong,but the spores are our greatest ally"
Lethe5683


Multicellular

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Messages: 187
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FlameJL wrote:
The benefit is that most sentient creatures/captains without modified hp get an awesome one hit insta-kill from the level 3 one and is also quite good for 1-on-1 battles in which you do a lot of damage, stun the foe enough time to not get attacked while waiting for the sword to recharge and do a repetitive kill assured combo


It does work well for one shoting things sometimes but for the combo attacks the rank 2 works even better.

TheNameOfTheWind


Microbe

Joined: 10/16/2009 20:04:36
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Lethe5683 wrote:It's also important to consider that each rank while increasing damage per hit and power efficiency it also considerably decreases attack speed and attack reuse speed. Also pulse rank 1 has no kick back whereas 2 and 3 do. Missiles rank 1 and 2 have no kick back but 3 does. This doesn't matter much unless you like shooting while running/flying around. Any kick back completely kills your momentum.
Level 3 - 90 damage for 220 energy


Thats interesting, i've played galactic adventures for ages, but havent used warrior parts to a great extent so I didnt really know that the higher levels have kickback that interrupts momentum, thanks
I like to stay on the move, as my previous captains always had "The Toadening" feet (dance lvl 4, speed lvl 4) and "Cassoworry" (glide lvl 5, I perfected a way of folding them inside the body so you don't see them when they flap)
By the way, do level 1 and 2 missiles still have the AOE? if so is it the same size and its just damage thats less?

Lethe5683


Multicellular

Joined: 10/04/2009 03:29:09
Messages: 187
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Over there

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TheNameOfTheWind wrote:
Lethe5683 wrote:It's also important to consider that each rank while increasing damage per hit and power efficiency it also considerably decreases attack speed and attack reuse speed. Also pulse rank 1 has no kick back whereas 2 and 3 do. Missiles rank 1 and 2 have no kick back but 3 does. This doesn't matter much unless you like shooting while running/flying around. Any kick back completely kills your momentum.
Level 3 - 90 damage for 220 energy


Thats interesting, i've played galactic adventures for ages, but havent used warrior parts to a great extent so I didnt really know that the higher levels have kickback that interrupts momentum, thanks
I like to stay on the move, as my previous captains always had "The Toadening" feet (dance lvl 4, speed lvl 4) and "Cassoworry" (glide lvl 5, I perfected a way of folding them inside the body so you don't see them when they flap)
By the way, do level 1 and 2 missiles still have the AOE? if so is it the same size and its just damage thats less?


Level 1 and 2 missiles still have AoE but it's smaller.

JellyCup


Microbe

Joined: 09/28/2008 02:15:18
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Lethe5683 wrote:That's not true. The last two parts are invaluable in many situations. In fact on tough one one one or crowds the lightning/missiles are more effective of a defense than 4 ecologist parts and 4 zealot together. Since it is very possible to do such battles without taking any damage whatsoever.


Actually, I have yet to find an adventure that requires such an extensive defense, or offense. I get by just fine with two warrior and two ecologist parts, leaving the rest open for stuff like energy, social, and mobility parts.
Nobody piles on a ton of unavoidable traps and enemies, or requires you to kill something so fast that it is impossible with the knuckle blades and pulser. Charge and Strike are good creature attacks, too.

The same seems to go for the Trader and social parts. The first two are a great deal, and the last two are kind of dubious.

For time records, though, I do usually prefer having all the warrior parts, since they shave off a few seconds in most fights, (unless you run out of energy).


 
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