User:Cherman0/Talent Balance
This userpage serves as a collection of my thoughts on if each talent is interesting (ie does it meaningfully change your gameplay or provide a benefit that you actually want) and is balanced (ie is it useless or too good). The classes as a whole as well as each talent block (ie t1, t2, each tree) and each mutually exclusive choice are also evaluated. Generally speaking the assumption is that you want to take only two talents in each tier in order to reach the tree selection faster, and thus there is the consideration that you may take a talent in t1 or t2 at the opportunity cost of taking another, even though the game does not actually prevent you from doing so.
Captain
T1
Take Inspirational Leader and Travelling Tradesman. *Maybe* substitute inpirational leader for bounty hunter, the extra money might let you make up for it with skill books.
Bounty Hunter
| Talent | Tree | Description |
|---|---|---|
Bounty Hunter ID: bountyhunter
|
General Tier 1 |
Gain 15% bonus XP and 15% bonus money when completing a Monster or Nest mission. |
One of the few "X mission gives more money and exp" talents that isnt entirely horrible. Monster, Nest, and Hunting Grounds missions are common and high-paying enough that you'll probably get some actual use out of this if you pick it. There are still better options for your two T1 talents, though.
Inspirational Leader
| Talent | Tree | Description |
|---|---|---|
Inspirational Leader ID: inspirationalleader
|
General Tier 1 |
Applies to all crew: +25% Skill Gain Speed |
Its good. Not terribly interesting but everyone likes skill points.
Logistics Expert
| Talent | Tree | Description |
|---|---|---|
Logistics Expert ID: logisticsexpert
|
General Tier 1 |
Gain 20% bonus XP and 20% bonus money when completing a Cargo or Personnel Transport mission. |
Basically if bounty hunter sucked. Cargo and Passenger missions dont tend to pay as much and dont really lead you to other benefits like caves and monster loot.
Prodigy
| Talent | Tree | Description |
|---|---|---|
Prodigy ID: prodigy
|
General Tier 1 |
+50% Skill Gain Speed |
A worse version of Egghead for a job that both has better talent options and only really uses one skill. Its bad unless you got it from an endocrine booster.
Travelling Tradesman
| Talent | Tree | Description |
|---|---|---|
Travelling Tradesman ID: travelingtradesman
|
General Tier 1 |
Applies to all crew: Special sales offer 3 additional items. |
Pretty good. Saves a lot of money on medical supplies especially, and every once in a while you luck out and can get a ton of materials or ammo for cheap. The bonus sell value changes nothing about it.
Veteran
| Talent | Tree | Description |
|---|---|---|
Veteran ID: veteran
|
General Tier 1 |
Gain a one-time bonus of 20 Helm and 5 to all other skills. +10% Repair Speed |
Its bad. The helm skill is the only reason youd take it but +20 helm doesnt justify it over other T1s.
T2
Take Gunsmith and either Camaraderie or Sailor with No Name depending on how confident in your crew's ability to not die.
Camaraderie
| Talent | Tree | Description |
|---|---|---|
Camaraderie ID: camaraderie
|
General Tier 2 |
While no crew member has died during a mission, gain 10% bonus XP and 5% Physical Damage Resistance. The deaths of assistants do not count. |
Good with competent players and smaller servers. Otherwise pointless since people will join and die on the respawn shuttle or intentionally kill themselves.
Down With the Ship
| Talent | Tree | Description |
|---|---|---|
Down with the Ship ID: downwiththeship
|
General Tier 2 |
If you are on your submarine and it becomes at least 50% flooded, you gain an additional 50% swimming speed and repair hulls 50% faster for 60 seconds. |
Not great. Unless you have bots manning the guns and repairs the captain really ought to stay at the helm in order to provide updates to the crew. Very good for non-captains to get from an endocrine booster though.
Emergency Maneuvers
| Talent | Tree | Description |
|---|---|---|
Emergency Maneuvers ID: emergencymaneuvers
|
General Tier 2 |
Whenever your submarine takes damage from a monster, gain maximum Helm skill for 5 seconds. |
Usually not worth it. Its usually not hard for a captain to reach 70+ helm skill especially with their hat.
Gunsmith
| Talent | Tree | Description |
|---|---|---|
Gunsmith ID: gunsmith
|
General Tier 2 |
Unlock recipe: |
Pretty good. Revolvers are now quite material efficient to craft ammo for. Though theyre also quite cheap to just buy.
Sailor With No Name
| Talent | Tree | Description |
|---|---|---|
Sailor with No Name ID: sailorwithnoname
|
General Tier 2 |
Gain a bonus of 20 to Medical. Unlock recipe: |
Its ok. The +medical is the main draw, cigars are not that helpful.
Steady Tune
| Talent | Tree | Description |
|---|---|---|
Steady Tune ID: steadytune
|
General Tier 2 |
After playing a Harmonica for 10 seconds or longer, you and nearby allies gain +100% Psychosis resistance for 60 seconds. |
Bad. Psychosis doesnt do anything, dont waste a talent on being able to counteract it.
Gunslinger
Pretty terrible. None of the talents effect your crew at large (aside from deputy but thats mid) or your own ability to pilot the sub. The handcannon is mid compared to other options available at level 8.
Quickdraw
| Talent | Tree | Description |
|---|---|---|
Quickdraw ID: quickdraw
|
Gunslinger Spec. 1 |
If it has been longer than 8 seconds since you've attacked with a pistol, your next attack with a pistol is 25% more powerful. Reduce the penalty for dual-wielding ranged weapons by 50% |
Not great. Revolvers are low damage, high RoF weapons. They dont get much benefit from this and hand-cannons are too niche to justify taking it.
Gunslinger T4 Decision
Deputy
| Talent | Tree | Description |
|---|---|---|
Deputy ID: deputy
|
Gunslinger Spec. 2 |
Assistants nearby get 20 Helm and 20 Weapons skill and gain these skills twice as fast. |
Ok for a bot I guess. Realistically only one person can use helm at a time so only the weapons part actually matters, and even then its only relevant if assistants are manning the guns and the sub is designed so that the periscopes are within 6 meters of nav.
Lone Wolf
| Talent | Tree | Description |
|---|---|---|
Lone Wolf ID: lonewolf
|
Gunslinger Spec. 2 |
If there's no crew members nearby, gain the following: +20% Physical Damage Resistance |
The radius is an enormous 20 meters, good luck ever getting this to activate, especially in the sub (which is probably where youll be as captain). Decent for solo diving if you got it from an endocrine booster or graduation.
Drunken Sailor
| Talent | Tree | Description |
|---|---|---|
Drunken Sailor ID: drunkensailor
|
Gunslinger Spec. 3 |
Gain 75% stun resistance while drunk and immunity to the negative effects of drunkenness. Unlock recipe: |
The stun resistance is powerful but you have to expect to need it beforehand. Rum is an extremely efficient husk cure too for some reason.
Big Guns
| Talent | Tree | Description |
|---|---|---|
Big Guns ID: bigguns
|
Gunslinger Spec. 4 |
Deal 30% more damage with Revolvers and Handcannons to monsters. Reduce the penalty for dual-wielding ranged weapons by 50% |
The buff to revolvers and hand cannons is decent, though by the time you get this talent youll have better weapons available. Handcannons especially are not worth the price of ammo.
Skipper
Very solid, though entirely outclassed by Politician. Get this tree second.
Leading By Example
| Talent | Tree | Description |
|---|---|---|
Leading By Example ID: leadingbyexample
|
Skipper Spec. 1 |
As long as you're alive, all crew members receive High Morale granting the following: +20% Repair Speed |
Pretty good. Helps especially when the sub is crashed and in need of repairs to regain mobility.
Helmsman
| Talent | Tree | Description |
|---|---|---|
Helmsman ID: helmsman
|
Skipper Spec. 2 |
Boosts your Helm skill by 30. Increases Engines and Pumps effectiveness by 20%. Does not stack with multiple of the same talent. |
Basically if Veteran wasnt bad. One of the rare captain talents to actually improve their main job function. Nice to have but not insane.
Skipper T5 Decision
Inspiring Presence
| Talent | Tree | Description |
|---|---|---|
Inspiring Presence ID: inspiringpresence
|
Skipper Spec. 3 |
Crew members in the same room that gain a skill point, instead get 3. Crewmembers walk 5% faster. |
Good to have on a bot that hangs out in the gunnery or fabrication room or something. The game gives you plenty of bots that have it by default so Trickle Down will be better for player captains.
Trickle Down
| Talent | Tree | Description |
|---|---|---|
Trickle Down ID: trickledown
|
Skipper Spec. 3 |
If you gain a skill, so does every other crewmember everywhere. Crewmembers swim 10% faster. |
Pretty good, especially for captains that like to help out with other duties when they can. Pretty good at boosting other people's skills if youre low at that skill and can thus level it up relatively easily. The swim speed boost is also nice.
Family
| Talent | Tree | Description |
|---|---|---|
Family ID: family
|
Skipper Spec. 4 |
On unlock: Every crewmember gains one level. During missions, if no crewmember has died, upgrades |
Doubles the buffs of Leading By Example, which were already pretty good. Though the "nobody important dies" stipulation makes it non viable for large or public servers. The free level for everyone is more helpful the later into the campaign you get it since the levels will take more exp to get through.
Politician
Easily the best talent tree in the game, its unbelievable how economy-breaking it is. Youll end up buying supercapacitor upgrades because you have nothing else to spend your scrooge mcduck swimming pool of gold coins on.
Commendations
| Talent | Tree | Description |
|---|---|---|
Commendations ID: commendations
|
Politician Spec. 1 |
Whenever you finish at least one mission, gain a |
Its good. Mostly helpful for people who are less than 275 exp from levelling up to not have to wait another mission.
Politician T4 Decision
Always pick affiliation
Affiliation
| Talent | Tree | Description |
|---|---|---|
Affiliation ID: affiliation
|
Politician Spec. 2 |
Reputation with factions increases 50% faster. Earn 10% more marks when completing a mission for your Affiliated faction. |
Extremely overpowered. The reputation gain will easily make you revered by everyone without playing any differently, which gives extreme discounts. Getting more money makes it even more OP.
Your Reputation...
| Talent | Tree | Description |
|---|---|---|
Your Reputation... ID: yourreputation
|
Politician Spec. 2 |
When entering a new outpost you have positive faction reputation with, gain 200 mk. Doubled for cities. You may select an additional mission. |
Utterly terrible, even without comparing it to Affiliation. You get a few spare nickels at each station you visit. Big whoop.
Politician T5 Decision
Always pick campaigning.
Campaigning
| Talent | Tree | Description |
|---|---|---|
Campaigning ID: campaigning
|
Politician Spec. 3 |
Affiliated faction shipyards offer 10% discount for upgrades and buying submarines. |
Also extremely overpowered. Functionally nearly 50% increased money and exp for the rest of the campaign, the economy will never be a concern again. The upgrade and submarine discounts further destroy the economy.
Networking
| Talent | Tree | Description |
|---|---|---|
Networking ID: networking
|
Politician Spec. 3 |
Affiliated faction shops offer 10% lower prices. Doubled for faction-unique items. |
Ok if you consider it as a standalone, absolutely horrible in comparison to Campaigning.
Figurehead
| Talent | Tree | Description |
|---|---|---|
Figurehead ID: figurehead
|
Politician Spec. 4 |
Replaces All services on affiliated outposts give 10% discount. |
Very good, especially for getting new joiners up to speed on a campaign-in-progress.