Specialist Ranking - Quick List

Strategy, feedback, or anything SUBTERFUGE-related
Sat Jan 09, 2016 12:39 pm

  • I was gunna put this into my big guide (http://forums.subterfuge-game.com/viewtopic.php?f=5&t=1470), but that guide is already too long. Also the whole point of this list is to be a quick reference, which wouldn’t be very quick buried deep in the main guide.

    Yes, this list is somewhat inconsistent with my Specialist breakdown in the main guide, but I think this list is better in terms of superiority, while the guide breakdown is better for an in depth breakdown of each spec and basics on how to use them.

    And before people get on my ass, yes, the strength of each spec is heavily dependant on the situation. This list is based on averages. It also takes everything into account-- combo potential, promotion potential, number of hires needed, etc. Also note that there is no “Offense” list because my perspective is already offensively focused anyway, so an Offense list would be very similar to the Overall, except Thief and Infiltrator would be a bit higher. Also note the Turtle lists are not in order. It's mostly a cocktail that just gets stronger the more you add to it.
    __________

    Overall Value:
    1. Admiral
    2. Smuggler
    3. Tinkerer
    4. Tycoon
    5. King
    6. Navigator
    7. Helmsman
    8. Minister of Energy
    9. Pirate
    10. Engineer
    11. Foreman
    12. Inspector
    13. Security Chief
    14. General
    15. Sentry
    16. War Hero
    17. Hypnotist
    18. Lt.
    19. Thief
    20. Assassin 2x
    21. Double Agent
    22. Martyr
    23. Revered Elder
    24. Princess
    25. Diplomat
    26. Intelligence Officer
    27. Infiltrator
    28. Saboteur 2x
    __________

    Defense:
    1. Smuggler
    2. Tycoon
    3. Admiral
    4. Inspector
    5. Sentry
    6. Engineer
    7. Security Chief
    8. Foreman
    9. Double Agent
    10. Assassin 2x
    11. Navigator
    12. Helmsman
    13. General
    14. War Hero
    15. Martyr
    16. King
    17. Diplomat
    18. Revered Elder
    19. Princess
    20. Lt.
    21. Pirate
    22. Saboteur 2x
    23. Intelligence Officer
    24. Hypnotist
    25. Tinkerer
    26. Thief
    27. Minister of Energy
    28. Infiltrator
    __________

    Turtle Makers
    King, Inspector, Revered Elder, Martyr, Double Agent, War Hero, Navigator, Sentry, Saboteur, Assassin 2x, Lt., Foreman

    Turtle Breakers
    Revered Elder, Assassin 2x, Martyr, Navigator, drill killers
    __________
    By all means, put up your own list if you think I’m very wrong, or if you think just a few specs are out of place, it might be easier to just say Tinker +3, Sentry -4, etc.
    Last edited by kevlargolem on Mon Jan 18, 2016 12:49 pm, edited 1 time in total.
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    kevlargolem
     
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Sat Jan 09, 2016 1:30 pm

  • In overall value, I think general (14) should be above MoE (8). I've never really liked MoE. So what if you can hold more drillers, if you reach cap just go attack someone. General, however, can be really useful. Two of them makes every specialist a war hero, pretty much. Use it with a diplomat? Insane kills. I dunno, just my thoughts.
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    mathwhiz9
     
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Sat Jan 09, 2016 3:13 pm

  • I don't find general to be useful at all. I think the speed specialists are the best - good for both offense and defense; best overall value
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    bangerz
     
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Sat Jan 09, 2016 3:14 pm

  • I find it strange their is no security chief on the turtle list.
    rosslessness
     
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Sat Jan 09, 2016 3:55 pm

  • I'd say the MoE should be moved down a bit for 2 reasons. First off, because the tinkerer is so useful, promoting him doesn't yield an excessive gain. Secondly, his negative ability is rather detrimental, so often it's not worth promoting him anyway.
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    v3xt
     
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Sat Jan 09, 2016 3:59 pm

  • v3xt wrote:I'd say the MoE should be moved down a bit for 2 reasons. First off, because the tinkerer is so useful, promoting him doesn't yield an excessive gain. Secondly, his negative ability is rather detrimental, so often it's not worth promoting him anyway.

    Wait, wait, wait. When did the tinkerer become useful? I thought he was generally considered terrible.
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    aclonicy
     
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Sat Jan 09, 2016 4:23 pm

  • Tinkerer is a very powerful specialist
    Adding 90 or 120 to your driller cap without shenanigans, or even more with shenanigans, for 1 hire is very good.
    6payh
     
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Sat Jan 09, 2016 7:17 pm

  • bangerz wrote:I don't find general to be useful at all. I think the speed specialists are the best - good for both offense and defense; best overall value

    I find especially in Domination games, the General is pretty good. His minor speed buff is somewhat helpful (obviously worse than Admiral), but when coupled with a Hypnotist, a player with stacked Generals can deal pretty good damage via specialists in combat; against players with lots of weak outposts, any specialist with 10 or more drillers for the shield can capture an outpost, while when you are the top player, anyone who you set out to kill will have a hard time defending, as the effect is global (and you should always attack to kill, especially in Domination mode).
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    pandasecret
     
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Sat Jan 09, 2016 8:14 pm

  • List is so far off. :( Too much to critique. See "http://subterfugehub.com/specialists.html" for a high level perspective of specialist balance.
    ucross
     
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Sat Jan 09, 2016 9:25 pm

  • This guy has a huge ego.
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    bangerz
     
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