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Specialists: The Big Picture

PostPosted: Thu Mar 17, 2016 11:02 pm
by kim jong uno
Hey guys this is sort of a question thread as well as a compilation im hoping to do but since i only have 3 days game experience i was hoping you guys could help.

I see lots of threads about the strengths of different specialists (i know pirate+nav is the go-to combo and that people say king is op for e.g) but im hoping to compile sort of a "when-to-hire", "in the long run", kind of guide.

For example my current game status: 2nd day, i have just started invading, 4th specialist hire, options are Revered Elder, Pirate and Helmsman

My analysis:

Revered Elder: more of a mid-late game hire, early game her potential is underutilized as there is too little opponent specs to use on

Pirate:
Ok here's my dilemma, im aware of the various pirate combos that can be used and that he is one of the top tier specs which is why i am extremely tempted to pick him. However, i feel that he is more of a mid game pick since i do not actually have the specs to combo him with this early in the game

Helmsman:
Solid pick at any phase of the game because more speed= less time for enemy to respond and doesnt require combo pieces unlike the Pirate. Additionally, in the context of my game:
1. Im the aggressor, i want to hit my opponent's territories before he can reinforce them especially since he has the "distance advantage" (his reinforcements are closer to his border than my subs are
2. I expanded quite quickly, as such, my territories are spaced out and repositioning subs are a pain without a Helmsman or Smuggler
Above are my opinions on the matter, however im still quite undecided on whether to pick Pirate or Helmsman so i appreciate help from any veterans :)

Also in the spirit of "compiling" info, here are my thoughts on my other specs:
Lieutenant: Early game. 5 drills is quite a fair bit early on but negligible later in the game
Foreman: Early game, the earlier the better since those extra drillers accumalate. (Any opinions on when to promote?)
Inspector: Im quite unsure about this one. I got it mainly for the promotion but im not sure when to promote. As usual, veteran help is appreciated.

So yeah i do hope some forum regulars will chip in for this "compilation". I know this is a strategy game and people want to keep their strategies a secret but any help is appreciated, even very basic and obvious analysis would be useful for newcomers like me. Just give the specialist name, "when-to-hire" info and maybe even some stories of your past games to show your point

Re: Specialists: The Big Picture

PostPosted: Fri Mar 18, 2016 1:25 am
by crisismana
well, every player has it own play style. play adaptive with your situation and have fun !

here some advice from me. adjust your strategy by syncronize it with your diplomatic style.

here complete guide from kevlargolem

viewtopic.php?f=5&t=1470&hilit=kevlargolem

viewtopic.php?f=5&t=1561&hilit=kevlargolem

Re: Specialists: The Big Picture

PostPosted: Fri Mar 18, 2016 4:04 am
by carter j burke
While there are the "gold four" hires (generals, tycoons, admirals, kings) there is no way any specialist can be relegated to "early game" or "late game" only. In fact that line of thinking is unwise. Sometimes what you class as an early game hire (eg. Lieutenant) is a good end-game strategy (promoting to generals). Or a tinkerer as your first hire on a factory-heavy map becomes the best hire. Always look at your current situation and your strategy.



Since I always enjoy mixing up strategies, so I don't mind sharing a little. ;)
You mention its day four, and you have an elder, helms, or pirate. Here's some fresh perspective:

Elder: often seen as a passive defensive specialist, but it can be used offensively. imagine your enemy is depending on his assassins or saboteurs at his outposts to deter an attack. An elder neutralizes them, giving you the initiative. :)

Pirate: they can change a battle outcome, and present a constant risk to someone attacking you. They can also be used creatively to move drills at speed. Eg. Get a neighbor to send a 1d gift nearby; target it with your pirate, and suddenly your pirate is moving drills at x2/x4 speed between outposts. :mrgreen:

Helms: always useful; Especially if you're attacking. In some ways more practical than a smuggler (which are only x3 between your own outposts)



Best advice I can pass on is: if you're not sure what to hire, and don't need anything immediately, then DON'T hire anything. Wait. Let your available hires stack. but shhhhh you didn't get that tip from me. ;)

Re: Specialists: The Big Picture

PostPosted: Fri Mar 18, 2016 5:10 am
by kim jong uno
Thanks for the sharing (especially the pirate trick i never thought of that). :) Also I think maybe i was too vague, my intention wasnt to limit anybody's playstyle. To clarify, as you said, there are "golden hires" that you almost always want. My question goes like this: in what situation did you pick X spec over a "golden hire" e.g a hypnotist. Obviously every spec has its specific strength and in certain situations, they may shine such that you picked them over a "golden hire".
For example,in my situation, my "golden hire" would be the Pirate, given its combos. However, for my current situation, i feel that the Helmsman outshines the Pirate because my current strat is aggressive expansion

Re: Specialists: The Big Picture

PostPosted: Fri Mar 18, 2016 8:35 am
by rlin81
Sometimes hiring something is good just because later on you might need it and it might not come up. I don't need a hypno but I got it first pick. I may want to get it now so at least I have one when I need it. Also some picks may be a reflection or your strategy or the neighbors strategy. If you plan on using just drillers to fight a helmsman may be useful now but later may just sit docked or the enemy has a smuggler so a helmsman may just be lost. Or you can plan to hire the helmsman but not hire it until the last minute that you need it. So the enemy reveals he has a smuggler and he can get defend anywhere that you attack him but he moves it thinking you can't reach him in time so you suddenly hire the helmsman and attack while his smuggler is busy in transit.

Re: Specialists: The Big Picture

PostPosted: Fri Mar 18, 2016 8:56 am
by janitorialduties
Your right. You should choose specialists to suit your current situation. Situation trumps Tier's of specialists. If you don't have vision and don't have any means to grant vision your Queen hunter Combo (Pirate, Martyr/Assassin, Navigator) will be lack luster.
The helmsman is a fantastic general purpose specialist that can be used for both offense and defense so in your situation I would go with him.

What I believe Carter is saying is that if you can, and if a hire isn't pressing, if you don't need it to fill a nessicary combo then maybe look into investing in some of the specialists with fantastic global actives.

Its a tough thing to learn, and sometimes its best to hold on to a couple hires to allow yourself the flexibility to adapt to a situation. If you are on the defensive then holding on to hires can make you hard to deal with. An opponent can counter one hired specialist with another but can rarely counter 3 or 6 hired specialists.

A specialist tier list is available somewhere but like I said its best to play to your situation.

Re: Specialists: The Big Picture

PostPosted: Fri Mar 18, 2016 4:32 pm
by rlin81
Except the king.. The king must be promoted for he is the king after all.