Home > battle stations > BS2.0 Class Skills

BS2.0 Class Skills

We’ve had some great suggestions on the forums for the skills in BS2.0 (Thanks Lim Kai for contributing some very detailed skill descriptions and effects). We’re going to keep things simple so we can add more skills later on (for the crew combat). Skills are unlocked when you have the appropriate level and class.

Here are the skills for now (subject to change, I also didn’t display their activation probability):

Sailor

  • Evasive Action – +5 armor for this battle, +10 speed

Soldier

  • Take Aim – +10% cannon + subcannon damage, -10% speed
  • Preemptive Strike – Fire first on defense

Pirate

  • Ambush – Start combat 400 yards from the enemy only during attacking
  • Broadside Barrage – +20% subcannon damage

Mechanic

  • Battle Repair - +15% chance to repair 5-10% of HP each round Chance to recover 2-5% HP during each round
  • Blinding Flare – Enemy miss chance of 50% for first round

Scout

  • Power Fuel – +50% Speed Smoke machine – Opponent has 10% miss chance
  • Torpedo Warfare Blitz – +10% Missile / Torpedo damage + 5% Melee damage

Knight

  • Iron Clad – +20 Armor, -50% Speed
  • Line Battle – Chance to fire all cannons again, opponent fires all cannons as well

Mercenary

  • Bounty Hunter – Get +25% gold if you sink your opponent
  • Shredder Shot – Damage = level * 50, attack at start of combat + slow opponent by 250. Only works when attacking

Corsair

  • Cloud Cover – Opponent has 10% miss chance Armour piercing: -15 armour on enemy for both attacking and defending.
  • Summon Kraken – The sky Kraken attacks your enemy! Kraken damage = lvl x 100; slow opponent by 25%

Engineer

  • Magnetic Mines – Damage and slow opponent every round: damage= level*20 and slow = -5% speed. Only works when defending
  • Siege Mode- +300% weapon range for cannons and subcannons, +50% cannon damage, -90% Speed. Transforms into floating cannon platform. Only works when attacking.

Alchemist

  • Defensive Matrix – +20 Armor, immune to slow
  • Arc Lightning – Damage = level * 100 35, attack lands in a random special round

Saboteur

  • Sabotage – Enemy skills do not activate
  • Bombvoyage – Ram enemy ship for damage equal to current HP and your HP reduced to 1
  • Ramming Speed – +500 Speed, +10% Ram Damage
Categories: battle stations Tags:
  1. the Sundance Kid
    October 26th, 2009 at 18:50 | #1

    Skills will take the game on a whole new level. :-)

  2. Andy
    October 27th, 2009 at 16:31 | #2

    why does scout and mechanic have the same ability?

  3. Leonard Lin
    October 27th, 2009 at 16:40 | #3

    Thanks for pointing out the mistake, Andy. Fixed now.

  4. Juice
    October 27th, 2009 at 16:41 | #4

    Saboteur is gonna cause a stir, but overall looks very exciting. Can’t wait:-)

  5. Alvin
    October 27th, 2009 at 16:59 | #5

    Uh, So are all these skills listed available to all levels?

  6. Dan
    October 27th, 2009 at 21:26 | #6

    For Knight – Line Battle – Chance to fire all cannons again, opponent fires all cannons as well

    only Cannon will fire again? not sub-cannon, missile or Ram?

  7. Bob Bock
    October 27th, 2009 at 21:47 | #7

    Looks like you are giving the best and most to Engis again … can we have a class reset for free once this comes out?

  8. firpo
    October 28th, 2009 at 00:13 | #8

    Ram enemy ship for damage equal to current HP and your HP reduced to 1

    does this apply to fat cow defender with all points to craft with “no ram equipped”

  9. MacGyver
    October 28th, 2009 at 04:43 | #9

    Will the 2nd tier class skills be in addition to the 1st tier skills that a player had before doing a job promotion quest?

    For example, if a player chooses to be a mechanic, and then upgrades to engineer at level 100, will that engineer still have the skills of a mechanic as well, or will he lose those skills when he upgrades to a 2nd tier class?

    I’d advocate for the retaining of current skills in addition to the new ones, considering the vast increase in complexity that would be offered by such a system. Of course, that would make it a bit more complicated for battling mercenaries and scientists, but otherwise, it may pay for people to choose not get the job promotions…

  10. jaja
    October 28th, 2009 at 09:40 | #10

    i see, some skills activate by chance (like Battle Repair – +15% chance to repair 5-10% of HP each round) but how will the other skills be activated? do we push a button? or does the other skills just auto activate themselves?

  11. cyber
    October 29th, 2009 at 02:11 | #11

    Commander

    Skill name* = 20% to increase your range by double
    Skill name* = 5% to disable 1 of your enemy weapon for 3 phase.

  12. D4V1D
    October 31st, 2009 at 11:24 | #12

    The Corsair’s skills all sound like a mistake. Too underpowered.

    Cloud Cover – Opponent has 10% miss chance
    Summon Kraken – The sky Kraken attacks your enemy!

    As you may recall, a Sky Kraken is not a strong to NPC to begin with -_-’, and 10% miss chance is not considerable enough to make it worth. Unless you make the effectiveness of class skills improve over a certain level, of course =D

  13. Lloydus
    November 1st, 2009 at 20:05 | #13

    @ D4V1D i dont think that the Corsair’s ability is underpowered.. i think all the other class skills are OVERPOWERED. like bombvoyage is overkill (considering a really far defender casts it) and preemptive strike (cmon 1st fire on defense? nobody’s going to attack soldiers anymore)

    in my honest opinion, these skills need serious balancing…

  14. jaja
    November 2nd, 2009 at 11:51 | #14

    how does the activation of skills work?

  15. BlackDeath
    November 4th, 2009 at 02:34 | #15

    saboteur seems to be the biggest imbalance here.. RAM damage= your current hp
    (if it was 200k) 200k sure raw damage to target.. that would make you unbeatable in offence.. +skills dont activate=sure kill

  16. BlackDeath
    November 4th, 2009 at 02:35 | #16

    @lloydus yep the skills are very IMBALANCED..

  17. BlackDeath
    November 4th, 2009 at 02:41 | #17

    plus this is all mostly cannon base skills..little for rammers (actually 1 for rammers)= saboteur thats all.-_- “”"”"”"i suggest all have cannon based skills and ram based skills along with missiles. :D that way every class can pick whether they can go ram or cannons. missile skills will be the same since both NAV n GUN power missles.”"”"”"

  18. YarWench
    November 4th, 2009 at 05:46 | #18

    Actually BlackDeath only GUN OR NAV contribute to power missles at this point. Whichever stat provides the greater increase. Basically they’re kicking Commanders while they’re down. I notice that there isn’t a “commander” class…useless anyway.

  19. Ascaloth
    November 7th, 2009 at 19:57 | #19

    Hey TYLER, I don’t mean to pry but….heck, I am prying anyway, lol

    Can I have an inside scoop on the progress made on the class skills list? I’m just curious to see how much and which of my suggestions have made it in so far (I’m Lim Kai btw).

  20. captainYAR
    November 8th, 2009 at 02:38 | #20

    This pretty heavily favours current engineers that are gunners. DO NOT WANT!!! I wouldn’t want to be a an alchemist either due to equal stat distribution. Is there gonna be an ap/gold cost for ‘casting’ these abilities? I assume that they’re not always gonna be active?

  21. Yllaine
    November 8th, 2009 at 21:11 | #21

    Activate Defensive Matrix!!! Woot…

    Summon the Kraken! *booms down the Kraken hammer*

    Bombvoyage! See ya later! >.<

  22. Amor Ra
    November 12th, 2009 at 13:51 | #22

    @the Sundance Kid
    If I change to Knight, am I still get the soldier’s skills?

  23. Conrad
    November 13th, 2009 at 01:32 | #23

    Seems like a lot of skills are in relation to gunners and few for rammers. Slowing for rammers isn’t going to be useful since they need to be in range first.

    For generic classes like engineers, the skills should be universal and applies to both gunners and rammers.

    Also, there could be some generic (perhaps scaled down) ones (e.g. increase armour, speed, damage) that are usable by everyone.

  24. Ross
    November 15th, 2009 at 16:43 | #24

    I second that, Conrad.

  25. Leonard Lin
    November 17th, 2009 at 21:35 | #25

    Decided to change Bomb voyage to Ramming Speed. Should be more useful for rammers.

  26. Andy
    November 18th, 2009 at 07:43 | #26

    what is this???? all skill favor gunner…. only 1 skill favor ramer and it’s become available at lv 100…. all ramer will end up as saboteur I think… Dev’s give no opt. for ramer to choose other class than saboteur…

  27. Ngweekiat
    November 20th, 2009 at 18:27 | #27

    Ok for this game the max speed the ship can go at is 2000? if we are Saboteur and we are already going at 2000 speed, does the skill Ramming Speed – +500 Speed, +10% Ram Damage, make it go at 2500?

  28. Grand Gouda
    November 21st, 2009 at 01:48 | #28

    Looks like Soldiers would be the ideal defenders, with the Preemptive Strike and Knight abilities. Too bad they’ll still be crippled by the stat progression forcing them to put 1 point per level into Nav, which is completely wasted for cannons.

  29. Grand Gouda
    November 21st, 2009 at 01:54 | #29

    @Leonard Lin
    Would love to know the answer to MacGuyver’s question. Are the Tier 2 Class Skills in addition / on top of the Tier 1 Class Skills, or in replacement of?

  30. Leonard Lin
    November 22nd, 2009 at 16:05 | #30

    Tier 2 skills are in addition to your Tier 1 skills.

  31. Avanguard
    November 23rd, 2009 at 12:05 | #31

    Just a quick question in regards to Saboteur. “Sabotage” ability – is it like “active” all the time? or just during defense? or there is a percentage that it would “activate” during defense or attack?

  32. Vimes
    November 24th, 2009 at 17:36 | #32

    @Ngweekiat

    There’s no max speed in the game. If there were, Interdictors would be crippled.

  33. ravenn
    November 25th, 2009 at 20:19 | #33

    i think they should also change the 20%dmg sub cannon ability of the pirates make it main cannon’s ^_^ ehehehehe…

  34. Steve
    November 28th, 2009 at 02:50 | #34

    It all looks interesting but will you (Tyler Projects) be giving a free class reset for this or not?

  35. Steve
    November 28th, 2009 at 03:02 | #35

    Also what will happen to those who play that r commanders?

  36. Steve
    November 29th, 2009 at 03:42 | #36

    Hey where does the explorer factor in to this?

  37. Nascimento
    November 30th, 2009 at 11:09 | #37

    Out of 6 branches only 1 was thought with ram users in mind? Where is the equality on this game?
    The class must be revised before they are launched. It is no way fair to have 5 options for gun user and 1 option for ram user.

  38. November 30th, 2009 at 18:44 | #38

    Could the Moderators add this to the BS2 update??

    Direct trade system = Trade goods, weapons , and parts from player to player. Of course a fee would be charged if want to be fair… this will greatly help us players when we want to get some items for trading and crafting… ^^

  39. Kunal Kislay
    December 1st, 2009 at 01:19 | #39

    To many classes .. but good..
    although ability for explorers are useless becoz +10 speed dosent matter..
    + if a gunner will get a chance to attack first then a rammer in ramming ship wont be able to survive…

  40. MacGyver
    December 1st, 2009 at 02:56 | #40

    An all-items-inclusive direct trading system would be VERY useful, but I really wish there were an alternate way of paying the fee, like having a gold fee OR an ocho fee to choose from when making the trade. The ocho fee makes some sense since it sounds like we can only trade ocho items though. =P

    Of course, it’s now too late for such a thing to be part of BS 2.0, since that’s less than 12 hours away, but the idea may be worth considering while the remaining updates are being added.

  41. 1ouie
    December 1st, 2009 at 11:02 | #41

    no skills for nav engineers?

  42. 1ouie
    December 1st, 2009 at 11:15 | #42

    there should be multiple skills to choose from but with only limited points to allocate to support different class build…. plus defensive skills should be passive(with % chance but stronger) and offensive skills should be loaded before attacking

  43. guest
    December 1st, 2009 at 13:00 | #43

    THE NEW SKILL DISTRIBUTION MAKING BS 2.0 IMBALANCE, FUCKING IMBALANCE, ESPECIALLY THE DECISION TO REMOVE THE POWER FUEL FOR SCOUT, WHAT DOES SCOUT BENEFITS FROM THE NEW SKILLS EXCEPT THE STUPID 10% MISCHANCE??
    WHILE PIRATE GET FREE 20% GUNNERY WHILE USING SUBCANNON.
    EVEN THE TORPEDO GUNNERY BONUS FOR SCOUT IS ALSO +10% COMPARED TO 20% GIVEN TO PIRATE AND ALSO, NOBODY DON’T KNOW THE LOW DAMAGE AND HIGH RANGE OF TORPEDO MAKING THEM USELESS WEAPON

  44. guy
    December 1st, 2009 at 13:12 | #44

    Sorry if someone has already asked this, but will there be an option to turn off certain skills? I’m probably going to stay with engineer but I don’t want to get that siege mode thing because I am primarily a rammer.

  45. December 1st, 2009 at 14:25 | #45

    hurry up!!!!!!!!!!!!!!

  46. December 1st, 2009 at 14:26 | #46

    Hurry Up !!!!!!!!!

  47. jacxis
    December 1st, 2009 at 15:07 | #47

    Why is the trader class gone~? I am saddened.

  48. Sacred S&Y
    December 1st, 2009 at 18:01 | #48

    I think the bombvoyage attack skill of the saboteur is a great skill, but instead of removing it, I think changes can be made for the skill to be ‘not so imba’. Perhaps the skill will automatically activate when your(the Saboteur) HP reaches 25%. Then, ALL attacks will be disrupted to allow for this attack which will deal 0.1*speed*(remaining hp) damage, which means that even when it is the opponent’s turn to attack, ALL attacks will stop right after your HP reaches 25% or below, and your ship will go in for a kamikaze, dealing damage equivalent to the formulae given, AND leaving your ship with either 0 or 1 HP (a 50-50 thing). This attack is basically like an interruption, and after this attack the game flow will return to normal, with the opponent continuing its attack FROM WHERE IT STOPPED(If it was its last attack, then it becomes your turn ‘again’.). So, if the opponent still has one more cannon that wasn’t fired earlier, it would continue, UNLESS the opponent’s ship has been sunk or your ship has been sunk (due to the 50-50 1 or 0 hp factor). I think that this would also be a great time to implement another alternate ending to battles – A TIE! – With both ships sunk at the same time.

  49. laurier
    December 1st, 2009 at 23:58 | #49

    hi everyone,

    i was wondering if the classes has character linealogy so that i would have an idea what would my character be if i finished my 1st tier job. . .thanks and more power

  50. Kurant
    December 2nd, 2009 at 01:32 | #50

    hey tyler wtf have u done to us rammers?? i think that’s unfair compare to cannon,subcannon users which has many options to choose from.
    if i were you, while it is early, you should revise our skills immidietely.

Comment pages
1 2 815
  1. No trackbacks yet.