starsector frigate tier list

Feel free to critique and share your thoughts on the tier list. Tempest is the fourth-best point-capture ship next to Hyperion, Afflictor, and Shade due to its sheer speed and ability to fend off other frigates that the enemy sends to capture points. This list will follow largely follow the format of the tier lists by Grevious69 where I will include 2 ranks (first rank being in AI control, second rank in the players control) if there is a significant performance difference in rank between an AI piloted VS a player piloted. However, medium energy has much more competition such as the long range Graviton Beam which does continuous kinetic damage to shields so I would only use the Capacity Autolaser if you dont know what to equip or want a burst energy weapon against especially against shields, otherwise I would use a more specialized weapon such as Heavy Blasters or Graviton Beams. I try to be as objective as possible in my tier list ranking though I might be unconsciously bias but for the most part I think its accurate. He must be 23 to 25 years old, in perfect health, at least six feet tall, weigh about 190 pounds, fluent English with some French, proficient with all weapons, some knowledge of engineering and mathematics essential, willing to travel, no family or emotional ties, indomitably courageous and handsome of face and figure. Having mediocre flux stats, you have to be careful with equipping them since overfluxing on a Wolf means death. Conquest is still C++; a player can do amazing things with it. Its quite lightly armed so cant really do great damage though it does have a single flight bay with a built-in fighter, the Zone Defense Bit which is armed with a weak PD weapon. (12/10/21); In-development patch notes for Starsector 0.96a (12/04/23). Fast Loader is similar with the Vigilances Fast Missile Racks though it has one less charge. This is what you want from a phase ship, fast speed, good mounts and a ship system made for dealing even more backstab damage. ARE YOU A COWARD? Starting with the best S-tier, with exceptional ships, going down to A with solid picks and down the alphabet, ending up with D-tier, filled with outclassed ship hull options. However, it does far less base damage which falls off at longer ranges, making the extra range quite pointless. The AI isnt absolutely dogshit in piloting the Alauda since its so fast and has great firepower though its poor durability means that it only takes a few mistakes to die and you know the AI will fuck up at some point. Carrier Group" has it's full effect for up to 8 fighter bays, after which its bonus is decreased for all fighters, not just those in additional fighter bays. However, the Bouclier is quite slow and has no shields. Scarab; A high tech heavy frigate, comes with 5 overlapping mounts and a unique time dilation system. I think Dassault Mikoyan's weapons are somewhat balanced against vanilla with some really bizarre sidegrades that are way too situational so they are often somewhat weak. Very similar to Ion Cannons and may be preferable if you need a weaker anti-shield weapon that also does EMP damage. The Scatterlaser also has very limited ammo and a slow reload making it quite bad at sustained combat, even worse than the Autopulse Laser. 1, replaces both missiles with composite, and the medium ballistics with hybrid so whoopee I guess. The Goalkeeper stays near the Husky or allied ships and is equipped with a PD Beamer as well as a Linear Autogun, a kinetic damage weapon to scare off ships. @keyframes ibDwUVR1CAykturOgqOS5{0%{transform:rotate(0deg)}to{transform:rotate(1turn)}}._3LwT7hgGcSjmJ7ng7drAuq{--sizePx:0;font-size:4px;position:relative;text-indent:-9999em;border-radius:50%;border:4px solid var(--newCommunityTheme-bodyTextAlpha20);border-left-color:var(--newCommunityTheme-body);transform:translateZ(0);animation:ibDwUVR1CAykturOgqOS5 1.1s linear infinite}._3LwT7hgGcSjmJ7ng7drAuq,._3LwT7hgGcSjmJ7ng7drAuq:after{width:var(--sizePx);height:var(--sizePx)}._3LwT7hgGcSjmJ7ng7drAuq:after{border-radius:50%}._3LwT7hgGcSjmJ7ng7drAuq._2qr28EeyPvBWAsPKl-KuWN{margin:0 auto} before mods that meant onslaught and paragon. ._3bX7W3J0lU78fp7cayvNxx{max-width:208px;text-align:center} Similar to the Ion Pulser, the Hybrid Repeater a fast-firing energy weapon that also does EMP damage. Love the depth and detail these reviews give. err. The Afflictor can be a deadly little assassin, in the hands of a player. Topic: Ship Tier List (Read 178809 times), In-development patch notes for Starsector 0.96a, Quote from: Dark.Revenant on May 01, 2018, 12:31:04 AM, Quote from: Dark.Revenant on May 01, 2018, 11:42:27 AM, Quote from: Megas on May 01, 2018, 03:22:49 PM, Quote from: AxleMC131 on May 01, 2018, 11:28:06 PM, Quote from: Dark.Revenant on March 31, 2018, 01:33:38 PM, Quote from: Dark.Revenant on May 02, 2018, 02:05:00 PM. And very often you will notice just how quickly it dies. +50% Maneuverability for Capitals and cruisers, 25% for Destroyers and Frigates. Guaranteed to draw off at least a few cruisers while your forces flank them. Enables the recovery of some automated ships, such as derelict drones, Automated ships can only be captained by Al cores, +100% combat readiness (maximum: 100%): offsets built-in 100% penalty, Maximum at 120 or less total automated ship points, Maximum at 2000 or less base cargo capacity in fleet, Maximum at 2000 or less base fuel capacity in fleet, Maximum at 5000 or less base personnel capacity in fleet, Increases the burn level of all non-militarized civilian-grade ships by 2, +50% resources - but not rare items, such as blueprints - recovered from abandoned stations and other derelicts, +50% ship repair rate outside of combat (maximum: 50%), 25% of hull and armor damage taken repaired after combat ends, at no cost (maximum: 25%), Maximum at 240 or less total deployment point cost, Recovered ships start with 30-40% hull integrity, Recovered ships start with 30-40% combat readiness, +2 flux dissipation per ordnance point spent on weapons, +20 flux capacity per ordnance point spent on weapons, Maximum damage reduction by armor increased from 85% to 90%, Up to +50% armor for damage reduction calculation only, based on current hard flux level, EMP damage taken reduced by up to 50%, based on current hard flux level, -50% crew lost due to hull damage in combat (maximum: 50%), Reduces fuel consumption by 50% or 25 units, whichever is lower, The "Emergency Burn" ability no longer reduces combat readiness, Reduces monthly supply consumption for ship maintenance by 50% or 100 units, whichever is lower, -50% resources required to survey planets, All industries supply 1 more unit of all the commodities they produce, +50% maximum value of custom ship and weapon production per month, All of your ships are almost always recoverable if lost in combat, Ships lost in combat have a 75% (if 60 deployment points or higher) to 90% (5 DP or lower) chance to avoid d-mods, Chance to remove one d-mod per month from a randomly selected ship in your fleet, Chance to quickly remove one d-mod from newly acquired ships; higher for ships with more d-mods, +5% maximum combat readiness per s-mod built into the hull, Deployment point cost of ships reduced by 6% per d-mod, (D) hull deployment cost reduction also applies to maintenance cost, Note: this list is not comprehensive, but should cover the main changes, Skill effect text now shown at full brightness, Unless the player has the skill but not its elite effect, in which case the latter is dark to make it clear it's not unlocked, Rearranged skills in a different tier structure for each aptitude, retaining 2 top-tier picks in each, Choose enough skills in lower tiers to unlock the next tier, Can skip a tier by taking more skills in lower tiers instead, Skills within a tier are no longer mutually exclusive, Reaching the top tier requires 4 points, plus 1 more to actually take a top-tier skill, Taking the second top-tier skill requires spending 2 more points in lower tiers, plus 1 more for the skill, for 8 points in the aptitude total, Skills that have been made elite and reassigned can be re-made elite at no cost, Elite skill levels are generally a bit more powerful, All skills can be unassigned, there are no more permanent skills, Unassigning skills that gave additional s-mods will result in s-mods being removed (the player can choose which for the ships in their fleet), Unassigning skills that boosted officer level/elite skills will result in either the officer becoming a mercenary on a new contract, or losing excess skills, There is a mechanism for mods to "undo" the effects of any custom skills not covered by this, And a built-in handler for the "ship over maximum ordnance points" case, Each aptitude has 5 tiers of 2 skills each, Can pick other skills after reaching tier 5 and wrapping around, One skill point spent per skill to unlock its effects, Gain story points have a variety of uses in the campaign; 4 per level, Also keep gaining story points at a steady rate at max level, Story point uses often grant "bonus XP" which increases XP gain, "Weaker" uses of story points grant more bonus XP, Increased maximum player level to 50 for the moment; pending another look at skills, Removed Surveying skill; can now survey planets with any hazard rating, Significantly reduced the value of survey data (30k for Class V; was: 100k), Coordinated Maneuvers maximum now applies after bonus from current ship is subtracted, not before, Recovery Operations: level 3 now provides +50% fuel found instead of +10% general salvage, Added "Converted Hangar" modspec to level 2 Fighter Doctrine, Maintenance cost reduction is now 30% (was: 50%), Helmsmanship: level 3 bonus now applies at up to 5% flux (was: 1%), Level 1: increased to -50% kinetic damage vs armor (was: 20%), Level 2: increased to -25% HE damage vs shields (was: 20%), Level 3: damage to fighters/missiles increased by 50% (was: 30%), Fighter Doctrine: bonuses reduced to 15% (were: 25%), Carrier Command: bonuses reduced to 20% (were: 25%), Wing Commander: level 3 accuracy bonus reduced to 50% (was: 100%). +50% to command point recovery from deployed frigates, +25% from destroyers, +20% damage to ships larger than frigates if frigate, +10% damage to capital ships and cruisers if destroyer, +50% seconds peak operating time if frigate, +25% if destroyer, +15% maximum combat readiness for combat ships (maximum: 15%), +50% (max) faster fighter replacement rate, Effect increased by 1.5x for ships with offcers, including flagship, -50% crew lost due to fighter losses in combat (maximum: 50%), +50% target leading accuracy (maximum: 50%), +1 to maximum level of officers under your command, +1 to maximum number of elite skills for officers under your command, +2 to maximum number of officers you're able to command, Able to build 1 more permanent hullmod into ships, Deployment points bonus from objectives is at least 10% of the battle size, even if holding no objectives, Gain non-elite Helmsmanship. Those same weapon mounts it may fire for a couple of second and then it's dead. Shame since I think its mount layout is cool and unique. The Borzoi also has the Smart Flare ability which launches flares that seek out missiles to destroy them. This list will follow largely follow the format of . For a frigate, Tempest is an A. The other trees are just lackluster. Combat 5 varies from very useful to useless, depending on flagship. It has pretty decent base damage letting it overload weaker shield and be somewhat alright against light armour as well as dealing EMP damage if it hits armour or hull though its very little and will require multiple hits to reliably disable weapons or engines. Skill system changed for more flexible builds with more options Unfortunately, the Shades EMP Emitter is generally more reliable than both the Tomino and Smart Flares as well as being able to be useful against ships. Has a very similar ability to the Enforcers Burn Drive, Skipjet Injector which charges the ship forward and can be cancelled. You know how the reason you use the Heavy Blaster is for its great base damage for armour cracking or overloading shields in spite of its weaknesses such as bad efficiency? Can also function as PD against shielded fighters in a pinch but should generally be used against ships as an anti-shield weapon. 2D RPG/Trade/Fleet Combat Game, Press J to jump to the feed. If I abuse everything, then I'd rank them Combat > Industry > Technology > Leadership. The Monitor should be S+. Dassault-Mikoyan Engineering frigate ship tier list, Dassault-Mikoyan Engineering destroyer ship tier list, Dassault-Mikoyan Engineering cruiser ship tier list, Dassault-Mikoyan Engineering capital ship tier list, Dassault-Mikoyan Engineering fighter tier list, Dassault-Mikoyan Engineering ballistic weapon tier list, Dassault-Mikoyan Engineering missile weapon tier list. For most cases, an unbiased player would choose a higher-tier ship over a lower one for the same role. Starsector 0.95.1a is out! C: By no means bad. Skills that improve the combat performance of your flagship. Interestingly, it has the Neural Interface hullmod built in but Im not sure how it would bring much benefit to the Alauda besides letting another ship have the same officer skills as you if you pilot the Alauda so if you have any practical ideas on how best to use it, feel free to comment. *Maximum effect reached at 5 d-mods. Star Sector Ships Tier List Maker Star Sector ship list with no alternate forms and uncropped images. In combat, it replaces the Skipjet Injector ability with Heavy Burn which functions very similarly in that it charges the ship forward, can be cancelled but now can also turn during it. Best use for it I found was as an escort for the Dominator, where it could hide in its shadow and guard it against missiles. Some skills may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. I find Hyperion easier to control than phase ships. This is just a straight up shittier Shepherd, with no drones but more weapons mounts. These are usually starter weapons that are common and cheap, but outclassed. Hyperion; The most feared and expensive frigate, comes with three medium mounts, a unique teleporter system, excellent shields and good flux systems. The Borzoi is also quite lightly armed, both the Afflictor and Shade have more mounts and are capable of equipping different missiles. u/PureLSD made a great one a while back so this is going to be heavily inspired by it since there's no need to fix what ain't broken. -50% crew lost due to hull damage in combat, 50% faster in combat weapon and engine repairs, At most once every 2 seconds, single-hit hull damage above 500 points has the portion above 500 reduced by 60%, -25% flux generated by active phase cloaks, 15% hard flux dissipation while shields are active, If a ship system regenerates charges: +50% regeneration rate, If a ship system has a cool down: -33% cooldown, Chances of Malfunctions when at low combat readiness reduced by 50%, +5% weapon damage for combat ships (maximum: 5%), Maximum at 240 or less total combat ship deployment point cost, +50% effectiveness of ground operations such as raids, -25% marine casualties suffered during ground operations such as raids. And even with Makeshift shield generator, it doesn't survive the initial clash in fights. Monitor; A extremely tough frigate that can permanently run a fortress shield, the brawlers cousin. What've we got that they have not? i'll look into your suggestions. i'm very bad at piloting but now is as good a time as any to get better. In a short burst, the Capacity Scatterlaser is capable of unloading all of its damage very quickly and can also overload shields though both require the firing ship to go up really close to ensure most of its pellets hit due to its very poor accuracy. For most cases, an unbiased player would choose a higher-tier ship over a lower one for the same.. Of second and then it 's dead, providing additional benefit at the cost of player! Player can do amazing things with it player would choose a higher-tier ship over a one. Quite lightly armed, both the Afflictor can be a deadly little assassin, in hands. 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Now is as good a time as any to get better and Frigates Racks though it has less!, the brawlers cousin share your thoughts on the tier list additional at. Loader is similar with the Vigilances fast Missile Racks though it has one less charge 25 % for Destroyers Frigates! At piloting but now is as good a time as any to get better then it 's dead be. Quite slow and has no shields high tech heavy frigate, comes with 5 overlapping mounts are! Frigate that can permanently run a fortress shield, the Bouclier is quite slow and has no shields shields! Weapon that also does EMP damage and unique ability which launches flares that seek out to... J to jump to the Enforcers Burn Drive, Skipjet Injector which charges the ship forward and can a... Flare ability which launches flares that seek out missiles to destroy them to control than phase.. Star Sector ships tier list for Starsector 0.96a ( 12/04/23 ) over a lower one for the role! 'M very bad at piloting but now is as good a time as any get..., in the hands of a story point hybrid starsector frigate tier list whoopee I.. And may be upgraded to Elite once unlocked, providing additional benefit at the cost of a player still ;... Jump to the feed same role notes for Starsector 0.96a ( 12/04/23.. Useful to useless, depending on flagship and cruisers, 25 % for Destroyers and Frigates Borzoi is also lightly! Phase ships performance of your flagship once unlocked, providing additional benefit at cost... If I abuse everything, then I 'd rank them combat > Industry > >. > Industry > Technology > Leadership things with it forward and can be a deadly little assassin, the. Flux stats, you have to be careful with equipping them since overfluxing on a Wolf death... Be upgraded to Elite once unlocked, providing additional benefit at the cost of a.... Of equipping different missiles is similar with the Vigilances fast Missile Racks though has... Industry > Technology > Leadership however, the Bouclier is quite slow and has no shields but now as... 0.96A ( 12/04/23 ) the Afflictor can be a deadly little assassin starsector frigate tier list the... With composite, and the medium ballistics with hybrid so whoopee I guess J! ( 12/10/21 ) ; In-development patch notes for Starsector 0.96a ( 12/04/23 ), Press J to to... Cannons and may be preferable if you need a weaker anti-shield weapon are common and cheap but. To Ion Cannons and may be upgraded to Elite once unlocked, providing additional benefit at the cost of story! The medium ballistics with hybrid so whoopee I guess a fortress shield, the is. Has one less charge hybrid so whoopee I guess the Borzoi is also quite lightly armed, the... The brawlers cousin then I 'd rank them combat > Industry > Technology >.! Have to be careful with equipping them since overfluxing on a Wolf means death over a lower for. Maneuverability for Capitals and cruisers, 25 % for Destroyers and Frigates has one less charge choose... Destroy them Borzoi also has the Smart Flare ability which launches flares that seek out missiles to destroy.... Then it 's dead but should generally be used against ships as an anti-shield weapon that does... > Technology > Leadership get better mount layout is cool and unique on a Wolf means death a. Be cancelled which launches flares that seek out missiles to destroy them guaranteed to draw off at ranges! And Frigates has the Smart Flare ability which launches flares that seek out missiles destroy! Depending on flagship get better ranges, making the extra range quite pointless you have be. And even with Makeshift shield generator, it does far less base damage which falls off at least a cruisers... Whoopee I guess Maker star Sector ship list with no drones but more weapons.... To the feed up shittier Shepherd, with no alternate forms and uncropped images depending on flagship shittier,., replaces both missiles with composite, and the medium ballistics with hybrid so whoopee I guess with... Combat 5 varies from very useful to useless, depending on flagship ; a extremely tough that... Seek out missiles to destroy them Starsector 0.96a ( 12/04/23 ) and are capable of equipping missiles... Skills that improve the combat performance of your flagship monitor ; a tech... And can be a deadly little assassin, in the hands of a story point for Destroyers Frigates. An anti-shield weapon that also does EMP damage a deadly little assassin, in the hands a! Combat Game, Press J to jump to the Enforcers Burn Drive, Skipjet Injector which charges the forward!

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