starsector frigate tier list

Does not apply to fighters. If you're going to be flying a frigate 'full time', it might be worth going into the menu settings and checking the invert turn to cursor box (if you haven't already). Actually D-mod on Tempest is generally acceptable, especially if I only have it in my fleet to enable pursuit and easy auto-resolve. The Brawler's still a ship without a role to play. It costs 2 OP less but overall its worse than the ever reliable Burst PD but is ok I suppose if OP is really tight but I would just cough up the extra 2 OP to get Burst PD. @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} Starsector 0.95.1a is out! Lasher; The staple attack frigate, good armour and great weapon mounts and system make it a danger to destroyers while keeping a small logistical profile. It has 1 flight bay with a built-in fighter, the Goalkeeper Defense Bit. All AI skills are elite and can be changed in the officer screen at any time for no cost. Both of it's capstone skills are absolutely amazing and it's the only skill line actually worth doubling up on. It can further boost its speed and manuverabiltiy with its Pulsed Skipjet ability. I have tried to make this ship work but no amount of tinkering with it justifies its cost. Energy weapons deal up to +30% damage at close range, based on the firing ship's flux level. The Shalaika is very weak in direct combat and is mainly Nav Relay fodder as well as light PD at the cost of 4 DP so its probably more efficient to deploy dedicated warships most of the time unless you need the speed boost. Cerberus; The smugglers choice of frigate, large shielded cargo holds, decent combat ability and isnt a civilian grade ship. -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. It shares many of the same weaknesses as the Wolf such as poor durability and it also costs 8 DP, quite expensive for a frigate. Who cares what others think? Combat varies by flagship, and may want frequent respecs if player wants to change flagships frequency. I play almost completely frigate-centric so I'm always looking to apply new answers to that same question. I almost always go 10 tech. ._3oeM4kc-2-4z-A0RTQLg0I{display:-ms-flexbox;display:flex;-ms-flex-pack:justify;justify-content:space-between} Phantom; A phase raiding transport. Rank B. Compared to the standard Mk. Maybe it's better to divide into 2 grades - for player and for AI? ], All combat ships, including carriers and militarized civilian ships, Hullmod: Resistant Flux Conduits - reduces EMP damage taken, improves venting speed, Hullmod: Adaptive Phase Coils - reduces impact of hard flux level on top speed while phased However when burst beams and high powered weapons come into play, they'll pop like balloons. 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. Technology is my pick because it's the most functional and gives solid bonuses to any playstyle. Using such ships requires the Automated Ships skill. and our However, the Bouclier is quite slow and has no shields. Some skills may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. Overall, the Alauda is an incredibly powerful frigate if you pilot it and can make use of its great speed alongside its incredible firepower to destroy targets though skilled play will be required to make the most of it. The Bouclier can function as a good fleet anchor for frigate fleets and smaller fights due to its good hull and armour but the slow speed alongside lack of shields means that its vulnerable to beam weapons and in larger battles it will likely get murdered extremely quickly. My BEST SHIP tier list in StarSector [Fast Guide] Uran92 4.93K subscribers Subscribe 36K views 2 years ago So guys it has been some time since our last fast guide on starsector. Both linked ships benefit from your personal combat skills at all times, though certain effects that modify ship stats at the start of combat such as increasing ammo capacity only apply to the flagship. As I said, a player can make good use of an Odyssey. Adjusted the rank to be C+. Hullmod: Neural Integrator - specialized Neural Interface for automated ships. I dont really find it useful and personally I would just pay a little more OP for a Condor or Tereshkova destroyer since they bring so much more but if youre only using frigates and need missile support, I guess the Burya is serviceable. Starsector 0.95.1a is out! Skills the improve the combat performance of your fleet, and of other military assets under your command. It pays for this with 4 more OP, less DPS, less ammo and poor efficiency. StarSector Wiki 714 pages Explore Popular pages Community in: Hullmods Advanced Optics Edit Extends the range of beam weapons by 200 su, but reduces their turn rate by 30% percent. C: By no means bad. A super frigate, the Alauda is an incredibly fast frigate, faster than any of the base game frigates. I've had an entire campaign, start to finish, where my Scarab died only once, and that was where I lost half of my fleet to [REDACTED]. ._1sDtEhccxFpHDn2RUhxmSq{font-family:Noto Sans,Arial,sans-serif;font-size:14px;font-weight:400;line-height:18px;display:-ms-flexbox;display:flex;-ms-flex-flow:row nowrap;flex-flow:row nowrap}._1d4NeAxWOiy0JPz7aXRI64{color:var(--newCommunityTheme-metaText)}.icon._3tMM22A0evCEmrIk-8z4zO{margin:-2px 8px 0 0} Many skills are affected by diminishing returns, e.g." Leadership Skills the improve the combat performance of your fleet, and of other military assets under your command. Starsector version .95.1a is now out! The Mario of Starsector, the Eagle is perhaps the most well-rounded ship in the game. A single Tachyon lance or a HIL for example puts Vanguard immediately into the recovery pile. A fair and reasonable appraisal; nothing I can disagree with. 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. Any frigate with some decent peak time and speed can accomplish this, though having strong flux stats will give it better chances of survival. I just find it's survivability drops later in the game, very narrow shield arc and AI using the system to forgo its point defense of drones make it a worse Scarab in my eyes. Good all round frigate but high cost. 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? Compared to the AM Blaster, on paper it has slightly less base damage and DPS however in practice the base damage is actually much lower at around half due to its projectile splitting into multiple bolts however the damage is still pretty high for its size. ._3-SW6hQX6gXK9G4FM74obr{display:inline-block;vertical-align:text-bottom;width:16px;height:16px;font-size:16px;line-height:16px} A good mobility system to get out of trouble, good shields and armor, an exploitable weakness that the pilot can cover for, and plenty of guns in various configurations to deal with whatever threat may face it; this ship has it all. . Each aptitude has a pair of capstone skills that are intended to be considerably more powerful than lower-tier skills. I would use the Heavy Blaster any day even though it has bad efficiency since its far more powerful and with double the DPS. 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. Unlearned elite skills can be made elite again later without spending any story points. A fleet is considered slow-moving at a burn level of half that of its slowest ship. Really surprised there's not much talk about this ship, I was never let down by it. Reply #227 on: May 05, 2018, 04:17:04 PM . 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. It has 100 more range and more base damage making it better against armoured fighters though it has less DPS and efficiency. Quick ship, weapon & fighter guides, for when you need some help choosing them. Former king of high tech frigates, now without a damage boosting system and instead a drone suicide button, it won't surpass other high tech options. The Light Assault Gun has a lower base damage making it worse against armour however has a little more DPS and 200 more range. Skills cannot be unlearned if they are required for another skill. The Husky has a decent shield and is somewhat lightly armed making it unlikely to threaten larger ships on its own unless you equip with something dangerous such as Antimatter Blasters though can help its escorted ship in fights by doing a little damage as well as PD with its Goalkeeper and ability, Smart Flares which launches flares that seek out missiles. In combat, the Shalaika mainly functions as a PD support frigate, with it having the Advanced Nav Relay hullmod built in which contributes 5% to Coordinated Maneuvers, increasing your fleets speed in combat if deployed which can stack if you install the Nav Relay hullmod. Shade; A good phase ship with a EMP system. Player-piloted Afflictor is the most powerful frigate by far. 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. Budget Burst PD, the PD Beamer function very similarly to Burst PD though its weaker overall at PD due to its lower base damage, DPS, 1 less charge and 150 less range. 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. Shade and Afflictor give Tempest a run for its money, but again Tempest wins because of the fact that the drone effectively doubles its flanking effectiveness. The Burya is really similar to the Vigilance but with better survivability and free ECCM though less missile firerate on account of 1 less ability charge. As the Ziggurat is a unique, distinctive ship, while it is in the player fleet other fleets will always recognize . ._3K2ydhts9_ES4s9UpcXqBi{display:block;padding:0 16px;width:100%} Create a Star Sector Ships tier list. The Monitor should be S+. Can also function as PD against shielded fighters in a pinch but should generally be used against ships as an anti-shield weapon. It's not impossible for it to dump some torpedoes in an unexpecting ass of a ship, but that happens so rarely you're better off with any other phase ship. For some reason it has 3 built-in hullmods leaving you with enough OP for a few more. In a direct fight, the Kobra is quite strong as it can facetank quite a lot with Defense Field and can even punch up a little though the lack of shields means its quite vulnerable to beam weapons and the Kobra will likely get bruised from every single fight even if it wins so its effectiveness greatly falls in larger battles. What've we got that they have not? Low tech frigate of choice, Lasher is equipped with enough ballistic mounts and AAF system to make it dangerous in right situations. If I abuse DC, it's industry. Kite is a small fucker that buzzes around your enemies and annoys them. .s5ap8yh1b4ZfwxvHizW3f{color:var(--newCommunityTheme-metaText);padding-top:5px}.s5ap8yh1b4ZfwxvHizW3f._19JhaP1slDQqu2XgT3vVS0{color:#ea0027} Unlike the Snow Goose destroyer from the mod, the lesser number of missiles alongside its smaller targets means that the Sylphs missiles often have difficulties hitting its target. Both EWM and Gunnery are very strong, and pretty much whatever I do above 5/3/5/0 is going to waste at least single point, sensors is not worst of options. That's what the +/- system is for. Yet another ridiculously good high tech frigate, Scarab is able to deal insane damage in short amount of time with its Temporal shell system. Their ships are often fragile but fast and aggressive, a playstyle the AI is bad at though a player is quite strong at. The player can probably survive even longer and be even more annoying for enemies, unfortunately we've ran out of tiers :/. A pirate ? That's still better than having nothing mind you, but as some other frigates on this list, it is greatly vulnerable itself, which I consider a fail of a support ship. 3. Rare officers found in cryopods during exploration can have 7 skills, of which five are elite. If you can get the Starlight versions from fighting cabal fleets then even better. This is a .1 release, meaning it's focused on polish, bugfixing, and quality-of-life improvements - but more than the normal share of new features and sweeping changes have found their way into this one, as well! Charge based energy weapon, the Capacity Microlaser is also quite similar to the IR Pulse Laser. On the downsides of the Alauda, it has an extremely high DP cost for a frigate at 12 DP and is quite fragile. But as far as AI phase ships are handled, this might be one of the better ones, so worth the price if you like having phase ships by your side. Tech wins pretty handily. Or maybe a degenerate ?". A decent weapon that can be a generalist weapon but mostly performs better as a burst weapon especially against shields. +6% to nav rating* of fleet for deployed frigates, +3% from destroyers, +1% from cruisers and capitals. Small energy that does EMP damage, its role is similar as Ion Cannons to disable enemy ship weapons and engine with EMP damage. Its still somewhat better against enemy ships compared to the ER Pulsed Laser though has 200 less range and at this point, I would just use IR Pulse Lasers or Blaze Guns. Starsector > General Discussion > Best Skill Tree 0.95; . Elite shieldless frigate just doesn't work in reality when you have so many ways to strip armour that's not destroyable by point defense. Hullmod: Shield Shunt - removes shields, increases armor, *Ships without a shield or a phase cloak are treated as always having 50% hard flux, Ability: Remote Survey - do a preliminary survey on all nearby planets remotely, Hullmod: Surveying Equipment - reduce resource requirements for surveying. StarSector Wiki is a FANDOM Games Community. Scarab; A high tech heavy frigate, comes with 5 overlapping mounts and a unique time dilation system. For other ways of surviving, it has several drones armed with PD that stay in front of the Alauda, helping to block some shots. Very different playstyle from the original Brawler, but worth it if you like fighting fast, and if your fleet can catch up. An energy weapon that mainly functions an artillery weapon, the Obusier Shock Artillery does decent energy damage alongside good EMP damage if it hits armour or hull. But having a wing of Borer drones orbiting it means there's always going to be some damage dealt to nearby enemy ships. Reddit and its partners use cookies and similar technologies to provide you with a better experience. .LalRrQILNjt65y-p-QlWH{fill:var(--newRedditTheme-actionIcon);height:18px;width:18px}.LalRrQILNjt65y-p-QlWH rect{stroke:var(--newRedditTheme-metaText)}._3J2-xIxxxP9ISzeLWCOUVc{height:18px}.FyLpt0kIWG1bTDWZ8HIL1{margin-top:4px}._2ntJEAiwKXBGvxrJiqxx_2,._1SqBC7PQ5dMOdF0MhPIkA8{vertical-align:middle}._1SqBC7PQ5dMOdF0MhPIkA8{-ms-flex-align:center;align-items:center;display:-ms-inline-flexbox;display:inline-flex;-ms-flex-direction:row;flex-direction:row;-ms-flex-pack:center;justify-content:center} However, it has some incredibly questionable targeting priorities as it will prioritize enemy ships before targeting missiles and with its weak damage and beam not dealing hard flux damage, its quite poor as a weapon. It used to be called Starfarer. D: Underwhelming, but better than nothing. The only benefits besides the weak shield are that it cost 1 less DP to deploy and it has the Shielded Cargo Hold for smuggling so its just mainly a worse Kobra and a faster Brawler with less firepower. @Goumindong: I really don't think the Monitor's amazing. 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. The Husky mainly functions as an escort frigate to other ships. The player can respec their own skills for 1SP0%XP. Otherwise a fun and unique ship to pilot, worth a shot despite the nerf. The ER Pulsed Laser is a burst beam with good range though poor DPS due to its lower fire rate and even less base damage than the PD Burst. The Hybrid Blaster is very similar to the Heavy Blaster though with a higher fire rate, deals low EMP damage and each hit to armour or hull having a chance to arc to the targets weapons and engine, dealing additional damage. The Capacity Scatterlaser does the exact same DPS as the Autopulse Laser though thats only if every single pellet hit which is extremely unlikely due to it being extremely inaccurate. They are unlocked by spending Skill Points, which are earned upon leveling up, up to a maximum of 15 for the player and 8 (or 9) for Officers. 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. Annoying for enemies, unfortunately we 've ran out of tiers: / isnt a grade... 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starsector frigate tier list