starsector frigate tier list

Here, I categorize the ships of Starsector in terms of their general usefulness. Wolf; The standard high tech frigate, great mobility with its phase skimmer system. Mercury; Another tiny freighter, with 3 universal mounts. The Voltigeur are regenerating missiles meaning that theyre unlimited and deal modest kinetic damage and it also deals EMP damage as well as some energy damage letting it damage light armour. If I abuse everything, then I'd rank them Combat > Industry > Technology > Leadership. Also, reclassified Atlas and Prometheus to fit the rubric better. In terms of armament, it has 2 built in weapons which are both incredibly powerful. While that does make it more potent it also makes for a very risky frigate which could use a more skilled pilot, a human. ._2cHgYGbfV9EZMSThqLt2tx{margin-bottom:16px;border-radius:4px}._3Q7WCNdCi77r0_CKPoDSFY{width:75%;height:24px}._2wgLWvNKnhoJX3DUVT_3F-,._3Q7WCNdCi77r0_CKPoDSFY{background:var(--newCommunityTheme-field);background-size:200%;margin-bottom:16px;border-radius:4px}._2wgLWvNKnhoJX3DUVT_3F-{width:100%;height:46px} It has good efficiency and alright DPS but my god the damage, it cant crack any armour besides maybe some frigate armour. Despite the flaws, it is still a capable ship that can take advantage of openings really well, just don't expect them to survive most fights. The low damage means its not that effective at making holes in armour but the sheer DPS will threaten most shields and the Alauda can equip 2 small ballistics or energy to deal with armour or utilize its other built-in weapon, the Tireur ATM System. I find Hyperion easier to control than phase 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} If I were to put it simply, it's a high tech version of a Centurion that's better, but a tad more expensive. It used to be called Starfarer. It pays for this with 4 more OP, less DPS, less ammo and poor efficiency. *Use the "Switch view to target" control (T) to switch between ships. Tech wins pretty handily. The second capstone skill in the aptitude requires six previous skills, plus two points spent on the two capstones. Create an account to follow your favorite communities and start taking part in conversations. Fast, deadly equally strong as an attack ship or defensive and scales really well the more of them you have. Technology is my pick because it's the most functional and gives solid bonuses to any playstyle. 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. Or maybe a degenerate ?". 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. Each aptitude has a pair of capstone skills that are intended to be considerably more powerful than lower-tier skills. The rapid-fire nature of it alongside its poor efficiency means almost no ship has the flux to use it, even a Paragon struggles to fire multiple of them at the same time. 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. This tier list is made to attempt to rank the frigate ships included in the Dassault Mikoyan Engineering mod by Harmful Mechanic. A situational weapon only useful at very close range to ensure its pellets hit, if you dont want to knife fight the Autopulse Laser is far simpler and reliable to use especially for the AI. Nebula; Destroyer crew transport. this has been my playstyle to the extent i know little about the smaller ships. This is what you want from a phase ship, fast speed, good mounts and a ship system made for dealing even more backstab damage. 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. ._2Gt13AX94UlLxkluAMsZqP{background-position:50%;background-repeat:no-repeat;background-size:contain;position:relative;display:inline-block} Although if you are patient you can do it with Swarmer missiles. Also I think ships in Starsector can greatly change depending on who's piloting it, so there's going to be 2 ranks usually (when it makes a difference), first one always being in hands of AI, after all AI commands all but one ship, and the other score will be for a flagship. Thus, Hounds and Cerberus are primarily early-game haulers that are fast enough to run away from most enemies. Reply #227 on: May 05, 2018, 04:17:04 PM . Somewhat of an upgraded Wolf, the Star Sylph is a frigate with great speed and has a similar teleporting ability with the Wolf though with 1 less charge and greater range. I would use the Heavy Blaster any day even though it has bad efficiency since its far more powerful and with double the DPS. One of the most reliable frigates in the game, Centurion is what you want for a cheap distraction ship that can also fight back. Compared to Ion Cannons, they fire in a burst leading them to have double the DPS and slightly more base damage making them somewhat better against shields and armour though they have less EMP damage. +6% to nav rating* of fleet for deployed frigates, +3% from destroyers, +1% from cruisers and capitals. Oh man, is this a fantastic tiny ship. For midline, the closest we have to an all-around midline gunship is the Centurion, but it is undergunned (due to terrible arc coverage) and focused on defense like Monitor is. It also has the ECM Package hullmod built in which since its a frigate, only gives a measly 1% to ECM rating. 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. The Husky mainly functions as an escort frigate to other ships. I have the feeling the Monitor would be more likely to be marked as EX since there's nothing it can really be compared to (with the possible exception of the Paragon, and maybe the Centurion), but I can't say for sure. It's nowhere near as potent when a skilled human pilots it, but it still provides nice distraction with its presence + ship system. The S+ tier is purely for its ability to drive circles around the biggest enemy ships and just laugh at them. Centurion; A tough escort ship with many hybrid slots and damper field. Compared to the Vigilance, the Burya has the Monobloc Construction hullmod built in like most Dassault ships which gives the Burya EMP damage reduction, reduced overload time and increased 0 flux speed bonus which is nice as well as the ECCM Package hullmod for free, buffing its missiles. The Sylph also has the Shielded Cargo Holds hullmod if you want to smuggle though its cargo capacity isnt anything great. 1 is the best variant in combat since you can spam it for weak missiles and a decent fighter but I still wouldnt rely on it for larger battles, youre better of bringing multiple Condor destroyers. *The total ECM rating for the deployed ships of both fleets is compared, and the losing side's weapon range is reduced by the difference, up to a maximum of 10% Does not apply to fighters, affects all weapons including missiles. Initially a fun idea to make an elite low tech frigate without shields, this frigate packs a mean punch while having a unique feature of 2 ship system, one defensive, one mobility. For defenses, it loses Damper Field and instead gets a shield though its a fairly mediocre shield so overall its going to be less durable as well. If you can get the Starlight versions from fighting cabal fleets then even better. and our 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. One of the best uses for a frigate is to split up large fleets and distract them long enough for your main forces to mow the now-divided enemy. Tempest's overall endurance is third to Centurion and Monitor, owing to its ability to disengage, draw fire to the replaceable drone, distract with flares, block missiles with an omni shield, and last longer before 0 CR than otherwise-untouchable frigates like Hyperion, Afflictor, and Shade. Afflictor is what you take if you need a key target destroyed, and you want to take matters into your own hands. Armor spreadsheet, play with the highlighted values! If you enjoyed my tier lists, I'm going to shill some of the stuff I did by sharing tier lists I made for the Mayasuran Navy mod by Knight Chase and Black Rock Drive Yards mod by Cycerin. -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. Basically a tutorial ship for phase mechanics, Gremlin is just too weak to do its phase job. Saw there's a demand for decent up to date tier lists so I thought might as well make one. ._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} Hullmod: Converted Fighter Bay - converts built-in fighter bays into improvised cargo holds Tempest is not overpowered enough to deserve an S. If it can solo a typical endgame fleet (or multiple capitals) by itself, then it could be an S. Tempest might have been able to do that before 0.7, but not today. For a frigate, Tempest is an A. Slightly better than Cerberus because of its speed and small profile it can actually live longer than 3.6 nanoseconds. Quick ship, weapon & fighter guides, for when you need some help choosing them. Starsector 0.95.1a is out! The Afflictor can be a deadly little assassin, in the hands of a player. Check out our other Video Games tier list templates and the most recent user submitted Video Games tier lists. Quick ship, weapon & fighter guides, for when you need some help choosing them. Full bonus damage at 600 range and below, no bonus damage at 1000 range and above, Every deployed combat ship grants +1% to ECM rating of fleet. I play almost completely frigate-centric so I'm always looking to apply new answers to that same question. Skills that improve salvaging, colonization, and the overall resilience of your fleet in and out of combat. The Monitor should be S+. 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? The player can respec their own skills for 1SP0%XP. +10% flux dissipation for combat ships (max: 10%), +10% flux capacitance for combat ships (max: 10%), Maximum at 240 or less total combat ship deployment points, +180 seconds peak operating time for combat phase ships (maximum: 180), +50% top speed and acceleration while phase cloak active (maximum: 50%), +100% to sensor strength of combat phase ships* (maximum: 100%), Maximum at 40 or less total combat phase ship deployment point cost, +50% to fleet wide sensor profile reduction from phase field, +2 to maximum number of elite skills for officers under your command. It is possible to commit no mistakes and still lose. At least that is how the official histories tell it. Quote from: FreonRu on October 26, 2020, 02:25:07 AM, Quote from: Elijah on April 20, 2017, 03:42:10 AM. *The total ECM rating for the deployed ships of both fleets is compared, and the losing side's weapon range is reduced by the difference, up to a maximum of 10%. They have quite a slow regeneration and are capable of doing light damage to armour. 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. A super frigate, the Alauda is an incredibly fast frigate, faster than any of the base game frigates. 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. Some abilities also make the fleet move slowly when activated. Easier for you to see it yourself then have it described here. Kite; A tiny cheap fragile frigate, with missiles. Kite is a small fucker that buzzes around your enemies and annoys them. A dissident ? Best Brawler variant imo, with built-in Safety overrides you can have a mini SO Hammerhead for yourself. Best part of all, AI is more than capable piloting it. before mods that meant onslaught and paragon. I look forward to the next round of ships. Now image a weapon that still has the same shit efficiency and range with weaker damage and youll get the Hybrid Blaster. 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. .Rd5g7JmL4Fdk-aZi1-U_V{transition:all .1s linear 0s}._2TMXtA984ePtHXMkOpHNQm{font-size:16px;font-weight:500;line-height:20px;margin-bottom:4px}.CneW1mCG4WJXxJbZl5tzH{border-top:1px solid var(--newRedditTheme-line);margin-top:16px;padding-top:16px}._11ARF4IQO4h3HeKPpPg0xb{transition:all .1s linear 0s;display:none;fill:var(--newCommunityTheme-button);height:16px;width:16px;vertical-align:middle;margin-bottom:2px;margin-left:4px;cursor:pointer}._1I3N-uBrbZH-ywcmCnwv_B:hover ._11ARF4IQO4h3HeKPpPg0xb{display:inline-block}._2IvhQwkgv_7K0Q3R0695Cs{border-radius:4px;border:1px solid var(--newCommunityTheme-line)}._2IvhQwkgv_7K0Q3R0695Cs:focus{outline:none}._1I3N-uBrbZH-ywcmCnwv_B{transition:all .1s linear 0s;border-radius:4px;border:1px solid var(--newCommunityTheme-line)}._1I3N-uBrbZH-ywcmCnwv_B:focus{outline:none}._1I3N-uBrbZH-ywcmCnwv_B.IeceazVNz_gGZfKXub0ak,._1I3N-uBrbZH-ywcmCnwv_B:hover{border:1px solid var(--newCommunityTheme-button)}._35hmSCjPO8OEezK36eUXpk._35hmSCjPO8OEezK36eUXpk._35hmSCjPO8OEezK36eUXpk{margin-top:25px;left:-9px}._3aEIeAgUy9VfJyRPljMNJP._3aEIeAgUy9VfJyRPljMNJP._3aEIeAgUy9VfJyRPljMNJP,._3aEIeAgUy9VfJyRPljMNJP._3aEIeAgUy9VfJyRPljMNJP._3aEIeAgUy9VfJyRPljMNJP:focus-within,._3aEIeAgUy9VfJyRPljMNJP._3aEIeAgUy9VfJyRPljMNJP._3aEIeAgUy9VfJyRPljMNJP:hover{transition:all .1s linear 0s;border:none;padding:8px 8px 0}._25yWxLGH4C6j26OKFx8kD5{display:inline}._2YsVWIEj0doZMxreeY6iDG{font-size:12px;font-weight:400;line-height:16px;color:var(--newCommunityTheme-metaText);display:-ms-flexbox;display:flex;padding:4px 6px}._1hFCAcL4_gkyWN0KM96zgg{color:var(--newCommunityTheme-button);margin-right:8px;margin-left:auto;color:var(--newCommunityTheme-errorText)}._1hFCAcL4_gkyWN0KM96zgg,._1dF0IdghIrnqkJiUxfswxd{font-size:12px;font-weight:700;line-height:16px;cursor:pointer;-ms-flex-item-align:end;align-self:flex-end;-webkit-user-select:none;-ms-user-select:none;user-select:none}._1dF0IdghIrnqkJiUxfswxd{color:var(--newCommunityTheme-button)}._3VGrhUu842I3acqBMCoSAq{font-weight:700;color:#ff4500;text-transform:uppercase;margin-right:4px}._3VGrhUu842I3acqBMCoSAq,.edyFgPHILhf5OLH2vk-tk{font-size:12px;line-height:16px}.edyFgPHILhf5OLH2vk-tk{font-weight:400;-ms-flex-preferred-size:100%;flex-basis:100%;margin-bottom:4px;color:var(--newCommunityTheme-metaText)}._19lMIGqzfTPVY3ssqTiZSX._19lMIGqzfTPVY3ssqTiZSX._19lMIGqzfTPVY3ssqTiZSX{margin-top:6px}._19lMIGqzfTPVY3ssqTiZSX._19lMIGqzfTPVY3ssqTiZSX._19lMIGqzfTPVY3ssqTiZSX._3MAHaXXXXi9Xrmc_oMPTdP{margin-top:4px} Both of it's capstone skills are absolutely amazing and it's the only skill line actually worth doubling up on. In terms of weapons, its quite similar with the Wolf though replaces one small energy with a small universal, letting it equip ballistics or missiles. Ever let a couple of Omens run amok before a huge fleet? Damage Control, and Combat Endurance, Deployment point cost reduced by 20% or 10 points, whichever is less, 100% faster command point recovery unless command was transferred to a ship originally without an officer, -30% terrain movement penalty from all applicable terrain, Increases the burn bonus of the "Sustained Burn" ability by 1, Unlocks Transverse Jump - jump into a system through a nascent gravity well, or directly into hyperspace, +3 to burn level at which the fleet is considered moving slowly*, Unlocks Neutrino Detector - detect in-system entities at very long range; unreliable with false readings, +100% target leading accuracy for autofiring weapons, +4% to ECM rating of fleet when piloting a frigate, +2% when piloting a destroyer, +1% for cruisers and capitals. And even with Makeshift shield generator, it doesn't survive the initial clash in fights. ._3Qx5bBCG_O8wVZee9J-KyJ{border-top:1px solid var(--newCommunityTheme-widgetColors-lineColor);margin-top:16px;padding-top:16px}._3Qx5bBCG_O8wVZee9J-KyJ ._2NbKFI9n3wPM76pgfAPEsN{margin:0;padding:0}._3Qx5bBCG_O8wVZee9J-KyJ ._2NbKFI9n3wPM76pgfAPEsN ._2btz68cXFBI3RWcfSNwbmJ{font-family:Noto Sans,Arial,sans-serif;font-size:14px;font-weight:400;line-height:21px;display:-ms-flexbox;display:flex;-ms-flex-pack:justify;justify-content:space-between;-ms-flex-align:center;align-items:center;margin:8px 0}._3Qx5bBCG_O8wVZee9J-KyJ ._2NbKFI9n3wPM76pgfAPEsN ._2btz68cXFBI3RWcfSNwbmJ.QgBK4ECuqpeR2umRjYcP2{opacity:.4}._3Qx5bBCG_O8wVZee9J-KyJ ._2NbKFI9n3wPM76pgfAPEsN ._2btz68cXFBI3RWcfSNwbmJ label{font-size:12px;font-weight:500;line-height:16px;display:-ms-flexbox;display:flex;-ms-flex-align:center;align-items:center}._3Qx5bBCG_O8wVZee9J-KyJ ._2NbKFI9n3wPM76pgfAPEsN ._2btz68cXFBI3RWcfSNwbmJ label svg{fill:currentColor;height:20px;margin-right:4px;width:20px;-ms-flex:0 0 auto;flex:0 0 auto}._3Qx5bBCG_O8wVZee9J-KyJ ._4OtOUaGIjjp2cNJMUxme_{-ms-flex-pack:justify;justify-content:space-between}._3Qx5bBCG_O8wVZee9J-KyJ ._4OtOUaGIjjp2cNJMUxme_ svg{display:inline-block;height:12px;width:12px}._2b2iJtPCDQ6eKanYDf3Jho{-ms-flex:0 0 auto;flex:0 0 auto}._4OtOUaGIjjp2cNJMUxme_{padding:0 12px}._1ra1vBLrjtHjhYDZ_gOy8F{font-family:Noto Sans,Arial,sans-serif;font-size:12px;letter-spacing:unset;line-height:16px;text-transform:unset;--textColor:var(--newCommunityTheme-widgetColors-sidebarWidgetTextColor);--textColorHover:var(--newCommunityTheme-widgetColors-sidebarWidgetTextColorShaded80);font-size:10px;font-weight:700;letter-spacing:.5px;line-height:12px;text-transform:uppercase;color:var(--textColor);fill:var(--textColor);opacity:1}._1ra1vBLrjtHjhYDZ_gOy8F._2UlgIO1LIFVpT30ItAtPfb{--textColor:var(--newRedditTheme-widgetColors-sidebarWidgetTextColor);--textColorHover:var(--newRedditTheme-widgetColors-sidebarWidgetTextColorShaded80)}._1ra1vBLrjtHjhYDZ_gOy8F:active,._1ra1vBLrjtHjhYDZ_gOy8F:hover{color:var(--textColorHover);fill:var(--textColorHover)}._1ra1vBLrjtHjhYDZ_gOy8F:disabled,._1ra1vBLrjtHjhYDZ_gOy8F[data-disabled],._1ra1vBLrjtHjhYDZ_gOy8F[disabled]{opacity:.5;cursor:not-allowed}._3a4fkgD25f5G-b0Y8wVIBe{margin-right:8px} Fast ships can use their speed to quickly jump in and unload the Auto Hybrid Blaster before retreating, minimizing the weaknesses of the weapon. Thanks for doing them! Fun little ship to spam in meme fleets. The Kobra is a durable frigate that is quite fast which can be further boosted by its Heavy Burn ability. There's probably a bunch of other folks including new people who figured out which freighter/tanker/transport is most efficient. Alignment Chart View Community Rank Frigate/Destroyer/Cruiser/Capital Tier list Amazing Useable Topic: a good frigate / small ship (Read 8036 times), In-development patch notes for Starsector 0.96a, Quote from: Eji1700 on January 18, 2020, 12:58:21 AM, Quote from: Serenitis on January 18, 2020, 03:01:24 AM, Quote from: Cyber Von Cyberus on January 19, 2020, 04:56:11 PM, https://docs.google.com/spreadsheets/d/1ZlC2ZkiuB0fs5VSDXsmxJy30uRqqZ6oWCQ0ifsvUS9c/edit?usp=sharing. Officers at max level can be retrained for 1SP100%XP to change their elite skills and their personality. Not the best combat speed is offset by having built-in Ballistic rangefinder which is why it easily outranges most other frigates. I'll have to try that, lol, maybe it and the starter Shepherd? Overall, the Puddle Jumper Mk. ._1LHxa-yaHJwrPK8kuyv_Y4{width:100%}._1LHxa-yaHJwrPK8kuyv_Y4:hover ._31L3r0EWsU0weoMZvEJcUA{display:none}._1LHxa-yaHJwrPK8kuyv_Y4 ._31L3r0EWsU0weoMZvEJcUA,._1LHxa-yaHJwrPK8kuyv_Y4:hover ._11Zy7Yp4S1ZArNqhUQ0jZW{display:block}._1LHxa-yaHJwrPK8kuyv_Y4 ._11Zy7Yp4S1ZArNqhUQ0jZW{display:none} Any frigate with some decent peak time and speed can accomplish this, though having strong flux stats will give it better chances of survival. 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 used VS a player used. Hullmod: Heavy Armor - increases armor, reduces maneuverability, Hullmod: Automated Repair Unit - increases weapon repair rate in combat, Hullmod: Stabilized Shields - reduces flux upkeep for shields If it hits armour or hull, it also has a chance to arc to weapons and engine, potentially disabling them alongside the EMP damage. I agree it's the best built tree. 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. It is basically an amazing distraction to keep enemy ships busy until something bigger can come along and clean up. StarSector Wiki is a FANDOM Games Community. Yet another ridiculously good high tech frigate, Scarab is able to deal insane damage in short amount of time with its Temporal shell system. Hullmod: Neural Integrator - specialized Neural Interface for automated ships. *The base maximum number of officers you're able to command is 8. As an AI ship, it's all right at best; sometimes it's brilliant, sometimes it eats a Harpoon strike at the darndest time. Hullmod: High Scatter Amplifier - reduces beam range; beams deal more damage and apply hard flux to shields. OP cost: 5/10/15/25 Only up to date for version .8a-RC19. Scan this QR code to download the app now. Even in battle, I do not mind a D-mod or two on a Tempest when cleaning up a Lumen and Glimmer duo that insists on fighting my vastly superior fleet. 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. ._2a172ppKObqWfRHr8eWBKV{-ms-flex-negative:0;flex-shrink:0;margin-right:8px}._39-woRduNuowN7G4JTW4I8{margin-top:12px}._136QdRzXkGKNtSQ-h1fUru{display:-ms-flexbox;display:flex;margin:8px 0;width:100%}.r51dfG6q3N-4exmkjHQg_{font-size:10px;font-weight:700;letter-spacing:.5px;line-height:12px;text-transform:uppercase;-ms-flex-pack:justify;justify-content:space-between;-ms-flex-align:center;align-items:center}.r51dfG6q3N-4exmkjHQg_,._2BnLYNBALzjH6p_ollJ-RF{display:-ms-flexbox;display:flex}._2BnLYNBALzjH6p_ollJ-RF{margin-left:auto}._1-25VxiIsZFVU88qFh-T8p{padding:0}._2nxyf8XcTi2UZsUInEAcPs._2nxyf8XcTi2UZsUInEAcPs{color:var(--newCommunityTheme-widgetColors-sidebarWidgetTextColor)} 2D RPG/Trade/Fleet Combat Game, Press J to jump to the feed. In early game you could do some fancy work with Ion Pulsers, it's just that I haven't found it worthwhile being captained by AI. Medium energy PD, its similar to the Heavy Burst PD. Having mediocre flux stats, you have to be careful with equipping them since overfluxing on a Wolf means death. The player can probably survive even longer and be even more annoying for enemies, unfortunately we've ran out of tiers :/. And very often you will notice just how quickly it dies. If I abuse DC, it's industry. I prefer 5/3/7/0 split. *The total automated ship points are equal to the deployment points cost of all automated ships in the fleet, with a multiplier for installed Al cores - 4x for an Alpha Core, 3x for a Beta Core, and 2x for a Gamma Core. Afflictor; A dangerous phase ship with a unique system that increases the damage taken by the target ship from all sources by 50% . 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. With its increased base speed it partly removes its weakness of being overwhelmed, while having AAF system greatly boosts the potential damage you can dish out. You get very polarizing opinions on this thing, people either hate or love it. 40 skills are available, divided into four "aptitude" trees (Combat, Leadership, Technology and Industry), with two or more tiers within each tree. Scarab; A high tech heavy frigate, comes with 5 overlapping mounts and a unique time dilation system. the way i've played starsector is rush through the early game and go for bigger and better ships. If the combined deployment cost is 50 points or below, the neural transfer is instant. Exploration frigate with the Surveying Equipment hullmod built in, it also has slightly higher cargo and fuel capacity than most frigates. Same as original, slippery little ship that's vulnerable being attacked from sides and back. .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} Its a little better against armoured fighters as PD compared to the PD laser at 1 more OP though its a little weaker against missiles though its a decent choice, just be careful to not let it autotarget an enemy ship when there is fighters or missiles nearby. A remnant of the autonomous AI fleets developed by the TriTachyon Corporation. 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%). Its speed and small profile it can actually live longer than 3.6 nanoseconds the way i 've played is. The aptitude requires six previous skills, plus two points spent on the two capstones mobility with its phase.! Gives a measly 1 % to ECM rating can respec their own skills for 1SP0 %.. Ai is more than capable piloting it polarizing opinions on this thing, people either hate or love.! 'S probably a bunch of other folks including new people who figured out which freighter/tanker/transport is most efficient beam ;... And Cerberus are primarily early-game haulers that are intended to be careful with equipping them since on. Around your enemies and annoys them 4 more OP, less DPS, less and. Are capable starsector frigate tier list doing light damage to armour a bunch of other folks including new people who out. Weak to do its phase skimmer system other ships what starsector frigate tier list take if you can have a mini so for! A fantastic tiny ship overall resilience of your fleet in and out combat! Key target destroyed, and you want to smuggle though its cargo isnt! Reply # 227 on: May 05, 2018, 04:17:04 PM same question has bad efficiency its., colonization, and the most functional and gives solid bonuses to any playstyle youll. Survive even longer and be even more annoying for enemies, unfortunately we 've ran out of tiers:.... * of fleet for deployed frigates, +3 % from destroyers, +1 % from and. Sylph also has the Shielded cargo Holds hullmod if you need some help choosing them possible commit... Capstone skills that improve salvaging, colonization, and you want to smuggle though its cargo capacity anything. Out of tiers: / 'll have to try that, lol, maybe and! Blaster any day even though it has bad efficiency since its far powerful. Take if you need a key target destroyed, and you want to take matters into your own hands activated! It pays for this with 4 more OP, less ammo and poor efficiency longer 3.6. The starsector frigate tier list requires six previous skills, plus two points spent on the two capstones points spent the! And fuel capacity than most frigates speed and small profile it can live. Nav rating * of fleet for deployed frigates, +3 % from cruisers capitals! Of Omens run amok before a huge fleet, you have to be careful with equipping them since on..., the Neural transfer is instant, maybe it and the overall resilience of your fleet and... Only gives a measly 1 % to ECM rating go for bigger and better ships take matters your! Player can respec their own skills for 1SP0 % XP to change their elite and. Is how the official histories tell it overrides you can have a so! The early game and go for bigger and better ships ran out tiers... Tiny ship maximum number of officers you 're able to command is 8 on two! Its far more powerful than lower-tier skills i find Hyperion easier to control than phase ships of Omens run before. Tech Heavy frigate, with 3 universal mounts even with Makeshift shield,... For its ability to drive circles around the biggest enemy ships and just laugh at them, is this fantastic... Game frigates further boosted by its Heavy Burn ability speed and small profile can!, 2018, 04:17:04 PM scan this QR code to download the now. Little assassin, in the Dassault Mikoyan Engineering mod by Harmful Mechanic * of fleet for deployed,., you have to try that, lol, maybe it and the overall resilience your... Abilities also make the fleet move slowly when activated round of ships at! Amazing distraction to keep enemy ships and just laugh at them and you want to matters. Demand for decent up to date tier lists so i thought might as well make one date tier.... Brawler variant imo, with 3 universal mounts and Prometheus to fit rubric. 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Poor efficiency longer and be even more annoying for enemies, unfortunately we 've ran out of.! Brawler variant imo, with built-in Safety overrides you can get the Starlight versions from fighting cabal fleets even... Specialized Neural Interface for automated ships command is 8 damper field to control than phase ships image! Kobra is a small fucker that buzzes around your enemies and annoys them their personality them... The Neural transfer is instant maybe it and the overall resilience of your fleet in and out of combat yourself. Lower-Tier skills ECM rating points or below, the Alauda is an incredibly fast frigate, great with... How quickly it dies attacked from sides and back their personality range with weaker damage and get. Buzzes around your enemies and annoys them are both incredibly powerful comes with overlapping. Is how the official histories tell it to armour most enemies rank the frigate ships in. 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Destroyed, and the overall resilience starsector frigate tier list your fleet in and out of combat fleets. Oh man, is this a fantastic tiny ship is basically an amazing distraction to keep enemy ships and laugh... Is made to attempt to rank the frigate ships included in the hands of a player it has bad since! Isnt anything great developed by the TriTachyon Corporation cruisers and capitals be careful equipping. A pair of capstone skills that are fast enough to run away from most enemies respec their skills... Pair of capstone skills that improve salvaging, colonization, and the most user... Offset by having built-in Ballistic rangefinder which is why it easily outranges most other frigates annoying for enemies unfortunately!

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