starsector frigate tier list

Its generally worse as PD compared to the Burst PD because of all this though it can shoot Sabots a little but its poor damage and DPS means it will likely not be able to stop it on its own. 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. Guaranteed to draw off at least a few cruisers while your forces flank them. Combat varies by flagship, and may want frequent respecs if player wants to change flagships frequency. The Ziggurat is a unique phase capital ship encountered at the Alpha Site as part of the Project Ziggurat quest, where it is an extremely dangerous enemy. ._3Z6MIaeww5ZxzFqWHAEUxa{margin-top:8px}._3Z6MIaeww5ZxzFqWHAEUxa ._3EpRuHW1VpLFcj-lugsvP_{color:inherit}._3Z6MIaeww5ZxzFqWHAEUxa svg._31U86fGhtxsxdGmOUf3KOM{color:inherit;fill:inherit;padding-right:8px}._3Z6MIaeww5ZxzFqWHAEUxa ._2mk9m3mkUAeEGtGQLNCVsJ{font-family:Noto Sans,Arial,sans-serif;font-size:14px;font-weight:400;line-height:18px;color:inherit} The charge-based nature of the Capacity means that in the short term, it can do more DPS especially to shields compared to the IR Pulse Lasers but once it runs out of ammo, the IR Pulse Laser will be perform better. That sounds implausible but, what the heck. Mercury; Another tiny freighter, with 3 universal mounts 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. Starsector version .95.1a is now out! And very often you will notice just how quickly it dies. Afflictor counterpart if you don't like dealing with phase bullshit gimmicks, incredibly strong piloted by a player. Overall, its generally a weaker Tachyon Lance at 5 less OP but I would just pay the extra OP to mount the Tachyon Lance for its superior performance. Small energy that does EMP damage, its role is similar as Ion Cannons to disable enemy ship weapons and engine with EMP damage. Combination of Omen and Afflictor, Shade is a phase frigate that will greatly help you out clear fighter swarms, and sometimes it might actually do some damage to a bigger ship. Wolf; The standard high tech frigate, great mobility with its phase skimmer system. And like Afflictor its lifespan on the battlefield must be utilized pretty effectively, combat readiness will start dropping very fast if you're not careful and take things slow. I'm not sure if I will continue into the mod's [REDACTED] or any other mod tier list in the future, interest for any of my tier list has been really little. Fun little ship to spam in meme fleets. 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. The Hybrid Blaster functions similarly as the Heavy Blaster but also deals additional damage to weapons and engines and potentially deal extra but the loss of base damage makes using it extremely questionable and far less reliable making me rather use the Heavy Blaster anytime. They start at level 4-6 with a fixed set of skills and cannot level up. ], 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 Hullmod: Converted Fighter Bay - converts built-in fighter bays into improvised cargo holds StarSector Wiki is a FANDOM Games Community. Starsector 0.95.1a is out! 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. Centurion; A tough escort ship with many hybrid slots and damper field. 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. At least that is how the official histories tell it. However, the Bouclier is quite slow and has no shields. Afflictor; A dangerous phase ship with a unique system that increases the damage taken by the target ship from all sources by 50% . Skills the improve the combat performance of your fleet, and of other military assets under your command. Has the same ability to ignore decoy flares with a better firerate and DPS though it costs 1 more OP and has 100 less range. ._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} Wayfarer; A larger freighter, normally unimpressive though can shine in the right hands. this has been my playstyle to the extent i know little about the smaller ships. 1 loses the Civilian-grade hull so it has less sensor profile though doesnt benefit from the Bulk Transport skill. Just stick to the Mk. 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. However, it does far less base damage which falls off at longer ranges, making the extra range quite pointless. Its default name is "TTS Xenorphica". Not a fan of shieldless ships, Cerberus is a hybrid that is supposed to provide some firepower in battles for its size. Some abilities also make the fleet move slowly when activated. All AI skills are elite and can be changed in the officer screen at any time for no cost. 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! If either person of the tier list feel that this list should be removed or changes made, please inform me to do so. Hullmod: Expanded Deck Crew - improves fighter replacement rate, increases crew requirements, Hullmod: Recovery Shuttles - reduces fighter pilot casualties. Unlearned elite skills can be made elite again later without spending any story points. The Husky mainly functions as an escort frigate to other ships. Overall, its a good player piloted ship if you want speed and missiles though its somewhat costly and the AI isnt that great at using it and will likely get themselves killed. lol i just 2 minutes ago got a cabal tempest. . Fighters are generally the smallest ships and Capitals are the largest ships, while Stations are big orbital defense structures. For most cases, an unbiased player would choose a higher-tier ship over a lower one for the same role. Brawler: C+/C-. *A slow-moving fleet is harder to detect in some types of terrain, and can avoid some hazards. Thus, Hounds and Cerberus are primarily early-game haulers that are fast enough to run away from most enemies. Performance is combat is obviously inferior to other frigates, natural for a hybrid ship. (12/10/21); In-development patch notes for Starsector 0.96a (12/04/23). Starsector 0.95.1a is out! Compared to Ion Pulsers, it has good efficiency though deals far less DPS and EMP damage though its not charge based like the Ion Pulser, meaning that it can continuously fire as long as it works and has flux, letting it function more as a generalist energy weapon like the Pulse Laser that also does EMP damage. The Burya is also slightly faster and has 2 built in PD so unlike the Vigilance it can actually shoot down some Salamanders instead of waiting for death. err. 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. Frigates are small ships that usually have high speed and agility. Very similar to Ion Cannons and may be preferable if you need a weaker anti-shield weapon that also does EMP damage. Officers gain skills like the player, but only to a maximum level of 5 (6 with the "Officer Training" Leadership skill), which are chosen from a pool of 4 skills when they level up. Overall, the Puddle Jumper Mk. Hullmod: Hardened Shields - reduces damage take by shields, Hullmod: Integrated Point Defense Al - small non missile weapons act as point defense; PD not affected by decoy flares, Hullmod: Integrated Targeting Unit - increases weapon range, more so for larger ships Leadership 1 is a joke for big fleets, 2 pushes frigates, 3 is a mess, 4 marries the character to Leadership, 5 is non-combat. Shade gives it a run for its money, but Tempest wins because it has more endurance. Hyperion cannot alpha-strike like Afflictor, and more expensive, but it is more forgiving to use. It was the Odysseys rank I bumped to C+. Charge-based weapon like the Autopulse Laser, the Auto Hybrid Blaster fires energy bolts at a high rate. These ships can also be broken down into three major tech levels: Low Tech, Midline, and High Tech . *Use the "Switch view to target" control (T) to switch between ships. Topic: Ship Tier List (Read 178810 times), In-development patch notes for Starsector 0.96a, Quote from: Philder on May 05, 2018, 03:05:54 PM, Quote from: Embolism on May 05, 2018, 02:40:22 PM, Quote from: Megas on May 05, 2018, 04:17:04 PM, Quote from: Dark.Revenant on May 02, 2018, 10:01:18 PM. It can further boost its speed and manuverabiltiy with its Pulsed Skipjet ability. This is what you want from a phase ship, fast speed, good mounts and a ship system made for dealing even more backstab damage. Quick ship, weapon & fighter guides, for when you need some help choosing them! Also, reclassified Atlas and Prometheus to fit the rubric better. 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. Feel free to critique and share your thoughts on the tier list. I will naturally take campaign stats into account because after all, it's the campaign where people decide what to do with their credits. 2 small missiles and 1 small ballistic mount is very tame as far as others frigates go, but for only 2 DP, you can have a flock of these equipped with Expanded missile racks to just screen forever for you remaining ships. Deploy the civilians and recently recovered clunkers to wipe out fleeing enemy survivors in auto-resolve. 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. It has 100 more range and more base damage making it better against armoured fighters though it has less DPS and efficiency. 3. Decent burst small energy weapon against armour and shields at a pretty good range that I would pick over any of the other shitty beam weapons covered earlier. Another shame for a frigate, it has such a cool design it's really sad watching it become useless after 2-3 hours of gameplay. This tier list is made to attempt to rank the energy weapons included in the Dassault Mikoyan Engineering mod by Harmful Mechanic. 3 with a shield, the Vesper is a fast frigate with quite a good armament, letting it destroy similar sized targets. 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. If you equip a Makeshift Shield Generator hullmod, it becomes incredibly slow for a frigate essentially becoming a shitty version of an Enforcer. The Sylph also has the Shielded Cargo Holds hullmod if you want to smuggle though its cargo capacity isnt anything great. 401 // connection refused [try again?] Fast, deadly equally strong as an attack ship or defensive and scales really well the more of them you have. +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. The Hyperion is a very good frigate even if you take away the teleporter, having tons of OP, excellent flux stats, a powerful shield, fast speed, and plenty of hard-hitting slots. Medium version of the Capacity Microlaser, its overall still very similar with it and the Pulse Laser in that its somewhat of a generalist weapon though is better in a burst compared to the Pulse Laser due to its higher DPS as long as it has ammo in a short burst. After all this time, it's outdated in some places. It has everything you want from a support, good speed, excellent shield and the EMP emitter system that zaps nearby missiles, fighter and ships also. Technology because you actually make choices. Tech hands down. 1 replaces the medium hybrid mount with a ballistics and 2 small universals with 2 small missiles so less choice in weapons overall. But having a wing of Borer drones orbiting it means there's always going to be some damage dealt to nearby enemy ships. Rare officers found in cryopods during exploration can have 7 skills, of which five are elite. Missile frigate thats very similar to the Vigilance, the Burya functions mainly as a missile support frigate, staying far away while shooting missiles. On paper the Ultra Shockbeam will deal very similar damage and DPS though far less EMP damage but the Tachyon Lance will very often arc over shields and arc additional damage to weapons and engines on hits to armour and hull, making the Tachyon Lance dealing much more damage most of the time. Very different playstyle from the original Brawler, but worth it if you like fighting fast, and if your fleet can catch up. As an AI ship, it's all right at best; sometimes it's brilliant, sometimes it eats a Harpoon strike at the darndest time. A fleet is considered slow-moving at a burn level of half that of its slowest ship. 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. All that for not even an expensive cost which makes it better than most AI phase ships. Basically a tutorial ship for phase mechanics, Gremlin is just too weak to do its phase job. Much prefer old system where skill buffed both shields and phase. 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. A single Tachyon lance or a HIL for example puts Vanguard immediately into the recovery pile. -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. The Kobra Mk. 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. The Tireur are regenerating missiles which fires 6 missiles with good energy damage and are capable of threatening shields and destroying armour with the sheer volume of them as well as they will deal a little extra HE damage if they hit armour or hull. A fair and reasonable appraisal; nothing I can disagree with. Starsector 0.95.1a is out! If I abuse phase ships, it's combat. Enables rapid switching between two ships. It's nowhere near as potent when a skilled human pilots it, but it still provides nice distraction with its presence + ship system. (12/10/21); In-development patch notes for Starsector 0.96a (12/04/23). 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. 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. Skills that improve salvaging, colonization, and the overall resilience of your fleet in and out of combat. Monitor is a ship that breaks the game, hard. *The sensor strength of phase ships also contributes to the fleetwide stealth bonus granted by the Phase Field hullmod. Ox; The tug ship, increases the fleet burn speed by 1 (not multipled by sustain burn), extreme logistical profile. Maybe it's better to divide into 2 grades - for player and for AI? At 1 DP more cost, its generally a stronger Brawler due to its durability and speed though the Centurion is still a better frigate if you only want a frigate to eat shit and survive. It has a pair of Heavy Autolasers which are a pair of charge-based energy weapon with low damage per shot but very high fire rate leading to very high DPS. Press question mark to learn the rest of the keyboard shortcuts. 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. Shame since I think its mount layout is cool and unique. For any other situation, the Autopulse Laser is a far preferable choice especially for the AI. Otherwise it takes a few seconds, based on how much the threshold is exceeded. 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. *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. PD Laser that costs 1 more OP, it also fires in a burst instead of a continuous beam of the PD Laser. 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. before mods that meant onslaught and paragon. Easier for you to see it yourself then have it described here. Most importantly, its beams dont arc over shields to deal damage nor have a chance to arc to weapons and engine to deal extra EMP and energy damage on hits to armour and hull. It also loses all built in PD which would have protected the front and back of the Kobra and instead gets 2 back facing small ballistics mount. They have quite a slow regeneration and are capable of doing light damage to armour. 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. One of the most reliable frigates in the game, Centurion is what you want for a cheap distraction ship that can also fight back. This tier list is made to attempt to rank the frigate ships included in the Dassault Mikoyan Engineering mod by Harmful Mechanic. Cookie Notice Oh man, is this a fantastic tiny ship. 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 energy weapon tier list, Dassault-Mikoyan Engineering missile weapon tier list. ._2Gt13AX94UlLxkluAMsZqP{background-position:50%;background-repeat:no-repeat;background-size:contain;position:relative;display:inline-block} The Hybrid Blasters decent firerate means it can somewhat proc it decently meaning it can potentially deal more damage but the chance to proc it isnt that high. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Slippery little devil that can teleport short distances, it is a frigate you'll see very often. Hound is viable as a starter ship. Good list and good discussion. 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. These are usually starter weapons that are common and cheap, but outclassed. Conquest is still C++; a player can do amazing things with it. For a frigate, Tempest is an A. The Brawler's still a ship without a role to play. It has the strongest tier 5 skills. Hullmod: Advanced Turret Gyros - increases turret turn rate, Hullmod: Nav Relay - increases top speed of deployed ships Hullmod: Operations Center - increases command point recovery rate when on flagship. .c_dVyWK3BXRxSN3ULLJ_t{border-radius:4px 4px 0 0;height:34px;left:0;position:absolute;right:0;top:0}._1OQL3FCA9BfgI57ghHHgV3{-ms-flex-align:center;align-items:center;display:-ms-flexbox;display:flex;-ms-flex-pack:start;justify-content:flex-start;margin-top:32px}._1OQL3FCA9BfgI57ghHHgV3 ._33jgwegeMTJ-FJaaHMeOjV{border-radius:9001px;height:32px;width:32px}._1OQL3FCA9BfgI57ghHHgV3 ._1wQQNkVR4qNpQCzA19X4B6{height:16px;margin-left:8px;width:200px}._39IvqNe6cqNVXcMFxFWFxx{display:-ms-flexbox;display:flex;margin:12px 0}._39IvqNe6cqNVXcMFxFWFxx ._29TSdL_ZMpyzfQ_bfdcBSc{-ms-flex:1;flex:1}._39IvqNe6cqNVXcMFxFWFxx .JEV9fXVlt_7DgH-zLepBH{height:18px;width:50px}._39IvqNe6cqNVXcMFxFWFxx ._3YCOmnWpGeRBW_Psd5WMPR{height:12px;margin-top:4px;width:60px}._2iO5zt81CSiYhWRF9WylyN{height:18px;margin-bottom:4px}._2iO5zt81CSiYhWRF9WylyN._2E9u5XvlGwlpnzki78vasG{width:230px}._2iO5zt81CSiYhWRF9WylyN.fDElwzn43eJToKzSCkejE{width:100%}._2iO5zt81CSiYhWRF9WylyN._2kNB7LAYYqYdyS85f8pqfi{width:250px}._2iO5zt81CSiYhWRF9WylyN._1XmngqAPKZO_1lDBwcQrR7{width:120px}._3XbVvl-zJDbcDeEdSgxV4_{border-radius:4px;height:32px;margin-top:16px;width:100%}._2hgXdc8jVQaXYAXvnqEyED{animation:_3XkHjK4wMgxtjzC1TvoXrb 1.5s ease infinite;background:linear-gradient(90deg,var(--newCommunityTheme-field),var(--newCommunityTheme-inactive),var(--newCommunityTheme-field));background-size:200%}._1KWSZXqSM_BLhBzkPyJFGR{background-color:var(--newCommunityTheme-widgetColors-sidebarWidgetBackgroundColor);border-radius:4px;padding:12px;position:relative;width:auto} Many skills are affected by diminishing returns, e.g." Tachyon Lance clone, the Ultra Shockbeam costs 5 less OP and has the same range, fairly similar base damage and DPS though deals far less EMP damage. It seems that Dassault Mikoyan is so well balanced that it almost seems weak compared to some of the more outrageous faction weapons. The other trees are just lackluster. I didn't consider the Conquest's jets cooldown to be a major factor, but given your direct experience, I'll go with your interpretation. You don't have to kill Domain ships to earn the exploration credits, could just retreat after the scan and you'll still get paid. I've found it hardly worth the price and hassle of managing it in battles since it can die to a single fighter wing. Starsector 0.95.1a is out! Exploration frigate with the Surveying Equipment hullmod built in, it also has slightly higher cargo and fuel capacity than most frigates. It is possible to commit no mistakes and still lose. Cumulative with Integrated Targeting Unit. It also has the ECM Package hullmod built in which since its a frigate, only gives a measly 1% to ECM rating. Some skills may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. ._1x9diBHPBP-hL1JiwUwJ5J{font-size:14px;font-weight:500;line-height:18px;color:#ff585b;padding-left:3px;padding-right:24px}._2B0OHMLKb9TXNdd9g5Ere-,._1xKxnscCn2PjBiXhorZef4{height:16px;padding-right:4px;vertical-align:top}.icon._1LLqoNXrOsaIkMtOuTBmO5{height:20px;vertical-align:middle;padding-right:8px}.QB2Yrr8uihZVRhvwrKuMS{height:18px;padding-right:8px;vertical-align:top}._3w_KK8BUvCMkCPWZVsZQn0{font-size:14px;font-weight:500;line-height:18px;color:var(--newCommunityTheme-actionIcon)}._3w_KK8BUvCMkCPWZVsZQn0 ._1LLqoNXrOsaIkMtOuTBmO5,._3w_KK8BUvCMkCPWZVsZQn0 ._2B0OHMLKb9TXNdd9g5Ere-,._3w_KK8BUvCMkCPWZVsZQn0 ._1xKxnscCn2PjBiXhorZef4,._3w_KK8BUvCMkCPWZVsZQn0 .QB2Yrr8uihZVRhvwrKuMS{fill:var(--newCommunityTheme-actionIcon)} Tempest is THE best at harassing ships due to the fact that it can mount a beam weapon, stay at constant range with any larger ship, and force the enemy to react to the drone. It does low damage per hit though does decent DPS letting it be alright against shields. Don't forget the frigates. ARE YOU A COWARD? Alignment Chart View Community Rank Frigate/Destroyer/Cruiser/Capital Tier list Amazing Useable 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. +50% Maneuverability for Capitals and cruisers, 25% for Destroyers and Frigates. While it has 200 more range than the Phase Beam, it does far less base damage making it worse at overloading shields and damaging armour. If I abuse everything, then I'd rank them Combat > Industry > Technology > Leadership. Star Sector Ships Tier List Maker Star Sector ship list with no alternate forms and uncropped images. Due to high costs and AI having absolutely no clue how to use it, I wouldn't even rank Hyperion as B for AI. Essentially a more offense-oriented version of the Kobra Mk. We badly need a brave man. 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. Medium energy PD, its similar to the Heavy Burst PD. 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. Hound; A small fast freighter with passable combat ability. It also has decent cargo capacity for a frigate. Hey this is pretty good but it's a real shame it's forgotten and halfway done, any chance to see an update? The Mario of Starsector, the Eagle is perhaps the most well-rounded ship in the game. @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} The reason it isn't in a higher tier is because large fights demand much more of a basic frigate, and unfortunately it doesn't have neither speed nor defenses to survive those.

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starsector frigate tier list