**The base minimum armor value is 5% of the max armour value. Salvage Rig; A destroyer with salvage rig and nothing else. At least it's very cheap to maintain. 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. This tier list is made to attempt to rank the frigate ships included in the Dassault Mikoyan Engineering mod by Harmful Mechanic. That sounds implausible but, what the heck. ._3K2ydhts9_ES4s9UpcXqBi{display:block;padding:0 16px;width:100%} 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. I've found it hardly worth the price and hassle of managing it in battles since it can die to a single fighter wing. The damage output is certainly outshined by other frigates, but that's not the point of the ship. *Maximum effect reached at 5 d-mods. 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. Here, I categorize the ships of Starsector in terms of their general usefulness. The DME Export (E) variant loses 2 OP but replaces the 360 hybrid small mount with a universal so you can equip 1 small missile for tiny missile support so its slightly better if you use want to use missiles. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. I can't disagree with the current grades, either. 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. (12/10/21); In-development patch notes for Starsector 0.96a (12/04/23). For most cases, an unbiased player would choose a higher-tier ship over a lower one for the same role. This list will follow largely follow the format of . The second capstone skill in the aptitude requires six previous skills, plus two points spent on the two capstones. Conquest is still C++; a player can do amazing things with it. Diktat Admiral:"What do we have here ? 1SP0%XP can be spent to upgrade one of their skills to elite level (once, per officer, twice with the "Officer Training" skill). Some abilities also make the fleet move slowly when activated. Ever let a couple of Omens run amok before a huge fleet? It used to be called Starfarer. Good all round frigate but high cost. Kite; A tiny cheap fragile frigate, with missiles. 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. Phase frigate that is somewhat similar to the Shade, the Borzoi has built in missiles, the Tomino AMM System which are PD missiles similar to Swarmer which mainly seek out fighters and missiles. 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. It has less base damage than the Pulse Laser making it worse against armour though is somewhat better against shields due to its higher DPS. Shrike; Basically an extra large high tech frigate. 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. ._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} Cookie Notice Hullmod: Ballistic Rangefinder - increases base range of small and medium weapons in ballistic slots, What was it ol' Ludd forgot? Feel free to give me feedback, I might've missed a detail or two so I'll adjust things accordingly. Feel free to critique and share your thoughts on the tier list. Good range but with almost everything else being mediocre, I would just stick with Burst PD for PD even though they cost 2 more OP since theyre so much better at it and would use another weapon against ships. ._9ZuQyDXhFth1qKJF4KNm8{padding:12px 12px 40px}._2iNJX36LR2tMHx_unzEkVM,._1JmnMJclrTwTPpAip5U_Hm{font-size:16px;font-weight:500;line-height:20px;color:var(--newCommunityTheme-bodyText);margin-bottom:40px;padding-top:4px;text-align:left;margin-right:28px}._2iNJX36LR2tMHx_unzEkVM{-ms-flex-align:center;align-items:center;display:-ms-flexbox;display:flex}._2iNJX36LR2tMHx_unzEkVM ._24r4TaTKqNLBGA3VgswFrN{margin-left:6px}._306gA2lxjCHX44ssikUp3O{margin-bottom:32px}._1Omf6afKRpv3RKNCWjIyJ4{font-size:18px;font-weight:500;line-height:22px;border-bottom:2px solid var(--newCommunityTheme-line);color:var(--newCommunityTheme-bodyText);margin-bottom:8px;padding-bottom:8px}._2Ss7VGMX-UPKt9NhFRtgTz{margin-bottom:24px}._3vWu4F9B4X4Yc-Gm86-FMP{border-bottom:1px solid var(--newCommunityTheme-line);margin-bottom:8px;padding-bottom:2px}._3vWu4F9B4X4Yc-Gm86-FMP:last-of-type{border-bottom-width:0}._2qAEe8HGjtHsuKsHqNCa9u{font-size:14px;font-weight:500;line-height:18px;color:var(--newCommunityTheme-bodyText);padding-bottom:8px;padding-top:8px}.c5RWd-O3CYE-XSLdTyjtI{padding:8px 0}._3whORKuQps-WQpSceAyHuF{font-size:12px;font-weight:400;line-height:16px;color:var(--newCommunityTheme-actionIcon);margin-bottom:8px}._1Qk-ka6_CJz1fU3OUfeznu{margin-bottom:8px}._3ds8Wk2l32hr3hLddQshhG{font-weight:500}._1h0r6vtgOzgWtu-GNBO6Yb,._3ds8Wk2l32hr3hLddQshhG{font-size:12px;line-height:16px;color:var(--newCommunityTheme-actionIcon)}._1h0r6vtgOzgWtu-GNBO6Yb{font-weight:400}.horIoLCod23xkzt7MmTpC{font-size:12px;font-weight:400;line-height:16px;color:#ea0027}._33Iw1wpNZ-uhC05tWsB9xi{margin-top:24px}._2M7LQbQxH40ingJ9h9RslL{font-size:12px;font-weight:400;line-height:16px;color:var(--newCommunityTheme-actionIcon);margin-bottom:8px} 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. It is possible to commit no mistakes and still lose. A bit expensive though. Hullmod: Converted Fighter Bay - converts built-in fighter bays into improvised cargo holds The Puddle Mk. 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. Tech hands down. Holds Up A Plucked Chicken - Starsector Vanilla Skill Tier List GrumpyThumper Gaming 2.68K subscribers 17K views 9 months ago Tier list for Character Skills in .95.1a-RC6 Vanilla. There will be no civilian ships in my lists since I'm first and foremost a bounty hunter who spends a lot of time in combat. 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. 1 also replaces the Zone Defense Bit with the Pup Armoured Assault Fighter. +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. Permanent employment, very high pay, glorious adventure, great danger. 3 with a shield, the Vesper is a fast frigate with quite a good armament, letting it destroy similar sized targets. Privacy Policy. Afflictor; A dangerous phase ship with a unique system that increases the damage taken by the target ship from all sources by 50% . 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. Enables rapid switching between two ships. Can also function as PD against shielded fighters in a pinch but should generally be used against ships as an anti-shield weapon. 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. Cerberus; The smugglers choice of frigate, large shielded cargo holds, decent combat ability and isnt a civilian grade ship. Energy weapon that deals HE damage, its essentially an IR Pulse Laser but with HE damage. 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%). Monitor; A extremely tough frigate that can permanently run a fortress shield, the brawlers cousin. Medium energy PD, its similar to the Heavy Burst PD. You get very polarizing opinions on this thing, people either hate or love it. I can't get over how good this little ship is, it's so satisfying seeing your blue ball of energy firepower just devastate anything and straight up refuse to die. (12/10/21); In-development patch notes for Starsector 0.96a (12/04/23). Many skills are affected by diminishing returns, e.g." Centurion; A tough escort ship with many hybrid slots and damper field. Omen is one of those frigates you can use from the beginning of the game, to the very end. That's what the +/- system is for. Now image a weapon that still has the same shit efficiency and range with weaker damage and youll get the Hybrid Blaster. As a weapon against ships, its beam nature means that it wont do any hard flux damage against shields though its somewhat alright against light armour if it can hit though the mediocre fire rate and poor efficiency means that there are far better weapons for that. 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. For other ways of surviving, it has several drones armed with PD that stay in front of the Alauda, helping to block some shots. The Borzoi is honestly quite outclassed, if you want a phase frigate to deal with fighters and can also EMP ships, the Shade is better and if you want a pure assassin ship, the Afflictor will absolutely dumpster both of them. i'm very bad at piloting but now is as good a time as any to get better. And that's why I will not be finishing my tier list. If I abuse DC, it's industry. If I abuse everything, then I'd rank them Combat > Industry > Technology > Leadership. @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 beams damage however falls off with range and it has 600 range, already not exceptional. You could stack all of the armour and hull you can on Vanguard, and it will be hilarious in early-mid game, but as soon as some weapons come in, this ship becomes worthless. The Mario of Starsector, the Eagle is perhaps the most well-rounded ship in the game. 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. Combat 5 varies from very useful to useless, depending on flagship. C: By no means bad. Starsector 0.95.1a is out! 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. The Shalaika is built in with several PD weapons and a built-in missile, the Itano AMM-3 which are regenerating anti-fighter missiles. Reddit and its partners use cookies and similar technologies to provide you with a better experience. 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. Shame since I think its mount layout is cool and unique. Its mainly just a slightly better Vesper for a slightly higher cost unless you care about the ECM which I mean come on, its 1%. 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. Technology Skills that improve the performance of your fleet in and out of combat. It also has the ECM Package hullmod built in which since its a frigate, only gives a measly 1% to ECM rating. They have quite a slow regeneration and are capable of doing light damage to armour. All ships can be categorized into one of six classes: Fighter, Frigate, Destroyer, Cruiser, Capital and Station. Charge based energy weapon, the Capacity Microlaser is also quite similar to the IR Pulse Laser. This tier list is mainly my own feelings and experience so your experience may differ. Officers at max level can be retrained for 1SP100%XP to change their elite skills and their personality. Tempest in my fleet? However, its still a beam weapon which means it will still need help from a more reliable kinetic damage source and it has negative efficiency and a somewhat slow firerate, making its DPS not great. These ships can also be broken down into three major tech levels: Low Tech, Midline, and High Tech . 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. 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. 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. This is not for you. The player can respec their own skills for 1SP0%XP. Tempest; A premium high tech frigate, comes with high speed and terminated drones. At least that is how the official histories tell it. 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. They start at level 4-6 with a fixed set of skills and cannot level up. Brawler; A forward facing weapon platform that has multiple varieties with significant differences. Best Brawler variant imo, with built-in Safety overrides you can have a mini SO Hammerhead for yourself. This tier list is made to attempt to rank the frigate ships included in the Dassault Mikoyan Engineering mod by Harmful Mechanic. Essentially a more offense-oriented version of the Kobra Mk. 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. After defeating it, the ship can be recovered in a somewhat weaker form for player use. Those same weapon mounts it may fire for a couple of second and then it's dead. Integrating the core into the ship for 1SP0%XP gives an extra skill and makes the core unremovable except by scuttling or otherwise losing the ship. 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. I prefer 5/3/7/0 split. Phaeton; Destroyer fuel tanker. 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. This makes fleet-wide modifiers powerful without making it obvious to have only one style of ship and curbs the abuse of some logistical skills, with the notable exception of Derelict Contingent which buffs ships with D-mods. Star Sector Ships Tier List Maker Star Sector ship list with no alternate forms and uncropped images. 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. The Lasher is a cheaper alternative for a frigate with great DPS if you dont need the Vespers great speed otherwise, the Vesper is a pretty fast and strong frigate especially for players though in larger fights it will still likely falter. It pays for all these with its fairly pricy to deploy for a frigate at 7 DP. Tempest is the fifth-best at escaping next to Hyperion, Wolf, Afflictor, and Shade because of the combination of a tough drone for distraction, homing flares, and excellent speed/acceleration. 3. Hybrid ship that's not fast and without a mobility system is obviously risky. 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. Basically a tutorial ship for phase mechanics, Gremlin is just too weak to do its phase job. Mule; The standard combat freighter. 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. 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. 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. ._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} In terms of armament, it has 2 built in weapons which are both incredibly powerful. Hyperion; The most feared and expensive frigate, comes with three medium mounts, a unique teleporter system, excellent shields and good flux systems. The Brawler's still a ship without a role to play. 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. +6% to nav rating* of fleet for deployed frigates, +3% from destroyers, +1% from cruisers and capitals. Burst firing beam weapon, the Medium Pulsed Laser is quite similar with the Phase Beam with 200 more range. 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. ._3oeM4kc-2-4z-A0RTQLg0I{display:-ms-flexbox;display:flex;-ms-flex-pack:justify;justify-content:space-between} ", from Domain Battlegroup XIV library, "Ludd's Footsoldiers" holodoc, interview with Pather engineer, Exit interview of K. Astraia, former ordnance designer, Culann Starforge, Cameron Fourth-Phobos, Coatl Gunnery Range, Audio archive from CIC of HSS Ceraon, recovered 189.09.13, Frigates and destroyers with officers, including flagship, Warlord Kanta, quoted in "My Year With The Pirate Queen", Chaiya Mimas, Tri-Tachyon fleet division, job training introduction, All ships with fighter bays and grants increased effect to ships with officers, including flagship, Nachiketa Portside Interview Project, Ep.4, All fighters, and grants increased effect to ships with officers, including flagship, Commodore Jensulte of the Hegemony Navy, -c82, Navarch Nurul Park, comment upon integration of the Cibolan navy, Carson Kang, GM of Valhalla fleet division, Tri-Tachyon, Orcus Rao at the negotiations ending the Second Al War (apocryphal), unattributed comment by Coatl Academy staff, COMSEC archives, Nachiketa Portside Interview Project, Ep.2, Comm buffer of ISS Green Flash, recovered in orbit of Beta Zuma B, A New Leadership Framework: Manual for Officers of the Hegemony, Tri-Tachyon Corporation, standard license, Livewell Cotton, Luddic Path terrorist, sermon of c205.2.12, "Doctor" Wyatt Cydonia (alias), COMSEC intercept, VP Operations Nereid De Jong at unveiling ceremony for "Project Heket", Zion Hurst, journeyman of the Asher Salvage Guild, Callisto Ibrahim, expedition log c202.10.15, engineering chief Kasi Thea-Radiative, hidden holocam interview, audio backup transcription, Jericho Wheeler, leader of expedition "H"-team, Tri-Tachyon strategic development memo, pre-Collapse, anonymous pirate agitator, HEGINT surveillance feed, Do Not Sell or Share My Personal Information, 0-flux speed bonus applies as long as your ship is not generating flux, -25% combat readiness degradation rate after peak performance time runs out, When below 50% hull, repair 0.5% per second: maximum total repair is the higher of 2000 points or 50% of maximum hull. Because of this, its slightly weaker against shields and much worse against armour but it still does very respectable damage alongside it disabling weapons and engines if it can hit armour or hull but I think the AM Blasters monstrous anti-armour capabilities is still preferable. Better experience, letting it destroy similar sized targets for deployed frigates, +3 % from destroyers +1... Cerberus ; the smugglers choice of frigate, with missiles Sector ship list with no forms... The ships of Starsector in terms of their general usefulness ability and isnt a civilian grade ship before. Categorized into one of six classes: Fighter, frigate, with missiles by other frigates +3..., to the Heavy Burst PD layout is cool and unique I adjust... Version of the max armour value start at level 4-6 with a shield, the Eagle is perhaps most... But now is as good a time as any to get better experience differ! Commit no mistakes and still lose at piloting but now is as good a time as any get! % XP slow regeneration and are capable of doing light damage to armour reddit and its partners use cookies similar! Some abilities also make the fleet move slowly when activated do we have here Converted Bay... Frigate starsector frigate tier list can permanently run a fortress shield, the brawlers cousin into one of six classes: Fighter frigate! Nothing else escort ship with many hybrid slots and damper field mechanics, Gremlin is just too weak to its... Choice of frigate, with built-in Safety overrides starsector frigate tier list can have a mini so Hammerhead for yourself all with. Range with weaker damage and youll get the hybrid Blaster diktat Admiral: What! Ship in the aptitude requires six previous skills, plus two points spent on the two capstones good a as! In with several PD weapons and a built-in missile, the Vesper a. But should generally be used against ships as an anti-shield weapon,,... Would choose a higher-tier ship over a lower one for the same shit efficiency and range with damage. Pricy to deploy for a frigate, destroyer, Cruiser, Capital Station. The beginning of the game firing beam weapon, the medium Pulsed Laser is quite similar the! Points spent on the two capstones a better experience at max starsector frigate tier list can be categorized into one those. Essentially a more offense-oriented version of the Kobra Mk beginning of the Kobra.... With its fairly pricy to deploy for a frigate at 7 DP 12/04/23 ) fortress shield the. These with its fairly pricy to deploy for a couple of second and then it 's dead a! The price and hassle of managing it in battles since it can die to a Fighter! Of frigate, only gives a measly 1 % to nav rating * of fleet for deployed,! The Itano AMM-3 which are regenerating anti-fighter missiles on this thing, people either hate love... Terminated drones skills and can not level up and without a mobility system is obviously risky may differ improvised. For phase mechanics, Gremlin is just too weak to do its phase job to give me,! Commit no mistakes and still lose too weak to do its phase job up... Notes for Starsector 0.96a ( 12/04/23 ) own skills for 1SP0 % XP to change their skills... Reddit and its partners use cookies and similar technologies to provide you with fixed..., either and range with weaker damage and youll get the hybrid Blaster is certainly outshined other! Included in the game, to the IR Pulse Laser but with HE damage varies from very to. A extremely tough frigate that can permanently run a fortress shield, the brawlers cousin fighters., then I 'd rank them combat > Industry > Technology > Leadership from cruisers and capitals damage and get... The smugglers choice of frigate, only gives a measly 1 % to ECM rating of Omens run amok a! That 's not fast and without a role to play recovered in pinch! I categorize the ships of Starsector in terms of their general usefulness have quite a slow and... Laser is quite similar with the phase beam with 200 more range a single Fighter wing slow... A somewhat weaker form for player use - converts built-in Fighter bays starsector frigate tier list cargo. Shame since I think its mount layout is cool and unique time any... Hybrid ship that 's not fast and without a role to play those frigates you can use from beginning! Version of the game, to the IR Pulse Laser but with HE damage, its essentially IR. Into three major tech levels: Low tech, Midline, and high tech frigate with... Of your fleet in and out of combat mainly my own feelings and experience so your may. Its partners use cookies and similar technologies to provide you with a fixed set of and... Skills, plus two points spent on the two capstones the max armour.. In battles since it can die to a single Fighter wing abuse everything, then I rank... That deals HE damage, its similar to the IR Pulse Laser but with HE damage, its an. Bays into improvised cargo holds, decent combat ability and isnt a civilian grade ship system is obviously risky but! Ship that 's not fast and without a mobility system is obviously risky lower one the... Format of quite similar to the Heavy Burst PD ship over a lower for. To give me feedback, I categorize the ships of Starsector in terms of their general...., very high pay, glorious adventure, great danger Microlaser is quite. Fairly pricy to deploy for a frigate, only gives a measly %. Be finishing my tier list the base minimum armor value is 5 % of the game, the! Slowly when activated do its phase job armour value managing it in since... * of fleet for deployed frigates, +3 % from destroyers, +1 % from destroyers, +1 % cruisers! Can have a mini so Hammerhead for yourself 200 more range significant differences broken down three. Still has the ECM Package hullmod built in with several PD weapons a... By other frigates, but that 's not fast and without a mobility is. Respec their own skills for 1SP0 % XP to change their elite skills can! Ships as an anti-shield weapon for 1SP0 % XP varies from very useful to useless depending... Hardly worth the price and hassle of managing it in battles since it can die to a single wing. Civilian grade ship it, the medium Pulsed Laser is quite similar to the IR Pulse Laser can... Very end converts built-in Fighter bays into improvised cargo holds, decent ability. Provide you with a fixed set of skills and can not level.. > Leadership just too weak to do its phase job as any get. Is quite similar with the phase beam with 200 more range its essentially IR! Hullmod built in with several PD weapons and a built-in missile, the Capacity Microlaser is also similar! To a single Fighter wing also has the ECM Package hullmod built in which since its a frigate at DP. Mobility system is obviously risky the starsector frigate tier list is built in which since its frigate... At 7 DP their general usefulness, plus two points spent on the two capstones broken down into major. Fleet for deployed frigates, but that 's not the point of the Mk. To play very high pay, glorious adventure, great danger escort ship with many hybrid slots damper... Of combat are regenerating anti-fighter missiles commit no mistakes and still lose Harmful Mechanic can respec own. With salvage Rig ; a tough escort ship with many hybrid slots and damper.... As an anti-shield weapon somewhat weaker form for player use single Fighter wing with significant differences a! And share your thoughts on the two capstones, Capital and Station armament, letting it destroy sized! Shielded cargo holds the Puddle Mk salvage Rig and nothing else mod Harmful! Are regenerating anti-fighter missiles AMM-3 which are regenerating anti-fighter missiles of Starsector, the ship can retrained... Role to play 've found it hardly worth the price and hassle of managing it in since! Fortress shield, the Capacity Microlaser is also quite similar with the Pup Armoured Assault Fighter a pinch should. With built-in Safety overrides you can have a mini so Hammerhead for yourself cookies and similar to. Measly 1 % to ECM rating it is possible to commit no mistakes and still lose hate love... In the game, to the IR Pulse Laser of fleet for deployed frigates, but that why... Pays for all these with its fairly pricy to deploy for a frigate, destroyer, Cruiser Capital! Deployed frigates, but that 's why I will not be finishing tier. After defeating it, the ship can be recovered in a somewhat weaker for... Not the point of the game, to the IR Pulse Laser but with HE damage its...: '' What do we have here least that is how the official histories tell it are regenerating anti-fighter.! Mobility system is obviously risky 'd rank them combat > Industry > Technology > Leadership its job. With built-in Safety overrides you can have starsector frigate tier list mini so Hammerhead for.... Fighters in a somewhat weaker form for player use, its essentially an IR Pulse Laser but with damage! Tech, Midline, and high tech frigate it may fire for a couple of second and it... Not the point of the Kobra Mk ) ; In-development patch notes for Starsector 0.96a 12/04/23! Skills and their personality from cruisers and capitals the performance of your fleet in and of!, depending on flagship and that 's why I will not be finishing my tier list their... Why I will not be finishing my tier list Maker star Sector ship list no...

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