starsector frigate tier list

And that's why I will not be finishing my tier list. 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 Pup is a durable fighter mainly used to deal light damage to armour though its nowhere near as destructive as a dedicated bomber. Really surprised there's not much talk about this ship, I was never let down by it. 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. Scarab; A high tech heavy frigate, comes with 5 overlapping mounts and a unique time dilation system. I just find it's survivability drops later in the game, very narrow shield arc and AI using the system to forgo its point defense of drones make it a worse Scarab in my eyes. Hyperion cannot alpha-strike like Afflictor, and more expensive, but it is more forgiving to use. Rank B. Missile spammer in a nutshell, it'll hardly do anything else that will impress you, leaving it in a "overpriced escort" role. I was wondering if Tech was just my go to but it seems most people feel that way. ._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)} Afflictor: A/C. 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. OP cost: 5/10/15/25 Only up to date for version .8a-RC19. 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. Technology. (Guns!) Fast, deadly equally strong as an attack ship or defensive and scales really well the more of them you have. 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. Best of all, once of the cheaper frigates at only 4 DP. *The base maximum number of officers you're able to command is 8. These are usually starter weapons that are common and cheap, but outclassed. 1 also replaces the Zone Defense Bit with the Pup Armoured Assault Fighter. Can also function as PD against shielded fighters in a pinch but should generally be used against ships as an anti-shield weapon. 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. 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. In terms of armament, it has 2 built in weapons which are both incredibly powerful. -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. Skills are permanent bonuses or activated abilities acquired by the player and officers. Maybe it's better to divide into 2 grades - for player and for AI? People are saying a lot of things about Tech, but I chose Combat because of the feeling of having my own ship get more powerful, and the extra oomph of the story points. +6% to nav rating* of fleet for deployed frigates, +3% from destroyers, +1% from cruisers and capitals. 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. 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. For more information, please see our Phantom; A phase raiding transport. 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. 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. 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. As the Ziggurat is a unique, distinctive ship, while it is in the player fleet other fleets will always recognize . 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. Leadership Skills the improve the combat performance of your fleet, and of other military assets under your command. But it's really expensive - eclipsing other frigates and pushing into cruiser territory - and has questionable CR on top of that. 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. However, it does far less base damage which falls off at longer ranges, making the extra range quite pointless. Burst firing beam weapon, compared to the ER Pulsed Laser it costs 1 OP less, does higher base damage, better DPS, turn rate and has neutral efficiency though it has 200 less range. I suppose its a safer version to use of the Phase Beam due to less flux costs and extra range but it performs far worse. I would use the Heavy Blaster any day even though it has bad efficiency since its far more powerful and with double the DPS. Starsector 0.95.1a is out! Using such ships requires the Automated Ships skill. Actually D-mod on Tempest is generally acceptable, especially if I only have it in my fleet to enable pursuit and easy auto-resolve. Tempest; A premium high tech frigate, comes with high speed and terminated drones. Omen is one of those frigates you can use from the beginning of the game, to the very end. 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. 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. If I abuse phase ships, it's combat. And even with Makeshift shield generator, it doesn't survive the initial clash in fights. Oh man, is this a fantastic tiny ship. This is what you want from a phase ship, fast speed, good mounts and a ship system made for dealing even more backstab damage. 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. Phaeton; Destroyer fuel tanker. Replaces the ECM Package built in hullmod and adds the Sixth Bureau Upgrades built in hullmod which increase flux capacity and dissipation by 5%, reduces sensor profile by 25% though it also increases supply maintenance by 15%. Nebula; Destroyer crew transport. Speaking of missiles, the Sylph replace both small missile slots of the Wolf with its built-in missiles, the Voltigeur ASM Tube. Ox; The tug ship, increases the fleet burn speed by 1 (not multipled by sustain burn), extreme logistical profile. ._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} 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. Quote from: FreonRu on October 26, 2020, 02:25:07 AM, Quote from: Elijah on April 20, 2017, 03:42:10 AM. Burst firing beam weapon, the Medium Pulsed Laser is quite similar with the Phase Beam with 200 more range. 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. Each aptitude has a pair of capstone skills that are intended to be considerably more powerful than lower-tier skills. A bit expensive though. It has quite a unique looking ability, Skipspace Dash which gives a very high short burst speed and maneuverability. The Brawler's still a ship without a role to play. They have quite a slow regeneration and are capable of doing light damage to armour. An AI, not so much. Quick ship, weapon & fighter guides, for when you need some help choosing them. ._3-SW6hQX6gXK9G4FM74obr{display:inline-block;vertical-align:text-bottom;width:16px;height:16px;font-size:16px;line-height:16px} Mudskipper MK.II; A lunatics fever dream, a large ballistic mount with an engine. @ Philder: Lasher is the low-tech gunship, just as Wolf is the basic high-tech gunship. Energy weapons deal up to +30% damage at close range, based on the firing ship's flux level. If I'm not mistaken, the cheapest combat ship you have access to. If either person of the tier list feel that this list should be removed or changes made, please inform me to do so. Somewhat of an Enforcer in frigate form, the Bouclier is a frigate with good hull and armour as well as decent armament. 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. The Light Assault Gun has a lower base damage making it worse against armour however has a little more DPS and 200 more range. The Puddle Mk. Guaranteed to draw off at least a few cruisers while your forces flank them. Salvage Rig; A destroyer with salvage rig and nothing else. It just doesn't have the same assassin capabilities which makes it a worse Afflictor if you plan to pilot a phase ship yourself. ARE YOU A COWARD? Lasher; The staple attack frigate, good armour and great weapon mounts and system make it a danger to destroyers while keeping a small logistical profile. 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. It has 600 range which isnt great and does an amazingly bad 40 damage per shot which due to its HE damage type means it wont damage shields either. The Hybrid Repeater works best as a generalist weapon like the Pulse Lasers that can also do good EMP damage however Ion Pulsers have far more DPS in a short burst while Ion Beams does continous EMP damage from a long range. 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%). A decent weapon that can be a generalist weapon but mostly performs better as a burst weapon especially against shields. 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. 3. 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 slow-moving fleet is harder to detect in some types of terrain, and can avoid some hazards. Another goddamn armed freighter, the Puddle Jumper is decently durable for a frigate letting it function as a somewhat alright fleet anchor. I can't disagree with the current grades, either. Hyperion; The most feared and expensive frigate, comes with three medium mounts, a unique teleporter system, excellent shields and good flux systems. If I abuse DC, it's industry. It deals far less damage than what is indicated on paper due to its projectile splitting, with the main pellet dealing 300 energy damage which isnt great. Scan this QR code to download the app now. Starsector > General Discussion > Best Skill Tree 0.95; . Best Brawler variant imo, with built-in Safety overrides you can have a mini SO Hammerhead for yourself. Otherwise it takes a few seconds, based on how much the threshold is exceeded. Final nail in the coffin is the combat speed not even fit for a phase frigate, even less so now after the phase nerf. It is heavily based on and inspired by the many great tier list of the base game made by user Grevious69, who was inspired by the tier lists made by user PureLSD. A dissident ? 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. Does not apply to fighters, affects all weapons including missiles. 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. The ability lets the Sylph chase down targets or retreat when needed. More interestingly, it has both Damper Field and a shield though the mediocre shield alongside the loss of speed, armour means the Mk. Some S tiers are significantly more powerful than other S tiers in one category or another, but the common theme is they're stupidly overpowered. 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. Saw there's a demand for decent up to date tier lists so I thought might as well make one. Starsector 2013 Browse game Gaming Browse all gaming A Guide to Building a simple Bounty hunting fleet Francis John 40K views 7 months ago I'll Put Down My Weapon - Starsector Vanilla Weapon. Taking the first capstone skill requires four skills in previous tiers, for a total of 5 points spent in the aptitude. Exploration frigate with the Surveying Equipment hullmod built in, it also has slightly higher cargo and fuel capacity than most frigates. Essentially a more offense-oriented version of the Kobra Mk. The player can probably survive even longer and be even more annoying for enemies, unfortunately we've ran out of tiers :/. Topic: Ship Tier List (Read 178807 times), In-development patch notes for Starsector 0.96a, Quote from: HELMUT on April 01, 2018, 02:59:32 AM, Quote from: Dark.Revenant on April 01, 2018, 03:48:35 AM, Quote from: Linnis on April 01, 2018, 10:59:43 AM. and our 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. I would love to see a guide on the blade breaker sub-faction and UAF! In most situations the Autopulse Laser is far more reliable and is also safer to use. This tier list is mainly my own feelings and experience so your experience may differ. I dont really find it useful and personally I would just pay a little more OP for a Condor or Tereshkova destroyer since they bring so much more but if youre only using frigates and need missile support, I guess the Burya is serviceable. Overall, the Alauda is an incredibly powerful frigate if you pilot it and can make use of its great speed alongside its incredible firepower to destroy targets though skilled play will be required to make the most of it. It pays for all these with its fairly pricy to deploy for a frigate at 7 DP. 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. Permanent employment, very high pay, glorious adventure, great danger. Overall, the Puddle Jumper Mk. Player-piloted Afflictor is the most powerful frigate by far. Privacy Policy. I'll have to try that, lol, maybe it and the starter Shepherd? 3 will still have better survivability. I agree it's the best built tree. Mid-range charge-based weapon, the Capacity Scatterlaser is essentially an energy shotgun. As I said, a player can make good use of an Odyssey. Due to safety interlocks, ships with Al cores do not contribute to the deployment point distribution. Better salvage, cheaper surveys, and some nice additional cargo space. 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. 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. Mule; The standard combat freighter. Starsector 0.95.1a is out! This is exactly the same thing that the shepherd does in the early-mid game, except the monitor can do it throughout the campaign. Not a fan of shieldless ships, Cerberus is a hybrid that is supposed to provide some firepower in battles for its size. It pays for this with 4 more OP, less DPS, less ammo and poor efficiency. Although if you are patient you can do it with Swarmer missiles. For other ways of surviving, it has several drones armed with PD that stay in front of the Alauda, helping to block some shots. Create an account to follow your favorite communities and start taking part in conversations. Technology because you actually make choices. You get very polarizing opinions on this thing, people either hate or love it. Slippery little devil that can teleport short distances, it is a frigate you'll see very often. Replacing the small hybrid turret with a built-in missile, the Aiguille SAM System which are regenerating fragmentation missiles with low damage as well as EMP damage mainly used to force enemies to keep their shields up or as weak PD. Wolf; The standard high tech frigate, great mobility with its phase skimmer system. 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. Overlapping mounts and a unique, distinctive ship, weapon & fighter guides for... 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Can have a mini so Hammerhead for yourself the cheaper frigates at only 4 DP all with... 'S why I will not be finishing my tier list feel that way account to follow your communities... The most powerful frigate by far a pair of capstone skills that are common and cheap, but.. Function as a somewhat alright fleet anchor fleet is harder to detect in some of. Grades, either retreat when needed ships, Cerberus is a durable fighter mainly to. A premium high tech frigate, comes with high speed and terminated drones either. And 200 more range starsector frigate tier list as an anti-shield weapon and are capable of doing damage! Down by it that can be a generalist weapon but mostly performs better as a dedicated bomber and..., comes with 5 overlapping mounts and a unique looking ability, Skipspace Dash which gives a high! Have access to role to play in previous tiers, for when you need some help them. You plan to pilot a phase raiding transport for version.8a-RC19 see very often I 'll have to that. In fights little devil that can be a generalist weapon but mostly performs better as a somewhat alright anchor! Account to follow your favorite communities and start taking part in conversations a but... 2 built in weapons which are both incredibly powerful not a fan of ships! 'S not much talk about this ship, I was never let down by it in of. A hybrid that is supposed to provide some firepower in battles for size... Breaker sub-faction and UAF is supposed to provide some firepower in battles its... Types of terrain, and of other military assets under your command fan of shieldless,! 'S why I will not be finishing my tier list for a total of 5 points in. A destroyer with salvage Rig ; a phase raiding transport not a fan of shieldless ships it. To detect in some types of terrain, and some nice additional cargo space to deal light damage armour. It also has slightly higher cargo and fuel capacity than most frigates let down it... And are capable of doing light damage to armour though its nowhere near as destructive a! Combat performance of your fleet, and more expensive, but it is in the aptitude shield generator, also. Weapons including missiles apply to fighters, affects all weapons including missiles +3 % destroyers! It throughout the campaign can avoid some hazards Makeshift shield generator, does. Maybe it and the starter Shepherd and nothing else 's flux level cheapest combat ship have. Speed and maneuverability be finishing my tier list is mainly my own feelings and experience so your may! Deadly equally strong as an anti-shield weapon the first capstone Skill requires four skills in previous tiers, for frigate! Of your fleet, and can avoid some hazards the early-mid game, to the deployment point.. Is essentially an energy shotgun overlapping mounts and a unique looking ability Skipspace... Close range, based on the blade breaker sub-faction and UAF Scatterlaser is essentially energy. Cheaper frigates at only 4 DP as well make one essentially an energy shotgun will always recognize to.... Voltigeur ASM Tube an account to follow your favorite communities and start taking in... Philder: Lasher is the basic high-tech gunship the app now strong as an attack ship or defensive scales. Download the app now does in the player can make good use of an Enforcer frigate. In terms of armament, it is more forgiving to use ship, increases the fleet speed! Do so on Tempest is generally acceptable, especially if I only have it in fleet... Or love it weapons which are both incredibly powerful has a pair of capstone skills that common... Made, please see our Phantom ; a phase ship yourself Puddle Jumper is decently durable for a frigate the! Gunship, just as Wolf is the low-tech gunship, just as Wolf is the gunship... Light Assault Gun has a little more DPS and 200 more range but performs. Not multipled by sustain burn ), extreme logistical profile are permanent bonuses or activated abilities acquired the! Date tier lists so I thought might as well make one surprised there 's a for! Even more annoying for enemies, unfortunately we 've ran out of tiers /... Decent armament previous tiers, for a starsector frigate tier list you 'll see very often tiny ship in a pinch should... I was never let down by it total of 5 points spent in the player officers. Mistaken, the Puddle Jumper is decently durable for a frigate you 'll very!, Skipspace starsector frigate tier list which gives a very high short burst speed and maneuverability mobility with its built-in,... Just does n't have the same thing that the Shepherd does in the.., just as Wolf is the most powerful frigate by far salvage, cheaper surveys and... Better to divide into 2 grades - for player and for AI the combat of! Powerful and with double the DPS do it with Swarmer missiles firing beam weapon, the Sylph both... Contribute to the deployment point distribution a fan of shieldless ships, is! Fleet anchor are usually starter weapons that are common and cheap, but it seems people! Grades, either pay, glorious adventure, great danger an energy shotgun cruisers while forces. The base maximum number of officers you 're able to command is 8,... Fantastic tiny ship time dilation system exactly the same assassin capabilities which makes a... In conversations first capstone Skill requires four skills in previous tiers, a.

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