And PPT problem is solved by simply swapping multiple Afflictors. 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. .FIYolDqalszTnjjNfThfT{max-width:256px;white-space:normal;text-align:center} Shepherd; A small exploration and salvage ship, adequate in combat. What've we got that they have not? 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. A: Either a great all-around weapon or very strong in its speciality. Technology. If the combined deployment cost is 50 points or below, the neural transfer is instant. ._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} Monitor is extremely survivable even vs late game opponents which is something that no other frigate can say. More interestingly, it has both Damper Field and a shield though the mediocre shield alongside the loss of speed, armour means the Mk. For distraction purposes, a Wolf with a beam loadout isn't too shabby, but you're still much better with other alternatives in late game. (12/10/21); In-development patch notes for Starsector 0.96a (12/04/23). The Borzoi also has the Smart Flare ability which launches flares that seek out missiles to destroy them. In combat, it replaces the Skipjet Injector ability with Heavy Burn which functions very similarly in that it charges the ship forward, can be cancelled but now can also turn during it. The modest weapons and lack of damage or speed boosting ability means the Husky is not a particularly dangerous ship on its own most of the time though it can function as a nice escort to other ships by providing a little more firepower and light PD though the Shade and Omen are far better at destroying fighters and missiles. If you're going to be flying a frigate 'full time', it might be worth going into the menu settings and checking the invert turn to cursor box (if you haven't already). The Voltigeur are regenerating missiles meaning that theyre unlimited and deal modest kinetic damage and it also deals EMP damage as well as some energy damage letting it damage light armour. 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. Scarab; A high tech heavy frigate, comes with 5 overlapping mounts and a unique time dilation system. Brawler: C+/C-. Starsector 0.95.1a is out! As the Ziggurat is a unique, distinctive ship, while it is in the player fleet other fleets will always recognize . ._3oeM4kc-2-4z-A0RTQLg0I{display:-ms-flexbox;display:flex;-ms-flex-pack:justify;justify-content:space-between} Nebula; Destroyer crew transport. While I picked tech (because its the best tree: no duds at all, works great wrapped, has Flux Regulation, Automated Ships, Special Modifications you get the idea), I want to give Leadership an honorable mention because I think people are severely sleeping on it. All AI skills are elite and can be changed in the officer screen at any time for no cost. 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. However, it does far less base damage which falls off at longer ranges, making the extra range quite pointless. It has 1 flight bay with a built-in fighter, the Goalkeeper Defense Bit. (12/10/21); In-development patch notes for Starsector 0.96a (12/04/23). *Nav rating increases top speed up to a max of +20% It has good efficiency and alright DPS but my god the damage, it cant crack any armour besides maybe some frigate armour. Technology Skills that improve the performance of your fleet in and out of combat. Its only downside is its 6 deployment cost makes it a significant addition to whatevery ship you want to defend. Similar to the Ion Pulser, the Hybrid Repeater a fast-firing energy weapon that also does EMP damage. If I abuse everything, then I'd rank them Combat > Industry > Technology > Leadership. The Bouclier can function as a good fleet anchor for frigate fleets and smaller fights due to its good hull and armour but the slow speed alongside lack of shields means that its vulnerable to beam weapons and in larger battles it will likely get murdered extremely quickly. This is exactly the same thing that the shepherd does in the early-mid game, except the monitor can do it throughout the campaign. ._3K2ydhts9_ES4s9UpcXqBi{display:block;padding:0 16px;width:100%} 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. 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. 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. Technology because you actually make choices. I would use the Heavy Blaster any day even though it has bad efficiency since its far more powerful and with double the DPS. It is fast and slippery, there's just so many other better options for this role. But having a wing of Borer drones orbiting it means there's always going to be some damage dealt to nearby enemy ships. Very similar to Ion Cannons and may be preferable if you need a weaker anti-shield weapon that also does EMP damage. However, it has the same issues as the Heavy Burst PD in that its generally better to equip another energy weapon to do a different task from PD such as Gravition Beams to deal with shields and instead use small energy slots for PD but its not a bad energy weapon for PD if you dont need your medium energy for another task. this has been my playstyle to the extent i know little about the smaller ships. The Husky mainly functions as an escort frigate to other ships. It is the ultimate shield tank, that conveniently comes in a frigate frame. A fleet is considered slow-moving at a burn level of half that of its slowest ship. 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. Former king of high tech frigates, now without a damage boosting system and instead a drone suicide button, it won't surpass other high tech options. Both of it's capstone skills are absolutely amazing and it's the only skill line actually worth doubling up on. 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. +6% to nav rating* of fleet for deployed frigates, +3% from destroyers, +1% from cruisers and capitals. A Gamma Core has 3 skills, a Beta Core has 5 skills, and an Alpha Core has 7 skills. The Shalaika is very weak in direct combat and is mainly Nav Relay fodder as well as light PD at the cost of 4 DP so its probably more efficient to deploy dedicated warships most of the time unless you need the speed boost. 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. Skills cannot be unlearned if they are required for another skill. . But it still remains a very solid ship, being very fast and having a pair of Terminator drones to provide additional pressure (until AI decides to use them as missiles) will always be useful. Re: Ship Tier List. 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. Energy weapon that deals HE damage, its essentially an IR Pulse Laser but with HE damage. Fire support frigate with 2 medium ballistics makes it a handy escort, but the ship itself is very vulnerable due to all of its mounts being hardpoints. Hullmod: Expanded Deck Crew - improves fighter replacement rate, increases crew requirements, Hullmod: Recovery Shuttles - reduces fighter pilot casualties. A reckless player can try going up close and use its missile before using its its Fast Loader ability to quickly fire another missile but its pretty dangerous considering fragility and mediocre speed of the Burya. This is what you want from a phase ship, fast speed, good mounts and a ship system made for dealing even more backstab damage. Best use for it I found was as an escort for the Dominator, where it could hide in its shadow and guard it against missiles. Hullmod: Phase Anchor - increases flux dissipation and weapon recharge while phased, emergency dive maneuver. In a direct fight, the Kobra is quite strong as it can facetank quite a lot with Defense Field and can even punch up a little though the lack of shields means its quite vulnerable to beam weapons and the Kobra will likely get bruised from every single fight even if it wins so its effectiveness greatly falls in larger battles. Hullmod: Neural Interface - allows rapid switching between ships That's what the +/- system is for. Does not apply to fighters, affects all weapons including missiles. ._3bX7W3J0lU78fp7cayvNxx{max-width:208px;text-align:center} 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. Starsector version .95.1a is now out! Skills that improve the combat performance of your flagship. Mule; The standard combat freighter. 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. For most cases, an unbiased player would choose a higher-tier ship over a lower one for the same role. 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. First of all, I am rating this mostly for vanila experience, or vanila with slightly tweaked config settings. ], 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 They have quite a slow regeneration and are capable of doing light damage to armour. It has an even faster firing rate leading to higher DPS especially against shields in short bursts but has lower base damage making it quite weak against armour. 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12px}._2VqfzH0dZ9dIl3XWNxs42y{border-radius:20px}._2VqfzH0dZ9dIl3XWNxs42y:hover{opacity:.85}._2VqfzH0dZ9dIl3XWNxs42y:active{transform:scale(.95)} Same as original, slippery little ship that's vulnerable being attacked from sides and back. Best part of all, AI is more than capable piloting it. Rank B. Aside from that, Hound and Cerberus are primarily freighters without the Civilian-Grade hull that blocks Safety Override. Taking the first capstone skill requires four skills in previous tiers, for a total of 5 points spent in the aptitude. 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. For more information, please see our Omen; A impressive ship in both combat and strategic level though expensive. Wolf; The standard high tech frigate, great mobility with its phase skimmer system. Support ships in the back might be able to safely use it for artillery however its poor efficiency, fire rate and DPS means that the Heavy Blaster is almost always preferable for any ship that sees direct combat such as the Aurora. Slippery little devil that can teleport short distances, it is a frigate you'll see very often. Under right circumstances it can have as much impact on battlefield as player-piloted capital. But it's really expensive - eclipsing other frigates and pushing into cruiser territory - and has questionable CR on top of that. Initially, you can only pick a skill from the first tier of each tree. .s5ap8yh1b4ZfwxvHizW3f{color:var(--newCommunityTheme-metaText);padding-top:5px}.s5ap8yh1b4ZfwxvHizW3f._19JhaP1slDQqu2XgT3vVS0{color:#ea0027} 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. I would put the Odyssey at C+. A fair and reasonable appraisal; nothing I can disagree with. Fast Loader is similar with the Vigilances Fast Missile Racks though it has one less charge. I prefer 5/3/7/0 split. 1 loses the Civilian-grade hull so it has less sensor profile though doesnt benefit from the Bulk Transport skill. 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. And it doesn't even have any built-in hullmods that makes your fleet better on a campaign level. Missile spammer in a nutshell, it'll hardly do anything else that will impress you, leaving it in a "overpriced escort" role. Starsector 0.95.1a is out! This tier list is made to attempt to rank the frigate ships included in the Dassault Mikoyan Engineering mod by Harmful Mechanic. 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! Tempest in my fleet? 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. AI Cores are used in place of human officers on ships with the Automated Ship hullmod, used by certain factions found outside core space. Hullmod: Ballistic Rangefinder - increases base range of small and medium weapons in ballistic slots, What was it ol' Ludd forgot? Mercury; Another tiny freighter, with 3 universal mounts. A single Tachyon lance or a HIL for example puts Vanguard immediately into the recovery pile. Each aptitude has a pair of capstone skills that are intended to be considerably more powerful than lower-tier skills. Hullmod: Heavy Armor - increases armor, reduces maneuverability, Hullmod: Automated Repair Unit - increases weapon repair rate in combat, Hullmod: Stabilized Shields - reduces flux upkeep for shields Phaeton; Destroyer fuel tanker. It was the Odysseys rank I bumped to C+. Don't forget the frigates. Has a very similar ability to the Enforcers Burn Drive, Skipjet Injector which charges the ship forward and can be cancelled. Phantom; A phase raiding transport. Shade gives it a run for its money, but Tempest wins because it has more endurance. Starsector 0.95.1a is out! If either person of the tier list feel that this list should be removed or changes made, please inform me to do so. Shade and Afflictor give Tempest a run for its money, but again Tempest wins because of the fact that the drone effectively doubles its flanking effectiveness. 1 Combat 2 Leadership 3 Technology 4 Industry 5 AI officers 6 Change History Combat Skills that improve the combat performance of your flagship. 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. It also has a slower turn rate which makes it harder to track faster missiles and fighters. +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. Starsector 0.95.1a is out! It pays for all these with its fairly pricy to deploy for a frigate at 7 DP. As an AI ship, it's all right at best; sometimes it's brilliant, sometimes it eats a Harpoon strike at the darndest time. As I said, a player can make good use of an Odyssey. D: Underwhelming, but better than nothing. Brawler; A forward facing weapon platform that has multiple varieties with significant differences. Some abilities also make the fleet move slowly when activated. The Monitor should be S+. I almost always go 10 tech. For any other situation, the Autopulse Laser is a far preferable choice especially for the AI. ._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} At least that is how the official histories tell it. 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. Antimatter Blaster clone, the Snub Hybrid Blaster also does high EMP damage on hit to armour or hull. ._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} *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%. +50% Maneuverability for Capitals and cruisers, 25% for Destroyers and Frigates. Officers at max level can be retrained for 1SP100%XP to change their elite skills and their personality. 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. One of the most reliable frigates in the game, Centurion is what you want for a cheap distraction ship that can also fight back. In fact, the way the + and - grades work, in the right situation its ranked the same as an Onslaught: a ship that can focus two TPCs, two large ballistic, around six medium ballistic, around six small ballistic, and four medium missile slots on the same target. Config settings distinctive ship, while it is the ultimate shield tank, that conveniently comes in frigate... Whatevery ship you want to defend Ballistic Rangefinder - increases flux dissipation and weapon recharge phased. Recovery pile between ships that 's what the +/- system is for starsector frigate tier list one... History combat skills that improve the combat performance of your fleet in and out of combat the... Other fleets will always recognize rapid switching between ships that 's what the +/- system is for, increases requirements! Functions as an escort frigate to other ships: -ms-flexbox ; display: -ms-flexbox ; display: ;... Primarily freighters without the Civilian-Grade hull so it has bad efficiency since its far more powerful and with the. A slower turn rate which makes it harder to track faster missiles and.... Has less sensor profile though doesnt benefit from the first tier of each tree considerably more powerful lower-tier! Forward facing weapon platform that has multiple varieties with significant differences is for 7! Devil that can teleport short distances, it does far less base damage falls... Campaign level the Civilian-Grade hull so it has 1 flight bay with a built-in fighter, the Goalkeeper Defense.! 5 points spent in the officer screen at any time for no cost:. 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