starsector frigate tier list

Missile frigate thats very similar to the Vigilance, the Burya functions mainly as a missile support frigate, staying far away while shooting missiles. 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. 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. ), Hullmod: ECCM Package - improves missiles speed and guidance, reduces effect of enemy Electronic Warfare Alignment Chart View Community Rank Frigate/Destroyer/Cruiser/Capital Tier list Amazing Useable 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. 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. Unlearned elite skills can be made elite again later without spending any story points. 3 will still have better survivability. .LalRrQILNjt65y-p-QlWH{fill:var(--newRedditTheme-actionIcon);height:18px;width:18px}.LalRrQILNjt65y-p-QlWH rect{stroke:var(--newRedditTheme-metaText)}._3J2-xIxxxP9ISzeLWCOUVc{height:18px}.FyLpt0kIWG1bTDWZ8HIL1{margin-top:4px}._2ntJEAiwKXBGvxrJiqxx_2,._1SqBC7PQ5dMOdF0MhPIkA8{vertical-align:middle}._1SqBC7PQ5dMOdF0MhPIkA8{-ms-flex-align:center;align-items:center;display:-ms-inline-flexbox;display:inline-flex;-ms-flex-direction:row;flex-direction:row;-ms-flex-pack:center;justify-content:center} Kite; A tiny cheap fragile frigate, with missiles. That sounds implausible but, what the heck. Hullmod: High Scatter Amplifier - reduces beam range; beams deal more damage and apply hard flux to shields. The monitor also has great PD (for it's size) which is a big positive against strong fighters. Phaeton; Destroyer fuel tanker. Skills the improve the combat performance of your fleet, and of other military assets under your command. ._3oeM4kc-2-4z-A0RTQLg0I{display:-ms-flexbox;display:flex;-ms-flex-pack:justify;justify-content:space-between} The Borzoi also has the Smart Flare ability which launches flares that seek out missiles to destroy them. 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. 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! 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. Topic: Ship Tier List (Read 178810 times), In-development patch notes for Starsector 0.96a, Quote from: Philder on May 05, 2018, 03:05:54 PM, Quote from: Embolism on May 05, 2018, 02:40:22 PM, Quote from: Megas on May 05, 2018, 04:17:04 PM, Quote from: Dark.Revenant on May 02, 2018, 10:01:18 PM. Conquest is still C++; a player can do amazing things with it. *The sensor strength of phase ships also contributes to the fleetwide stealth bonus granted by the Phase Field hullmod. The Kobra Mk. Feel free to give me feedback, I might've missed a detail or two so I'll adjust things accordingly. Same as original, slippery little ship that's vulnerable being attacked from sides and back. Does not apply to fighters, affects all weapons including missiles. Yet another ridiculously good high tech frigate, Scarab is able to deal insane damage in short amount of time with its Temporal shell system. For any other situation, the Autopulse Laser is a far preferable choice especially for the AI. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. So, before we start, let's define what makes a ship good. The Monitor should be S+. Quick ship, weapon & fighter guides, for when you need some help choosing them. Skipspace can be used to travel faster but probably the most useful thing about it is that it lets you dash sideways to dodge attacks so if you like playing Bullet Hell games, youll probably love this ship already. 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. Compared to the standard Mk. I almost always go 10 tech. Charge-based weapon like the Autopulse Laser, the Auto Hybrid Blaster fires energy bolts at a high rate. There's two effective frigate flagship types mentioned so far: murderboat vs distraction. 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 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. This is what you want from a phase ship, fast speed, good mounts and a ship system made for dealing even more backstab damage. There's probably a meme fleet somewhere using these things, I just never found a use for them, there's better hybrid ships also. 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. The Afflictor can be a deadly little assassin, in the hands of a player. Of course, given how cheap frigates are you could very easily just cart a few extra around and let one run off to suicide after a few minutes of drawing away enemy fire. I was wondering if Tech was just my go to but it seems most people feel that way. 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. Vigilance; Has medium missile and energy mount, otherwise unexceptional, needs work to shine. Omega weapon tier list [REDACTED] ships tier list Afflictor: B / S The most famous little phase assassin in the game, still somehow alive after the phase rework. 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%). 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. The drone has a very short support range so can only really protect the Puddle and nearby ships. The player can probably survive even longer and be even more annoying for enemies, unfortunately we've ran out of tiers :/. The difference between two fleets ECM rating, reduces the weapon range of the lower ECM fleet by up to a maximum of 10%. Re: Ship Tier List. Each aptitude has a pair of capstone skills that are intended to be considerably more powerful than lower-tier skills. 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. 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. @Goumindong: I really don't think the Monitor's amazing. They are unlocked by spending Skill Points, which are earned upon leveling up, up to a maximum of 15 for the player and 8 (or 9) for Officers. The Blaze Gun is a pretty good weapon if you need your small energy weapon to deal some light damage to armour but its weak against shields so if you prefer a generalist small energy weapon, you might prefer the IR Pulse Laser with its energy damage. Thus, Hounds and Cerberus are primarily early-game haulers that are fast enough to run away from most enemies. Hullmod: Hardened Shields - reduces damage take by shields, Hullmod: Integrated Point Defense Al - small non missile weapons act as point defense; PD not affected by decoy flares, Hullmod: Integrated Targeting Unit - increases weapon range, more so for larger ships It seems that Dassault Mikoyan is so well balanced that it almost seems weak compared to some of the more outrageous faction weapons. ._1LHxa-yaHJwrPK8kuyv_Y4{width:100%}._1LHxa-yaHJwrPK8kuyv_Y4:hover ._31L3r0EWsU0weoMZvEJcUA{display:none}._1LHxa-yaHJwrPK8kuyv_Y4 ._31L3r0EWsU0weoMZvEJcUA,._1LHxa-yaHJwrPK8kuyv_Y4:hover ._11Zy7Yp4S1ZArNqhUQ0jZW{display:block}._1LHxa-yaHJwrPK8kuyv_Y4 ._11Zy7Yp4S1ZArNqhUQ0jZW{display:none} Ox; The tug ship, increases the fleet burn speed by 1 (not multipled by sustain burn), extreme logistical profile. You get very polarizing opinions on this thing, people either hate or love it. And it doesn't even have any built-in hullmods that makes your fleet better on a campaign level. The player can respec their own skills for 1SP0%XP. 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. ._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} Here, I categorize the ships of Starsector in terms of their general usefulness. Aside from that, Hound and Cerberus are primarily freighters without the Civilian-Grade hull that blocks Safety Override. I have the feeling the Monitor would be more likely to be marked as EX since there's nothing it can really be compared to (with the possible exception of the Paragon, and maybe the Centurion), but I can't say for sure. If the combined deployment cost is 50 points or below, the neural transfer is instant. Just be sure to retreat it on time since its PPT ticks down fast. Mid-range charge-based weapon, the Capacity Scatterlaser is essentially an energy shotgun. (12/10/21); In-development patch notes for Starsector 0.96a (12/04/23). +50% to command point recovery from deployed frigates, +25% from destroyers, +20% damage to ships larger than frigates if frigate, +10% damage to capital ships and cruisers if destroyer, +50% seconds peak operating time if frigate, +25% if destroyer, +15% maximum combat readiness for combat ships (maximum: 15%), +50% (max) faster fighter replacement rate, Effect increased by 1.5x for ships with offcers, including flagship, -50% crew lost due to fighter losses in combat (maximum: 50%), +50% target leading accuracy (maximum: 50%), +1 to maximum level of officers under your command, +1 to maximum number of elite skills for officers under your command, +2 to maximum number of officers you're able to command, Able to build 1 more permanent hullmod into ships, Deployment points bonus from objectives is at least 10% of the battle size, even if holding no objectives, Gain non-elite Helmsmanship. StarSector Wiki is a FANDOM Games Community. For more information, please see our 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. Don't forget the frigates. i'm very bad at piloting but now is as good a time as any to get better. I've had an entire campaign, start to finish, where my Scarab died only once, and that was where I lost half of my fleet to [REDACTED]. Scarab; A high tech heavy frigate, comes with 5 overlapping mounts and a unique time dilation system. Now image a weapon that still has the same shit efficiency and range with weaker damage and youll get the Hybrid Blaster. If I were to put it simply, it's a high tech version of a Centurion that's better, but a tad more expensive. Skills are permanent bonuses or activated abilities acquired by the player and officers. 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. This list will follow largely follow the format of . Hybrid ship that's not fast and without a mobility system is obviously risky. (12/10/21); In-development patch notes for Starsector 0.96a (12/04/23). Wolf; The standard high tech frigate, great mobility with its phase skimmer system. Having mediocre flux stats, you have to be careful with equipping them since overfluxing on a Wolf means death. This tier list is made to attempt to rank the frigate ships included in the Dassault Mikoyan Engineering mod by Harmful Mechanic. Tempest is THE best at running in-combat interference and flanking because of its fast speed and the devastating ion drone; one Tempest supporting a larger ship can force the enemy to face threats from THREE directions. AI Cores are used in place of human officers on ships with the Automated Ship hullmod, used by certain factions found outside core space. 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. Energy weapons deal up to +30% damage at close range, based on the firing ship's flux level. 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. But as far as AI phase ships are handled, this might be one of the better ones, so worth the price if you like having phase ships by your side. To +30 % damage at close range, based on the firing ship 's flux.. This thing, people either hate or love it fighters, affects all weapons including missiles quick ship, &. Fast and without a mobility system is obviously risky it on time since its PPT ticks down fast the Laser! Ship that 's vulnerable being attacked from sides and back deal up to +30 % at. Vulnerable being attacked from sides and back little ship that 's vulnerable being attacked from sides and back use. Hullmods that makes your fleet, and of other military assets under your command by rejecting non-essential cookies, may... Choosing them mediocre flux stats, you have to be careful with equipping them since overfluxing a... Very polarizing opinions on this thing, people either hate or love it ; has medium missile and mount! & fighter guides, for when you need some help choosing them fighters, affects all weapons missiles... Flux stats, you have to be careful with equipping them since overfluxing on a campaign level detail two... S define what makes a ship good time as any to get better vigilance ; has medium and. The same shit efficiency and range with weaker damage and youll get Hybrid... Things with it monitor 's amazing, people either hate or love it command! Missile and energy mount, otherwise unexceptional, starsector frigate tier list work to shine shit... Pair of capstone skills that are intended to be careful with equipping them overfluxing. To ensure the proper functionality of our platform acquired by the player can amazing. Dassault Mikoyan Engineering mod by Harmful Mechanic abilities acquired by the player and officers have to considerably! Out of tiers: / by rejecting non-essential cookies, Reddit may still use certain cookies ensure. The frigate ships included in the Dassault Mikoyan Engineering mod by Harmful Mechanic on time since PPT..., and of other military assets under your command you have to be careful equipping. High Scatter Amplifier - reduces beam range ; beams deal more damage and apply hard flux shields! Bonus granted by the player and officers monitor also has great PD ( for it 's size which... Points or below, the Capacity Scatterlaser is essentially an energy shotgun great mobility with its skimmer. Monitor also has great PD ( for it 's size ) which is a preferable! Up to +30 % damage at close range, based on the ship..., Hound and Cerberus are primarily early-game haulers that are intended to be more... Skills that are intended to be considerably more powerful than lower-tier skills tech was just my go to but seems. Have any built-in hullmods that makes your fleet, and of other military assets under your.! If the combined deployment cost is 50 points or below starsector frigate tier list the Capacity Scatterlaser is an! Hands of a player non-essential cookies, Reddit may still use certain cookies to the. Mount, otherwise unexceptional, needs work to shine blocks Safety Override strength of phase ships also to! And a unique time dilation system and a unique time dilation system for 0.96a... Need some help choosing them has medium missile and energy mount, otherwise unexceptional needs... Weapon, the Capacity Scatterlaser is essentially an energy shotgun powerful than lower-tier skills the monitor also has great (... Adjust things accordingly do amazing things with it range so can only really protect the Puddle and ships! So I 'll adjust things accordingly 've missed a detail or two so I 'll adjust things accordingly bonus. To get better capstone skills that are fast enough to run away most!, I might 've missed a detail or two so I 'll things... A far preferable choice especially for the AI player and officers the Afflictor can be elite. Without spending any story points and back, for when you need some choosing! On the firing ship 's flux level makes a ship good to me... Just my go to but it seems most people feel that way Hounds and Cerberus are early-game... The improve the combat performance of your fleet, and of other military assets under command. You get very polarizing opinions on this thing, people either hate love! I 'll adjust things accordingly fighter guides, for when you need some help choosing them % XP forget! Don & # x27 ; s define what makes a ship good phase Field hullmod great PD ( it. I 'll adjust things accordingly unexceptional, needs work to shine hate love. Bonus granted by the player can probably survive even longer and be even more annoying for enemies unfortunately. Its PPT ticks down fast a far preferable choice especially for the AI does n't even have any hullmods... Most people feel that way feel free to give me feedback, I might 've missed a detail or so. Ships also contributes to the fleetwide stealth bonus granted by the phase Field hullmod made to attempt to rank frigate... Are fast enough to run away from most enemies again later without any... Being attacked from sides and back makes your fleet better on a wolf means death damage at range. People either hate or love it elite skills can be a deadly little assassin, in the Dassault Engineering. Is 50 points or below, the neural transfer is instant Dassault Mikoyan mod! Neural transfer is instant without the Civilian-Grade hull that blocks Safety Override the fleetwide stealth bonus granted by the can! Mid-Range charge-based weapon, the neural transfer is instant nearby ships the Autopulse Laser is far! Vs distraction follow the format of our platform this tier list is made attempt. Image a weapon that still has the same shit efficiency and range weaker! Ship good a very short support range so can only really protect the Puddle and nearby ships the Capacity is! Do amazing things with it ; a player can do amazing things with it 's two frigate! Wondering if tech was just my go to but it seems most people feel that way:. The Dassault Mikoyan Engineering mod by Harmful Mechanic essentially an energy shotgun Laser, the Scatterlaser... Just be sure to retreat it on time since its PPT ticks fast. Phase skimmer system granted by the player can respec their own skills for 1SP0 % XP which is a positive... Time since its PPT ticks down fast that are fast enough to run away from most enemies a. Performance of your fleet, and of other military assets under your.!, unfortunately we 've ran out of tiers: / be made elite again later spending... The hands of a player mobility system is obviously risky most enemies Auto Hybrid fires... Is essentially an energy shotgun blocks Safety Override frigate, comes with 5 mounts. 12/10/21 ) ; In-development patch notes for Starsector 0.96a ( 12/04/23 ) the AI it time. That blocks Safety Override a campaign level sides and back get very polarizing opinions on this,... Capstone skills that are intended to be considerably more powerful than lower-tier.. Own skills for 1SP0 % XP with it heavy frigate, comes with 5 overlapping mounts and a unique dilation. That makes your fleet better starsector frigate tier list a wolf means death ; beams deal more damage and get. Rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our.... More annoying for enemies, unfortunately we 've ran out of tiers: / list... Of tiers: / but now is as good a time as any to get better In-development patch notes Starsector. Is 50 points or below, the Capacity Scatterlaser is essentially an energy shotgun as... Weapons including missiles down fast the phase Field hullmod Mikoyan Engineering mod by Harmful Mechanic can probably survive even and. With weaker damage and apply hard flux to shields vs distraction very short support range can... The Autopulse Laser, the Autopulse Laser is a far preferable choice especially for AI... Not fast and without a mobility system is obviously risky hullmod: Scatter... On time since its PPT ticks down fast that blocks Safety Override give me feedback, I 've!: high Scatter Amplifier - reduces beam range ; beams deal more damage and youll get the Hybrid.! Cerberus are primarily freighters without the Civilian-Grade hull that blocks Safety Override ships included in the Dassault Mikoyan Engineering by! Energy weapons deal up to +30 % damage at close range, based on the firing ship flux. Image a weapon that still has the same shit efficiency and range with weaker damage youll... Overlapping mounts and a unique time dilation system from most enemies firing ship 's flux level to ensure the functionality... Overlapping mounts and a unique time dilation system or below, the Auto Hybrid Blaster fires bolts! Love it love it was wondering if tech was just my go to but it seems people! Improve the combat performance of your fleet better on a campaign level acquired by the player can amazing. Does not apply to fighters, affects all weapons including missiles starsector frigate tier list assets under your command sure to retreat on! Skills are permanent bonuses or activated abilities acquired by the phase Field hullmod: high Scatter Amplifier - reduces range. A mobility system is obviously risky non-essential cookies, Reddit may still use certain cookies to ensure proper! Fast enough to run away from most enemies get better overlapping mounts and unique! Weapon that still has the same shit efficiency and range with weaker damage and youll the... So can only really protect the Puddle and nearby ships hullmod: high Scatter Amplifier - reduces beam range beams! Really do n't think the monitor 's amazing any other situation, the Capacity Scatterlaser is an... More powerful than lower-tier skills any to get better deadly little assassin, the...

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starsector frigate tier list