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Starsector => General Discussion => Topic started by: Dark.Revenant on March 31, 2018, 01:33:38 PM

Title: Ship Tier List
Post by: Dark.Revenant on March 31, 2018, 01:33:38 PM
Here, I categorize the ships of Starsector in terms of their general usefulness.  For most cases, an unbiased player would choose a higher-tier ship over a lower one for the same role.  The purpose of this experiment is to illustrate how well the current set of ships stacks up in the grand scheme of things, which might be a resource for players, but also serves to give insight to modders pertaining to how powerful their ships ought to be in order to avoid being too weak or too strong.


Rubric
S: Powerful to the point that it breaks the game.  Extremely OP; clearly better than everything else.
A: Unambiguously powerful, enough that it can be considered best-in-class.  Typically the best option for a given role.
B: Generally competent; might be specialized, but remains useful outside of its specialty.  A solid choice throughout the game.
C: Either a jack-of-all-trades but master-of-none, or an ultra-specialized option that excels in one area but sucks at most everything else.  Generally serviceable, but not exceptional.
D: Mediocre, either by being sub-par at everything or by being overshadowed at its own specialty.  Best as a starter option or last resort.
F: Complete and utter trash.  Worthless.
EX: Unique entity that cannot be evaluated comparatively.

+: Modifier indicating that the rank can increase under certain circumstances.
-: Modifier indicating that the rank can decrease under certain circumstances.
*: Modifier indicating that the rank can fluctuate up or down depending on circumstances.


Capital Ships
(https://i.imgur.com/ftiOkWG.png)Astral
Two Herons beat out an Astral for raw damage, two Moras beat it out for staying power, and both alternatives are still cheaper.  The Astral fires back with the welcome addition of two large missiles, but sacrifices the flexibility of having two independent targeting orders.  So, under normal circumstances, with a balanced fighter complement, the Astral is just competent, but not mindblowing.  However, if you happen to equip most of its bays with bombers and abuse its recall system, the Astral transforms into the best ship-deletion vehicle in the game.

(https://i.imgur.com/obSLxK8.png)Atlas
If you want to move cargo, the Atlas is simply the best option in the game.  It only takes up one fleet slot, it carries more cargo than anything else in the game, and is efficient in terms of supplies per month.  The only reason you might pick something else is to avoid the penalties to sensors and avoid slowing down your fleet, but both of those concerns are usually moot by the time you're purchasing one of these.  However, if you don't need more cargo, the Atlas is useless.

(https://i.imgur.com/sSjFTHS.png)Conquest
The Conquest has tremendous firepower, but can't direct the majority of it onto a specific target.  The Conquest has great speed, but can easily over-commit and get blasted to bits for its trouble.  In the AI's hands, this ship is liable to engage in some suicidal blunder and/or waste its potential, limiting its overall usefulness.  With the right loadout in the hands of a skilled player, however, the Conquest comes alive as one of the better ships in the game.

(https://i.imgur.com/Vh9af4o.png)Legion
The Legion is the gold standard by which capital ships should be designed.  It's got decks; it's got guns; it can bulk up either decks or guns at the cost of the other.  It's tough, but it goes down if you have the right tools or enough ships.  It's slow, but it can get to the fighting relatively quickly thanks to its burn drive.  The Legion is just all-around solid and works well in any configuration.

(https://i.imgur.com/l7U2RVR.png)Odyssey
The main thing the Odyssey has going for it is speed, and yet the Conquest, Onslaught, and Legion all match or even beat it for (burst) speed due to their powerful mobility systems.  As a result, we're left with a fragile capital ship with good - but not great - firepower, good - but not great - speed, and an awkward layout that takes more skill to use than most other ships.  The Odyssey ends up being a somewhat overpriced jack-of-all-trades, but it is notably the only capital ship capable of reliably engaging in hit-and-run skirmishes.

(https://i.imgur.com/F7ouNHl.png)Onslaught
In terms of pure full-out assaults, the Onslaught is the king of damage, unmatched by anything in the game.  An Onslaught burning towards you with all guns and missiles firing is terrifying dangerous for any victim.  Straightforward "point toward the enemy and make them die" behavior makes the Onslaught good in both player and AI hands.  Poor flux capability is outweighed by the best armor and hull stats for any ship in the game.  It's extremely strong, it's extremely tough, and it's even on the cheap side for a capital ship; the Onslaught does it all.  Well, except for a major weakness: the Onslaught is extremely vulnerable to being flanked.  As made famous by the "Sinking the not!Bismarck" mission, even a single persistent frigate can spell the Onslaught's doom.

(https://i.imgur.com/ZiZmV3W.png)Paragon
It should be no surprise to anyone that the Paragon is ranked very highly.  In most circumstances, the Paragon is an indisputable "A tier" ship, capable of covering all its bases, immune to flanking, extremely tough, and very powerful.  While specific ships might be able to beat the Paragon in a specific category, the Paragon as a whole is great at everything and has no noteworthy weaknesses to compensate, making it the best capital ship in the game by default.  If that wasn't enough, the Paragon has an actual niche that it excels at: range.  Anything slower and shorter-ranged, such as a pinned-down capital ship or some battlestations, is basically screwed if it has to fight a Paragon, making it conditionally even better than "A tier".

(https://i.imgur.com/0NplSlC.png)Prometheus
If you want to increase your fleet's range, the Prometheus is simply the best option in the game.  It only takes up one fleet slot, it carries more fuel than anything else in the game, and is efficient in terms of supplies per month.  Oddly, unlike other mainline civilian ships, it has actual defenses that might be able to fend off a couple frigates during a retreat, though this isn't enough to raise the rank.  The only reason you might pick something else is to avoid the penalties to sensors and avoid slowing down your fleet, but oftentimes the Prometheus is the only viable option for getting across the Sector.  However, if you don't need more fuel, the Prometheus is completely useless.


Cruisers
(https://i.imgur.com/8y74PLu.png)Apogee
The Apogee has had, throughout the entire release cycle of Starsector, the most bizarre weapon layout of any ship in the game.  This is primarily due to the fact that the Apogee was designed during a period of the game where refitting wasn't possible.  Later, when refits were made available and the slots were changed around, the Apogee remained one of the few ships to come out with no changes at all.  However, just about everything else about the ship has changed dramatically with each release, which should be a good indication of its role in the game.

Basically, the Apogee is the ultimate jack-of-all-trades.  It can do just about everything: tank, hit hard, help you explore, help you see further, escort smaller ships, hang back with long-ranged weapons; you name it.  The main drawback is that the Apogee isn't particularly good at doing any of these individual things, leaving it in an awkward middle spot; just about every other cruiser beats the Apogee in some major capacity, meaning it's very rarely the best choice for a given job.  Still, the Apogee has the rare distinction of being one of two flyable ships in the game (alongside the Conquest) to have both a large missile and a large non-missile slot, giving it unique loadout min-maxing flexibility.

(https://i.imgur.com/7MkCOfa.png)Aurora
Some ships skirt the edge of being outright broken.  The Aurora is one of those ships.  It's faster than all the other cruisers, both in terms of burst speed and consistent speed.  It has a punishingly powerful array of forward guns and missiles.  It has a very strong shield, top-tier flux stats, and OP for days.  The only drawback is relatively poor range, but when you're riding around in a cruiser that can outpace most destroyers, the sub-par range doesn't matter as much.  Under normal circumstances, Aurora is among the best ships in the game, but certain builds can shore up the Aurora's few weaknesses and capitalize on its many strengths, throwing it straight into crazy town.

(https://i.imgur.com/KiJVBTP.png)Brilliant
Despite not being a player-usable ship, the Brilliant manages to put the fear of death into late-game fleets.  While a single Brilliant isn't really anything special, they're surprisingly easy to mass and can cover for one another.  A decent layout, a very flexible loadout, and all-around competent stats leaves us with a solid ship with no notable weaknesses.

(https://i.imgur.com/z4HmZv3.png)Colossus
Colossus is the rare civilian ship that can measure up to the capital-class civilian ships (Atlas).  Most players will find the Colossus to be the best bulk cargo option if they don't want to slow down their fleet as much.  As with other dedicated freighters, it's useless if you don't need more cargo space.

(https://i.imgur.com/f4CZkZj.png)Colossus Mk.II
The only redeeming quality of this modification is the built-in hammer barrage and burn drive, making the Colossus Mk.II a decent kamikaze unit.  Aside from that, though, it's terrible.

(https://i.imgur.com/cNyieoi.png)Colossus Mk.III
The Colossus Mk.III is hot garbage.  Unlike the Mk. II, this verison doesn't have an useful niche.  If it had more OP, perhaps it could manage some modest capability, but alas.

(https://i.imgur.com/gYNja7l.png)Dominator
Unlike many "B rank" ships, the Dominator is not a generalist main-line ship.  It has one category of jobs that it does better than any other cruiser: facing the enemy and blasting them with all of its guns.  When placed in the right situation (such as having an anvil to hammer against), the Dominator is incredibly potent, capable of deploying capital-grade firepower whilst enjoying capital-grade durability.  When flanked by faster ships or left unprotected, however, the Dominator is hopelessly outmatched.  Moreso than perhaps any other ship, the Dominator is made or broken by how well it is utilized.

(https://i.imgur.com/Ti0qDEM.png)Doom
Yes, the Doom is a phase ship and is at least somewhat useful by default.  However, due to its cruiser designation, it's not quite fast enough to make good use of phasing; it's often more of a burden.  The Doom also has the worst of the ship systems installed on phase ships currently, and a generally anemic weapons package capable of making a small number of really powerful strikes via opportunistic use of torpedoes.  In the grand scheme of things, the Doom is far from a bad cruiser, but it really isn't worth the capital-class costs associated with operating it.

(https://i.imgur.com/KTHzKe0.png)Eagle
The Mario of Starsector, the Eagle is perhaps the most well-rounded ship in the game.  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.  Most notably, the Eagle can be configured for just about any purpose, which it will carry out reliably, even in AI hands.  There is a reason the Eagle has become basically the de-facto default pick for a cruiser; it's a jack-of-all-trades, but it's actually good at all of its roles.

(https://i.imgur.com/2D22cZ3.png)Falcon
The Falcon is basically a scaled-down Eagle, almost crossing into destroyer territory.  What it has going for it is increased speed without sacrificing the range afforded by the cruiser class; otherwise, what is said about the Eagle generally applies to the Falcon, too... with a caveat.  The Falcon, unlike the Eagle, cannot afford to get in close and have a brawl, owing to its weaker shields, weaker armor, and lower hull.  As a result, the Falcon is especially dependent on long-range weapons and/or hullmods to work well.  If you don't have those available, the Falcon's usefulness sharply drops off.

(https://i.imgur.com/p8qKihN.png)Gryphon
Standard Gryphon builds are nothing special; they're serviceable, but have limited use, since the ship will fold quickly when thrown up against stiff resistance (such as a capital ship).  Most of the time, in AI hands, the Gryphon is best used as an anti-fighter screen, a LRM spammer, or a close support harpoon/sabot machine to punish enemy ships that make mistakes in a fleet engagement.  For most of these roles, you're probably better off picking some other ship in the late game.

In the player's hands, everything changes.  The right build and tactics turn the Gryphon into an overpowered auto-winning behemoth capable of deleting multiple capital ships by itself.

(https://i.imgur.com/T8sIuEa.png)Heron
For cruiser-sized carriers, we have a nicely balanced pair of choices: toughness or strike power.  The Heron is the "strike power" side of that choice, featuring a ship system that supercharges fighter damage, making it a solid choice for assault fighters and bombers.  To compensate, the Heron is a fast bastard that likes to stay away from the action, forcing bombers to make longer attack runs.  In fact, with the right captain, the Heron is infuriatingly speedy, capable of slipping away from most other ships.  The Heron lacks notable weaknesses, but doesn't reach the heights of power that the top-end carriers can pull off, putting it right around the middle alongside the Mora.

(https://i.imgur.com/ZgCG6YC.png)Mora
The Mora is the "toughness" side of the aforementioned choice, featuring a ship system that makes the ship practically immortal for a short time.  The Mora's lack of a direct fighter-boosting system is offset by its crazy staying power and actually decent weapons package; replacement fighters and bombers rarely have to travel very far to reach the target.  With the right captain, the Mora is so tough that it basically can't die, making it the safer alternative to the Heron.  The Mora naturally synergizes with its fighters, making it just as viable a choice as its more tuned competitor.

(https://i.imgur.com/TPkswI7.png)Rampart
The Rampart is shockingly good for a Derelict ship.  It succeeds where all the others fail: having enough guns to offset the lack of shields.  The Rampart is especially helped by the fact that it's extremely similar to the Dominator, right down to the same hull, armor, flux stats, ship system, and nearly the same speed, turning, and acceleration.  It still gets a D, though, because it has built-in D mods.

(https://i.imgur.com/EdIDE3d.png)Starliner
The Starliner is completely useless for any practical purpose, having recently lost the mere modicum of combat capability it once had, and crew quantity not being a problem by the time you can purchase it.

(https://i.imgur.com/GWfP6t5.png)Venture
The Venture is a glorified starter ship that works best in a support role.  Given the rather crappy built-in mining drones and lack of brawling stats, it's best not to rely on this ship later in the game, except for a particular niche, where it works well as a makeshift Gryphon: missile spam.


Destroyers
(https://i.imgur.com/2wzrCqD.png)Bastillon
x

(https://i.imgur.com/2wzrCqD.png)Berserker
x

(https://i.imgur.com/2wzrCqD.png)Buffalo
x
(https://i.imgur.com/2wzrCqD.png)Buffalo (A)
x
(https://i.imgur.com/2wzrCqD.png)Buffalo (P)
x

(https://i.imgur.com/2wzrCqD.png)Buffalo Mk.II
x

(https://i.imgur.com/2wzrCqD.png)Condor
x

(https://i.imgur.com/2wzrCqD.png)Drover
x

(https://i.imgur.com/2wzrCqD.png)Enforcer
x

(https://i.imgur.com/2wzrCqD.png)Fulgent
x

(https://i.imgur.com/2wzrCqD.png)Gemini
x

(https://i.imgur.com/2wzrCqD.png)Hammerhead
x

(https://i.imgur.com/2wzrCqD.png)Harbinger
x

(https://i.imgur.com/2wzrCqD.png)Medusa
x

(https://i.imgur.com/2wzrCqD.png)Mule
x
(https://i.imgur.com/2wzrCqD.png)Mule (P)
x

(https://i.imgur.com/2wzrCqD.png)Nebula
x

(https://i.imgur.com/2wzrCqD.png)Phaeton
x

(https://i.imgur.com/2wzrCqD.png)Salvage Rig
x

(https://i.imgur.com/2wzrCqD.png)Scintilla
x

(https://i.imgur.com/2wzrCqD.png)Sunder
x

(https://i.imgur.com/2wzrCqD.png)Tarsus
x

(https://i.imgur.com/2wzrCqD.png)Valkyrie
x

To be continued...
Title: Re: Ship Tier List
Post by: TJJ on March 31, 2018, 01:53:31 PM
A fair and reasonable appraisal; nothing I can disagree with.

I like the definition you've gone with for +/- modifiers; removes the misplaced absoluteness that rankings often encourage.

Still love me some Conquest, even if it isn't anywhere near what it used to be in 0.7.
Title: Re: Ship Tier List
Post by: TaLaR on April 01, 2018, 01:49:47 AM
Maybe it's better to divide into 2 grades - for player and for AI?

Player piloted Afflictor is S or EX (it can kill a Paragon faster than another Paragon can). AI controlled one is A at best (if class is considered as phase frigates, but AI is just not good at piloting any of them) or B (if class is frigates in general).

Or Medusa - it's the best vanilla DE for player piloting, so A. Under AI control it's at best roughly equal to other DEs, if not worse considering higher supply cost.
Title: Re: Ship Tier List
Post by: Dark.Revenant on April 01, 2018, 02:44:01 AM
That's what the +/- system is for.  Also, reclassified Atlas and Prometheus to fit the rubric better.
Title: Re: Ship Tier List
Post by: HELMUT on April 01, 2018, 02:59:32 AM
I would put the Odyssey at C+. Still situational, but unrivalled in some situations.

As for the Afflictor, the ship is good, but not that good. Even an Afflictor flagship is limited by CR and/or ammunition. As for an AI controlled one, they can be either too reckless or too cautious to properly work and deserve an A rank. In 0.9, i expect the AI Afflictor to be better (entropy amplifier have longer range), while a flagship one won't be able to pull off some of its "ninja" moves any more.
Title: Re: Ship Tier List
Post by: Dark.Revenant on April 01, 2018, 03:02:16 AM
I would put the Odyssey at C+. Still situational, but unrivalled in some situations.

What are those situations?
Title: Re: Ship Tier List
Post by: HELMUT on April 01, 2018, 03:29:47 AM
Hit & run tactics.

The Odyssey can reliably bring two things : mobility and burst damage, thanks to its base 80 speed and HEF. The Conquest, one of its closest competitor in this regard, can do it as well, but isn't as reliable. Manoeuvring jets have a cooldown, and the two frontal missiles mounts can be clunky to use. Moreover, the Conquest is much more vulnerable to being intercepted, having a really crappy shield efficiency and narrow arc (1.4 and 90°). Odyssey is safer to use (1 shield efficiency, 180° arc). Granted, the Conquest have more armor, but in a hit & run situation, you don't want to be caught with high-flux at all, and 200 more armor probably won't save you.

Also, the Odyssey got two launch bays, giving it a lot of versatility and reach. I like to use Claws for said Hit & Run tactics, to catch things, or give the ship some time to escape when caught.

You probably did read that thread (http://fractalsoftworks.com/forum/index.php?topic=12926.0) already, what i did there, i couldn't have done with a Conquest (i tried).

Granted, there's currently not many situation in vanilla that require that kind of tactics. But with the coming of bigger space stations in 0.9, as well as mines, i expect Hit & Runs tactics to be more common. Hence a C+ rank, Oddy is the best at that.
Title: Re: Ship Tier List
Post by: Dark.Revenant on April 01, 2018, 03:48:35 AM
Adjusted the rank to be C+.  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.
Title: Re: Ship Tier List
Post by: Linnis on April 01, 2018, 10:59:43 AM
Adjusted the rank to be C+.  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 conquest's only two redeeming quality is its maneuverability and great PD/area. But it's overall speed is dwarfed by onslaught's burn drive.

Despite that, I would give it a B, while it dont kill as fast or tank as much as Onslaught, there is a distinct use in being maneuverable where you can shield friendly large ships from being destroyed by getting in front of them and letting them back off from incoming fire.
Title: Re: Ship Tier List
Post by: SCC on April 01, 2018, 12:14:46 PM
The conquest's only two redeeming quality is its maneuverability and great PD/area. But it's overall speed is dwarfed by onslaught's burn drive.
And 1200 flux dissipation coupled with ballistic weapons, which means it has great staying power if you don't have to tank everything.
Title: Re: Ship Tier List
Post by: Dark.Revenant on April 01, 2018, 12:51:52 PM
It was the Odyssey’s rank I bumped to C+.  Conquest is still C++; a player can do amazing things with it.  An AI, not so much.
Title: Re: Ship Tier List
Post by: Goumindong on April 01, 2018, 01:16:40 PM
Adjusted the rank to be C+.  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 Jets cooldown is important because the minimum flux speed boost is more significant than the speed increase from the jets. If you get caught you will lose the minimum flux speed boost and be caught regardless of whether or not you have jets. You can sometimes use the jets to get away, but not if you’re using them on CD in order to achieve a better top speed.

This makes the Odyssey much safer and faster in practice compared to the conquest. Which is much safer than the onslaught for similar reasons.

The best use case for the conquest and Odyssey is not to shield allies but to flank the enemy fleet. This will push the enemy fleet into a bad position against your main force with no good way to place shields. You then crush them between the two points.
Title: Re: Ship Tier List
Post by: FooF on April 01, 2018, 02:07:32 PM
Good list and good discussion. I can't disagree with the current grades, either. I look forward to the next round of ships.

Title: Re: Ship Tier List
Post by: Philder on April 01, 2018, 02:32:50 PM
#DisappointedMeme

Just kidding  :D

But I do respectfully disagree on several points :3

I'm working on a big spreadsheet thing to properly describe many stats regarding balance and effectiveness, but it's not finished so for now I'll just bring up a couple general issues, with one exception.

First, the exception that called forth Kevin Sorbo:

The Odyssey. The ever misunderstood ship, and the one I'll always mispell with 2 d's because it is a rather 'Odd'ysey. The turret array is odd, the mount size and types array is odd, the combination of flux stats including shields, the capitol ship speed, the flight decks on a hightech ship, and of course the ship itself just looks odd.

Honestly, I suppose I'm not too surprised about the ranking. It just looks like a wonky POS. But after taking a look the meta of stats on all [vanilla] ships and weapons for so long, I'm finally able to see where it shines.

General issue #1: Flux and Shields

These stats are highly deceptive. Most people will look at and evaluate them on an individual basis, but IMO they're linked to such a significant degree that they can dictate the very role a ship plays. First thing to pay attention to is flux vs shields. Shield efficiency by itself is only half of the equation. To power that shield you need flux, and that can dictate the overall strength of it. For example, who has a stronger shield? An Omen or an Onslaught? An Omen may have a 0.6 efficiency factor, but when comparing EHP regen/capacity, the Onslaught wins heavily with a 600/17,000 shield vs the Omens 333/4,167. Yes it's an extreme example, but it's also a clear case study of the overall weight shield efficiency has on the situation.

Now, while shield and flux stats do play a role with shields, shield effiency does not play a role when it comes to firing weapons. Not directly, anyway. First, to be clear, one can fire weapons while the shields are down. But certain situations require shields to be up. Long range damage support? Shields down. Blindspot flanking? Shields down. Going into medium or close range? Shields up, weapons online! When shields are up, you now have to consider your overall flux venting. It isn't simply vents minus weapon flux. It's Vents - ShieldUpkeep - WeaponFlux. Why this is significant both in and of itself as well as in combination with your other shield-related stats is it determines how fast you'll be overloaded. And for a hit-and-run ship, hard flux usually plays a lesser role in being overloaded.

A ship like the Odyssey has a high high base flux dissipation of 1,000, and a low low shield upkeep factor of only 0.25. The next best capitol only has an upkeep factor of 0.4 (a near double increase), and the capitol ship with the second best shield efficiency factor, the Astral, has an upkeep factor of 0.7! And if we compare EHP regen (including upkeep) and cap, the Odyssey has 750/15,000 vs the Astral's 300/20,000. If we take into account adding addition vents and flux, the Astral will benefit more, but that's still a pretty significant deficit to make up for. Again, this is an extreme case, but again, it clearly demonstrates a case study. What this means is that certain ships do very well with staying in firing range with shields up while returning fire, while others benefit more from using shields more like large buffer before having to duck out of combat to reset it.

Devils advocate: lowtech is clearly built to march into battle with the flux bar perpetually full, but there are additional problems with that that I'll get into later. For now lets just conclude that defense wise, lowtech has utter *** shields and will only sparsely have shields up.


General Issue #2: Flux Dissipation(FD) and Weapons

Okay this one is a bit more complicated. First off, we've got two FD numbers to contend with; shields up, and shields down. Second, we have two dynamic situations to consider; firing while flux is building up, and firing while flux is near maxed. Shields up vs down is easy, and you can clearly see how hightech is balance vs lowtech in regards to flux and shields and weapons. Hightech is built for fighting with shields up, essentially eliminating some of that higher base FD available for firing. Lowtech is built for fighting with shields down and flickering situational, giving them plenty of their base FD for firing. To tackle flux build up vs fighting near max flux, I'll have to bring up a third general issue.



General Issue #3: Tech level and Weapon Flux Demands

First off, to simplify things, rather than counting weapon mounts and sizes, let's first use Ordinance Points(OP) as a rough the basis for the FD demands that a ship will due to its weapons. We can assume this because every ship is given a base OP depending on the ship size, and additional base OP for each weapon mount based on its mount size. I think it's 4/10/20 for mounts. Not all weapons are of equal efficiency in employing flux to deal damage, but lets leave that for later.

If you take a look at lowtech OP, you'll notice that they generally have the most OP (unless they have flight decks, in which case I posit that flight decks count as reserved and hidden OP). This means that lowtech will tend to have a higher base FD weapon demand, making them reach near max flux even faster in addition to their poor shields + flux stats. Their max flux doesn't suffer though, so you could say that they have very high burst. It's just their sustain that is terrible. This translates to the increased armor and hull stats, too. Shields are the more sustainable defense, they just have a lower overall 'burst' capacity.

Now, why do I hate low FD and the near-max flux situation so much? Because it means you don't have the flux reserves available to take advantage of opportunities, and most of all, it inhibits weapons with large flux/shot demands from firing in favor of smaller ones. And that's terrible because sometimes blowing up the enemy ship faster is better than having your PD or less effective weapons eating up all the flux. How many times have we seen the AI waste a ships potential by doing that?

This is the reason why I hate the Onslaught. It has way way way way way more guns than it can possibly power, and as soon as it hits near-max its dps drops off severely and can barely fire its bigger guns, if at all. Combine that with its crippling speed and accelerations and you've got a ship that has a hard time hitting anything with even moderate speed. It's so bad that the AI has been programmed NOT to flank it. The only way I can find to make proper use of it is turn it full tank, with Aux Thrusters, 2xHellbores for armor penetration when it isn't tanking, Railguns, and to load it with nothing but Flak and Thumpers in medium and large slots to maximize its tank potential, and just use it as a battering ram and bullet magnet. IMO it's uselessly expensive as a standalone vessel compared to what it can accomplish in anything but a tanking role. Railguns are to run up hardflux (small ballistic pd is useless IMO) so as to prevent future damage and not need a high flux/shot like needler. Frag weapons are mostly for efficient PD but also because their dmg against sields and hull aren't bad and are fast moving and damaging enough to wreck smaller craft. Only 2x Hellbore because Onslaught can't support anything else. Heph is pointless because 4x Anni Pods. Deva's high flux/shot makes it useless when it needs it most. lol at inefficient Gauss sniper on a close combat tank. etc etc..

Honestly, as a throwaway tank the Dominator is far more efficient. The only thing the Onslaught has over it is # of potential slots for medium PD. Otherwise, I'd rather just throw Dominators at the enemy, recover them after battle, and not give a swarmer about Dmods.


General Issue #4: Deceptive efficiencies

Raw dps and fps stats in tooltip are heavily unfavorable for many energy weapons, especially considering the weaknesses of beams, but I feel like most people vastly underestimate the difference that shot damage makes, and totally ignore effectiveness vs hull (including the inherent 5% armor of hull). I made some spreadsheet magic to calculate the numbers, and energy weapons are actually highly competitive. In fact, against overall armor and hull, Energy weapons like Blasters and the Plasma Cannon are distinctly superior to even HE. Why? Two things. Remember that even though HE gets a 2x bonus vs armor, energy tends to have distinctly higher base dps and shot damage, and HE weapons are usually either high dps and low shot dmg, or low dps and high shot dmg. Plasma Cannon and blasters, though? High dps and high shot damage. That means they can chew through both high armor and hull efficiently at higher dps. In fact, if you include shields, those energy weapon's efficiency is on par with HE.

Kinetic and Frag actually tends to be more efficient overall, but the time it takes to get through armor is just absurd. You MUST have an armor penetrator. Blaster energy weapons can perform all roles the best overall. No need for additional mounts or other damage types.

When my spreadsheet is ready, I'll publish it for all to peruse and see evidence of what I'm talking about.


Why the Odyssey? Because its shields are decent, it's speed is great for hit and runs for ships of its size, it's flux stats are near-OP with shields either up or down, it can easily aim TWO Plasmas at a target WITH HEF, it can festoon itself with Burst PD that is great vs missiles, fighters and even armor and hull, it has 3 medium slots to guarantee you land a Salamander which is great for targets faster than it, and it has 2 flight decks you can load with Claws and Gladius to also help chase down faster foes, soak some damage for the Odyssey, as well as generate hardflux at no flux cost to the Odyssey, which is perfect since although Plasma is perfect vs hull and armor, it's much less efficient vs shields, and you really don't need any other damage dealing weapon when you have Plasma Cannons. You can even give it Unstable Injectors without issue since range isn't too important for it. Minor bonus: Best cargo and burn speed of all capitols.

As far as piloting, I put 2x Plasma on the two left facing mounts, and Guardian PD on the right one. I keep the right side angled towards danger until I want to unload Plasma with HEF. Putting damage dealing missiles in the missile slots is pointless when you can just completely disable enemy ships with gratuitous amounts of Salamanders and a flight of Claw Fighters and then just enjoy your superior flux stats.

Simple as that.  :D
Title: Re: Ship Tier List
Post by: Dark.Revenant on April 01, 2018, 03:18:24 PM
As I said, a player can make good use of an Odyssey.  In fact, the way the + and - grades work, in the right situation it’s 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.

C+ is not a bad rank.  None of the capital ships are bad. 
Title: Re: Ship Tier List
Post by: Megas on April 01, 2018, 06:54:44 PM
Re: Onslaught and Conquest.
Quote
In the AI's hands, this ship is liable to engage in some suicidal blunder and/or waste its potential, limiting its overall usefulness.
How so?  If anything, the only flaw AI does with baseline Conquest is occasionally take hits that outright overload shields that would not overload any other ship due to horrid shield inefficiency.  Otherwise, AI is fairly safe at piloting it, and it generally does a good job piloting and fighting with what it has.

The main advantage of Onslaught is it does not need rare stuff to threaten nearly anything.  It can grab stuff from Open or Black Markets, or commonly dropped loot from enemies, and still be a threat.  Actually, because rare heavy weapons tend to be flux hogs, using them on Onslaught does not necessarily make it significantly better.  Some of the other capitals need rare stuff to be their best.

Conquest kind of needs rare stuff, mostly the Hardened Shields hullmod (to avoid occasional sudden overloads, at least), and maybe some rare weapons.  With a good loadout, Conquest almost rivals Onslaught, at least in unskilled AI hands against similarly unskilled enemies.

How is Onslaught so great today?  It lost much of what made it invincible before 0.8.  It can fire a lot of guns, but with mediocre flux stats, it cannot afford to fire more than a few for long.  If Onslaught tries to fire more assault weapons than Conquest is able, it caps flux in a hurry, so it seems many of the mounts are either relegated to PD (which is not a bad idea to begin with) or a bunch of undersized or cheap weapons.

Before 0.8, the difference between Onslaught and Conquest was huge.  Today, the gap seems noticeably narrower.

After observing various fights with autopilot flagship vs. various SIM opponents (some solo, some modest fleets), it seems Onslaught and Conquest are roughly comparable in performance, with Onslaught doing better against carriers and fighters, and Conquest doing a bit better against destroyers and frigates.  Both (piloted by unskilled AI) died miserably to Paragon.  AI misuse of burn drive can really kill Onslaught against some enemies (like flanking Sunder with HIL).

C++ seems a bit underrated for Conquest.  Would B- or B be more appropriate?

Onslaught could be A-, but it feels more like a B+.  I guess either is fine.
Title: Re: Ship Tier List
Post by: Dark.Revenant on April 01, 2018, 07:11:09 PM
C++ is a better rank than B.  B is just always solid, while C++ needs work to be put into it, but can rival A if used correctly.
Title: Re: Ship Tier List
Post by: Philder on April 01, 2018, 07:16:06 PM
I actually do think the Onslaught is bad :P

Compare it to the Legion and Dominator. Does the difference between the Dominator and Onslaught even justify the 60% cost increase? From what I can see, only the hull and TPC are distinct improvements, but the TPC is severely crippled by the poor FD, horrid maneuverability, and completely fixed turrets which inherently cause you to miss, wasting charges and precious flux. At least the Dominator can be SO'd, making it the ship that the Onslaught wants to be, and can easily be a muuuch cheaper disposable tank.

I'd much rather use a Legion for damage over an Onslaught. It can actually keep up with its weapons, has comparable armor and hull, and has 4 flight decks for flux free damage, damage soak, and watching its own flanks. I'd actually rate Legion A, Odyssey B++ (I mean, it's a capital sized old-school Aurora with Large Energy Mounts and Flight Decks), and Onslaught C+. The only good thing I can say about the Onslaught is that it's PD ability can be unmatched, making it a great PD tank. There are otherwise much much better options for dealing damage.

Aesthetically, the Onslaught is probably the most look and feel good ship out there. But realistically? I think it just tries to be way more than it is. I'd get one in my fleet as a PD tank when I don't have a Paragon. I'd much much rather give the AI Legions to deal damage, and pilot a Conquest or Odyssey myself. Legions are so much more versatile and dependable.
Title: Re: Ship Tier List
Post by: Megas on April 01, 2018, 07:26:41 PM
Another improvement Onslaught has over Dominator is heavy weapon turrets and lots of medium turrets to install an obscene amount of flak to make it mostly immune to missile barrages.  Dominator either needs to choose between flak or more firepower.  (I tend to go for more firepower and eschew flak on Dominator.)

If you need a capital, but do not have enough exotic and rarely dropped weapons some capitals need to be their best, Onslaught (and Legion) are good.  Also, nearly everyone and their dog uses Onslaught and Legion, and both are probably the most common capitals in the game.

Legion is great because its fighters can run down and demolish small and cowardly AI ships.  Overall, against a variety of targets, Legion is a solid B.
Title: Re: Ship Tier List
Post by: Thaago on April 01, 2018, 08:12:51 PM
I pretty much agree so far. My vote for a trash tier ship is the Brawler (TT).
Title: Re: Ship Tier List
Post by: TaLaR on April 01, 2018, 08:53:33 PM
I pretty much agree so far. My vote for a trash tier ship is the Brawler (TT).

I support this nomination :) . Straight downgrade from already mediocre basic Brawler.
Title: Re: Ship Tier List
Post by: Thaago on April 01, 2018, 09:29:36 PM
And thinking on it, the Afflictor and Harbinger are like C+++. Ok (but expensive) in AI hands, but truly brutal assassins in the player's.
Title: Re: Ship Tier List
Post by: TaLaR on April 01, 2018, 09:44:43 PM
And thinking on it, the Afflictor and Harbinger are like C+++. Ok (but expensive) in AI hands, but truly brutal assassins in the player's.

Is Harbinger that good currently? Seems too slow to do omni-shield bypass maneuver, but I didn't pilot it much (since it's unavailable in missions for easy sim tests).

Harbinger with QD in next update may be that good by virtue of QD + Reaper spam, while Afflictor will get knocked down a peg.
Title: Re: Ship Tier List
Post by: ANGRYABOUTELVES on April 01, 2018, 10:46:33 PM
I pretty much agree so far. My vote for a trash tier ship is the Brawler (TT).
The Brawler (TT) got plasma jets in 0.8.1a, so it's okay-ish now. Not as agile as the Wolf, but it's bulkier and can run some abusive loadouts with the 2 medium energies in player hands.
Title: Re: Ship Tier List
Post by: Dark.Revenant on April 02, 2018, 03:38:54 AM
Updated with cruisers, plus a nicer presentation w/ pictures.
Title: Re: Ship Tier List
Post by: Megas on April 02, 2018, 06:52:27 AM
C++ is a better rank than B.  B is just always solid, while C++ needs work to be put into it, but can rival A if used correctly.
This does not seem very intuitive.  In that case, Onslaught seems more like B+ than A-.

Is Harbinger that good currently? Seems too slow to do omni-shield bypass maneuver, but I didn't pilot it much (since it's unavailable in missions for easy sim tests).
It is too slow without Safety Override.  But Safety Override just kills peak performance too much.  It is simply too expensive for what it can do.
Title: Re: Ship Tier List
Post by: Igncom1 on April 02, 2018, 12:02:40 PM
I like the use of pictures, helps me remember what ship you are talking about.

How often do you guys under gun your ships? Equipping a small weapon to a medium slot, or a medium weapon to a large slot? I find that the extra flux saved along with the less demanding flux needs of the ship can make it VERY viable for poor flux ships while making great flux ships into hilarious shield tanks.
Title: Re: Ship Tier List
Post by: Thaago on April 02, 2018, 12:45:00 PM
And thinking on it, the Afflictor and Harbinger are like C+++. Ok (but expensive) in AI hands, but truly brutal assassins in the player's.

Is Harbinger that good currently? Seems too slow to do omni-shield bypass maneuver, but I didn't pilot it much (since it's unavailable in missions for easy sim tests).

Harbinger with QD in next update may be that good by virtue of QD + Reaper spam, while Afflictor will get knocked down a peg.

I find it is. Reapers + unstable injector hard counters everything but a very small selection of ships, and is a low risk 'pick which ships to delete' choice. When being opportunistic instead of an assassin, you can let allies run up shields (with +50%? damage from system) before firing torpedoes in order to conserve ammo. If you want to prioritize longevity, an energy build can easily take down cruisers solo, and while it can hit capitals safely it struggles to do enough sheer damage with just 3 medium energy mounts.

Its one of a few ships that benefits tremendously from the combat skills.
Title: Re: Ship Tier List
Post by: Dri on April 02, 2018, 01:03:28 PM
I've always liked the Dominator but I remember a time when the consensus was that it was pretty trash. When did it start to become viewed as a sold ship by most folks?
Title: Re: Ship Tier List
Post by: Goumindong on April 02, 2018, 01:14:44 PM
I've always liked the Dominator but I remember a time when the consensus was that it was pretty trash. When did it start to become viewed as a sold ship by most folks?

It’s still pretty trash...  buuut it got an AI Change to more rarely use its burn drive so against missile heavy fleets (or supported by significant fighter coverage) it can be an effective line ship because it has better defensive coverage than the Eagle.

It’s main problem is the difficulty it has in applying kinetic damage. You can fit two HVDs but that is 2/3 of the cheaper Eagle. And that also means that you cannot fit effective PD. Kin damage on the large guns is ideal but against all but the largest targets you can’t hit the same target at the same time which means that the Eagle has much more effective shield piercing power with gravitons and HVD.

I almost feel like it could be really strong with

Large: 2x Devastator Cannon
Medium: 2x HVD
Missile: Harpoon Pod
Light: unsure.

The lack of turret on then devastator doesn’t much matter because the area is so large and because non-head on missile strikes aren’t that common.

Edit: The problem is that this build does 558 damage/second to shields. An Eagle does 1418 and the Dominator is a much larger target with much worse shields. Even if you’re at 2 HVD and 1 Mark X you’re doing 1248 albeit it’s all hard while the Eagle only has 818 hard.  But then you have very little point defense and you have issues with the split targeting on the main guns (one wants to target fighter swarms one wants to target ships)
Title: Re: Ship Tier List
Post by: Wyvern on April 02, 2018, 01:43:35 PM
Light: unsure.
And those light slots are where the Dominator pulls ahead of the Eagle; fill those front three turrets with light needlers, use dual flak in the mediums, and fit a Mk IX and a hellbore.  Missiles to taste; I tend to prefer 2x salamander and 1x torpedo launcher.  (Side turrets get 2x LAG, then 2x railgun, then 2x vulcan in the rear two slots; armament that's tuned more to shutting down flanking fighters and frigates than it is for missile defense.)

I've always liked the Dominator but I remember a time when the consensus was that it was pretty trash. When did it start to become viewed as a sold ship by most folks?
For me, this happened when it got burn drive; that change on its own turned it from a flying brick that was basically just a sitting duck for anything with mobility, to a flying brick that can charge up and smash some faces in - or just flat-out run away when something -does- get behind it.
Title: Re: Ship Tier List
Post by: Dri on April 02, 2018, 01:45:52 PM
What vanilla ship could possibly be classed as "S"?

If the Paragon wasn't then the only other ships I can think of would be the Afflictor and Hyperion. Maybe the Dover with its super powerful ship system.
Title: Re: Ship Tier List
Post by: Megas on April 02, 2018, 02:40:06 PM
In early 0.8, with stronger Remnant fighters and better fighter skills, Astral flown by player with six original Sparks (with two burst PD instead of one per fighter) and (stronger) fighter skills was an S or S-.  It could almost solo the simulator, and it could truly solo a full-powered Remnant battlestation (without extra ships to add more ECM).  Today, B+ is probably about right.  Now, there are no vanilla ships that are truly S rank.  Paragon with the right loadout and skills comes close, but it is not an S.

Paragon is A+.  With Combat skills and quad lances, it can solo most of the simulator (25 ships left before I made a blunder and died shortly after peak performance ran out).  I do not know what happened to SIM AI, but it did not seem quite as cowardly as early 0.8 (although it is still more cowardly than pre-0.8 ).  This time, I stacked Gunnery Implants 3, Electronic Warfare 1, and ECM Package to maximize range advantage.  Paragon is probably the most powerful vanilla ship today.  Astral used to be better, but not anymore.

Quote
How often do you guys under gun your ships?
Occasionally, but not often.  Times when I do it.
* Tactical Laser or Burst PD instead of Graviton Beam or Heavy Burst Laser.
* Low OP one-shot missiles or small Salamanders in medium missile mounts.
* Medium missile pods in heavy missile mounts.
* If railguns and light needlers were much more common, I could use them instead of Arbalest or Heavy AC in medium mounts.
* Without Loadout Design 3, most of my ships have at least one weapon mount empty, usually missiles.
Title: Re: Ship Tier List
Post by: ANGRYABOUTELVES on April 02, 2018, 02:49:44 PM
What vanilla ship could possibly be classed as "S"?

If the Paragon wasn't then the only other ships I can think of would be the Afflictor and Hyperion. Maybe the Dover with its super powerful ship system.
Probably the Tempest. The only thing holding the Tempest back from being incredibly obviously overpowered is that you can't get enough of them to build a fleet around. I'm not sure there's anything in the game that can take on its own DP weight in Tempests. Maybe a Paragon?
Title: Re: Ship Tier List
Post by: Philder on April 02, 2018, 02:53:22 PM
The two things which make Dominators worthwhile are access to large ballistics, very high armor, high OP, and burn drive to get to the fight quicker than the Venture. If all you need is a tank, Venture is much more cost effective. Just fill it with tank mods and PD. The Dominator, however, can be tank or damage.

The Dominator is definitely not a tool for killing speedy targets. Which is perfectly fine. It has access to two large ballistics slots. That makes it great at taking out cruisers, capitals and slower destroyers. Aux Thrusters is still a must IMO, however. It's absolutely necessary for tracking ships with its large ballistics. As far as kinetic damage goes, IMO large kinetics aren't worth it when small and medium have such better alternatives. Only exception is Gauss for a pure sniper ship, but there's no Vanilla ship which can really optimize the cost efficiency of the Gauss to the same degree as other weapons.

Since medium is required for PD, however, you're left with using small slots for kinetic....which is perfect since small ballistic PD is terrible.

Why I like the Dominator is because it has many viable options for the large slots. Hellbore is always great for making armor evaporate and keeping flux demands down. Hephaestus is a great all-arounder, though rather expensive against well shielded targets. Devastator is a mixed bag of effectiveness, but much cheaper on the flux and with a very good PD capability. Mjolrnir is another great all-arounder, though with different areas of strength.

And it also has the lowtech benefit of high OP that I rarely see others take advantage of; it's OKAY to leave the less effective mounts empty! I nearly always leave two of the side slots empty. In fact, for my ranged damage support Dominator, I'll leave all small mounts empty so I can get a Converted Hangar, flux mods, and max vents to support 2x Gauss and 2x HVD.
Title: Re: Ship Tier List
Post by: Goumindong on April 02, 2018, 02:58:08 PM
Light needlers and railguns are both ultra rare and too expensive to fire at 800 range. Unless you’re going to drop the mark x or hellbore.

Like, it’s OK if you’re going to plow into something and overpower it but the Dominator has 450 dissipation and 1 Shield/damage. You cannot afford to fire your full compliment and that makes the small or large guns superfluous. You can charge in an kill ships smaller than you but against any decent force you’re going to get wrecked.

You’ve got 141 OP of 190 on weapons. That is a lot for something that should need a load of equipment to not cap out and die

I don’t disagree that in some instances the suicide Dominator is valuable. But that isn’t a general thing. And I wouldn’t be putting light needlers on it. It would be light dual autocannons.
Title: Re: Ship Tier List
Post by: Megas on April 02, 2018, 03:00:00 PM
As least for player vs. Tempests, he can try to rush to the wall then wait until the Tempests run out of gas.  Large enough ships with more peak performance than anything can always win against at least some opponents (if not the whole fleet) by outlasting them, then mop up after the enemy reaches 0% CR first.

Aside from that, Tempests are strong for frigates.

Hyperion is too expensive to be an S.  With weaker skills and possibly moot objectives, I am not sure it even qualifies as an A anymore.  It is not much use as an AI ship anymore.  It is still good as a playership, but it has too many major weaknesses to be truly broken/overpowered.

Re: Dominator
Dominator is pretty good for a clunker.  I tend to use two Mark IXs and two Heavy Mortars, send it to battle, and let it do its thing.  If it dies, who cares, just recover more and slap more open market weapons on it.
Title: Re: Ship Tier List
Post by: Megas on April 02, 2018, 03:13:33 PM
Question:  What makes Aurora A+?  I can see Aurora being better than other cruisers, but what makes it overpowered enough to warrant pluses for potential S grade?  Does it need lots of bonuses from character skills to blow away everything?
Title: Re: Ship Tier List
Post by: Dri on April 02, 2018, 03:42:11 PM
I haven't used an Aurora since the weapon slot change-up, loss of 3,000 flux capacity and the change to Plasma Jets ship system. So I'm not sure.

Before the changes I'd give it a 360 shield and have it basically run in, pop High Energy Focus and delete a few ships with Heavy Blaster spam, then skeedaddle out with its decent speed. The huge flux capacity and good shield really let it tank and squeeze off some good Heavy Blaster time.
Title: Re: Ship Tier List
Post by: Megas on April 02, 2018, 03:53:58 PM
I tried unskilled Aurora against a group of five destroyers.  While Aurora is fast enough to avoid getting caught, it did not utterly dominate the fight.  The AI kind of turtles up and deathballs.  Occasionally I pick off an isolated target, but much of the time, they covered each other.  Eventually, I needed to resort to Hardened Subsystems to outlast them all.

Still, better than unskilled Eagle or Dominator because they were too slow to avoid getting surrounded (and not powerful enough to blast everyone) and picked off by five or so destroyers after losing engines.  Admittedly, I did not attempt a waiting game.  Things might have turned out different had I simply turned tail and ran to the wall before stalling.  But... that means they cannot fight at all until enemy CR times out.  At least Aurora is fast enough to pick off a lone Enforcer or Condor if it gets separated from the deathball.

Most capitals under player control would crush five destroyers.
Title: Re: Ship Tier List
Post by: FooF on April 02, 2018, 05:37:40 PM
I'd agree with the Aurora assessment. It's not that it dominates the competition so much as that nothing else has the combination of speed, flux stats, and damage. I've found the best loadouts aren't really all that damaging so much as that I can reliably gear the Aurora to have near-parity with weapon draw and vents. The ability to fire indefinitely means you win virtually every flux battle outside of say, a Paragon. Add to it that the Aurora is ridiculously fast and maneuverable means that it's very easy to escape bad situations or engage targets of opportunity.

Even when I have access to capitals, the Aurora is my #1 flagship. Only Hyperions can outrun me and only Paragons can outlast me (or to put it more accurately, shrug off my fire enough that I can't get into some advantageous position).

Title: Re: Ship Tier List
Post by: ANGRYABOUTELVES on April 02, 2018, 07:35:15 PM
I tried unskilled Aurora against a group of five destroyers.  While Aurora is fast enough to avoid getting caught, it did not utterly dominate the fight.  The AI kind of turtles up and deathballs.  Occasionally I pick off an isolated target, but much of the time, they covered each other.  Eventually, I needed to resort to Hardened Subsystems to outlast them all.
Did you try using 2x Medium Sabot Pods, 4x Small Annihilator Pods, and 2x Heavy Blasters? You pick off the most isolated destroyer with a single burst of 4 Sabots, follow up with the linked Annihilators, and finish with the Heavy Blasters. Repeat. Cruisers need two bursts of 4 sabots and a little more time with the annihilators and HBs, but they'll also die quickly enough. You'll certainly run out of missiles eventually, but not before you've quickly and decisively removed 6 Cruisers or 12 Destroyers from the enemy fleet and potentially won the battle right there. Even then you've still got 2x Heavy Blasters to kill things with, which is a very respectable armament attached to an extremely fast ship.

Make sure you put front shield on it, so the 360° shield will cover your engines from being shot out by Claws or Thunders. The single glaring weakness of the Aurora is that Claws exist, but you can deal with that simply by putting Shield Conversion - Front on it.
Title: Re: Ship Tier List
Post by: Megas on April 02, 2018, 07:46:40 PM
I finally figured out what Aurora needed.  Just a ton of dissipation and either a ton of capacitors or Hardened Shields.  Then grab two Heavy Blasters and wail away.  In other words, what Medusa with old skills used to get away with.  Annoyingly, this means several weapon mounts were left empty just so Aurora can scrape enough OP for the flux stats and other hullmods it needs.  Also, Hardened Subsystems as a last resort.  (Had unskilled Aurora take on SIM Eagle, Aurora, and Dominator at the same time.  Enemy Aurora dies first.  The other two could not be separated until their CR timed out, then Aurora took out Eagle, then Dominator.)

Even so, how does Aurora get A+?  It seems like if player does not know what Aurora needs, either Aurora runs for dear life while in a stalemate or loses the flux war and dies.  If player knows how to equip and use Aurora, then yes, it is noticeably above the other cruisers.

* * *

After I hit preview before posting...

@ ANGRYABOUTELVES: Is this with an unskilled ship?  Also, no PD?
Title: Re: Ship Tier List
Post by: ANGRYABOUTELVES on April 02, 2018, 07:57:03 PM
I tend to do all my simulator testing with unskilled ships, because sim ships don't get officers. The Aurora doesn't need a lot of PD because it's fast, but 5 PD lasers in the small turrets work well enough for fending off interceptors and salamanders. Alternatively you could put some Ion Cannons on the front to further lock down anything you're shooting with the HBs, and they also tend to send fighters spinning off into the distance with flamed out engines.

Sabots short-circuit the flux war. Being a missile boat is still the Aurora's true strength.
Title: Re: Ship Tier List
Post by: Morgan Rue on April 02, 2018, 09:01:16 PM
The Odyssey is one of the only ships in the game that can effectively use Plasma Cannons. With a pair of Plasma Cannons and an otherwise not noteworthy lodout, it is capable of outright destroying lighter cruisers and heavily punishing heavy cruisers or capital ships with high flux thanks to High Energy Focus. The AI is reasonably capable of executing enemy cruisers with it, while being relatively safe because of it's high mobility. Even with two Plasma Cannons, it is capable of firing multiple volleys in succession thanks to it's capital flux systems. However, it does falter against other capital ships without support.

A Plasma Cannon Odyssey is probably the best choice if you need to destroy cruisers, and is capable in most situations when supported, but outside of destroying cruisers it is likely outclassed.
Title: Re: Ship Tier List
Post by: xenoargh on April 02, 2018, 09:11:52 PM
First off, I think this ratings system would work better if it was A/B, where A is "if a player flies this" and B is "AI-controlled".  Because they're so different most of the time.

On the general ratings thus far, I'm generally in agreement; here are some quibbles, etc.

Capitals

The Conquest I'd give B-/D-.  It's just barely tenable as a player-ship and it's totally rotten as an AI ship.  Really.  It tends to wander around, taking damage it can't tank, or gets itself into Flux trouble if it's mobbed.  I've taken down AI Conquests in a Hammerhead with Frigate support; that's pretty bad.

The Onslaught I'd give a B+/B-.  It's not really deserving of an A; while it's fearsome on a Burn Drive charge (provided it doesn't eat a bunch of Reapers) it's really pretty mediocre as a slugger, due to poor turret coverage and shield performance, in Vanilla, and the prevalence of EMP now makes going shieldless really a bad plan.  While it has a role to play... it's not that super for what you pay to deploy one.  6 Lightnings mess them up instantly if they hit the rear and make them easy prey, and it cannot win a sustained Flux fight with three or more Destroyers equipped properly.

The Odyssey's a B/C-.  It's all right, for a player-ship, if you don't mind hand-cramping tank controls all the time to get the two Large Energy Turrets on a target.  I do mind that, quite a bit, so I don't think much of it.  As an AI ship, it's pretty crummy; it can't crush a Dominator that flanks it and Burn Drives in, let alone deal with an Onslaught.

The Paragon is a A/B-.  It's actually not all that hot as an AI ship, except for the range coverage; it's a mobile turret you have to guard a bit; it can't stand alone as an AI ship.  It can't kite for crap and while it has a vicious initial punch, it can die astoundingly fast if it's taking much Kinetic.  If you launch a Paragon out and let it get way out in front before releasing the rest of your ships, it's not too bad, though.  I totally agree that it's great as a player-ship but I think it's highly-overrated; for the cost of deploying one, you can get out a lot of Destroyers or a Cruiser and a Destroyer that, together, are a serious threat to one.

The Astral is A+++/B.  Yup, I just said the Astral is the best Capital in the game.  Get over it; it's capable of dumping phenomenal amounts of alpha without Flux costs, provides excellent long-range support, and generally, it's incredibly dangerous in this build of the game, if equipped properly.  

Do I mind that much?  Nah; a Capital-level carrier should rock.  I don't want it nerfed.  I just wish the other Battleships/Battlecruisers were anything like as efficient.  They aren't.  An Astral dumping rocket-sleds into a Paragon wins.  An Astral dumping Lightnings into an Onslaught wins.  An Astral dumping Broadswords into an Odyssey wins.  An Astral dumping Talons into a Conquest usually wins (seriously- try that out).

Cruisers

I'd rate the Dominator B+/C-.  It's not at all bad as a player-ship, somewhat situationally; for the price, the Dominator might have the single best alpha-strike in the game.  But it's really pretty junk as an AI ship; the poor shield coverage, tendency to Burn Drive into trouble rather than out of it, and weak shield efficiency make it entirely too easy to Flux-lock and stun.

The Eagle's a B/C-.  Not great at anything, not terrible, but its few good points are largely wasted on the AI.  I mainly think of it as, "ship I might put into a fleet where I just want a little more meat", because it's... meh.  But these days most of the (D) mods pretty well cripple it right out of contention.

I think the Aurora's an A/C-.  It finally has a good role as a player-ship.  I don't think it's OP, it's just as dangerous as its costs deserve, finally.  

But as an AI ship, it tends to have poor judgement and leap into situations it can't handle, and while the stats look cool, it's really pretty easy to take down with Kinetics if it's flanked, which is way more common for AI ships than a player ship playing wolf at the edge of the battle-space.

I agree entirely with the poor ranking on the poor, benighted Venture and the Colossus variants.  Darnit, it's not actually all that Fun to put stuff in the game that's actually newbie-trap trash and has no functional niche.  They should both have something about them that's actually dangerous.  Nobody cares if they lose some more Cargo room to have more battlefield functionality.

I think the current iteration of the Heron got a ranking that was reflective of last build, not this one.  I'd give it maybe B/C.  The Great Range Nerf (ECM) largely hosed it; it used to be capable of some scoot-and-snipe support, now it's just a really weak Cruiser that happens to have fighters on board.  The System's all right, though.

The Apogee... ugh.  It used to be B/A; a great AI shield-tank anvil, kind of meh in player hands but pretty sweet as an AI tanker.  Now it's maybe C/D; not totally worthless, but there are many better choices.

I think the Mora's actually close to B+/B+.  Set up right, it can defeat almost any other Cruiser in the game if it can close the range, which is weird... but true.  And it's a better carrier in a lot of ways than the Heron, although the Heron's System is superior.

Destroyers

I think it's interesting that Destroyers weren't initially rated on this list, even though they are still very efficient killers even in late-game play.

The Enforcer's a B/B+.  Strange as it may seem, it's actually more suitable for AI swarms than as a player-ship, imo at least.  3 Enforcers together is a Kinetic/HE/Frag wrecking-ball that can kill most things in the game outright and can also take missiles in huge numbers.

The Medusa's a B-/D.  It's still all-right-ish as a player-ship for alpha-strikes and touch-and-go, but it got nerfed a little too hard last time it got touched, and it's really pretty bad as an AI ship, because it tends to jump right into things it shouldn't, unless you give it beam weapons that keep it far, far away, in which case it's like having two under-powered Wolves.

Hammerhead is a C/C.  It's still meh, despite the last buffs.  Faster, a little tougher, but under-gunned and it simply doesn't have enough of anything to recommend it.  It really needs to be a bit tougher as a shield-tank, imo.

Sunder is a C/F.  It's a one-trick pony whose one trick is, "maybe alpha that thing over there and maybe get away after Vent-spamming".  It's a glass cannon that lacks the mobility it needs to be credible.  I haven't found a point in them in Vanilla.

The poor benighted Gemini I'd give C-/C-.  It once had... a point, kind of, as a tough-but-undergunned Destroyer with drone support that made it kind of a fighter-soaking device that also launched fighters.  

Nowadays... what is the role of the Gemini?  It can lob the occasional, overly-nerfed Pilum (which for those of you playing modded SS, is actually pretty terrible atm).  It can't do much and it just feels like a ship that doesn't have a clear point.

The Condor's really been hurt by the fighter tether distance concept.  Otherwise, it remains what it's always been; a cheap, disposable carrier that needs to stay away from everything.  C-/C.

The Drover's quite simply, the best carrier in Destroyers right now.  I'd give it a B+/B.  Weirdly enough, it can take enough damage to win duels with Frigates pretty consistently, and the System means that a bunch of Drovers are a big force-multiplier.

None of the Destroyers is an A for anything.  This is sad; they are the best combo of fun flying and firepower in late-game.




I actually like a lot of the points Philder made in regards to the Onslaught, which I think is highly over-rated by most players because it looks fierce and occasionally smashes stuff.  However, I completely disagree about the Odyssey; while it's not a garbage-fire any more, it's still a D- for AI use and is maybe B- for player use, like the Conquest.  It's capable in glass-cannon roles in very limited circumstances, but it's pretty disappointing if you're not habitually using tank controls because of the silly turret arcs.

I agree that Energy weapons with high shot-damage can be deceptively good; in the last build, before the Great Range Nerf, a Captain with the right Skills could turn the Pulse Laser into a fairly-efficient weapon, when damage-vs-armor etc., etc. got stacked and range was maximized (especially if it took range over average range of the enemy's guns).  

However, I feel like this is largely missing the point.  Energy with high shot-damage is all right vs. low-shield or no-shield targets, or targets that have already lost the Flux war, but, generally speaking, the High Tech ships don't win Flux wars all that often, if their opponents are equipped properly.  There are some exceptional cases, like taking 6 shots of Plasma Cannon with HEF up (although that window is rather short right now, probably a bit too short, and the underlying mechanic's a bit unintuitive, too).

But I generally didn't use High Tech in Vanilla in my last playthrough at all, because Low Tech and a few Mid Tech ships could deliver Kinetic at long ranges and always start with a big Flux advantage, then kill at their leisure.

Title: Re: Ship Tier List
Post by: Dark.Revenant on April 02, 2018, 09:22:21 PM
The primary reason I stuck with one ranking (other than secondary benefits like being easier to parse), is that most ships benefit about the same amount from having a player at the helm.  It's only a few ships that are really exceptionally better in the player's hands, and I can represent that with a + or two.  Ultimately, there are going to be an uncountable horde of non-player ships and only a single player ship, so the AI rating generally matters more to me.

As for Destroyers and Frigates, I just haven't gotten around to them.
Title: Re: Ship Tier List
Post by: xenoargh on April 02, 2018, 09:27:21 PM
I feel like the "+++" stuff is pretty confusing, tbh.  I'd have used a (P) for the few really exceptional cases of disparity, like the Aurora.

I don't mind not listing Frigates, even though they're super-important all the way to midgame.  I get that you started thinking about this as a late-game list.  Destroyers I feel pretty strongly about, because I bring them into even 500K Bounty fights, albeit in small numbers at that point. 
Title: Re: Ship Tier List
Post by: TaLaR on April 02, 2018, 09:44:32 PM
The Enforcer's a B/B+.  Strange as it may seem, it's actually more suitable for AI swarms than as a player-ship, imo at least.  3 Enforcers together is a Kinetic/HE/Frag wrecking-ball that can kill most things in the game outright and can also take missiles in huge numbers.

The Medusa's a B-/D.  It's still all-right-ish as a player-ship for alpha-strikes and touch-and-go, but it got nerfed a little too hard last time it got touched, and it's really pretty bad as an AI ship, because it tends to jump right into things it shouldn't, unless you give it beam weapons that keep it far, far away, in which case it's like having two under-powered Wolves.

How come you rate player-piloted Medusa below player-piloted Enforcer?
Medusa is one of very few high-tech ships to have kinetics (2 needlers/2 railguns) and while it's less than what Enforcer can theoretically equip, it's not that much less than what Enforcer can consistently fire flux-wise.
In every other stat beside slots and armor, Medusa is superior by decent margin.
Phase skimmer is also one of absolute best system (as long as we count out overpowered ones, like Hyperion's teleport), that can be used to gain advantage against almost any kind of opponent (that isn't a Paragon/Battlestation). Burn drive is way more limited in it's usage.

Yes, Medusa can't kite-and-snipe (outside of rare occasions or against frigates), BUT range band where is Enforcer can snipe is pretty narrow too. Most properly equipped Cruisers and Capitals would outrange it anyway. Dps of sniper Enforcer is fairly lackluster too (assuming 2xHvd, 1xMauler, 2xFlak).
Medusa will need to enter enemy range more often, but being faster and skimming doing so is more affordable. Railguns + Heavy Blaster allow to unload damage quickly and then retreat to vent + charge skimmer.
Title: Re: Ship Tier List
Post by: intrinsic_parity on April 02, 2018, 10:11:25 PM
Missile boat aurora is really strong. That load out for me is what takes it past any other cruiser and makes it competitive with capitals. 2x medium sabot pod (8 concurrent sabots) is enough kinetic burst damage to easily overload anything except paragon, and then a bunch of single reapers in the small synergys for instant finishers. I'll often throw on expanded missile rack so that I have 8 reapers available along with 48 sabots, enough to drop 3ish capitals if you play your cards right, or many more smaller ships. The extra sabots let you smash destroyers and cruiser very easily as well. It's fast enough to play as a capital assassin with missile burst damage and it has enough firepower with two heavy blasters to bully anything short of a heavy cruiser into submission with brute force. It's also just incredibly fun to fly. Sometimes I even do cheesy stuff like flying on top of my sabots to prevent enemy PD from shooting them down before they fire. It does really need ITU though.
Title: Re: Ship Tier List
Post by: xenoargh on April 02, 2018, 10:47:43 PM
Quote
How come you rate player-piloted Medusa below player-piloted Enforcer?
Until this build and the Great Range Nerf, I wouldn't have.  Unfortunately, the Medusa's a lot less cool than it used to be.   It's not utterly horrible, mind you, but it lost things it needed.  Enforcer lost very little in the last changes; it can still mount stuff that is in the same range-band as the Medusa, and, depending on how you arm it, can usually out-perform it in a slugging-match.

Sure, that shield sucks, but if both sides are in range, the Medusa usually wilts first, now, because the Kinetic DPS an Enforcer can push out in the 800 range band is bigger, and the Medusa, despite losing some edge as a speedy kite, still needs to shield-tank, period.  I think this is fixable; the Medusa's biggest issue is that losing the shield to Displace is a big problem for it (vs. the Wolf) because the shield takes far longer to deploy, and is thus not as attractive as it should be.  Used to be that the Medusa could kite, build Hard Flux in quick bites, then come in to kill with Heavy Blasters; now it's really hard-pressed to perform in that role, because the range differential doesn't work out.

Note that I'm not saying the Medusa's awful.  It's just a lot less generally useful than it was, which is too bad, because it and the Enforcer were arguably well-balanced vs. each other and had distinctly different roles.


Quote
Missile boat aurora is really strong.
Yeah, once.  It's kind of like the Dominator that way, but the Aurora's more likely to get the good flank, etc.  I certainly think it's actually worth getting now, for a player-ship.  For the AI?  Not so much, imo.
Title: Re: Ship Tier List
Post by: TaLaR on April 02, 2018, 11:32:37 PM
Quote
How come you rate player-piloted Medusa below player-piloted Enforcer?
Until this build and the Great Range Nerf, I wouldn't have.  Unfortunately, the Medusa's a lot less cool than it used to be.   It's not utterly horrible, mind you, but it lost things it needed.  Enforcer lost very little in the last changes; it can still mount stuff that is in the same range-band as the Medusa, and, depending on how you arm it, can usually out-perform it in a slugging-match.

Sure, that shield sucks, but if both sides are in range, the Medusa usually wilts first, now, because the Kinetic DPS an Enforcer can push out in the 800 range band is bigger, and the Medusa, despite losing some edge as a speedy kite, still needs to shield-tank, period.  I think this is fixable; the Medusa's biggest issue is that losing the shield to Displace is a big problem for it (vs. the Wolf) because the shield takes far longer to deploy, and is thus not as attractive as it should be.  Used to be that the Medusa could kite, build Hard Flux in quick bites, then come in to kill with Heavy Blasters; now it's really hard-pressed to perform in that role, because the range differential doesn't work out.

Note that I'm not saying the Medusa's awful.  It's just a lot less generally useful than it was, which is too bad, because it and the Enforcer were arguably well-balanced vs. each other and had distinctly different roles.

You don't just sit and shield tank with Medusa - skim from large bursts, vent between enemy reloads/right after dodge, raise shields only for incoming shots that you decided not to skim out of, make enemy miss by just quickly changing trajectory at longer range, etc. Medusa has about 100% accuracy vs Enforcer, the reverse is about 50% at best (and I get to choose which shots I'll dodge)
Straightforward slugging match as you define it just doesn't happen. Skim in, few blaster shots supported by railguns, skim out, vent. Or even just dodge shots staying within range, 2Hvds on their own are predictable enough.

Medusa's shield takes some time to raise enough to cover sides, but BurstPD is about the only common weapon to decently exploit this.

Of course AI is incapable of any of that, which makes Enforcer the better AI ship. But for player-piloting it looks to me like Medusa has clear advantage. There just aren't anywhere as many places to apply piloting finesse with Enforcer.

EDIT: After running some no-skills sim tests, I just don't see how Enforcer could be considered even close to Medusa in 1v1 performance. Even without factoring which is better for AI.

Vs sim Medusa (bad build, since it has no kinetics).
- Medusa, Hammerhead and Sunder all easily win against sim Medusa (it does have crappy build after all) using their general purpose builds. No missiles used and reasonably fast.
- Enforcer vs sim Medusa I only won by either spamming sabots (too expensive for just 1 kill) or going 4 Needlers (overspecialized). And either way it took more time and landing the finishing blow was serious problem due to lack of speed.

Vs sim Falcon (reasonable build, at least by sim standards).
- Medusa can get reasonably clean win with general purpose build.
- Hammerhead and Sunder can edge a win with specialized builds, but it won't be easy.
- Enforcer has no chances (It's slower, has no range advantage and Kinetics + Ion combo is it's kryptonite).

Vs sim Eagle (atrociously bad build). All DEs used specialized builds for this fight.
- Medusa wins easily.
- Hammeread can win, but it's more risky and involves taking more damage.
- Sunder looks barely winnable, but I didn't quite get there.
- Enforcer has no chances. (slower, no range advantage, Graviton + Mortar combo is good enough against it)

Vs sim Aurora.
- Hammerhead wipes the floor with it (combination of having just enough in speed/range/kinetic dps)
- Medusa can reasonably win.
- Sunder doesn't seem winnable. 2 Needlers can't build up flux fast enough, and it can't win against same energy + HEF combo on a Cruiser that has more flux.
- Enforcer has no chances. Even 4 Needlers/Hvds can't build flux fast enough, considering how slow Enforcer is. Sabots can buy 1 enemy vent at best.

I suppose you could say that Enforcer only becomes useful with character skills. But then again, 3 other DEs can benefit from skills too.

Makes me think that actual ranking for player piloting is Medusa (A) > Hammerhead (B+) >> Sunder (B) >> Enforcer (C).
Title: Re: Ship Tier List
Post by: Wyvern on April 02, 2018, 11:41:19 PM
Huh.  I use a totally different Aurora build with no missiles at all.

1 heavy blaster (front hardpoint, under direct control - this is your armor breaker, though you can also use it to boost overall DPS if you've got the flux to spare at the moment)
4 ion cannon (front hardpoints, on autofire)
2 pulse laser (forward turrets - these are your primary guns, used to put hard flux on targets so the ion cannons can start locking them down, or to just outright kill frigates or destroyers)
1 ir pulse laser (front small turret - kinda optional, really, but it's some extra damage output at a decent flux efficiency; if you're going for a no-skills build, skip this.)
3 burst pd (front left small turret, front right small turret, rear small turret - it's not perfect PD coverage, but it's good enough)
ITU (or DTC if that's all you've got), hardened shields, shield conversion - front, resistant flux conduits, max vents, whatever's left into capacitors.  For a no-skills version, you'll want stabilized shields as well, but with skills it's probably not worth keeping that.

Someone mentioned earlier taking a no-skills aurora against five destroyers and having trouble; this variant had no such issues - each time it closed it took off about half the health of one destroyer (and with player skills would have just outright deleted a target); I won with minimal damage (I managed to derp and not bring up shields after a vent and one of the sunders got in a half-second of HEF-boosted HIL; nothing else got past shields at all) and with 177s left on CR timer.  ...Of course, this does depend on -which- five destroyers; my test used 2x enforcer, 2x sunder, 1x hammerhead - it'd definitely fair worse against carriers with broadswords, for an example.  Running the test again and putting the Aurora under AI control, and it decided to get itself up to high flux and then plasma-jet into the middle of the destroyer-ball instead of away.  Um.  Hm...  Let me see if that replicates, actually; there may be an AI bug here...

Hey Alex!  AI bug with the Aurora's plasma jets!  It doesn't seem to be at all competent at using them to retreat when retreating is called for; in the above-described simulator battle, I've seen it go actively suicidal with them about three times in five, semi-suicidal once, and make effective use of the system to isolate and kill targets once - mostly; it was okay for a while after managing to get an early kill on the autopulse sunder, but it later got a semi-suicidal high-flux charge sideways into the other sunder that cost it about 40% HP - the only damage it took all match, and easily avoidable if it had actually jetted away from all enemies instead of just one.  Did still win that time, though with CR degraded to 61% (from starting 70%).
Title: Re: Ship Tier List
Post by: SCC on April 03, 2018, 02:05:51 AM
Hammerhead is a C/C.  It's still meh, despite the last buffs.  Faster, a little tougher, but under-gunned and it simply doesn't have enough of anything to recommend it.  It really needs to be a bit tougher as a shield-tank, imo.
Hammerhead is the most powerful destroyer when it comes out to balls out power, though, if we don't count Sunder. Accelerated Ammo Feeder lets it outgun every other destroyer for some time for free, doubly so if you put some light kinetics on hybrid mounts (if you can get some good ones). 4 medium, 4 light guns for a price of 2 & 2 is nothing to sneeze at. Though, admittedly, I don't have experience with flying a fleet of those things, most of the time I fly one personally.
Title: Re: Ship Tier List
Post by: xenoargh on April 03, 2018, 07:53:44 AM
Quote
After running some no-skills sim tests
I don't even consider those valid, frankly.  Skills change the entire character of the ships, to be frank.  For example, the Enforcer gets a lot more out of the maneuverability buff than the Medusa does.  Is the Medusa better in a 1v1 against an Enforcer?  Yes.  But that's not what it's for.

I'd argue that an Enforcer, used well, can be a pretty devastating player-ship.  In two senses:

1.  As a good solid killer of small vessels.

2.  More importantly, as support for a Cruiser.

Most players don't like playing support roles, but that's where the Enforcer shines.  Bring up an Eagle and hang out with an Enforcer designed to throw Heavy Mauler and Heavy AC at whatever needs focusing, for example; a leveled Enforcer with Hardened Shields is pretty effective as a finisher, and it can still be providing anti-missile / anti-fighter.  The Eagle will do a lot better with your Enforcer around to guard its rear and put Kinetic onto anything that needs to get Flux-locked, and if you get in trouble, you can hide behind the Eagle or use Burn Drive to reposition (Burn Drive's primary purpose, in player hands, is to get out of trouble, not into it).

Quote
Hammerhead is the most powerful destroyer when it comes out to balls out power, though, if we don't count Sunder.
Well, I don't count the Sunder, because it's terrible, and the Hammerhead's "power" is basically the same damage output as an Enforcer set up as a gunship, but it's temporary.  It's still meh and I don't use one past the Tutorial one.
Title: Re: Ship Tier List
Post by: Megas on April 03, 2018, 08:24:24 AM
Re: (Unskilled) Aurora
@ Wyvern:  That was me.  I tried a variety of loadouts.  I tried pulse lasers, and while they are a bit more efficient, I could not do much damage before being forced to back off either due to enemy reinforcements or high flux.  I tried two heavy blasters with max vents and little else, either I barely win flux war and cannot finish off the enemy or barely lose the flux war.  If I use two heavy blasters, max vents, Flux Distributor, and either extra capacitors and/or Hardened Shields, then I can reliably win the flux war (with few shots to spare) against any lone sub-capital, although separating multiple enemies is not always easy.

@ ANGRYABOUTELVES:  I tried the missile loadout, but I took off all of the burst PD (for no PD at all) and some of the extra flux boosting hullmods to fit all of the missiles and Expanded Missile Racks.  While effective, it did not seem as dominating as advertised (i.e., wiping out several cruisers).  What happened was Sabot pods overloaded an enemy, but then I need to take risks to finish it off.  If I do not rush in and blast the enemy while overloaded, even when doing so exposes Aurora to counterattack from other ships, I waste Sabots for nothing.  I could kill about three cruisers with all of the missiles.  Destroyers were easier while missiles lasted.  Missile Aurora would be a nice nova build if I wanted to pilot it (although I generally build for endurance).  As for killing things with Heavy Blasters, with the sacrifices I made to fit missiles, my Aurora would no longer have the flux stats to comfortably win flux wars against various SIM opponents.  Also, no PD is really annoying when stray missiles and unshielded fighters are in the way.
Title: Re: Ship Tier List
Post by: SCC on April 03, 2018, 08:35:10 AM
Well, I don't count the Sunder, because it's terrible, and the Hammerhead's "power" is basically the same damage output as an Enforcer set up as a gunship, but it's temporary.  It's still meh and I don't use one past the Tutorial one.
It's basically a "win the flux war instantly" button, especially against other destroyers. It's shield are good enough to tank for the duration of AAF and after that whatever Hammerhead is shooting at is almost certainly not in condition to fire back (whether it's due to other ships or simply high flux). AAF might not function always, but Hammerhead has enough mobility to back up and let it recharge.
Title: Re: Ship Tier List
Post by: Wyvern on April 03, 2018, 09:02:11 AM
Re: (Unskilled) Aurora
@ Wyvern:  That was me.  I tried a variety of loadouts.  I tried pulse lasers, and while they are a bit more efficient, I could not do much damage before being forced to back off either due to enemy reinforcements or high flux.  I tried two heavy blasters with max vents and little else, either I barely win flux war and cannot finish off the enemy or barely lose the flux war.  If I use two heavy blasters, max vents, Flux Distributor, and either extra capacitors and/or Hardened Shields, then I can reliably win the flux war (with few shots to spare) against any lone sub-capital, although separating multiple enemies is not always easy.
The key is to use a mix of weapons; two pulse lasers and one heavy blaster is much better than two heavy blasters (lower flux cost, higher dps vs. shields, similar armor-cracking potential), and the ion cannons help a ton too*, since once the enemy starts to get up there on hard flux their weapons start shutting down.

*Edit: Actually, I ran a few more tests, and (to my surprise) the ion cannons are 100% optional; replacing them with more capacitors works just as well.  ...At least for this specific test case; I imagine that there are situations that'd skew one way or the other.

* * *

I'm also saddened to see all these people disliking the poor Sunder.  Yes, yes, it's not very good under AI control.  But under player control it's a very strong early-game flagship option; a loadout with railguns or needlers, pulse lasers, and an autopulse will straight-up kill other destroyers.  The hammerhead is slightly better these days (and much much better under AI control) - lower DPS, but much better flux control - but the Sunder is still quite good.  That said, I only ever get one, and it usually gets retired to storage once I move on to a cruiser flagship.
Title: Re: Ship Tier List
Post by: TaLaR on April 03, 2018, 09:06:52 AM
Quote
After running some no-skills sim tests
I don't even consider those valid, frankly.  Skills change the entire character of the ships, to be frank.  For example, the Enforcer gets a lot more out of the maneuverability buff than the Medusa does.  Is the Medusa better in a 1v1 against an Enforcer?  Yes.  But that's not what it's for.

I'd argue that an Enforcer, used well, can be a pretty devastating player-ship.  In two senses:

1.  As a good solid killer of small vessels.

2.  More importantly, as support for a Cruiser.

Most players don't like playing support roles, but that's where the Enforcer shines.  Bring up an Eagle and hang out with an Enforcer designed to throw Heavy Mauler and Heavy AC at whatever needs focusing, for example; a leveled Enforcer with Hardened Shields is pretty effective as a finisher, and it can still be providing anti-missile / anti-fighter.  The Eagle will do a lot better with your Enforcer around to guard its rear and put Kinetic onto anything that needs to get Flux-locked, and if you get in trouble, you can hide behind the Eagle or use Burn Drive to reposition (Burn Drive's primary purpose, in player hands, is to get out of trouble, not into it).

1. Medusa is even better at killing frigates/DEs since it's fast enough to catch them (using up to triple skim, if enemy is Hyperion/phase frigate).
2. Why not pilot the Cruiser then?
Plus I find fleet composition with few Cruiser as core risky (vs DE/frigate mix). Makes you more vulnerable to being caught by large enemy fleets, while still not strong enough to safely win.
Title: Re: Ship Tier List
Post by: Megas on April 03, 2018, 09:52:30 AM
Re: Sunder
My biggest gripe with Sunder is that the best loadouts require rare to ridiculously rare weapons (light needlers, tachyon lance) that are better used on other ships.  That leaves Sunder's best role as disposable clunker found along the way, and you have enough spare pulse lasers or mining blasters and junk missiles to send into battle and hurt things like pirates do before it dies and its loss is of no concern.

Enforcer or Hammerhead on the other hand, are (also) common as dirt, and the weapons they need are Open Market common (even if they are not the best), and they work in a pinch.
Title: Re: Ship Tier List
Post by: Alex on April 03, 2018, 09:58:30 AM
(Made a note re: Plasma Jets; thanks!)
Title: Re: Ship Tier List
Post by: xenoargh on April 03, 2018, 10:17:25 AM
I don’t pilot Cruisers unless I have to.  I’ve spent the majority of my time playing this game in Destroyers.  Yes, I know that’s weird, lol.

Cruisers feel boring, other than the current Aurora, and battleships are more so; I really strongly prefer a playstyle that is high-risk/high-reward and more about placement than about sheer power.  I tend to build my fleets to be survivors and use my ship to complete kills or put Flux pressure on things.

I’ve found that piloting a Destroyer designed to support the AI ships makes me able to intervene, take cover from fighters, etc.- hunting Onslaughts with Medusas while an Apogee held them up used to be fun, last build.

The larger ships always feel like dull stats-management exercises by comparison.

Anyhow, the Sunder looks just fine, in the sim.  I think it’s atrocious past early game, when you could win with a Hound, if CR wasn’t a thing.  Sure, it alphas really well. But you’re basically limited to periphery strikes; it cannot use that alpha without Venting, and it's too fragile to do so if it will take hits.  But periphery means it’s in constant danger from fighters.  So I don’t think much of it right now, and it’s abolutely terrible if given to the AI, which simply cannot manage a glass-cannon ship well at all.

The Hammerhead is now really close to being all right.  I’ve been a little harsh here, but that’s largely because it’s close but no cigar.   In late-game especially, it has no role to play; sure, it can stun with Sabots, once, but an Enforcer can kill.  If the front hardpoints were Universal... then it might work. Put Pilums and Tacs on it for a support boat, stack Ballistics to give players an alpha-strike boat that would be better than the Sunder, etc.
Title: Re: Ship Tier List
Post by: intrinsic_parity on April 03, 2018, 10:37:54 AM
If I use sunder, it's usually a SO build with an autopulse laser and needlers. That makes for a good early game flagship, but I would agree that it doesn't hold up well in late game or when piloted by AI. In terms of brawler aurora, I would use SO with 2 or three heavy blasters, otherwise it really needs sabots to help win flux war in my experience. I think it's worth considering ships in a fleet context as well. Speed is even more important in a fleet context for the player ship since it lets you provide assistance to the AI when they get in trouble (extreme range ie paragon can also provide this utility). That is a big benefit of the Aurora for me. If my ship is in trouble, I can plasma jet over to protect it much faster than an eagle or dominator could. Alpha damage is also better in a fleet context since the fleet can help mitigate risks associated with alpha damage (usually high flux and bad positioning). Ships have different value solo vs in a fleet.

I would also add that I usually treat high tech ships as player ship only. I rarely allow the AI to pilot them since they tend to just die because they don't know how to use the high mobility safely.
Title: Re: Ship Tier List
Post by: Goumindong on April 03, 2018, 11:04:42 AM
Re: Sunder
My biggest gripe with Sunder is that the best loadouts require rare to ridiculously rare weapons (light needlers, tachyon lance) that are better used on other ships.  That leaves Sunder's best role as disposable clunker found along the way, and you have enough spare pulse lasers or mining blasters and junk missiles to send into battle and hurt things like pirates do before it dies and its loss is of no concern.

Enforcer or Hammerhead on the other hand, are (also) common as dirt, and the weapons they need are Open Market common (even if they are not the best), and they work in a pinch.

The Sunder needs rare equipment not really that rare weapons. It’s hilariously good, player or AI with 2x Gravitons+HIL. In this config it does 750 shield and 1100 Armor DPS while flux stable (1.5x under HEF) and doesn’t need light needlers at all. What it does need is an ITU and Optical Enhancers. After which it will have nearly Capital ship beam range.
Title: Re: Ship Tier List
Post by: xenoargh on April 03, 2018, 11:24:34 AM
Before the Great Range Nerf, the Medusa was an A- if given to the AI, because it could elusively kite on the edge of fights with an elite Captain.  It was great at edge-kills and Flux pressure and clearing any unshielded trash that got close.  Same with the Wolf.  I feel like both have gotten hugely weaker in late-game play, because the enemy almost always has the ECM advantage.

I totally get why the SO Sunder is great fun early.  It’s basically what I’ve said over and over again about the Sunder; if it was mobile-enough, it’d be viable.  I’ve ended up doing it with a System; Sunder with Plasma Jets is actually good for late-game play, with some minor stat tweaks.  
Title: Re: Ship Tier List
Post by: Igncom1 on April 03, 2018, 11:39:10 AM
I usually let the AI play for me so in that case the Sunder feels like a liability to me. If anything gets behind it or if you try to lead it with any decent weapons it just dies. The games current AI does make playing a little rough at times when the AI does weird stuff like that, although I do understand that not manually piloting is not an intended playstyle.
Title: Re: Ship Tier List
Post by: Philder on April 03, 2018, 12:03:08 PM
For the record, Tachyon Lance is garbage, except maybe for AI Paragon as extreme ranged support. It's base dps is crap and doesn't hardflux so it's worthless vs cruisers and capitols. It's armor penetration is worse than Guardian PD, and even Autopulse is better dps overall because it's higher dps, hardfluxing, at a much better flux efficiency. And the EMP is a waste. It forces TachL to have a higher FPS, lower DPS, and you miss all the benefits of every other large energy alternative. If you want EMP, there are so many better options.

It MIGHT have been a good engame choice for Sunder if Phase Lance wasn't limited to such a short range, and if the alternative of Graviton beam wouldn't cause the AI to waste HEF. HIL is such a better engame weapon to build around. Give it Graviton Beams, Advanced Optics, ITU, Aux Thrusters, and Converted Hanger with something good vs shields and as PD. Just empty the small mounts as needed. Get like 3-5 of them to escort each other and just let them wander. You'll just need to manage and protect them vs fighter swarms.

@xenoargh
I agree about Odyssey in the AI's hands. It just requires too much circumstancial timing to make the most of the Odyssey

But in player hands, don't forget Odyssey's two flight decks and medium missiles. Longbows, Broadswords or Gladius, and Sabots in the missile slot if you eschew the Salamanders. Against capitals and cruisers I like Longbows as a sort of infinite Sabot pod + PD. Just rotate between Engage and Regroup as needed. Time it with your own ship-mounted Sabots to kill the shields on anything but a Paragon. Also, if you're going all-in, don't forget about burst PD. It's pretty effective against armor, especially boosted by HEF. Lastly, ballistics may have better base range but as a capital it has better range scaling than cruisers, so range isn't a significant issue vs cruisers.

Speaking of PD, 2x Plasma is a little overkill on anything below cruiser, so depending on what I'm doing I may swap one of the Plasmas for a Guardian PD. It has similar efficiency vs armor and hull, just a little less overall dps and no hardflux, but much superior tracking, hitscan shots for no misses, and it's PD, obviously. I'd also swap Longbow for Talons and Claws. I'll typically use this when there are no Capitals present. It's strong enough vs cruisers and obliterates anything below it.

As far as Odyssey vs Onslaught and Dominator, yes, if the Odyssey stands in their face and eats barrages it will lose. Flanking an Onslaught is pretty much a non-issue, however, as is overloading it's shields. Plasma will disintegrate armor, at which points it just needs some time to eat through the hull, which is noticeably squishier since Plasma doesn't suffer from HE's problem of having only its low base shot damage vs the 5% armor of hull (typically around 100 armor on Onslaught/Dominator), except Hellbore which has 1/3 the base DPS of Plasma. As far as Dominator goes, it's easy to flux out, has little to no range advantage, and has almost 1/3 the speed. Odyssey easily controls the fight vs Dominator.

It's not a tank. Not in the traditional sense, anyway. After playing games like WoW, Path of Exile and EVE Online, I've long since added speed and evasion tanking to my definition of 'tank'. Thanks to the 80 speed, fighters, gratuitous PD potential, and amazing flux stats, the Odyssey can qualify for that. It's like a mediocre jack-of-all-defensive-trades that combines together to become a greater sum than all its parts. It's easily outclassed by the Paragon, of course, but IMO it's def a contender vs everything else in the hands a player. Its size and speed give it superior range and enough speed to outmaneuvre most things. It can even contend with cost-equivalent fighters and frigates swarms, albeit only with a specialized loadout (without Plasma of course). If I'm fighting vs a faction like Hegemony, I'll give it Unstable Injectors for even better maneuvreability.

As far as needing fleet support, I 100% agree. It isn't fast enough to outpace a surround of faster ships. But that's what a fleet is for. I rarely consider ships outside the context of fleet support, especially with one I'm piloting, since fleet support is rarely an absent option. People talk about Odyssey vs much higher cost fleets as if you'll only ever be flying an Odyssey solo into battle. But that's just blatant biased fudging, especially with those who hate the Odyssey but love the Onslaught. How many different types of fleets would you actually consider fielding the Onslaught against, solo?.

The first type of ship I consider fielding with an Odyssey is a tank or fighter swarms to keep everything else busy and give the Odyssey room to maneuvre in and out of combat as needed. A Legion ideally.

Also, tank-controls are a non-issue for me, and player preferences are irrelevant for grading ships anyway. Heck, some players prefer just lazily rolling around with nothing but carriers (or not even piloting ships at all). Does that make demanding ships like the Tempest or phase frigates or SO ships player-controlled grading any worse? No. The potential is there. You just choose not to make use of it. Which is fine. Play in whatever manner is most fun to you. Your preferences just don't impact the inherent potential of ships.
Title: Re: Ship Tier List
Post by: Wyvern on April 03, 2018, 12:27:09 PM
Philder: You're wrong on armor penetration calculations.  The Tachyon Lance's hit strength is 750, compared to the guardian's 500, the HIL's 500, or the plasma cannon's 1000.

Also, for an AI-controlled tachyon lance sunder, I'd suggest leaving the two medium energy slots empty; give it the lance, 2x light needler or railgun, and... maybe a light assault gun in the rear to fend off fighters?  Or maybe a vulcan if you don't have extended shields.
Title: Re: Ship Tier List
Post by: Thaago on April 03, 2018, 12:27:57 PM
@Xeno

... I reaalllly disagree with a lot of your ratings.

The Eagle is an extremely solid ship in AI hands - its got an AI friendly system that keeps it out of trouble, good stats, and flexible gun options. No problem using them against the largest AI fleets, including station fights.

Medusas are still just fine in AI hands. Even in larger fleet engagements I do not see them suiciding - mine don't. I am doing a high tech run right now, and my AI medusa buddy has not made a single large mistake, even against significantly larger odds (4 to 1 a common fight). And its not a particularly good loadout, just what I could scrap together: pulse lasers, 1 AM blaster, 1 ion, 2pd lasers, 2 reapers, itu and flux conduits. They do have weaknesses - they are utterly crap against stations and not particularly good against capitals due to the range and hull breaking power of heavy kinetics. Its value depends on situation - I'd say A against many numerous, small enemies, B in destroyer/cruiser fighting, and C in larger fights (it can still take out the smaller ships).

Hammerhead is overall best in class for destroyers - a high B in all situations. Its firepower is MUCH higher than what an Enforcer can dish out because of the new ship system. It can be customized for speed (anti-frigate) or for range (anti-cruiser) depending on loadout. Biggest weakness is fighters because it can't mount flak - Enforcer has it beat in that regard, which is good!
Title: Re: Ship Tier List
Post by: Megas on April 03, 2018, 12:43:52 PM
Some quickies for now...

@ Wyvern:  Tried double pulse laser and heavy blaster.  Had to give up Hardened Subsystems and maybe some capacitors.  It is okay, but it did not do any better than my previous attempts.  Better than two blasters and max vents alone, but I had problems winning the flux war enough to sustain an attack.  I still had slightly better results with two blasters and extra in flux stats.  But... your loadout means I do not need as many rare heavy blasters.  Angry's loadout with missiles is better if I need to kill things now instead of stalling.

@ Goumindong:  Graviton and HIL are not exactly Open Market common, and it has limited use.  It is effective against some lone destroyers, and I guess it can give distracted targets in fleet action a real bad day, but it cannot solo targets like better loadouts.  The point was that I can take Enforcer or Hammerhead (D)s, slap Open Market weapons on them, and they can cause some damage cheaply.  For Sunder, the closest I can get to that is Pulse Lasers from Black Market, and the ubiquitous missile racks from loot.  Graviton is not too rare, but HIL is semi-rare.

Re: Enforcer vs. Hammerhead.
Hammerhead has an advantage over Enforcer in head-to-head ballistics trading:  mount placement.  Hammerhead's is all the way at the front.  Enforcer's is set back a bit.  Even though weapons have the same range, Hammerhead's effective range is slightly greater (against Enforcer).  Also, Enforcer's shields are mediocre.  Most times when I try to fight SIM Hammerhead with unskilled Enforcer, my Enforcer loses.  The few times I won, I needed missile spam to even up the odds.

That is not the say Enforcer is useless.  Just that Hammerhead is no slouch at gunning things, and it has decent shields.  It is useful enough as a clunker to throw away at the enemy, if nothing else.
Title: Re: Ship Tier List
Post by: Goumindong on April 03, 2018, 12:52:24 PM
@ Goumindong:  Graviton and HIL are not exactly Open Market common, and it has limited use.  It is effective against some lone destroyers, and I guess it can give distracted targets in fleet action a real bad day, but it cannot solo targets like better loadouts.  The point was that I can take Enforcer or Hammerhead (D)s, slap Open Market weapons on them, and they can cause some damage cheaply.  For Sunder, the closest I can get to that is Pulse Lasers from Black Market, and the ubiquitous missile racks from loot.  Graviton is not too rare, but HIL is semi-rare.

That is fair. But HIL sunder is lategame fleet capable in ways that no other destroyer is.
Title: Re: Ship Tier List
Post by: SCC on April 03, 2018, 01:03:53 PM
For every Enforcer that took an impossible beating is a Hammerhead that took out a destroyer in mere seconds. They are actually pretty complementary, since Hammerhead is a fancy *** who crumbles under pressure, while Enforcer always could use some extra firepower against big fish. I was mainly defending Hammerhead's worth.

I keep a HIL+gravitons sunder, but I actually never went on to check if it's a good support ship. Not sure if it knows to prey on high flux ships. In player hands it's quite nifty deleter of frigates and destroyers and support against bigger ships, but there are better things to pilot.
Title: Re: Ship Tier List
Post by: Goumindong on April 03, 2018, 01:06:37 PM
It’s imo, the best AI destroyer. It kills frigates and destroyers dead* and still is effective against cruisers and up.

*you might think “it doesn’t have enough DPS since it’s all soft” but remember that ships have to run their shields too. Only the Medusa has enough flux dissipation to not cap out and die before they hit weapon range
Title: Re: Ship Tier List
Post by: FooF on April 03, 2018, 01:15:01 PM
Sunder is a solid B in my book, for what it does, which is a glass-cannon. I agree that with some high-end weapons, it's a very formidable Destroyer but by that time, you're hopefully mounting that kind of rare stuff on sturdier frames. An Autopulse loadout, combined with HEF, is extremely powerful and not very flux-demanding. It's just very burst-y in damage. I don't find the Autopulse to be that scarce.

I do think it could use better maneuverability. Something like Maneuvering/Plasma Jets (while removing High-Energy Focus) while giving the ship a built-in hull mod that increases Energy weapon damage by a passive 20(?)%. Make all the small mounts hybrid and let the player choose whether to go with Energy (for the passive damage increase) or Ballistic for the specialization/flux-efficiency. Leave the rest of the stats alone because it's still not able to take hits. Late game, it could still be a safe beam boat or used as an alpha-centric opportunist.

As for the Hammerhead, Enforcer, etc. debate. They're both good but the Hammerhead is more versatile and can sustain fire way longer. My SO Hammerhead builds can usually trade blows with Eagles/Falcons and outmaneuver Dominators. It can't compete in the largest battles but it's a fun ship to pilot for most of the game.
Title: Re: Ship Tier List
Post by: xenoargh on April 03, 2018, 01:44:15 PM
SO largely quits working against high-end Bounties, in my experience; combat takes long enough due to the sheer numbers of the enemy that SO tends to mean you're out of CR before the fight's at mid-point.  

Don't get me wrong, SO's great against mid-game stuff, but I really don't think of it as a good option for late-game play.  If it burned down the CR clock a bit slower, especially for Destroyers and Frigates, I'd use it more.

On the Eagle:  I'd totally agree with you Thaago, except that the Eagle tends to fall apart a little too easily on the high end.  It's just fine until you start hitting 350K+ Bounties that bring enough stuff.  Then... well, by then, I'm starting to have to ponder how to get all the stuff I want under the Deployment cap; I usually have a big fleet and I literally can't use everything.  That's about when the Eagle's just a little fragile for me to use as a go-to and gets relegated to, "I'll deploy you if I need to retreat something".  The Falcon actually works out better, usually; sure, it's a glorified, over-sized Destroyer, but at least it's cheap on Deployment.  

Quote
I keep a HIL+gravitons sunder, but I actually never went on to check if it's a good support ship.
Simply put, against high-end Bounties in late-game play... no.
Title: Re: Ship Tier List
Post by: Megas on April 03, 2018, 01:49:58 PM
Now for the wall of text that I wanted to post earlier, but distractions prevented that...

Re: Skills
Unskilled performance is useful because it is the baseline.  Unlike pre-0.8 where you can get everything that mattered after enough grinding, player cannot get everything, and to be optimal in combat, player needs to sacrifice all of Industry and everything else that has no bearing in combat, such as Navigation.  Also, player probably needs to sacrifice some combat skill power just so his fleet as a whole can be great.  Less personal combat skills to make Paragon great, and less personal fighter skills to make Astral great.  (Yes, I wrote various fighter skills are not worth it if you want to be generalist, but if you will be married to Astral and want to solo fleets, they are worth it.)  Also, being optimal for a certain ship means you are probably married to it, and you cannot retrain/respec to be just as good with a different ship.

Re: Astral vs. Paragon playership.
As solo attacker under player control, both unskilled and skilled, Astral is not the best ship anymore (after tweaks since the last 0.8.x release), although it is probably #2.  (I tried bombers then Warthogs.  Bombers are better for unskilled, but Warthogs are comparable to, if not necessarily better than, bombers for skilled.)  Paragon is the best solo fleet-grinder ship.  The problem with Astral is peak performance and, occasionally, needing to stall and put fighters on standby if replacement rate burns down too much.  After trying to solo the simulator, Paragon can solo more ships than Astral can before peak performance times out.  At least both Paragon and Astral can survive to the end (of their CR).  The rest of the capitals do not have the defenses to last that long.

Re: Xenoargh's commentary.
Conquest is not that bad.  The only major flaw that hurts AI Conquest is damage spikes that outright overload the shield, thanks to 1.4 efficiency, not unlike AM Blasters do against other ships.  If that gets patched with Hardened Shields, AI Conquest is more stable.  Aside from that, AI seems reasonably competent with Conquest given a good loadout (which might be harder to obtain than for Onslaught), and it can generally match Onslaught in performance.

Agreed on Onslaught.  The main advantage of Onslaught is it can mostly grab things from the Open Market scrapyard and still wreck enemies well enough.

I would only give Odyssey a B due to the triple lance sniper build.  Without that single loadout, I would give Odyssey a C at best.  Without lances, lack of shot range really hurts, and it is not that fast compared to everything.  It may be fast enough to avoid getting surrounded, but not fast enough to escape if already surrounded and shot at.

Paragon is at least A.  With quad lances, the right character skills, and under player control, it is definitely A+, almost but not quite S.  However, I agree that it is not invincible to concentrated attacks from multiple opponents.

Astral is B+, but with the right skills, it can be in A, maybe A+, territory.  Unskilled, Astral is highly vulnerable, and replacement rate drain is a danger (which kills time on the clock).  It gets much better with skills, but not quite to Paragon's level.

Heron:  At least with skills, it does not need weapons, only fighters.  Just enough speed (from Unstable Injector) to avoid anything that can threaten it.  For player, few PD is good for stopping missiles, though AI thinks it means approach enemy and pound it with flak.  Skilled Heron built for speed can outrun many things and let fighters do all of the work.  Unskilled, it seems decent, but it cannot kill too much before the peak performance death clock takes its toll.

Dominator is okay for AI as a fleet ship.  Its best advantage is it can be outfitted with junk and still be strong enough to threaten the enemy or take a few hits, even as a clunker.  Is it the best overall?  No.  But it is readily available later in the game.

Falcon is good for being a super Hammerhead, or at least a destroyer with extra shot range and peak performance.  It is not much more expensive than some destroyers.  This is my disposable clunker of choice for the late game.  Compared to other cruisers, it is not that strong, but I tend to compare Falcon with destroyers.

Gemini:  It's role is a semi-starter ship like Wayfarer.  Decent cargo capacity that can defend itself, probably better than Mule can thanks to fighter wing.  It will outlive its usefulness sooner or later, though.  At least it is obtainable (if player is willing to buy) before it truly becomes obsolete, unlike Apogee.
Title: Re: Ship Tier List
Post by: Linnis on April 03, 2018, 01:51:39 PM
For every Enforcer that took an impossible beating is a Hammerhead that took out a destroyer in mere seconds. They are actually pretty complementary, since Hammerhead is a fancy *** who crumbles under pressure, while Enforcer always could use some extra firepower against big fish. I was mainly defending Hammerhead's worth.

I keep a HIL+gravitons sunder, but I actually never went on to check if it's a good support ship. Not sure if it knows to prey on high flux ships. In player hands it's quite nifty deleter of frigates and destroyers and support against bigger ships, but there are better things to pilot.

Yes and Yes.

In the current iteration Sunders are excellent with fighter support. Or rather... fighters are excellent with sunder support. Both the HIL is incredible in supporting fighters engage from other fighters to large ships. The sunder's overall flimsiness is covered by the distraction power of the fighters.

The hammerhead is also great in the same regard. This time in player hands, It can output cruiser level of firepower with the same mobility as fighters when equipped right. Follow your fighters and act as extra firepower, two groups of fighters and a hammerhead can chew through a cruiser incredibly quickly.

While the enforcer and medusa is great in early game, late-game their places in large fleet battles are really just a DP sink that does not contribute enough.
Title: Re: Ship Tier List
Post by: Goumindong on April 03, 2018, 02:23:43 PM
 What chu talking about?! The eagle and Sunder are great against high end bounties.
Title: Re: Ship Tier List
Post by: Dri on April 03, 2018, 02:30:08 PM
Feh, I've never been impressed by the Eagle—either controlling it myself or in the AI's hands. The ship is just...there. Nothing special about it and it seems to always have one of two problems: winning the flux war OR actually finishing off its target in a reasonable length of time.
Title: Re: Ship Tier List
Post by: Megas on April 03, 2018, 02:36:53 PM
Eagle is just solid.  Nothing that special, but usefulness nonetheless, especially as a clunker.
Title: Re: Ship Tier List
Post by: Goumindong on April 03, 2018, 02:41:13 PM
Depends on if you have Graviton beams really. Eagles continue to scale up as you add them and are the most consistent cruiser sized shield damage ships you can find.

1 Eagle is OK. Three eagles is deadly.
Title: Re: Ship Tier List
Post by: Megas on April 03, 2018, 02:47:58 PM
Not just beams, but hard flux from Arbalests or better too.

Eagle being nothing special just means it is not overpowered enough to punch well above its weight.

Since I tend to outfit most ships with not-too-rare stuff (to avoid reloading game the moment I take a single casualty), my Eagles tend to have Arbalests, Heavy Mortar, LR PD, and Gravitons.  (Gravitons being the rarest weapon on it, which is neither common nor rare.)  If I want to pilot an Eagle myself, I tend to replace ballistics with HVDs and Mauler, replace one of the Gravitons with Ion Beam, and probably add Converted Hangar and use either Talons or Claws.
Title: Re: Ship Tier List
Post by: Philder on April 03, 2018, 02:55:30 PM
@Wyvern - Just double checked. You're right. Thank you for clarifying! I was working with old/incorrect info.

Still. GuardianPD has higher base dps, though sustained dps depends on how long you stay in range.HIL has 233% higher base dps vs armor @ 166% higher efficiency, 66% higher base dps against hull, and only loses out 16% dps against shields @ 50% less efficiency. And Plasma deals hardflux and has a much higher base dps. The only benefit of TachL is range, burst and EMP, but IMO the EMP detracts from the usefulness of the large energy sloty when there are plenty of viable alternatives for EMP. Only the Paragon has enough large energy mounts to make the burst worthwhile, with medium ballistic and energy slots to make up for the shield weakness.

I don't like putting non-PD in the AI Sunder's small ballistics for fear that the AI will try to get in range to use them. Only exception is when I give it an Autopulse or Plasma and there aren't any ships around that can outright wreck it. In end game, the small ballistics are useless since fighter swarms will delete it regardless of what you do with it, and I want it to stick to the extreme ranges of 1k beam ranges + ITU + Advanced Optics. It's much better to give it a converted hangar so the fighter swarms are delayed by the fighters and I have time to respond. I'd only consider giving it Salamanders, too, so it doesn't think it needs to get closer.

@Mega - that's true, but they become a lot more effective the more HIL Sunders you have. As a pack they'll melt anything within range that the rest of your fleet isn't blocking line of fire to, and you can keep oversight much easier and be able to respond to threats in time. They'll also generate their own small fighter swarm to run temporary interference or even deal with what otherwise would be critical threats to lone Sunders.

HIL Sunder pack is definitely not a quick-equip strategy, but once you build up to it it's a highly effective and cost-efficient one. Although their defenses would be considered very weak, 4x HIL Sunder would be roughly equivalent of an Odyssey with 2x the flux, 2x the large energy pointing in the same direction, 2x the fight bays, and a large battery of additional of Graviton beams.

(RP) If I had to slap together an orbital beam defense platform kit, I'd just weld 4x HIL Sunders together. (/RP)
Title: Re: Ship Tier List
Post by: Megas on April 03, 2018, 03:02:31 PM
I am not fond of non-PD on Sunder, but if I want to solo some ships with lance (or HIL/Ion Beam) Sunder, I need needlers for the hard flux to enable shield pierce of a lance.  Tachyon Lance backed up by kinetics is very brutal.

HIL Sunder seems like a fleet ship.  It cannot do much on its own; it needs help from others.  (I have been fried by SIM HIL Sunder enough that I make it a priority target if I get a clear path to it.)
Title: Re: Ship Tier List
Post by: Goumindong on April 03, 2018, 03:25:14 PM
It still kills destroyers and frigates just fine on its own. It’s does 650 shield damage/second to upwards of 1400 range and you cannot just choose to armor tank it for a bit because the HIL ruins sub capital armor.

At the destroyer level only the Medusa has enough flux to tank it; eating 510 out of a potential 600/640. The next best ship (hammerhead) is 230 cap/second behind the Sunder and the Sunder has 1400 range* while the Hamerhead has at most 940

*assuming ITU is applied before beam focus.
Title: Re: Ship Tier List
Post by: Philder on April 03, 2018, 03:32:20 PM
Re; Eagle
I agree that the Eagle has trouble finishing opponents, but I think it (and the Falcon) serve much better as a defensive tool. They can mount plenty of cheap, decent-ranged, decent anti-shield weaponry, and have decent ranged PD. Not as effective as flak but it keeps AI from engaging at flak range. Eagles are nice and solid, but much likes Megas I prefer Falcons for being cheaper, and also faster. An equivalent number of Falcons gives me an advantage in the flanking war, and a few more small missiles if I decide to employ them. More Salamanders is nice for disrupting enemy mobility, which can be useful for both offense and defense. Overall, though, I find Eagles and Falcons are very good at reducing the overall damage my fleets incur.

@Megas
That's essentially what I was saying. And aye, I treat solo Sunders much differently than my HIL Sunder packs. I prefer Plasma to TachL for solo Sunders, though. I also prefer Railguns since they're better against fighters and hull. Also, one Pulse Laser and Heavy Blaster each in the medium energy. Each to get through shields/armor faster since it's more flux efficienct dealing that damage than receiving it on it's own shields. I'll use TachL, but I rank Autopulse and Plasma higher on a solo Sunder, especially when an AI is piloting. AI just doesn't know timing and wastes the first shot against shields. Plasma, or even Autopulse with dual HBlasters has a good chance of overloading shields, which is just as good as the EMP from TachL. I also like dropping Swarmers in the missile slot for anti-fighter and to help flux out the enemy at zero flux cost. Every little bit helps.

But as others have said, Sunder isn't durable enough during later stages with such builds. When solo Sunders stop being effective, I put them in storage and build up enough gear for an HIL Sunder pack.
Title: Re: Ship Tier List
Post by: Megas on April 03, 2018, 04:30:38 PM
I tried HIL Sunder against a pair of Lashers, they rushed in and shot my Sunder up.  Graviton and HIL overcame dissipation somewhat, but not quickly enough before Lashers got into LMG range.  They won the flux war due to LMGs putting up hard flux in a hurry.  I tried to escape, but Lashers kept up no problem, and Sunder was beaten.

Sunder did better against destroyers not named Medusa, due to them being slow enough for Sunder to kite.

I guess I could try lone frigate, but used two as a destroyer equivalent.

@ Philder: Plasma Sunder just does not have the shot range (with or without Safety Override).  I also need to strip every weapon to get everything Sunder needs to absorb some hits then fire plasma cannon.
Title: Re: Ship Tier List
Post by: Goumindong on April 03, 2018, 04:35:12 PM
What did you put in the front ballistic slots?
Title: Re: Ship Tier List
Post by: Megas on April 03, 2018, 04:47:30 PM
What did you put in the front ballistic slots?
Either nothing or Vulcans.  Reasoning was if Sunder is meant to kite at long range (with beams with Advanced Optics and ITU), I would not use Needlers (due to rarity and lack of range).  If I was inclined to put non-PD, I probably would use either light AC or maybe dual light AC.

If I wanted to use light needlers on Sunder, I would be so tempted to mount Tachyon Lance (combos very well with light needlers) or HIL plus Ion Beam (or two) as a poor-man's lance substitute.  Shield pierce is nice.
Title: Re: Ship Tier List
Post by: Thaago on April 03, 2018, 06:31:47 PM
It still kills destroyers and frigates just fine on its own. It’s does 650 shield damage/second to upwards of 1400 range and you cannot just choose to armor tank it for a bit because the HIL ruins sub capital armor.

At the destroyer level only the Medusa has enough flux to tank it; eating 510 out of a potential 600/640. The next best ship (hammerhead) is 230 cap/second behind the Sunder and the Sunder has 1400 range* while the Hamerhead has at most 940

*assuming ITU is applied before beam focus.

Why is the Hammerhead max 940? 1200 with HVD/Mauler. Sunder still outranges it though, and I too have had enough swearing on my part from having my armor instantly vaporized by a HIL sunder to not respect them.

My one issue with the Sunder is how weak it is to fighters.

Re: Eagle. My current preferred loadout for general purpose work is 2x heavy needler, 1x heavy mauler, 1x heavy blaster, and 7x burstpd. I agree it doesn't kill as fast as an Aurora or a Dominator that just burned in, but I'll take all of its other qualities in exchange.
Title: Re: Ship Tier List
Post by: Philder on April 03, 2018, 06:37:38 PM
@Megas

To reiterate, the strength of HIL is ranged damage support, key word being 'support', and they work better the more you have. It's assumed you have other ships running interference, they have converted hangers (Talons) and they've been given orders to stay near each other. Because of their range from their targets and proximity to each other, they'll tend to target the same ship. The slower replacement rate of Converted Hangar is stymied by the fact that the fighter attrition is spread across several ships. A few HIL Sunders w/ Talons can handle many things on their own, but they should mostly be relying on your other ships to get aggro. Their strength is their focused dps against armor and hull. Cruisers and capitals tend to space themselves out a lot when taking fire and so usually end up focusing on what's directly in front of them, spreading their dps across the front lines. HIL Sunder's range, narrow size, and the fact that they'll be evading fire rarely gives them a better tendency to clump closer (when escorting themselves)  and focus on a single target. Not all the time, but more than alternative sources of direct damage. Guided missiles and fighters have long ranges and don't care about line of sight, of course.

Another thing to consider is the way I typically build my fleets. Unless I'm facing a fleet I can easily clear with a specific ship or two, I'll usually deploy ships with what I call 'picket' outfits to give me a stable front line and they're usually equiped fairly kinetic heavy to keep the enemy's flux up to reduce their lethality while I and a select few other ships do the killing.

re: Plasma Sunder - I typically try to play according to the above doctrine. Let the tanks tank while I and a few other ships sneak in shots around them. Plasma is overkill for frigates though, of course, so I usually won't be using Plasma until there are at least few destroyers in the fleets I'm fighting. Up until then, dual or even just a single HBlaster is more than enough. When I'm facing destroyers and cruisers, I'll have other ships to take the focus, or I'll lead with guns blazing ASAP instead of waiting for shields to pop with the more efficient weapons, and then just back out even if I don't get a kill. Lots of weapons on the enemy ship are usually disabled by that point. Range isn't the best, but I typically have Aux Thrusters for angular agility which also doubles as a good boost for a quicker charging speed (as in: running into melee) and a quickler stop and reverse. I also take advantage of the enemy's movement and projectile timing to fire from out of range so the enemy flies into range itself, depending on the ship.

But you're right. Insufficient caps is significant issue with Plasma Sunders. I've just gotten used to playing around it. Hmm, now that I think of it, I typically don't let the AI pilot anything but long ranged HIL Sunders or Dmod Sunders (aka my disposable flashlights).
Title: Re: Ship Tier List
Post by: Megas on April 03, 2018, 07:30:29 PM
@ Philder:  I get that.  More of many things get better.  I guess HIL has the advantage of range and melting anything that is not shields fast.  My idea of support is inflicting "status condition: death" to the enemy the fastest.

@ Goumindong: I tried two Light ACs on HIL Sunder and it was enough to keep the Lashers at bay.  Probably would upgrade to dual light ACs.  Railguns, might be a bit too rare for my tastes to spare (if I do not intend HIL Sunders to be special elite units to preserve).  Tried two dual LMGs to try to beat the Lasher at its own game, but it did not work due to Lasher having effectively better range due to Sunder's nose sticking out while Sunder's LMGs are set too far back.
Title: Re: Ship Tier List
Post by: Az the Squishy on April 03, 2018, 10:03:17 PM
I just like the pretty colors and niffty descriptions...
Title: Re: Ship Tier List
Post by: Philder on April 04, 2018, 07:48:47 AM
I get that.  More of many things get better. I guess HIL has the advantage of range and melting anything that is not shields fast.
- Very Long Range
- Long range to target, smaller size (as opposed to cruisers+capitals), and close proximity to each other = higher tendency to focus single targets
- Hitscan beam; instant strike, very low miss chance, takes advantage of any opportunity immediately, constant pressure
- Kinetic + HE
- Flux Stable
- No dependents; no ammo or ships or countermeasures to overcome (shields aka flux pressure is a benefit)
- More fighters in the mix
- Very supply cost efficient
Title: Re: Ship Tier List
Post by: Megas on April 04, 2018, 08:37:50 AM
- Hitscan beam; instant strike, very low miss chance, takes advantage of any opportunity immediately, constant pressure
More like guided beam.  Most beams, especially HIL, are too slow to be hitscan (and too slow to exploit shield drop cheese), although that is moot if the beams can be maintained for a while since the ship can easily steer a fully extended beam toward wherever he wants.  Even Tachyon Lance is not quite hitscan, though it is close.

Kinetic beams are only good if they overcome dissipation.  That said, either a pack of ships or Paragon can do that against most ships.  I tend to rely on hard flux for that because AI cannot shield flicker perfectly to mitigate much of the incoming damage like it can with continuous soft flux.
Title: Re: Ship Tier List
Post by: Philder on April 04, 2018, 10:13:34 AM
I didn't want to be pedantic with a more precise description :P

True, it's not a true hitscan attack, but it's close. The beam will land in about half a second or less, but once it's there it's essentially hitscan while being maintained, dependent on the Sunders ability to track. Compared to ballstics it's at least twice as fast.

Yes, Graviton is useless if you can't overcome shields, but again, that's why I said more Sunders make each Sunder better. 2x is sufficient for cruiser midtech and lowtech. 3x for hightech. 4x for capitals, except Paragon. To be clear, I'm not saying they can solo. I'm saying they can melt things from the backlines without much trouble. And they do so efficiently. Sunders with their two medium energy mounts are at the low end of MediumEnergyMounts/Supply. Add on the HIL and now you're really cooking. The Talon swarm is just icing on the cake (..I know I said we're cooking, not baking, but whatever. No one ever said Saying's were very consistent).

And the same can be said about Salamander missiles. More makes each one more effective. And they just so happen to synergize well will HIL Sunder packs. Using missiles for finishers is obviously superior to most energy and ballistic weapons because of their high burst and range/chase. If your fleet has a lot of Salamanders going off all the time disabling engines, though, those hindered ships become sitting ducks for your HILS pack.

Devils Advocate: This is less strong vs hightech ships because of good shield and flux stats (unit they fire their weapons). But that's why I consider HILS packs to be a fleet strategy. I'll usually have at least one ship tanking in front, applying heavy kinetic pressure. The minimalist fleet with HILS will be a single tank on AI control, the necessary numbers of HILSs to be supply equivalent to large ship size in the enemy fleet, and me piloting something with the triple duty of backing up the tank, covering for the HILS pack, and blowing things up.

There are a fair amount of caveats, but their sustained dps is tough to beat. To be clear, I'm not saying that HILS packs are the best thing out there. I'm just saying it's a viable alternative strategy (and fun). I also greatly enjoy packs of legions, piloting tanked up Conquests filled with Mjolnirs, HBlasters and LR PD Lasers, piloting the ugly duckling named Odyssey, bullet time with Scarabs and phase ships, and pretending that the Apogee is better than it is.
Title: Re: Ship Tier List
Post by: TheWetFish on April 04, 2018, 08:39:29 PM
Excellent summaries.  DR would you mind if they get used on the wiki? 
Would you be wanting a reference to it being your thoughts or anything like that?
Title: Re: Ship Tier List
Post by: Goumindong on April 04, 2018, 11:19:41 PM
The Apogee, ironically is better than normal with HIL sunders. It’s prodigious and physically large shield plus flare launcher makes it an effective tank for the Sunders. It’s main gun works well with an HIL and synergizss and the large launcher is a great deterrent against fighters.
Title: Re: Ship Tier List
Post by: Philder on April 05, 2018, 08:45:41 AM
Apogee is a decent tank but its weapons arrayment don't really suit the role, and it's not fast enough to sustain tank. If it gets overloaded or is maxing out its caps, it's too fragile and not fast enough. I'd actually much prefer an Aurora, especially combined with HILS packs. Although many people will feel like it's a sin, Aurora can mount a bunch of Gravitons to help the HILS reach armor/hull. They can also mount a mix of Burst PD and LR PD Lasers to effectively deal with fighters, in combination with the Gravitons. And when there's no fighters, all those beams will double as extra flux pressure for the HILS. Best of all, Aurora's flux stats gives it similar base shield regen as the Apogee. Apogee wins out with the addition of hullmods and vents/caps, but the Aurora's mobility far outstripes that advantage with the combined synergy. All those beams are also quite effective against frigates, which the Apogee would struggle against for many reasons. Sure it can equip the Locust SRM, but that's of limited ammo while fighters are not. Although the beam array of a beam Aurora isn't quite as effective in the short term, it definitely wins out in the long term as well as in versatility.

IMO, Apogee is works best as an 'all or nothing' tanky cruiser buster. With a Hardened Shields mod, it reaches parity with the flux exchange of kinetic weapons, and has a comparitively monstrous max shield EHP, making it ideal for overcoming the pressure of lowtech ships especially. On approach it unloads Squall MLRS, giving it the opportunity to unleash its Plasma cannon against armor and hull. (Presuming its player piloted)

Otherwise, it's just mediocre and there are much more effective ships for their cost out there. Sure it has cargo space and utility hullmods, but you can't count the Apogee as an equivalent logistical ship and deduct that logistical ships cost from that of the Apogee, because when you deploy the Apogee you're paying the full deploy cost of the Apogee and battle recouperations. With a true logistical ship you wouldn't. As far as equivalent costs go, I'd rather have an Aurora and a Gryphon than two Apogee's.

Btw, to 'deter' means to frighten, thereby discouraging target actions. AI doesn't afraid, and more specifically, fighters don't back off when you equip a Locust SRM. The word you're looking for is 'counter-measure' :)
Title: Re: Ship Tier List
Post by: Megas on April 05, 2018, 09:01:32 AM
Re: Locust
While labeled anti-fighter, it works best as a ship finisher and/or chaff curtain, not unlike Annihilator salvos.  Locusts will murder frigates, and destroyers are in serious trouble.  If bigger ships lost armor, even they will die from Locusts as it wrecks hull.  Having less OP cost and more ammo (and better tracking) than MIRV makes Locusts even better.  I think Locusts outperform MIRVs in most things.  The main advantage MIRVs might have is being a bit more common than Locusts.  (Locusts are annoyingly rare.)

Locust is a versatile multipurpose weapon, and it has enough ammo to last more than a few uses.

However, given the ships that have large missiles, I would use Locusts only on Conquest.  I pass on Gryphon and Apogee, and I think it is sinful to waste OP on weapons (aside from token PD) instead of fighters on Astral.  Astral is extremely OP hungry, and it needs all the OP it can get to abuse Recall Device and bomber spam.

P.S.  The thing I dislike most on MIRVs is AI misuse.  AI launches them non-stop at every opportunity (even when not appropriate), and run out very quickly.  They used to be a bit weaker, but regenerated, which worked for AI use.  As MIRVs currently are, it is primarily a playership weapon.  However, at least MIRVs can track.  Dumb-fire missiles (Hammers and Reapers) are terrible for anything except maybe Gryphon since it interferes with other ships' preferred style of fighting.
Title: Re: Ship Tier List
Post by: xenoargh on April 05, 2018, 09:25:06 AM
Quote
1 Eagle is OK. Three eagles is deadly.
They should be.  They're eating quite a lot of the Deployment cap at that point. 

Do the math on how many Drovers (and therefore, Wings) that many points buys.  I get that the Eagle's all right, and that's kind of the point of the design.  I just don't think the "all right" bar is set correctly atm.  Other than the Aurora and the Mora, I feel like most of the Cruisers under-perform for what you pay for them.

Quote
Apogee is a decent tank but its weapons arrayment don't really suit the role, and it's not fast enough to sustain tank. If it gets overloaded or is maxing out its caps, it's too fragile and not fast enough.
Yeah.  Apogee was just fine being the shield-tank meta.  Now it's broken, and it's my fault for pointing out that it worked really well in its niche role last build ::)
Title: Re: Ship Tier List
Post by: Thaago on April 05, 2018, 09:28:54 AM
Reapers are fantastic just because they do so much damage. The AI uses them ok-ish; I've seen some wasted reapers and some excellent shots.

The single shot version is few enough OP that I will put it on ships that I otherwise wouldn't mount missiles and it gives them a one shot spike for large enemies.

Ships that have medium missile turrets (vigilance, condor, mora) aim extremely well with them. For the Condor in particular, I consider the only acceptable missiles to be Reapers (they like to double fire with their system and can maul even cruisers that are pressed by others) or salamanders (double shot instantly regenerates on system use, infinite ammo).

One note: if you use an 'eliminate' command, the AI will fire its reapers at that target very aggressively, so if you are using that command repeatedly you can drain your supplies quickly.
Title: Re: Ship Tier List
Post by: Megas on April 05, 2018, 10:14:21 AM
@ Thaago:  For Reapers, I was talking about large slots.  Reapers are useful in the smaller mounts.  Large mounts are a problem due to hull design instead of the missiles themselves.  Some mod ships can use them effectively, but the stock ships aside from Gryphon are problematic.
Title: Re: Ship Tier List
Post by: Goumindong on April 05, 2018, 10:47:21 AM
Only the AI Astral uses its large mounts well. And it only does that with the kinetic barrage weapon or Locusts.

But this is mainly because Large Missile amounts aren’t that much better than medium. Medium gets you Heron and Sabot Pods, which are 4 Times we strong as an small launcher and only costs 2.5 times as much. They are prefect for support roles because their raw power can punish the lack of shields or enforce a lack of shields.

Large mounts are much more specialized and much less raw power over medium. The MIRV does 5000 damage and the Herons 3000. Though the actual difference is slightly smaller because the Heron penetrates at 1500 but the MIRV at 1000(and the Heron is more agile). The big advantage of the MIRV is 10 shots vs 3.

The Squall is similar, 5000 kin damage over a large amount of time plus 2000 EMP. The Sabot pod is 4000 plus 8000emp but all up front. In order to use them you have to have specific and purposeful use cases
Title: Re: Ship Tier List
Post by: Megas on April 05, 2018, 12:34:30 PM
Drovers are nice, and I probably bring at least four, but their peak performance is kind of low compared to bigger ships, especially if one of them has Degraded Subsystems.  (I do not always get a choice what I use if ship recovery is my only reliable way to acquire more ships.)  Also, I like to have a few tanks for carriers.  Since high-tech and their weapons are kind of rare, I tend to use Falcons, Eagles, and a Dominator or two as grunts.  They all are common and have multiple (D) mods, due to lack of restoration.

Aurora is okay, but I would only use it as a playership... except I much prefer a stronger (capital) or cheaper (Drover or some high-tech frigate) ship to pilot.  The AI is too reckless with Aurora, and most weapons it uses are not readily available.  Thus, Aurora often has no place in my fleet.

Maybe late-game, I eventually get ITU from an endgame drop, but until then, I much prefer crusiers over destroyers (Drover excepted) because cruisers can use Dedicated Targeting Core but smaller ships cannot.  Having more peak performance is nice too when the AI in general plays like Spathi, which is run, run, run away.
Title: Re: Ship Tier List
Post by: xenoargh on April 05, 2018, 01:16:05 PM
Quote
AI in general plays like Spathi
LOL...
Title: Re: Ship Tier List
Post by: goduranus on April 07, 2018, 06:56:01 AM
Don't forget the frigates:

Dram grade A+, useless in combat, but extremely profitable for doing exploration missions, with enough fuel range to go across the sector several times, and enough speed to evade almost any enemy. It is an extremely good starter ship.

Afflictor or Shade, grade A+
(http://i.imgur.com/v1AYF08h.png)
Title: Re: Ship Tier List
Post by: xenoargh on April 07, 2018, 12:48:34 PM
Quote
Don't forget the frigates
Sure thing.

Afflictor:  A/C.  The Afflictor can be a deadly little assassin, in the hands of a player.  As an AI ship, it's all right at best; sometimes it's brilliant, sometimes it eats a Harpoon strike at the darndest time.

Brawler:  C+/C-.  The Brawler's still a ship without a role to play.  It looks great, on paper- two Medium Hardpoints on a Frigate- but, unlike the only other ship in the game with that configuration (the Tempest) it is slow, inefficient and doesn't have the ability to stay out of trouble (let alone having a Terminator Drone).  The Brawler desperately needs mobility, and a System that doesn't lead it into endless death-juggles (it doesn't have the Armor values to make that System work well, imo). 

Centurion:  C/C-.  If there was a prize for, "ship with the worst turret arcs", I'm fairly certain the Centurion would win.  On paper, it looks all right, because it can put out more total firepower than a Lasher... but it generally cannot bring enough firepower to bear in any direction to be useful, and it lacks any System or combination of stats to overcome this basic problem.

Cerebus:  C-/D.  The Cerebus is almost a great ship, except for all of the things that relegate it to forgettable fodder.  A Medium turret, rear coverage and decent armor- what's not to like?  Well, it's shieldless, lacks the OPs to become properly shielded in midgame when players can get the tech, and is slow, other than Burn Driving itself into an early ignominious death.  It's absolutely fixable, but right now, it's just a sadly expendable Frigate that could be good.

Defender:  C/D.  The Defender's just a trash AI ship, but if it was capturable / playable, it'd be a deathtrap, as it has unimpressive stats and is shieldless.

Dram:  F-/C.  Totally useless in combat, and with the worst efficiency per ship spent (remember, with limited fleet sizes, we spend ships, not just Deployment Points), for a purely-stat Fuel carrier, the Dram is not useless, and it's great as a starter ship, but that's all.  I drop Drams entirely by midgame.

Glimmer:  B+/B.  The Glimmer, if it was playable, would be fairly fierce.  Good shields, speed and a very respectable forward weapon focus.

Hermes:  F/D-.  It's not an effective combat ship and it's not effective for its ostensible job, either.  I'm pretty prejudiced against "stat" ships in general, but this ship feels like it doesn't have any role, other than being, "that ship that you don't bother chasing during an enemy Retreat".

Hound:  C/D.  The Hound gets the prize for, "early classic design that doesn't work now".  The Hound once had a place in the game, with a niche role; it was a high-skill shieldless sniper that could kite with HVD or Heavy Mauler.  It wasn't much of a role and the Hound was of questionable virtue, but there was some vague place where it might, in player hands, be competent, and might, in AI hands, survive.  No more.  Beam ranges at 1000, CR, rarity of weapons and improved fighters have all contributed.  I think the Hound might function again if it had some inherent range-boosting tech, a sensible secondary turret arc (that blindspot has never made sense) and a System that allowed it to deal with Fighters.

Hyperion:  B-/C-.  The Hyperion's pretty awesome, if you're OK with a ship that can't finish what it starts.  It's a pretty nice little ship with a really powerful System that's utterly crippled by the CR timer past early midgame (and you won't even get one that early unless you're absurdly lucky).  I don't know what its purpose is at this point; maybe it's meant to be only for Pursuits, where it can out-speed anything else in the game?

Kite:  C-/C-.  The Kite's a disposable, weak rocket-sled that can't take damage.  Its only saving grace is that it's cheap to use.  Past early-game, I never bother using them; ship slots become more and more valuable and each ship needs to be more capable.  But there's some argument to be made for early-game Kite swarms as a rush tactic against early Bounties.

Lasher:  B/B-.  The Lasher used to be roughly-equivalent to a Wolf; it was a Low Tech, tough little scrapper, like an Enforcer in miniature.  Sadly, it's just not there any more.  Weak shield efficiency and poor Dissipation means it simply can't help but get Flux-locked.  By the time you can put Captains in who have the skills to mitigate that, you're in midgame and it isn't useful enough.  There is a point to an SO Lasher, especially in early game, but it fades quickly.  The one redeeming feature of Lashers in midgame is that a swarm of them kept together can sometimes output the biggest Harpoon strikes you'll ever see, because, unlike Kites, they might live long enough.

Lumen:  B+/B.  If the Lumen was pilotable, it'd be decent, if a bit bigger of a target than I'd ideally like.  It has a good combination of speed, shielding and weapons.

Mercury:  F/D-.  Another ship where I don't think it has a really efficient place to be used for anything, really.

Monitor:  C-/C-.  Great concept, but the stats aren't right.  The Monitor's a one-trick pony, but it doesn't do that trick well enough to justify its existence.  Needs better shield efficiency and a little better speed so that it doesn't get pushed straight into Overload the moment it's facing a real threat.

Mudskipper:  F/D-.  Wins award for, "cutest sprite that references a classic design".  Otherwise, it's pretty pointless right now.  Maybe when we want to move population around, it'll come into its own.

Omen:  C-/B-.  I'm always kind of confused by people's comments on the Omen, honestly.  "It WRECKS fighters!",  "Missile-proof", etc.  OK, so the EMP is kind of sort of useful, kind of.  I don't think it "wrecks" fighters, though, it's just a little less useless than what one gets from Small-slot Energy weapons.  I don't think it's more powerful than the Monitor's two Flaks against missiles, either.  All that said, you can give it to the AI and it'll probably not die too fast, up until midgame.

Ox:  F/F.   Totally useless as anything but a stat-ship, and almost entirely useless right now because of how Sustained Burn has effected strategic movement, the Ox is the ship that has literally nowhere to go but up.

Picket:  C-/D.  "Oh, wow, a bunch of things blew up over there.", "Oh, duh, that's where the Pickets were".  Pickets would be mildly scary if they had the armor to actually stay close or the range to actually kite, but luckily for us, they have neither.

Scarab:  A+/B.  The Scarab is, almost certainly, the best Frigate in the game, in player hands.  It's all of the scariness of bullet-time, but it has a shield.  In AI hands, it's kind of meh; it's not awful, but you're not going to want to use it instead of Wolves, for what it costs.  Given that the ship's almost impossible to acquire without cheating in Vanilla, unfortunately, by the time you actually get one, you don't care any more, because you're using Eagles and Paragons. 

Sentry:  C-/D.  See Picket.

Shade:  A/B-.  See Afflictor.

Shepherd:  Probably one of the best new ships added to the game in the last year, the Shepherd is a great ship until midgame.  It's not that it's a super combat ship- the Drones are OK, but nothing terrific- but it's in a nice sweet spot, where it can be built out as a survivable kiter, has drones that can sometimes actually hurt things, and it provides some cargo stats, too.  Oh, and it scales well; two Shepherds are worth a lot more than one is, and three of them are moderately dangerous to Destroyers and eat fighters and missiles quite nicely.

Tempest:  B+/A-.  The Tempest remains near the top of the dogpile.  Maybe it's just me, but it's a tad bit too slow at the moment, but that's my only major complaint.  The Tempest is well-armed, well-shielded and it's capable in several different fleet roles.  I keep one around even in late-game as a Pursuit chaser. The Terminator Drone is one of the scariest things in the game.

Vigilance:  Back when Pilums were OK, the Vigilance had a point as a cheap missile platform, even into midgame, if you had enough of them.  Now, it doesn't have much to recommend it.  The System means it can dump missiles, sure, but, given how the AI tends to use anything but Pilums, it doesn't help it out much.  Otherwise, it's slow, fragile, under-powered and poorly shielded.  It really should be more mobile and harder to kill, if it's going to be a missile platform and Pilums aren't going to dump somewhat-OK firepower at 10K range.

Warden:  C/C.  See Picket.

Wayfarer:  C-/C-.  The Wayfarer's a good concept that somewhat falls flat.  It's meant to be a survivable, tough little hauler that can fight if it needs to.  It lacks enough stats to be tough and it's under-served by the turret positions, somewhat like the Centurion. 

Wolf:  A+/A-.  I've probably put more flight-hours on a Wolf than anything else in the game.  It's a very versatile, powerful ship in player hands and it can be made into a survivable ship in AI hands.  Sure, it's fragile, and it doesn't have amazing firepower in most of the good configurations, but, unlike too many ships in the game, the Wolf's OPs always feel just roomy enough to be functional.  The Wolf becomes mere Pursuit material in lategame, but it's very useful up until that point.


Title: Re: Ship Tier List
Post by: Goumindong on April 07, 2018, 01:00:09 PM
The Monitor should be S+. It does what it does hilariously amazingly. It’s only downside is it’s 6 deployment cost makes it a significant addition to whatevery ship you want to defend.
Title: Re: Ship Tier List
Post by: AxleMC131 on April 07, 2018, 02:12:22 PM
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.
Title: Re: Ship Tier List
Post by: Megas on April 07, 2018, 04:17:50 PM
Hound is viable as a starter ship.  Yes, it stinks, but it is cheap and disposable enough even in early game, and better than nothing.  Aside from that, Hound and Cerberus are primarily freighters without the Civilian-Grade hull that blocks Safety Override.  Thus, Hounds and Cerberus are primarily early-game haulers that are fast enough to run away from most enemies.

I dislike phase ships piloted by AI, they waste their peak performance doing their cowardly AI dance while phased and run out of gas too quickly.

Hyperion as a playership is most handy for catching and killing cowards in a battle too small to deploy a capital and/or you want to save the CR of your Drovers or other versatile ships.  Remnant fleets with few small ships that would be annoying to fight with other ships can be caught and killed by Hyperion.  Hyperion would be useful in pursuit too if I did not auto-resolve all pursuits.

Tempest's best role is enabling pursuit on the campaign due to having the fastest burn speed in the game.  Thanks to its drone, it is one of the best frigates to use in the game too.

Wayfarer has better turret arcs than Centurion.  With pre-0.8 skills, Wayfarer was a better fighter than Centurion, but now, it is not much use past the tutorial.
Title: Re: Ship Tier List
Post by: xenoargh on April 07, 2018, 07:16:28 PM
@Goumindong:  I really don't think the Monitor's amazing.  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.  But by that point in the game, it's not impressive enough to spend a ship on.

@Megas:  I agree.  The Hound can (barely) work, in player hands, against some opponents, in early game.  I question the sanity of anybody who builds fleets with them, though.  It's not quite Mudskipper II bad, but it's bad, especially against anything that isn't a Pirate junk fleet.

Agreed about Hyperion and the Tempest is definitely my favorite clean-up ship.

Wayfarer should be viable; it just doesn't have the stats right now, which is too bad; it's a nice-looking ship and the concept's reasonable.
Title: Re: Ship Tier List
Post by: goduranus on April 07, 2018, 07:42:17 PM
Quote
Don't forget the frigates
Sure thing.

Dram:  F-/C.  Totally useless in combat, and with the worst efficiency per ship spent (remember, with limited fleet sizes, we spend ships, not just Deployment Points), for a purely-stat Fuel carrier, the Dram is not useless, and it's great as a starter ship, but that's all.  I drop Drams entirely by midgame.

I think Dram should deserve A+ for what it can do in early game exploration, just try it, sell your starter ship and start with Dram with Safety Override, it is extremely good for earning exploration credits.

In late game it is also useful for keeping your fleet sensor signature low, since the Phaeton has the Civilian Grade hull.
Title: Re: Ship Tier List
Post by: xenoargh on April 07, 2018, 07:50:09 PM
Fair enough on exploration, although I doubt if you can kill Domain stuff with one... I'll have to try that, lol, maybe it and the starter Shepherd...?  That sounds implausible but, what the heck.
Title: Re: Ship Tier List
Post by: goduranus on April 07, 2018, 08:35:22 PM
You don't have to kill Domain ships to earn the exploration credits, could just retreat after the scan and you'll still get paid. Although if you are patient you can do it with Swarmer missiles.
Title: Re: Ship Tier List
Post by: TaLaR on April 07, 2018, 09:39:11 PM
Afflictor:  A/C.  The Afflictor can be a deadly little assassin, in the hands of a player.  As an AI ship, it's all right at best; sometimes it's brilliant, sometimes it eats a Harpoon strike at the darndest time.

Hyperion:  B-/C-.  The Hyperion's pretty awesome, if you're OK with a ship that can't finish what it starts.  It's a pretty nice little ship with a really powerful System that's utterly crippled by the CR timer past early midgame (and you won't even get one that early unless you're absurdly lucky).  I don't know what its purpose is at this point; maybe it's meant to be only for Pursuits, where it can out-speed anything else in the game?

Shade:  A/B-.  See Afflictor.

Wolf:  A+/A-.  I've probably put more flight-hours on a Wolf than anything else in the game.  It's a very versatile, powerful ship in player hands and it can be made into a survivable ship in AI hands.  Sure, it's fragile, and it doesn't have amazing firepower in most of the good configurations, but, unlike too many ships in the game, the Wolf's OPs always feel just roomy enough to be functional.  The Wolf becomes mere Pursuit material in lategame, but it's very useful up until that point.

(skill-less vs sim)
Afflictor and Hyperion can solo a Paragon, that alone should put them at S/EX for player-control (maybe S- for Hyperion, since it's harder to control properly). Shade comes close to same result, but is way less reliable at it(less OP, less flux, less useful system than Afflictor's), so A is ok for it.

Ok, I like Wolf too, but A+? It's solid, but most of the time soloing a DE is it's ceiling, not Capitals like the 2 above.
Title: Re: Ship Tier List
Post by: intrinsic_parity on April 07, 2018, 09:52:38 PM
Monitor is extremely survivable even vs late game opponents which is something that no other frigate can say. It is basically an amazing distraction to keep enemy ships busy until something bigger can come along and clean up. This is exactly the same thing that the shepherd does in the early-mid game, except the monitor can do it throughout the campaign. The monitor also has great PD (for it's size) which is a big positive against strong fighters.

Tempest should be A or A+. The terminator drone means it has much more firepower than most frigates and the ability to project that firepower at long range. It basically has 3 medium mounts worth of firepower with good flux stats plus the terminator drone has it's own flux pool. It's also fast enough to stay out of trouble in the late game. I keep 3-4 of them for clean up duty in late game. SO build with a heavy blaster is pretty great as a player ship. In general, the best value of any frigate in the game IMO. I like wolves, but I'd much rather have a tempest than a wolf, especially under AI control.
Title: Re: Ship Tier List
Post by: Megas on April 08, 2018, 05:41:13 AM
I find Hyperion easier to control than phase ships.  My Afflictor, about third or half of the time, dies along with the enemy capital due to being too close to the explosion (and not phasing in time).  Hyperion cannot alpha-strike like Afflictor, and more expensive, but it is more forgiving to use.

Tempest seems safer to use than Wolf.  That drone really works wonders against cowardly Remnants and likely other ships.  Fighting Remnants with Wolf or Medusa is like pulling teeth.  Fighting those same Remnants with Tempest, Hyperion, or any combat carrier is much less aggravating.

Glimmer is like classic Omni-shield Wolf that trades skimmer for high-energy focus.

I dislike Lumen as a playership (which it is not without a mod); its shot range (with IR pulse lasers) is horrible.  Maybe the AI can use it well, but when I use it, it simply loses flux wars and dies due to horrible shot range.  It is like a Scarab without its shell.  Might as well use SO Lasher, which wins flux wars at ranges that short.  Perhaps the only good thing I might do with Lumen is outlast enemy frigates due to Remnants having higher peak performance than most ships.
Title: Re: Ship Tier List
Post by: TaLaR on April 08, 2018, 05:53:52 AM
I find Hyperion easier to control than phase ships.  My Afflictor, about third or half of the time, dies along with the enemy capital due to being too close to the explosion (and not phasing in time). Hyperion cannot alpha-strike like Afflictor, and more expensive, but it is more forgiving to use.

You can also do the opposite, stick as close as possible for the killshot and enemy will explode while you are still unphasing (and thus invulnerable).
Relevant post (http://fractalsoftworks.com/forum/index.php?topic=13353.0)

Hyperion is safer to use, sure. But it's harder to use it's whole potential. I mean stuff like shield bypass shots vs fast omni shielded frigates. Or landing Reapers vs omni-shielded ships right out of jump.
Title: Re: Ship Tier List
Post by: Megas on April 08, 2018, 08:36:15 AM
You can also do the opposite, stick as close as possible for the killshot and enemy will explode while you are still unphasing (and thus invulnerable).
Relevant post (http://fractalsoftworks.com/forum/index.php?topic=13353.0)
Would that help if I need Quantum Disruptor before attacking?  The main reason I use Afflictor is the Quantum Disruptor and quad Reaper combo.  If I need to use Quantum Disruptor to force the enemy to drop shields before attacking, delivering a coup-de-grace while decloaking does not seem to help (because I need to use Quantum Disruptor first to either force enemy to drop shield and/or not fire so many guns at my ship).  What I do, get behind capital, decloak, activate disruptor, launch Reapers, then cloak before the target explodes.  If my timing is off, the Afflictor fails to cloak in time and dies along with its target.
Title: Re: Ship Tier List
Post by: TaLaR on April 08, 2018, 09:02:49 AM
Would that help if I need Quantum Disruptor before attacking?  The main reason I use Afflictor is the Quantum Disruptor and quad Reaper combo.  If I need to use Quantum Disruptor to force the enemy to drop shields before attacking, delivering a coup-de-grace while decloaking does not seem to help (because I need to use Quantum Disruptor first to either force enemy to drop shield and/or not fire so many guns at my ship).  What I do, get behind capital, decloak, activate disruptor, launch Reapers, then cloak before the target explodes.  If my timing is off, the Afflictor fails to cloak in time and dies along with its target.

No, that's different approach, not compatible with using unphase invulnerability.

I was also super reliant on QD, but after it was announced to be removed from Afflictor, I tried what it can do without system. And well... Afflictor doesn't need QD that badly.
Skill-less Afflictor can bypass omni shields with Reapers and consequently kill the sim Paragon without single QD activation. It's all about precise execution (which is something phase time dilation helps with greatly) and ruthlessly exploiting AI mistakes.
Title: Re: Ship Tier List
Post by: Megas on April 08, 2018, 09:15:53 AM
That will be hard given how much I speed up the game to make it fun.  Until now, I have been playing with 2f, but even that is starting to feel a bit too slow.  I am highly considering raising game speed to 3f, sacrificing gameplay fidelity in the process.  1f is intolerably slow.

It is only extremely twitch situations like against enemy Afflictor, along with gameplay fidelity, that I keep game at 2f.  But now that the slower Harbinger will get it instead, it seems like I will be more encouraged to raise the speed higher so that rest of the remaining slowpoke ships do not move so slowly.  If gameplay fidelity gets sacrificed, so be it.

(That is why I would prefer to have bullet-time UI inverted, make time shifting playerships faster instead of making the already sluggish world even slower.  I am already putting the world through bullet time via 2f or higher just so it plays about as fast as other games.)
Title: Re: Ship Tier List
Post by: TaLaR on April 08, 2018, 09:34:50 AM
Nah, I'm on polar opposite point regarding speed. Really like slow-mo in any games that allow it (Vampire The Masquerade - Bloodlines and Jedi Knight were really awesome in that regard), Starsector included (a bit of pity that Scarab is so limited in what it can do despite great system).
Do not find that SS is too fast either - shield flickering, skimming, microing fighters, targeting at offset and just generally dodging any dodge-able shot... There are quite a lot of attention sinks for one willing to maximise piloting performance.
Title: Re: Ship Tier List
Post by: Philder on April 08, 2018, 01:55:06 PM
I would rank the wolf lower. It's expensive to deploy and other ships can exert more kill pressure at similar costs. Wolf just has better survivability and chase. I'd put its role as 'harass interceptor'. Only time it can be considered to have good kill pressure is in a beam fleet, or in players hands with bursty builds.

Agree on the Tempest high ranking. IMO it's S because of just how badly it blows everything else in its class out of the water, with the exception of phase frigates.
Title: Re: Ship Tier List
Post by: Dri on April 08, 2018, 09:26:58 PM
I haven't played with a Tempest since the changes to the Terminator Drone (no longer phase cloak, has Ion Pulsar weapon). How does the drone do compared to the old IR Laser one?
Title: Re: Ship Tier List
Post by: TaLaR on April 08, 2018, 09:58:14 PM
Tempest's drone is deadly enough. But Tempest is just best conventional frigate, not Paragon-killing ninja-ship like Hyperion or phase frigates. So an A at best.
Title: Re: Ship Tier List
Post by: Thaago on April 09, 2018, 02:58:28 PM
I would put the Tempest an A, the wolf a C+, and Lasher a C+ myself.

Wolf is an ok ship, and it is 'generally serviceable', or can be specialized for kiting harassment with an ion beam. But it requires specific loadouts, character skills, and good piloting for it to take down a non-pirate destroyer. Like the Lasher, it is extremely vulnerable to fighters or superior frigates.

Omen is a B or B+, depending on fleet composition. Its EMP is actually significantly more effective against missiles, and in a wider area, than a Monitors flaks, while on a faster platform. It takes a while for the EMP to kill tough fighter wings, but more importantly it flames them out and renders them harmless, so that other fighters or ships can gun them down easily. Its electronic warfare stuff makes up in part for not being a larger ship class when you are at the ship limit.
Title: Re: Ship Tier List
Post by: Philder on April 09, 2018, 07:33:01 PM
A is 'best in class but not overpowered'. S is 'OP'.

Phase ships require a player pilot to be OP but are otherwise balanced by clumsy AI handling. I'd give them a S++/B+.

Tempest is definitely OP in either player or AI hands. It isn't just 'best in class'. It's 'significantly better than anything available in class'. Or in otherwords, unbalanced/overpowered. I'd say S+/S. Although not as broken as some phase ships, it's still way up there. Frigates shouldn't be able to smash cruisers.
Title: Re: Ship Tier List
Post by: AxleMC131 on April 09, 2018, 11:48:22 PM
There's no such thing as "S+" by DR's rubric here. S is as high as it gets.  ;) And, while we're at it, what on earth do you have in your head that could possibly be higher than S?  :o
Title: Re: Ship Tier List
Post by: xenoargh on April 10, 2018, 12:25:02 AM
Quote
Ok, I like Wolf too, but A+? It's solid, but most of the time soloing a DE is it's ceiling, not Capitals like the 2 above.
You can totally solo Cruisers with one, if you can peel their escorts away.

What loadout?  Pulse Laser, Ion Cannon, ITU, Hardened Shields, not much else other than maxing out Dissipation, in Vanilla.  A Pulse Laser's not exactly a fast killer, but it's serviceable if you have the Combat perks vs. Armor.   I don't like the current Heavy Blaster; it's too slow-poke to use defensively vs. fighters unless your aim's perfect.   The Ion Cannon's mainly for taking down fighters and needs to be silent a lot of the time; it's about the only weapon I've found that works, because, sadly, the IR Pulse isn't up to the job right now and none of the Beams are worth the bother; too much Flux load for too little death-dealing. 

A Wolf used to solo a major ship has to shield-tank or avoid all missiles and avoid major gunfire.  And like I said, it's not a speedy killer.  But it can do it.  Against Cruisers, about the only thing that consistently kills a player-piloted Wolf is the Mora.  Capitals, it all kind of depends.  A single Wolf cannot do a Paragon, will only take an Onslaught if it gets into the rear weak zones, and is dead meat against either of the Capital carriers; their fighters are too much to avoid or destroy.  But I've used a Wolf to kill just about everything else; they're particularly good for taking down lumbering Dominators and getting into the rear of Eagles.

The other option for a player-piloted Wolf is as a spoiler.  Ion Pulser + AM Blaster; it's good to put Extended Shields on that variant, it needs to get close pretty frequently.  It won't kill heavies, but it can make them useless.  Then your heavies can finish the job at their leisure.  It's a weird support technique and I'll grant that the Afflictor is more rewarding-feeling to players, but it's actually quite effective, if you're trying to be really efficient.

Now, would I rather have a Wolf or a Scarab?  Scarab all the way; it can smash just about anything in the game with practice using its speed boost to pile IR Pulse bolts into a quick attack (and while IR Pulse is less than impressive, this is the exception that proves the rule).  But finding a Scarab in this version... eh... by the time I got one, there wasn't any point at all, I was well-past midgame and heavies were required.  I think that's too bad; it's not amazing in the hands of the AI, so it's not particularly abusable.

I'd also rather drive a Scarab than the current Tempest.  The Tempest is wonderful as an AI ship, because it's so likely to lead enemy Frigates on a merry chase, while your main fleet goes in and kills the heavies.  The Tempest, as a player-ship, is not horrible, but it's not the hero-ship it used to be.
Title: Re: Ship Tier List
Post by: TaLaR on April 10, 2018, 01:05:24 AM
Quote
Ok, I like Wolf too, but A+? It's solid, but most of the time soloing a DE is it's ceiling, not Capitals like the 2 above.
You can totally solo Cruisers with one, if you can peel their escorts away.

I meant skill-less. Max skill (fit for particular ship) player character vs no/bad skills opponent just doesn't make a good consistent comparison standard.
Title: Re: Ship Tier List
Post by: xenoargh on April 10, 2018, 01:31:07 AM
...but that's how we actually play  ;)

In all seriousness, I can't take skill-less Simulator runs seriously, as a means to "compare" ships, weapons, etc., etc.  None of that matters, outside Missions, which aren't the core game.  Skills matter; they still turn some trash ships into reasonable bets and some decent ships like the Wolf into killers.

All ships have different skills that can make them a little more viable, if they aren't utter trash; the Wolf's a good example of a ship that you can get surprising longevity out of... if you tune for it.  That said, with the current level issues, etc., in Vanilla, and the slow grind, it's pretty un-fun and sub-optimal to get most of the Combat skills, unfortunately, which leaves players largely unable to get into the more exciting stuff, like taking a Wolf and killing off Cruisers, without some heavy sacrifices.  So it's not like this is a major thing that I'm urging players to do; I'm just saying that it's totally doable, if you really want to.
Title: Re: Ship Tier List
Post by: TaLaR on April 10, 2018, 01:55:06 AM
...but that's how we actually play  ;)

In all seriousness, I can't take skill-less Simulator runs seriously, as a means to "compare" ships, weapons, etc., etc.  None of that matters, outside Missions, which aren't the core game.  Skills matter; they still turn some trash ships into reasonable bets and some decent ships like the Wolf into killers.

Then everything is OP and uncomparable.
Plus Wolf isn't the only frigate to kill Cruisers at max skills - many can do that.
Skills usually don't change way a ship works too much and affect similar ships in similar ways. So skill-less performance is decent enough predictor of max skill performance(outside of Carriers), and is easier to measure.
Title: Re: Ship Tier List
Post by: Megas on April 10, 2018, 05:47:33 AM
Skills usually don't change way a ship works too much and affect similar ships in similar ways. So skill-less performance is decent enough predictor of max skill performance(outside of Carriers), and is easier to measure.
I agree with this.

We cannot get all of the skills, and if we want to be the best in combat, we must sacrifice everything not directly involved in combat (no Industry, no Navigation).  Not only that, due to the skill system, player that wants to be optimal for a given ship may not be for another ship.  If I want to be the best Astral pilot, I will need skills that are useless for the best Paragon pilot.  If I want some campaign QoL skills, I will never be the best combat pilot.  This would not be a problem if skills could be reset and retrained, but since that will not be an option, player must specialize to be the best with a ship and lock himself away from other ships - that hurts.  That is why I dislike playing carrier specialists, because I am stuck with three ships to pilot: Drover, Heron, or Astral.

Worst of all, if I want to have a good fleet, I must give up some combat power so that I can have a strong fleet.  That is what makes the current skill system lousy.  Player that wants to have the most power needs to grab fleet boosts while officers get all of the (fun) combat boosts, and get more of them with Officer Management because it is cheaper to spend one point for more officers than three or more points to get something like max Missile Specialization and others.  This is like in Endless Sky where player is stuck with Bactrian (for boarding ships) while the rest of the fleet is Shield Beetles/Derechos/Hurricanes/Korath automata (at least until player can get hundreds of Deep Rivers for space truckers' income method to exceed boarding income).
Title: Re: Ship Tier List
Post by: Thaago on April 10, 2018, 07:33:15 AM
I think no skilled comparisons can be a useful metric for most ships, with exceptions. For example, phase ships are much better with skills than without, more so than standard combat ships.

I think however that "solo" metrics are badly flawed. Most ships behave quite differently with one or two friendlies around. Again phase ships (I've been playing with them lately :P): even though the AI doesn't use them as aggressively as I would like, they force the enemy to pay attention to them and keep shields pointed that direction, lest they be ganked. This really amplifies the effectiveness of nearby allies.
Title: Re: Ship Tier List
Post by: TaLaR on April 10, 2018, 08:52:56 AM
Well, phase frigate are already top of the food chain in skill-less performance, so this doesn't affect their relative rating much.

AI is easily distracted, so having allies around creates opportunities even for ships that can't properly attack solo. But your allies are exactly as vulnerable as enemy, so being able to act effectively without over-relying on them is still a big advantage, I think.
Title: Re: Ship Tier List
Post by: Megas on April 10, 2018, 10:01:10 AM
We cannot get all of the skills, and if we want to be the best in combat, we must sacrifice everything not directly involved in combat (no Industry, no Navigation).  Not only that, due to the skill system, player that wants to be optimal for a given ship may not be for another ship.  If I want to be the best Astral pilot, I will need skills that are useless for the best Paragon pilot.  If I want some campaign QoL skills, I will never be the best combat pilot.  This would not be a problem if skills could be reset and retrained, but since that will not be an option, player must specialize to be the best with a ship and lock himself away from other ships - that hurts.  That is why I dislike playing carrier specialists, because I am stuck with three ships to pilot: Drover, Heron, or Astral.
As for the few ships that can mix brawling and carrying well, namely Legion (and Odyssey, in theory), there are not enough skills for being great at brawling and carrying (and the few great all-purpose skills everyone needs).  Requires too many points (for everything that makes brawlers and carriers good).  The best they can do is a generalist build that works for any ship, but that will never be as optimal as a build for a specific dedicated-role ship.
Title: Re: Ship Tier List
Post by: TaLaR on April 10, 2018, 10:14:53 AM
As for the few ships that can mix brawling and carrying well, namely Legion (and Odyssey, in theory), there are not enough skills for being great at brawling and carrying (and the few great all-purpose skills everyone needs).  Requires too many points (for everything that makes brawlers and carriers good).  The best they can do is a generalist build that works for any ship, but that will never be as optimal as a build for a specific dedicated-role ship.

I don't think Odyssey needs carrier skills that badly. Best use for fighters slots on it is Longbows - the only reliable long term kinetic source Odyssey can have. They will fire from afar even while regrouping, so are fairly easy to keep safe. And as long as you can keep them safe you don't need replenishment buffs.
Also it has just 2 fighters at Capital size - not worth spending ton of points on either way, for only 1/3 of return of what Astral could expect.
Title: Re: Ship Tier List
Post by: Megas on April 10, 2018, 10:22:12 AM
That is why I wrote "in theory".  Odyssey is terrible at brawling (worse than it was before) and will (need to) use its fighters to enable triple lance sniping or defend itself from flanking enemies.  It cannot afford to send fighters off to pick off ships like other carriers can.  If someone is not too familiar with modern Odyssey, they may think "Hey, high-tech warship that can mix fighting and carriers", which modern Odyssey cannot do.  Classic Odyssey could do that to some extent (with different fighter mechanics) before 0.7, when officers made carriers obsolete during that era.

Without fighter skills, Odyssey will probably want Expanded Deck Crew to help keep replacement rate under control.

I was considering primarily Legion, which can brawl effectively while sending fighters off to attack whatever like dedicated carriers do.
Title: Re: Ship Tier List
Post by: Thaago on April 10, 2018, 06:08:16 PM
Another strange thing about the Longbow's firing while recalled is that they spend most of that time rearming - ie drawing down their replacement rate. So keeping them on regroup actually increases their long term firepower by keeping their replacement rate up.
Title: Re: Ship Tier List
Post by: Philder on April 11, 2018, 09:46:02 AM
There's no such thing as "S+" by DR's rubric here. S is as high as it gets.  ;) And, while we're at it, what on earth do you have in your head that could possibly be higher than S?  :o

:D DR's ranking is all kinds of generalized, and by definition ranking is scalar; so long as you have a single ship on the ranking spectrum, the rankings can potentially extend infinitely up or down/left or right. The only meaningful limits are the breakpoints for Overpowered/BestBalanced/Balanced/Underpowered.

I'm just using the +'s to indicate relative differences within the same breakpoint area. I gave Tempest S+ because SO + Dual Heavy Blasters gives it the ability solo any cruiser, practically face to face, except maybe Gryphons and carriers with certain loadouts. Other frigates require disabling engines/weapons and sitting in blindspots. Tempest can just alternate between blowing its flux load and evading to reduce flux.

IMO, to balance it, Tempest would need speed substantially reduced (below 140 at the very least), and flux stats reduced in line with other carrier type ships.

Phase ships would need their Systems revamped. A frigate dropping the shields of an orbital base (Paragon) from outside its defensive perimiter is just absurd. A nerf to flux stats, especially max capacity might also be required, to reduce burst potential and the amount of time/work required to corner a phase ship. Retuning of the AI so that they're less wasteful of their phasing usage might be necessary to keep them relevant as AI ships, such as making them more likely to sit outside the enemies range until an opportunity presents itself, like high flux or flanking. And/or, reduce their CR frailty to make up for the lost burst potential. Except for the max flux and overpowered ship systems, I don't think the stats need to be changed significantly. The max flux and ship systems alone will do a lot towards bringing them into balance. Better CR is there to both counteract the increased 'cornering' potention against it (instead of having to chase it around the map until its low CR disables it) AND make it more viable as a player fleet ship.
Title: Re: Ship Tier List
Post by: TaLaR on April 11, 2018, 10:09:40 AM
Tempest can get it's glory minute with SO, but really it's not that impressive compared to phase frigates or Hyperion even during this limited time-frame.

Also, what's with this obsession with nerfing frigates? Most ships, when properly skilled and player-piloted, can hit far above what would be their weight category under AI control (for Capitals that means defeating multiple opponent Caps).

The only thing possibly broken is QD on Afflictor - for that no counterplay exists. Otherwise AI could easily shutdown cap-killing frigates by using better variants and tactics (which doesn't have to be complex - just stubbornly refusing to drop shield would guarantee Paragon a win in 1v1 vs player-piloted Hyperion or QD-less Afflictor).
Title: Re: Ship Tier List
Post by: Megas on April 11, 2018, 10:50:29 AM
The easiest way for a bigger ship to win against a single smaller ship is waiting for the smaller ship to run out of gas, especially if the bigger ship has no chance to catch up to the smaller ship.  It is boring, but effective.
Title: Re: Ship Tier List
Post by: c plus one on April 11, 2018, 12:02:41 PM
The easiest way for a bigger ship to win against a single smaller ship is waiting for the smaller ship to run out of gas, especially if the bigger ship has no chance to catch up to the smaller ship.  It is boring, but effective.

I second that.
However, it is very dull indeed and in NO WAY "fun". >:(
Title: Re: Ship Tier List
Post by: Philder on April 12, 2018, 11:06:55 AM
Tempest can get it's glory minute with SO, but really it's not that impressive compared to phase frigates or Hyperion even during this limited time-frame.

Also, what's with this obsession with nerfing frigates?

Because their stats put them in a highly volatile position. As far as flux and OP for their supply costs go, they're exceptionally unbalanced. On average they have twice the amount as cruisers and capitals. They also have speeds that allow them to determine the terms of the engagement. Their only weakness is their fragility, stimied by their evasive abilities. They're otherwise given the flux stats capable of fielding offensive power far above their supply/deployment costs.

Ballistics, at least, has a hard limit in the way of lacking weapons with good armor piercing combined with all around stats at the small and medium size, making them much less effective against larger craft. Lowtech is also defined by their slower speeds. Their only advantage is effectiveness vs shields.

Energy, however has weapons with plenty of potential for breaking balance. Antimatter Blasters are just obviously OP. Heavy Blasters have the second highest shot damage of all medium weapons (not counting missiles) AND the highest all around DPS. Ion Pulser, while weak against armor, has obscene burst, a distinctly unbalanced amount of EMP output and is still quite effective against hull. Yes, these weapons have a weakness in the way of flux and OP costs and reduced range, but they are all circumventable and don't present a hard counterbalance to their strengths.

QD on Afflictor is not 'possibly' broken. It is DEFINITELY broken. The primary defense on many ships is their shields. The Paragon can even just sit there nice and dandy while a fleet wails on it....but a little frigate is allowed to completely circumvent it, and it's even allowed to mount weapons that can pierce a planetary station? It'd be like remaking Star Wars, except that all the rebels have to do is get an A-wing close enough to shoot at the Deathstar, and boom its gone. Original trilogy done by the first episode. Luke is still on Tatooine sipping blue milk. Han Solo is still out swindling gangsters. No incestuous makeouts. No flying green potatos or napping in adorable animal's stomachs.

What might be possible is you're biased from your enjoyment of piloting those little OP ships around XD

Also, comparing one unbalanced ship to another as proof of not being unbalanced isn't a logical argument. The Star Wars equivalent of your argument would be that the Deathstar isn't dangerous because Starkiller Base is more dangerous.

The comparison should be against the target samples, the ones already noted as having achieved a good balance.
Title: Re: Ship Tier List
Post by: Cyan Leader on April 12, 2018, 09:42:56 PM
If anything to me that is an indication that destroyers and above are OP/Flux starved and need buffing over frigates being overpowered. Moreover we don't need to have the same standards for every class of ship. Having more flux available won't magically increase the amount of weapon ports you have, you will lose flux wars if you miss-engage and you will run out of CR by trying to slowly chip the enemy away.
Title: Re: Ship Tier List
Post by: TaLaR on April 12, 2018, 09:50:26 PM
@Philder

If frigates (not phase/Hyperion) are so OP, why do they die so easily to most basic fighters - namely Talons? Just take skill-less Tempest and fight sim Condor with Talons. It's barely winnable for me and assured death for AI Tempest.

Energy weapons themselves in general are quite bad. Which is easily proven by fact that universal slots are almost always used for ballistic kinetics. But it's not like high-tech ships get to choose that often (only Medusa and Paragon have pair universal slots each).
-AM blasters are pretty much dedicated phase frigate weapons. Nothing else can effectively use them anyway. Removing/Hard-nerfing them kills viability of Shade and makes Afflictor a single-purpose Reaper-boat.
-Heavy blasters are poor-man HE replacement. Against shields and hull their flux efficiency is atrocious, when compared to properly used ballistic kinetic/HE guns.
-Ion pulse - I'm not sure why you value them so highly. Low sustained dps, low flux efficiency, low per-shot damage, short range - that's just too many drawbacks for me. Direct EMP is not that important - big hits by Heavy Blaster would have disabled weapons just as well.

If anything, rather than nerfing/removing weapons that work for shield bypass attacks (by phase frigates or Hyperion), I'd rather have AI recognize the threat of such attacks and try to counterplay (because currently AI just doesn't). And of course AI should use such attacks itself. With phase frigates possibly made closer in cost and rarity to Hyperion.

I wouldn't also say that DEs are too weak either. Player-piloted Medusa can easily and quickly kill any common frigate already (phase and Hyperion will take more time and effort).
Title: Re: Ship Tier List
Post by: Eji1700 on April 15, 2018, 03:37:48 AM
Just going to throw my thoughts in because I was doing something like this anyways:

First thing, Cost and OP and to a small extent availability should be factored in (how easy can I mass this, and does that change anything about it basically).

Capitals:

Astral- I'd give it an A- but whatever.  That special ability is so insanely good.

Atlas/other cargo/fuel ships- It bothers me that trading in this game isn't really a playstyle (even illegal smuggling) because you can pretty much mark every single Cargo/fuel ship as a passive upgrade and then MAYBE care about how fast they go.

Legion- I'd probably move it to an A.  It's always good to have since fighter/bomber support will always cover weaknesses and it'll still delete the hell out of ships in AI hands.

Onslaught- I'd drop it to a B/B+.  Solid, reliable, good, but nothing amazing.  I'd take the legion over it every time.

Cruisers:
Dominator- Solid C in my eyes, but maybe i'm building them wrong.  For the OP/Cost I almost always want to bring something else, even if it's just more frigates/destroyers.

Gryphon- AN odd one, but an easy B in my eyes.  In the players hands it's just broken to the point of being silly and by far the best alpha strike hull I've found (fly in, delete a few things, retreat, fly something else).  In AI hands it's not stellar but still one of the best hulls for turning overloads into kills if you load it up with harpoon pods.

Mora- B+, the fact that it punches WAY above its weight and is very easy to obtain and deploy.  A single mora early game is a great flagship or support, and you can actually get a fleet of these quick and seriously wreck shop as long as you find half decent bombers.

Starliner- no really...whats the point of this?

Venture- C.  It is without a doubt the worst combat cruiser in the game, but what it really is is the poor mans heavy destroyer.  The default loadout makes a great escort ship as it'll pop shields and punish with it's missiles and do pretty great PD thanks to the drones and flak.  I'm generally happy to pick one up in the early game.

Destroyers:

Buffalo MKII (all versions): I hear you can do things with them but in a game where the AI sees you with no shields and just nukes you with hapoons this has certainly felt like a pretty solid F everytime i've ever bothered. Maybe an LRM platform, but then I could just not do that.

Condor: D+.  The + for being the "i need a carrier yesterday" option for difficult starts.  I don't think you ever wind up keeping it.

Drover: B-.  Might have to do with my AI struggles. They're a little too good at getting close for my tastes in AI hands and lack the punch to make that safe.  That said it's actually a very fun combat carrier.

Enforcer: C?  I look at the loadout and keep thinking it should be better, but I've almost never been impressed with them.

Gemini- C- for being a way to turn your cargo into something you aren't terrified to deploy and basically a better condor.

Hammerhead- B.  I'll always take a hammerhead as long as I can get the tech to kit it out half decent, which is pretty easy given how flexible it is.

Harbringer- I find it very hard to judge phase ships because due to their cost, rarity, OP, and drawbacks i'm almost always too worried to even let the AI touch them.  In human hands like most phase ships its a crazy good alpha strike ship.

Medusa- B-.  If only because it's harder to find/equip and a little more fragile than a hammerhead.

Mule- D+ I want combat trader to be a playstyle so bad, but it just feels like pulling teeth.  Maybe i'm building it wrong, but so far I've never been impressed.  The + is because sometimes early game you just want a freighter than can fight, but unlike the gemini I wind up a lot more worried my cargo capacity might explode.

Sunder- B.  This and the hammerhead are the Ryu and Ken of the game to me.  A large energy + its ship system on a destroyer has some very efficient burst options for the OP, and it's super easy to make an AI variant that'll handle itself and still clean up.

Frigates:

Afflictor: no idea.  I've almost never gotten one.

Brawler (normal) - B.  Damper field is just so wonderful.

Brawler (TT) - C.  Maybe i've been doing it wrong, but I find these things to be made of paper and rarely if ever able to justify their slots due to flux issues.

Centurion- C-, at least that's what it's felt like the few times i've tried to use it.  Seems like an escort ship, but man color me unimpressed.  Damper field is still great, but unlike the brawler it's just not a threat.

Cerberus- D.  If star sector were a Saturday morning cartoon the villains henchmen would fly these.

Houd- D. Or these...for variety.

Hyperion- Can't really class it.  From what i've seen it's no where near worth it in the hands of the AI and fails critically in every possible way, even with builds that don't really take advantage of it's nature.  In human hands it's a very expensive way to get to delete a few ships before leaving.  I suspect it's really more of a B since it's just so damn impractical when you can accomplish most of the same effect that it has with other, less interesting, ships.

Lasher- B.  The hammerhead of the frigate world.

Monitor- D.  Might just be me again but this is like a Brawler/Mora, but with shields....oh and unlike those ships you never actually care if it's still alive.  The mora is a real threat and the brawler is a big enough thorn that you're often stuck trying to avoid it since killing it is a pain.  I mostly just ignore monitors and feel that it's gone the same way when i've used them.

Mudskipper MK.II- D+.  ONLY because if you can get a mass of them things start to get silly.  Probably an F and i'm just too excited about dumb gimmicks.  Especially when you consider that almost every large ballistic weapon EXCEPT the gauss is even more terrible on it.  The gauss at least lets you mass them on escort on a carrier so they can provide fire support from relative saftey.  Everything else gets them in firing range which means they're a great way to get rid of all those extra large ballistic weapons you don't want taking up space.  I also never found any medium that was all that impressive.

Omen- A  The Emitter is crazy powerful, extra so on a maneuverable frigate hull.  The only reason it's not a + is because it shares weaknesses similar to phase ships in that i get a little worried giving it to the AI.  Still fairs way better than them though and can just murder  its way through a ton of OP.

Scarab- C.  I think I used it once and while fun I was heavily unimpressed.  From a strategy standpoint it just didn't feel very good.  From a "fun to fly" standpoint it's an A.

Shade- another phase ship, another hard to say.

Tempest- A+/S-.  I will always take a tempest.  Always.  They do anything and everything and they do it all well, and a huge part of that is because in human hands they're crazy and AI hands it's hard to screw up having an Ion pulse drone.

Vigilance- C+.  I don't actually hate them but I often wish I had something else.

Wayfarer- D. I feel like if this game supported the millenium falcon playstyle, this would be that ship.  It doesn't, so meh.

Wolf- B-.  Flexible, powerful, reliable.  My only issue being they're harder to find and outfit than a lasher, and with a bad layout they're awful in AI hands. 
Title: Re: Ship Tier List
Post by: Thaago on April 15, 2018, 09:32:16 AM
I'll put in a few words to defend the Condor, which I think is a 'C+' according to the original metrics: Generally serviceable, but not exceptional, with a + for a few specific loadouts. Its a good ship to give to the AI for support in the early/midgame, but a bit boring to fly as a player.

Its cheap, at 8 supplies per battle vs a Drover's 12, and disposable. While their shields are crap, they have ok hull and armor, so they are reasonably tough. They don't have a fighter system, but if gets two fighter wings onto the field. If you have a damaged one, as long as the flight deck and engines are ok, everything else is fine to be trashed.

The ship systems works really well with two missiles: Typhoon Reaper and Salamander Pods, neither of which need extended missile racks. If fighting small ships, the sudden burst of 4 Salamanders will almost always get an engine kill, letting either the fighters or a combat ship chase down the little buggers. The Reaper is great for fighting larger ships: its a turret mount, and the AI is a freaking double tap sniper with the thing. It might only happen once per fight, but having the cheap disposable support destroyer first overload and then smash a reaper into a cruiser hull is rather nice.

That said, it doesn't have many OP, and has no system to give it dps bursts. I feel its best served with constant pressure type fighters or interceptors and not bombers. Talons do well enough for the early/midgame. (And of course if fighting stations slap on bombers.)

For endgame I phase it out not because its bad, but because its a light destroyer: with only 25 slots, its just not enough power.
Title: Re: Ship Tier List
Post by: Igncom1 on April 15, 2018, 09:35:47 AM
Also how are we judging a ships ability when alone vs in a fleet?

A Griffon alone is kinda bad, but when escorted can murder entire frigate fleets when equipped with a locust launcher.
Title: Re: Ship Tier List
Post by: Thaago on April 15, 2018, 09:40:20 AM
Personally I judge by my in game experience, so in a fleet. Though most fights that matter have the player outnumbered, so I guess thats the real metric we should use? In a fleet but outnumbered.
Title: Re: Ship Tier List
Post by: Sutopia on April 15, 2018, 09:59:20 AM
Just going to throw my thoughts in because I was doing something like this anyways:

Enforcer: C?  I look at the loadout and keep thinking it should be better, but I've almost never been impressed with them.

Afflictor: no idea.  I've almost never gotten one.

Hyperion- Can't really class it.  From what i've seen it's no where near worth it in the hands of the AI and fails critically in every possible way, even with builds that don't really take advantage of it's nature.  In human hands it's a very expensive way to get to delete a few ships before leaving.  I suspect it's really more of a B since it's just so damn impractical when you can accomplish most of the same effect that it has with other, less interesting, ships.

Monitor- D.  Might just be me again but this is like a Brawler/Mora, but with shields....oh and unlike those ships you never actually care if it's still alive.  The mora is a real threat and the brawler is a big enough thorn that you're often stuck trying to avoid it since killing it is a pain.  I mostly just ignore monitors and feel that it's gone the same way when i've used them.

Shade- another phase ship, another hard to say.


I'd give enforcer a B+ for it's easiness of obtaining one and extremely durable for it's class.
They can deal tons of damage if you managed to get a few of them cluster together since medium ballistics are good enough in most cases.

Afflictor definitely B++++
AIs cannot really handle them properly after phasing needs 2 seconds cool down but human player just turn them into capital terminator.
Fortress shield? Quad reaper + F, goodbye.
I almost ALWAYS buy or capture one if I manage to meet any, but yeah as you said they're quite rare.

Hyperion I'd give it a C++ for AI can use the system to survive but not making it's best.
Players can use it much more effectively.
However it's just too rare to obtain one when it still have a use in battle.

Monitor, maybe C+. Dedicated flak and tank ship.
In player hands it can solo a shieldless REDACTED station no kidding. Ramming can pack a punch you know  ;)

Shade I'd give C+ something. EMP emitter surely can be handled well in AI hands, but not much more than that.
The small energy mounts kind of restricted it's ability to deal heavy burst damage making it only good at assaulting no more than cruiser class.
In large fleet engagement it can't really make valuable moves, not much as afflictor can with AM build. It's more focused on small size engagement.
Title: Re: Ship Tier List
Post by: Tartiflette on April 15, 2018, 12:08:46 PM
Also how are we judging a ships ability when alone vs in a fleet?

A Griffon alone is kinda bad, but when escorted can murder entire frigate fleets when equipped with a locust launcher.
Always in fleet, always as an AI ship first then +/- as a player ship
Title: Re: Ship Tier List
Post by: Philder on April 15, 2018, 08:18:16 PM
@Cyan Leader
I don't think it indicates that. Flux/cost tends to decrease as you scale up in ship size, which is a good balance concept. Gaining access to better weapons, range, defense and longevity are offset by a lower equivalent of flux stats and mobility. Ideally, it works and it's interesting. Reality, however, is that it creates imbalance hotspots because of the weapons are useable across classes and the change in piloting dynamics makes them better or worse. Large weapons on a frigate, for example. Without the larger flux pool and defenses to platform it, it's garbage. Capital armor busting weapons on a frigate with near fighter-level mobility, though? Das unbalanced.

BTW Frigates also tend to have more OP/cost. ie: more weapon mounts, powered by that higher flux/cost.

@TaLaR
Fighters are a whole other ballgame, and especially when contrasted against the meta of frigates. Frigates have 3 classes of larger ships above them, making it more useful to equip them with loadouts that are effective against them. Loading them with PD is a hard hit to their offensive capabilities, and the flux efficiency of PD wastes their flux->damage potential. Add in the fact that they also don't have effective defenses against them (typically) and you've got yourself a hard counter in the way of fighter->frigate. There are some exceptions, however, in the way of ships like Centurion or Scarab with a ton of small energy mounts all over the ship and the flux to fuel it all and defenses to last.

I disagree about energy(EN) weapons. I'll just focus on blaster weapons.

First off, gotta remember that HE does NOT get a damage bonus against hull. Only armor. HE damage percentages are 50%/200%/100%. Second, both kinetic(KE) and HE tend to have very low base shot damage(with some exceptions), meaning that KE is terrible against both armor and hull, and HE is likewise terrible against hull in addition to how bad it is vs shields. And an additional on KE; not only does KE tend to have low base shot dmg, that 50% damage against armor is a multiplicative penalty, essentially guaranteeing your KE weapons are doing the minimum 7.5% damage (50% * 15%) against armor. That's atrocious. Worse than useless vs armor. High shot dmg KE weapons even see similar base flux/dps efficiencies as blasters, but are much much less effective against armor and hull, and how lower base dps anway.

Blasters, on the other hand, tend to have much higher shot damage even compared to HE against armor (with one exception), in addition to NO damage penalty against anything and a much much higher base dps.

So the conclusion is that blasters are much more damage capable than both KE and HE, and you don't need multiple mounts for cross effectiveness vs shields/armor/hull. They are balanced, however, by shorter ranges and lower overall efficiency....but not by much overall, and high-tech ships tend to have high flux stats and mobility to help make up for that.

BTW, Hyperion is a very unusual ship. It completely defies the class archetypes, and IMO shouldn't really be considered as a frigate for balance.

I don't agree with your proposed balance fixes. Phase ships aren't too offensively imbalanced in AI hands. They're just nearly unkillable until their CR runs out. It's player piloted that is the issue.
Title: Re: Ship Tier List
Post by: TaLaR on April 15, 2018, 11:55:27 PM
@Philder

On fighters - PD does not improve Tempest's chances vs Talon swarm, too low dps and distract-able by swarmers. Best option are pulse lasers, and they barely get a win against the most basic Talon Carrier.

HE does not get bonuses against hull, but is still better than Heavy blaster.  HB is 1.44 flux per damage, while Heavy Mauler is 1.125(at much higher range).
1.44 also means that you spend more flux then enemy gets on their shield even for super-inefficient ships like Conquest (1.4 shield). HB can't crack shields of ships in roughly same class, they work only vs ones far below you. Skills do somewhat improve efficiency against shields, but they never make HB a good anti-shield weapon.

On Kinetics - you never fire *just* kinetics against enemy that can shrug them off. So Railguns alone are enough vs a frigate, but for larger targets there must always be either some HE shots mixed in or a threat of fast projectile weapon ready to exploit shield drop.

HB is good for 2 things:
1) Quickly dumping flux reserves when enemy is brought close to overload by other means (Railguns on Medusa, for example).
2) Provide anti-armor threat, while said Railguns build up flux. Due to shot speed and no windup just pointing them in enemy direction is enough to counter armor tanking.
... which is entirely dependent on having access to kinetics. So it works best for Medusa or Falcon. Or Aurora used against much weaker opponents (but even then it's better to generate majority of hard flux by IR /Pulse Lasers, with HB being dedicated armor piercer and finisher).

Note that if you nerf HB, it will likely become completely useless, because we already have Mining Blaster as sub-par HB alternative and it doesn't see much use (only Hyperion has argument for using it over HB currently, due to importance of higher per-shot damage for shield-bypass jumper).

I don't have issues with properly piloted phase frigates and Hyperion being Capital-grade threat (well, phase ones are too supply-cheap for what they can do). They'd make interesting opponents, radically different from anything already in game. The only problem as I see it, is that AI can't do it.
They also do have counters, that AI doesn't use (except QD, but Afflictor will lose it next update anyway).
- Shield bypass phase cloak maneuver is hard countered by accelerated shields hullmod.
- Hyperion would likely be countered by it too. But just NOT raising shield before Hyperion jumps (or shoots if it's already close) could work too. There is enough time to raise shield reactively, but not enough to drop shield at one point and re-raise at other. And ships like Paragon could just refuse to drop shield, maintaining full 360 in 1v1 vs Hyperion (or similar situation where Hyperion is the main threat).
- They have very little CR time. You can just wait them out. If they didn't have advantage while CR lasts, what would be the point?
Title: Re: Ship Tier List
Post by: Philder on April 16, 2018, 03:50:16 AM
Again, fighters are a whole other bag of worms. IMO they're unbalanced. Regardless of that, that's just a small aspect of Tempests balance issues. As a player you can work around it in several ways. Use your allies as decoys. Field your own fighters. Rush the carrier and gtfo.

Again, blasters are balanced in their own way. See my previous post. In addition, shooting weapons generates soft-flux. Taking non-beam hits generates hard-flux. That's another part of the flux war. Having a higher dps than the enemy means that they're taking more hard-flux than you. HB isn't an anti-shield weapon. KE is, obviously. KE is horrible against everything else, however. Flux-wise, blasters are mediocre against everything, but dps-wise they're King-Of-The-Hill. Especially against hull. Only frag can compare, but frag is comparitively the opposite of ideal even in spite of its fantastic flux efficiency because of its poor dps against shield and armor and very short ranges. And finally, the high shot damage of blasters make them fantastic at overloading shields. Even if you grab the higher shot dmg of Gauss or HVD, their flux efficiency drops substantially overall as well as being much much lower DPS.

Again, with ballistics you have to mix-and-match KE and HE to make an effective stand-alone ship loadout. This causes problems in the way of lowering your overall dps compared to blasters, requiring more mounts firing in the same direction, and if you're equiping weapons with a higher-than-average OP cost, you're also lowering your spare OP.

Don't get me wrong, I don't think ballistics are bad. I also don't think that energy is unbalanced. I just think they're different, but balanced. Mostly. They each have their own give and takes, and you have to remember that they also have their own set of ships that change the dynamic of the weapons. The lowtech vs hightech differences are very substantial and play a huge role in bringing out the best of both.

Unfortunately your proposed fixes aren't simply made, and neither are they the currently reality. AI isn't effective at parsing huge varieties of contextual awareness. It takes a lot of work on the devs part. Like, a LOT. It increases exponentially as the more complex and subtle the desired behavioral profile gets. And when talking about balance issues you have to consider the current state as is, not scenarios that don't yet exist.

If you'll reread some of my earlier posts in here you'll see my proposed changes to phase ships. Again, having highly volatile ships/weapons/systems/etc presents all kinds of balance issues. Of course it's fun. Who doesn't like parading around with overpowered game avatars and blowing everything away? Doing so, however, destroys a games ability to present an appropriate level of challenge and progression. If you want to be overpowered and break the game, there are ALWAYS mods, addons and cheatcodes for that. To many people, however, that kind of thing gets boring fast and makes the game somewhat meaningless.
Title: Re: Ship Tier List
Post by: TaLaR on April 16, 2018, 04:20:13 AM
@Philder

Well, that's way more agreeable than previous post. HB sure do have higher dps per slot/weapon-OP than any Ballistic weapon of same size, but as always it is balanced by ships that get to use them - high-tech ships tend to be comparatively under-slotted, with Apogee being the poster child.

The only thing I don't agree with is that HB can be good on their own - they still need KE or at least more efficient energy weapons to stack hard flux (IR pulse or Pulse Laser). Unless it's shield-bypass Hyperion, of course.

Getting perfect Hyperion AI or phase AI would be hard - sure. But getting it a lot better than now should be straightforward for Hyperion at least. It commits absolutely atrocious mistakes, like jumping in front of Onslaught and eating TPCs(2 mistakes in 1, because it could jump out near instantly). Or simply using it's system only once per few seconds - that's just artificial limitation, it can cycle every second.

As for progression - Hyperion is already super rare. Phase frigates should be close to that.
Title: Re: Ship Tier List
Post by: Megas on April 16, 2018, 05:49:54 AM
I do not want phase ships as rare as Hyperion.  Fleets that use them are common enough, somewhat like Tempest.  Currently, the easiest way to get more Tempests is to farm them from enemy fleets, because shops very rarely sell them.  Before 0.8, Tempests were too rare, but now I can recover several without too much grinding.  Ultimately with blueprints to come, it seems player might be able to crank out as many as he can afford.

I dislike too rare ships and weapons.  This game is not Diablo 2 or various online games that profit from players grinding for days on their server.  My solution to ultra-rare stuff is to save-scum to get the rare drop and to reload the game the moment an ultra-rare gets lost in battle.  I do not have the time to grind days for rare stuff I want to use.

I think phase ships are already too expensive, especially as AI ships.  The only one worth using is Afflictor, and only as a playership.  If phase ships had their old cloak, they would be more useful for AI.  As is, AI runs out of gas too quickly.
Title: Re: Ship Tier List
Post by: TaLaR on April 16, 2018, 06:51:36 AM
@Megas
Well, Afflictor is superior to Hyperion in many scenarios. Shade is comparable as a downgraded Afflictor. Rest of frigates are far behind on power curve.
As it is now, Afflictor is too easily available and cheap for what it can do. Also QD may be plain overpowered - I mean what could you theoretically do against perfectly timed QD + Reapers? It shuts down shields and any systems, only high base speed can help. So larger ships would be doomed if AI used it properly.

I do like time dilation cloak way more than old mechanics. It's just that overall game balance does not recognize phase frigates proper place after these changes.

AI runs phase frigates out of gas pointlessly - that's the real issue. Spending CR quickly (in world-time) is normal for them, not getting kills in process is where AI fails (notably AI does at least try with phase frigates, unlike Hyperion)
Title: Re: Ship Tier List
Post by: Megas on April 16, 2018, 08:15:22 AM
I do not find too many (non-pirate) Afflictors in game.  They are already relatively rare, even with occasional Black Market sales.  Yes, Quantum Disruptor is extremely powerful, which is the only reason why I use Afflictor.  Anything that can counter Afflictor can itself be countered by Afflictor.

If I use Afflictor for Reapers, it is only good for one-shot against a specific target, namely big capitals (before I have found a capital for myself to use).  Blaster Afflictor is a bit of a pain to use.  It is generally an annoying ship to use despite being effective.

Afflictor is mostly superior to Hyperion due to maintenance/DP costs and availability.  If Afflictor costs as much to use as Hyperion, I would probably ignore Afflictor (if I already have Hyperion).  I already think Shade is a bit too expensive, and I see no reason to use it.  Due to AI's mismanagement of phase cloak, I do not want to use any of the phase ships for AI.

P.S.  I like new cloak of Afflictor due to the disruptor.  Without disruptor, I would want old cloak back so I can use a brawler configuration similar to a Lasher and twitch phase through incoming bullets.  With old cloak, Afflictor was a better Lasher than Lasher.  I dislike new cloak on Shade, where it used to be a better tank than Monitor with the old cloak.  I liked old cloak better on Doom because it could brawl like a typical cruiser.  With new cloak, Doom cannot get in range without eating too much damage.
Title: Re: Ship Tier List
Post by: Thaago on April 16, 2018, 11:34:15 AM
So I've found a Shade variant that works horrifyingly well with the AI. 2 lmg's, 2 AM blasters, reinforced hull and hardened subsystems, 12 vents, 9 caps, and a skilled reckless officer.

I know we usually evaluate in the absence of skills, but this thing is a beast. Its performing as a nightmare cruiser, partially because the AI is using its system really well - the usual sequence is it pops up in something's engines, fires 2 am blasts, then activates its system, both locking down the enemy ship and recharging its flux.
Title: Re: Ship Tier List
Post by: TaLaR on April 16, 2018, 12:37:12 PM
So I've found a Shade variant that works horrifyingly well with the AI. 2 lmg's, 2 AM blasters, reinforced hull and hardened subsystems, 12 vents, 9 caps, and a skilled reckless officer.

I know we usually evaluate in the absence of skills, but this thing is a beast. Its performing as a nightmare cruiser, partially because the AI is using its system really well - the usual sequence is it pops up in something's engines, fires 2 am blasts, then activates its system, both locking down the enemy ship and recharging its flux.

But does it come to close to what same Shade could do player-piloted? Take sim Medusa (as example of decently omni-shielded opponent).

3 AM blaster player-piloted Shade can one-shot it skill-less. There is no error margin, since you need to hit perfectly (same place, same time, bypass shield, from enough range to avoid death aoe) and spend very little time in phase (otherwise not enough flux to fire all 3).

Also as I just found, Shade seems to have shorter invulnerability window while unphasing than Afflictor, making point blank kill technique unusable.
Title: Re: Ship Tier List
Post by: Thaago on April 16, 2018, 02:40:40 PM
Well, to be fair, the point blank kill is an exploit. I know its staying in the game but... * shrug *

The loadout I'm talking about will kill a Medusa when AI pilots, though it does take longer than when a player does it. Against front shields enemies its of course more vicious.

More importantly, when used in a fleet its consistently diving into enemy formations, landing its am blaster shots, then disabling 2 or more ships before darting out. Its not going to solo an entire enemy fleet in AI hands, but its wicked powerful for 8 supplies.

[Edit] I guess I should give a comparison: its doing better than my Tempest is and I don't have to worry about losing the Shade to a swarm.
Title: Re: Ship Tier List
Post by: xenoargh on April 16, 2018, 02:53:41 PM
Quote
if you nerf HB, it will likely become completely useless
Totally.

The Heavy Blaster's incredibly sub-par already.  It's a negative Flux-trader that has one and only one use case; shooting at Armor and Hull, at ranges that put a ship in danger. 

So, while enemy Flux remains good, it's totally useless; when they finally are nearing Overload or you flank them or whatever, it's less-terrible, for one shot, than a Pulse Laser... but that's literally it.  It doesn't have the range to be useful as a skirmish gun whose poor Flux performance is addressed by range-band advantages, like the Heavy Mauler.  It doesn't have a positive Flux/Damage ratio, so it cannot be used to push Flux, like the almost-as-bad Arbalest.

All it can do is be a poor substitute for... uh... the Heavy Mortar, kind of.  It's even worse for pure-alpha than the AM Blaster.  That's not exactly giving the weapon a thumbs-up, let alone calling for a nerf, lol.
Title: Re: Ship Tier List
Post by: Thaago on April 16, 2018, 03:29:42 PM
...

[EDIT]

Blarg that was too snarky, I apologize.

I disagree most strongly about the Heavy Blaster, and consider it a powerful weapon. Just not all powerful.
Title: Re: Ship Tier List
Post by: Megas on April 16, 2018, 03:37:50 PM
Less DPS on pulse lasers means I may take more hard flux from the enemy because it takes longer to wage the flux war.  The main advantage pulse laser has over heavy blaster is it much more common than heavy blaster.  Pulse laser is one of the staples readily available from black market (and loot from enemies).  Heavy blaster is a rare item that I would most likely get as loot from enemies that use it.

Whenever I play conventional high-tech ships, I need to max out dissipation and have very high capacitors just to have enough flux stats to win the flux war and have enough to flux to spare to continue attacking with energy weapons.  With I try pulse lasers vs. heavy blasters, I tend to do better with heavy blasters (provided I do not mount too many).  I still consider Heavy Blaster and Tactical Laser combo generally superior to two Pulse Lasers due to similar performance for less OP cost.  However, in practice, heavy blaster rarity interferes with that theory, and pulse lasers get used for the few small high-tech ships I have in my fleet (until endgame when I eschew high-tech entirely except for flagships I pilot).
Title: Re: Ship Tier List
Post by: xenoargh on April 16, 2018, 05:06:25 PM
Quote
I disagree most strongly about the Heavy Blaster, and consider it a powerful weapon. Just not all powerful.
Hey, in all fairness, it's not the worst gun in the game.  I just think it fails the, "if I had a Universal, I'd still use it" test.

Versus Armor, it's 500 damage for 720 Flux; Heavy Mortar delivers 440 for 180, with 100 more range, which is pretty much the sole use case where it outshines the Pulse Laser's nice steady 300 for 333.

I think that we can all agree that the Heavy Mortar's not exactly OP?
Title: Re: Ship Tier List
Post by: Wyvern on April 16, 2018, 05:14:07 PM
Quote
I disagree most strongly about the Heavy Blaster, and consider it a powerful weapon. Just not all powerful.
Hey, in all fairness, it's not the worst gun in the game.  I just think it fails the, "if I had a Universal, I'd still use it" test.

Versus Armor, it's 500 damage for 720 Flux; Heavy Mortar delivers 440 for 180, with 100 more range, which is pretty much the sole use case where it outshines the Pulse Laser's nice steady 300 for 333.

I think that we can all agree that the Heavy Mortar's not exactly OP?
To be fair, the game is -balanced- around the notion that ballistic weapons are generally superior to energy weapons, so an energy weapon failing that test is, um, not really a good indicator of anything.

And then there's the fact that it -doesn't- fail that test; if you've got the dissipation to support the Heavy Blaster it's basically a large weapon that fits in a medium slot - the only similarly-sized weapons that can beat it for raw damage output are a torpedo launcher or harpoon pod.  And versus armor it's a hit strength of 500 versus the heavy mortar's 220; raw dps values are much less important for armor cracking than hit strength, so the heavy blaster pulls well ahead in that comparison.  (Maybe not 540 flux ahead, though - if -all- I was going for was armor-cracking potential, I'd mount a heavy mauler, phase beam, or heavy mortar before I'd look at a heavy blaster.  But the HB does bring more than just armor-cracking; it's also better dps versus shields than any medium kinetic weapon.)
Title: Re: Ship Tier List
Post by: Megas on April 16, 2018, 06:32:39 PM
Heavy Blaster would be one of the few energy weapons I would put in a universal (medium) slot.  Before 0.8, Heavy Blaster for Heron would have been a good choice for brawling.  Today, Heavy Blaster is a possible option for Paragon if I want to use Heavy Blasters in all heavy and medium slots, and it is effective, if not optimal.  (Optimal for Paragon is probably quad lance and dual HVD.)

Pulse Laser, on the other hand, I would never put in a medium universal.  I would sooner put ballistics in.  Pulse laser is simply a ballistic gun with much less shot range.

In case of mods, the only energy weapon I might mount in a large universal is Tachyon Lance.  Anything else is beat by Mjolnir.

Quote
To be fair, the game is -balanced- around the notion that ballistic weapons are generally superior to energy weapons, so an energy weapon failing that test is, um, not really a good indicator of anything.
And that is bad.  Energy weapons should be different, not be outright inferior.  They should be good enough that they are a viable alternative for midline ships or non-high-tech with universals.  I would like non-beam and non-EMP energy weapons to have some advantage.  Even high-tech ships need overwhelming flux stats advantage to win flux wars with energy weapons.
Title: Re: Ship Tier List
Post by: Goumindong on April 16, 2018, 07:31:36 PM
The ships that slots go on matter just as much as the weapons themselves. The only problem Heavy Blaster has is that 600 is not far enough for fleet range.  But if it could fire at fleet range it would be ridonk
Title: Re: Ship Tier List
Post by: xenoargh on April 16, 2018, 08:13:31 PM
Quote
Energy weapons should be different, not be outright inferior.
Exactly my point.  Look, the HB's not awful for the ships it's put on.  But the ships have to make it work.  I honestly think the game would've been better from the start without the concept of Energy Slots; it's caused no end of balancing headaches.
Title: Re: Ship Tier List
Post by: Thaago on April 16, 2018, 09:37:08 PM
Quote
Energy weapons should be different, not be outright inferior.
Exactly my point.  Look, the HB's not awful for the ships it's put on.  But the ships have to make it work.  I honestly think the game would've been better from the start without the concept of Energy Slots; it's caused no end of balancing headaches.

In my opinion this is exactly how it should be! There is skill in making a loadout, not just plopping on the best weapons regardless of ships.

And while we vets all think we've figured it out, I note that we all keep coming up with different loadouts...

Quote
I disagree most strongly about the Heavy Blaster, and consider it a powerful weapon. Just not all powerful.
Hey, in all fairness, it's not the worst gun in the game.  I just think it fails the, "if I had a Universal, I'd still use it" test.

Versus Armor, it's 500 damage for 720 Flux; Heavy Mortar delivers 440 for 180, with 100 more range, which is pretty much the sole use case where it outshines the Pulse Laser's nice steady 300 for 333.

I think that we can all agree that the Heavy Mortar's not exactly OP?

I agree the Heavy Mortar is not OP, but it is actually a good weapon due to its good firepower and low OP, as long as you don't try to fight frigates with it. Not Heavy Mauler good, but it has its place. But lets do a breakdown:

DPS:                         500          220
DPS vs armor:           500          440
Penetration:              500          220
DPS vs 500 armor:    250          134
DPS vs 1000 armor:  167           79
DPS vs shields:         500           110
DPS vs hull (500 armor starting, stripped):     476       198
Accuracy:          Perfect, fast         Wide, slow, going to miss shots
Flux/s:                       720           180
Range:                       600           700

First note: every number on the left column (other than range) is bigger :P. Stupid, I know, but raw power is extremely important: the more you hit the enemy, the less they hit back. This is one of the reasons the HB is good in that universal medium: you have the flux, want to use other slots for other things, but still want to crush face. Example: it used to be an ideal thing on the Venture before the venture sucked: medium ballistics for that awesome flak at low flux cost, heavy blaster to punish.

Against shields: Heavy blaster does much more damage, and is even better in flux efficiency. Kinetic + heavy blaster is better than kinetic + heavy mortar.

Next: against armor, despite theoretically being 500 vs 440 DPS, in reality the Heavy Blaster drops armor twice as fast except all but the lightest targets. And those light targets don't have enough armor for it to matter as it will be gone in 1 or 2 hits, at which point hull dps starts. But yes, because the Heavy Mortar is 4 times as flux efficient, it does twice the armor damage per flux point. Does that matter? Sometimes yes, but often no.

Flux efficiency doesn't matter if you still have flux left. Hard flux is harder to get rid of than soft flux.

Obvious I know, but we get so caught up in comparing numbers that we forget that the combat in SS is all about seizing local advantage, before a target's allies get close enough to help. Focus fire and either maul or kill. The heavy blaster, with its huge damage output, allows for a fresh ship to rapidly punish a ship with high flux. Or, if using it on a ship with better flux reserves, you can quickly overwhelm and kill an opponent before they have a chance to damage you.
Title: Re: Ship Tier List
Post by: intrinsic_parity on April 16, 2018, 09:42:53 PM
I think the problem with the heavy blaster is that it is only useful in player hands of on a few specific ships or with extreme flux stats. It's just too much flux/s for the AI to handle well. It's very good but only situationally.

I think most energy weapons are useful enough in particular situations but there are so few weapons in the energy category that high tech ships sometimes feel pigeon-holed into certain builds. There are many unfilled roles for energy weapons that could add variety without going against the high tech design philosophy or being OP.

Title: Re: Ship Tier List
Post by: TaLaR on April 16, 2018, 10:05:23 PM
I think the problem with the heavy blaster is that it is only useful in player hands of on a few specific ships or with extreme flux stats. It's just too much flux/s for the AI to handle well. It's very good but only situationally.

Well, AI is bad at handling any flux-heavy variants (when enemy is actually dangerous and cannot be just stomped). It's basic flux management strategy seems to be "fire everything while flux is not too high" - which obviously won't get you far.

Also on HB vs Heavy Mortar.
HB can provide credible anti-armor threat (prevent armor tanking) by just being pointed at enemy while other weapons build up hard flux. Heavy Mortar needs to continuously fire due to slow projectiles. That's 0 vs 180 flux per second spend to prevent armor tanking (and HB punishes harder, if/when enemy actually tries to).
Title: Re: Ship Tier List
Post by: Dark.Revenant on April 17, 2018, 01:18:33 PM
If we define:
Armor DPS = DPS against 1500/1250/1000/750/500/250 armor; weighted average with 1/2/3/4/5/6 weight factor
Hull DPS = DPS against hull with stripped armor values 75/62.5/50/37.5/25/12.5; unweighted average
OP efficiency = DPS / (OP + 5/10/20 depending on slot size)
Flux efficiency = DPS / (Flux/sec + (10 * OP))
Overall efficiency = DPS / (OP + 5/10/20 depending on slot size + (Flux/sec / 10))

Then the lowly Heavy Mortar manages 3.15 shield efficiency, 3.73 armor efficiency, and 5.28 hull efficiency, and is ranked 15 out of 19 among medium non-missile weapons for shield efficiency, but 2 for armor efficiency and 3 for hull efficiency.  Meanwhile, the Heavy Blaster gets 5.32 shield efficiency, 2.51 armor efficiency, and 4.9 hull efficiency; this ranks it 9, 4, and 6, respectively.  Notably, for medium energy weapons, the Heavy Blaster is the most overall efficient anti-armor and anti-hull option.

As for flux efficiency, the Heavy Mortar stomps the Heavy Blaster except against shields, where it loses by about 50%.  OP efficiency, however, heavily favors the Heavy Blaster, which enjoys the best anti-armor and anti-hull, and second-best anti-shield performance per OP of any medium non-missile weapon.

Other interesting results include the Pulse Laser, which is ranked 7/8/10 to be overall the most well-rounded medium weapon in the game.  However, it's not an efficient option by any measurement; the combination of a Heavy Mortar and Heavy Autocannon beats double Pulse Lasers for shield and armor efficiency and matches them for hull efficiency.  And that's assuming you're not selectively firing weapons.

Fun fact: Heavy Needler sucks.  It's only ranked 3 in anti-shield efficiency, and 15 for anti-armor and 17 for anti-hull.  Those non-shield ranks are abysmal even for a kinetic weapon, but the nail in the coffin is that it loses to the Heavy Autocannon in all categories (ranked 2/13/14).

Funner fact: The Graviton Beam is more efficient at killing shields than the HVD.  Rank 5 vs Rank 6.  The Graviton Beam, however, has horrid armor/hull efficiency (rank 18 out of 19, and even that is arguable because the Ion Beam (rank 19/19/19) can proc extra damage), while the HVD ranks 14/16 for armor/hull.
Title: Re: Ship Tier List
Post by: Goumindong on April 17, 2018, 02:59:39 PM
OK, so i get why Flux efficiency has a space for OP as you lose 10 dissipation in vents for every OP you spend on a weapon. And i get why we would want a weighted average against various armor values(as lower armor values are more likely to occur)

But i don't understand why there is a 5/10/20 size penalty for slots. Nor do i understand how we can make an overall efficiency number by summing the denominator between two things which have no seeming relation. Just break things down in absolute numbers and denote their slot size.
Title: Re: Ship Tier List
Post by: Dark.Revenant on April 17, 2018, 03:06:27 PM
The 5/10/20 represents opportunity cost of picking a weapon, in line with the baseline OP a ship receives per slot.  Empirically, we know that a 0 OP weapon isn’t infinitely efficient because there’s essentially no penalty for using your entire OP allotment.

As for the overall efficiency, it’s DPS divided by (base OP plus opportunity cost plus OP required to cancel out the flux cost).  It combines OP and flux efficiency as a basic indication of how much bang you get for your buck.
Title: Re: Ship Tier List
Post by: Thaago on April 17, 2018, 05:12:39 PM
I appreciate this analysis and think its useful, but add one caveat: the maximum number of vents, which adds a bound to the DPS / (flux/sec + 10*OP) formula.

If you are against that limit, then the Heavy Needler's "baked in" efficiency very much changes the numbers, by effectively raising the dissipation of the ship (just for the case when firing the guns, not for venting). Also I will note that the heavy needler is more accurate, so better at fighting frigates than the heavy auto cannon. Its not a no brainer better choice than the heavy autocannon, but it has its place when you are really maxing out the flux capabilities of a ship but still have free OP.
Title: Re: Ship Tier List
Post by: Megas on April 17, 2018, 05:24:42 PM
Legion is one ship that really benefits from Needlers.  It has bad flux stats even with max vents.  Heavy Needlers really help keep flux costs under control when it has leftover OP and desperately needs flux-efficient weapons after maxing vents.  Hellbore and Heavy Needlers are an effective brawling combo on Legion.

Heavy Autocannon turns slowly and has atrocious accuracy.  Occasionally, that is a big enough liability to get something faster or more accurate.
Title: Re: Ship Tier List
Post by: Goumindong on April 17, 2018, 05:28:45 PM
The 5/10/20 represents opportunity cost of picking a weapon, in line with the baseline OP a ship receives per slot.  Empirically, we know that a 0 OP weapon isn’t infinitely efficient because there’s essentially no penalty for using your entire OP allotment.

As for the overall efficiency, it’s DPS divided by (base OP plus opportunity cost plus OP required to cancel out the flux cost).  It combines OP and flux efficiency as a basic indication of how much bang you get for your buck.

There is no opportunity cost (or that amount) here because ships slots are fixed and we are not picking them. The actual opportunity is either the OP or the weapon (as we are leaving this slot empty) or the difference in OP between it and the next “best” weapon. In the latter case the DPS is marginal between the weapons.

Your estimation will unfairly penalize smaller OP cost weapons as well as encourage downfitting when it is actually inefficient. It does not produce the analysis needed to answer the question of whether or not you should fit the weapon.

I kinda get the second one but... this implies an equivalence between OP and flux use, which can hold in small quantities by modifiying vents... but won’t hold in large cases.

Title: Re: Ship Tier List
Post by: Dark.Revenant on April 17, 2018, 05:45:35 PM
Well *** me for trying then.
Title: Re: Ship Tier List
Post by: Thaago on April 17, 2018, 06:17:40 PM
Well *** me for trying then.

Aw cmon man, you know that if it was crap we just would have said nothing. The analysis is useful enough that people want to improve it. Or find post hoc ways of making their favorite weapons look better (certainly not what I'm doing, certainly).
Title: Re: Ship Tier List
Post by: Dark.Revenant on April 17, 2018, 06:27:37 PM
I wasted enough time on it that I have to either completely abandon that train of thought forever or quit my job.  I'm choosing the former.
Title: Re: Ship Tier List
Post by: TaLaR on April 17, 2018, 07:50:08 PM
It's not that having a universal metric to compare weapons by would not be useful, but it would have to be way more complex (and would apply with caveats even then). This one does not take a lot of things into account: range, hit-strength, projectile speed & spread, windup, vents limit,hard-vs-soft flux(which is the reason grav beam looks decent). And stuff others mentioned.

Also some ships have special requirements. Shield bypassers like phase frigates or Hyperion pretty much care only about combination of high hit-strength and projectile speed with low/no windup.
Title: Re: Ship Tier List
Post by: Eji1700 on April 20, 2018, 06:19:42 PM
I think anything more than a general weapon tier list isn't really worth the overall effort because availability is a big factor at the end of the day.  Knowing how to combine them is often a lot more important than "here's one weapon that's crazy good!".  There's some exceptions (sabots come to mind, and harpoons are almost always good), but I think getting into the weeds of it is just going to lead to a lot of frustration.

To me you basically have 3 metrics.  How strong  is it, how easy is it to find, how easy is it to use?

How strong is it- Whooole lot of factors here. Not just raw power but efficiency as well.  Sabots/most fighters are obviously very strong, while something less obvious like..i dunno...graviton beams, can still be quite good in the right situation.

How easy it to find- if you're only getting them off of corpses and rarely in the shop I think that matters.  Scarcity is a factor in game.

How easy is it to use- this ranges from stuff like torpedoes where it can literally be hard to land a proper hit, to certain weapons which just have difficult to meet demands (a plasma cannon for example requires a large energy, has travel time, tons of OP, and gobbles flux).  Antimatter blasters also come to mind.  On the other end of the spectrum you're basically looking at things like LRM/Salamanders which you just put on autofire and forget about while throwing in any slot that'll take it.

I think grading weapons on those sorts of factors (like a grade in each category) is going to give you a much better idea of how the weapons lie rather than trying to break down individual stats or find a way to compare across all metrics (which is very difficult).
Title: Re: Ship Tier List
Post by: Thaago on April 21, 2018, 04:57:55 PM
BTW, I'm using Falcons to great effect right now as essentially 'super destroyers' in a fast attack fleet. Something I didn't really appreciate before is that Falcons are on average faster than Hammerheads and Sunders thank to their system, while having cruiser range. The AI behaves brilliantly with this loadout (and its what I'm flying too):

2x Heavy Autocannon, 2x Phase Beam, 4x PD Laser, Advanced Optics, ITU, Flux resistant conduits. Max Vents, a few caps.

Built for the 800 (*1.4) range band, though the kinetics will hit first for a bit because the medium energy turrets are set further back on the ship.

I don't know why I've thought Phase Beams are bad, but with kinetics to back them up and advanced optics, they are very effective. Armor penetration is equivalent to a 625 damage shot, making them effective against even the toughest ships. And they are fantastic at popping fighters - a single shot will destroy a Warthog. Was fighting against a pair of skilled Mora's, 1 a 1x Broadsword 2x Warthog, the other the Khopesh variant, with me and an AI controlled Falcon in the area - and we stomped all the wings with ease.

Only downside is the deployment cost of 15: a little pricey for their firepower. Still, I'm consistently happy with their performance.
Title: Re: Ship Tier List
Post by: Megas on April 21, 2018, 05:13:57 PM
Quote
I don't know why I've thought Phase Beams are bad, but with kinetics to back them up and advanced optics, they are very effective. Armor penetration is equivalent to a 625 damage shot, making them effective against even the toughest ships. And they are fantastic at popping fighters - a single shot will destroy a Warthog. Was fighting against a pair of skilled Mora's, 1 a 1x Broadsword 2x Warthog, the other the Khopesh variant, with me and an AI controlled Falcon in the area - and we stomped all the wings with ease.
There are not too many ships that can do that.  Falcon and Eagle are practically it.  Medusa used to do that for great effect in 0.7.x, but it does not seem very effective for Medusa in 0.8.x.  Doom with old cloak was good at it, but with new cloak, Doom will take too much damage if it tries that.

If only Advanced Optics was easier to get.  I eventually find one in loot (few enemies use that hullmod).

Flux use of phase lances (and other weapons) can get high at a bad time.  I had Eagles overloaded when they had low-to-mid flux, then the needlers and phase beams all fired at once, flux shoots up very high quickly, and it gets overloaded in one or two quick hits.
Title: Re: Ship Tier List
Post by: Wyvern on April 21, 2018, 06:17:00 PM
[Phase Beam] armor penetration is equivalent to a 625 damage shot, making them effective against even the toughest ships.
Actually, it's 500 armor penetration.  Which is still quite good; the rest of your argument holds even with the correct number.  Burst beam armor penetration values can't be found in the in-game codex - see this post (http://fractalsoftworks.com/forum/index.php?topic=12268.msg208348#msg208348) for details.
Title: Re: Ship Tier List
Post by: Thaago on April 21, 2018, 08:20:09 PM
[Phase Beam] armor penetration is equivalent to a 625 damage shot, making them effective against even the toughest ships.
Actually, it's 500 armor penetration.  Which is still quite good; the rest of your argument holds even with the correct number.  Burst beam armor penetration values can't be found in the in-game codex - see this post (http://fractalsoftworks.com/forum/index.php?topic=12268.msg208348#msg208348) for details.

My bad! I thought it was a 1 second beam at 1250 without thinking it might be longer. Thanks. :)


@Megas

True! I guess it really is a Falcon/Eagle only build.

I also like Phase Lances on Paragons because they let them burst down frigates that try for the flank. And anti-fighter as well.
Title: Re: Ship Tier List
Post by: Aieonae on April 29, 2018, 03:16:12 AM
 ??? no tempest and omen in the ranks yet?

They can be deadly if you can amass them correctly.
(a lightly maintenance conjunction with a very small signature to fool the enemy to swap you, ohhh then they realise they are dead!)

So far the most deadly to value I have used(with captain skills), a couple of ion cannon reapers and swarm missiles would make you a "awesome" fleet, just that you can't really fly far thou.

As for the salvage rig, cargo, fuel and fleet transport do give they some slag they shouldn't be class for they fighting prowess. They are suppose to support your fleet not to sent off as cannon fodder XD.
Title: Re: Ship Tier List
Post by: AxleMC131 on April 29, 2018, 11:07:25 PM
Destroyers and frigates are still to come.

And they have been discussed on the Discord before. Can't remember what the Omen is, but I think the Salvage Rig is EX since it can't really be compared to anything, and the Tempest is probably S because it's just stupidly powerful.
Title: Re: Ship Tier List
Post by: TaLaR on April 30, 2018, 12:50:00 AM
Tempest is probably S because it's just stupidly powerful.

Can it solo sim Paragon skill-less when player-piloted? Hyperion and Afflictor can, Shade at least gets close to the goal (likely to run out of CR before Paragon is dead). Tempest can't scratch it. Tempest may be the best frigate for AI, but it's performance ceiling is way lower than what real best frigates can do.
Title: Re: Ship Tier List
Post by: AxleMC131 on April 30, 2018, 11:17:04 PM
Those grades are going by what I'm pretty sure I remember DR saying, not my own opinions.

Although, I will admit I used to think the Tempest was overpriced, but nowadays having used it a bunch more, I agree that it's insanely powerful for its weight and cost. A Hyperion might be able to solo a capital ship, but the Tempest can solo cruisers for one fifth the logistical profile.
Title: Re: Ship Tier List
Post by: Dark.Revenant on May 01, 2018, 12:31:04 AM
The Tempest is definitely S.  Hyperion is more like B++.
Title: Re: Ship Tier List
Post by: Sutopia on May 01, 2018, 01:54:55 AM
 ??? I have no idea how tempest can get S
The drone has been significantly nerfed thus cannot do much to anything bigger than destroyers.
Two medium mediums are great but not perfect; it got the speed to take the initiative but still cannot solo something bigger than itself.
To sum it up, it acts very similar to aurora, I'd at most give it an A+ for it's devastating power against unshielded frigates or to solo the domain probe defending drone thingy, but not much more than that. (Or even an A- for AI using them stupidly well while human cannot get to it's max)
Title: Re: Ship Tier List
Post by: TaLaR on May 01, 2018, 04:31:41 AM
The Tempest is definitely S.  Hyperion is more like B++.

This implies that player-piloted Hyperion is only equal to Tempest (same S tier), while it's actually far superior. Not just at killing capitals either. Defeating all 6 sim Tempests in one go with a skill-less Hyperion is hard, but possible. Doing same thing with a Tempest (or pretty much anything except Paragon or potentially corner-camping Onslaught) - nope, no way.
Title: Re: Ship Tier List
Post by: Megas on May 01, 2018, 05:37:05 AM
Tempest is not overpowered enough to deserve an S.  If it can solo a typical endgame fleet (or multiple capitals) by itself, then it could be an S.  Tempest might have been able to do that before 0.7, but not today.  For a frigate, Tempest is an A.
Title: Re: Ship Tier List
Post by: Dark.Revenant on May 01, 2018, 11:42:27 AM
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.

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.  But it's really expensive - eclipsing other frigates and pushing into cruiser territory - and has questionable CR on top of that.  Rank B.  The teleporter helps it out in the AI's hands to get out of trouble when necessary, but the AI can also get into trouble with it, and can't properly capitalize on it, so it has to be treated with care.  Rank B+.  In the player's hand, the Hyperion can indeed overcome the AI's limitations and start sniping large ships with impunity, but keep in mind ships like the Afflictor can also do this (more cheaply), and it won't be able to take down more than maybe a couple capital ships before CR kills it.  Rank B++.

The Tempest has plenty of OP, very good flux stats, a powerful - if arc-limited - shield that the AI is proficient in exploiting, very fast speed, and an effective slot layout that lets it work pretty well against everything.  It's not even that expensive and doesn't run into CR issues too quickly compared to competing frigates.  It also has an inexhaustible supply of super-flares that basically makes it immune to guided missiles, on top of that.  The Tempest's kit basically informs that it's a top-tier skirmisher, good in AI and player hands.  Rank A.  OH WAIT, it's also a *** carrier, with one of the most overpowered "fighter"s in the game built-in for free, giving it essentially a 0-OP fluxless Ion Pulser fired close-range from a flanking angle!  Rank S.
Title: Re: Ship Tier List
Post by: TaLaR on May 01, 2018, 01:58:30 PM
Due to high costs and AI having absolutely no clue how to use it, I wouldn't even rank Hyperion as B for AI.
But player-piloted Hyperion and phase frigates are in a class of their own.
Everything else has to wage and win flux wars in more or less conventional manner before they can damage armor/hull, while these 3 just bypass whole process.
Same in terms of defenses - phase frigates are only vulnerable for 2 seconds after decloak, if they choose to attack(they can stall safely). It takes something like Tempest+Terminator swarm to reliably exploit this vulnerability. Hyperion just has no vulnerability to exploit at all. As long as it has CR, it is near untouchable even while attacking.

In comparison, Tempest is merely the best conventional frigate (though Scarab is probably also superior for player piloting). It can't touch the Paragon, and can be hunted down by Talons(or at least pushed outside engagement area). It may be a tier above other conventional vanilla frigates (especially AI vs AI), but that's still far below Hyperion/phase.

Also, it's ship system if far from impressive. Missiles are not a big problem to high tech frigates in the first place - efficient omni shield and speed are the primary defenses, while flares are not reliable anyway. Compare it to Wolf's skimmer, which is 100% reliable for dodging missiles as long as you, the player, do not commit mistakes. So even in their primary and only role flares are worse than universally useful system on other frigate.
Tempest has high raw stats, Terminator is good, but it's active system is merely a placeholder as price for the drone.
Title: Re: Ship Tier List
Post by: Megas on May 01, 2018, 03:22:49 PM
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.
Which Tempest is not.  Powerful, yes.  Overpowered?  Not... really in the 0.8 era.

It needs to fight conventionally.  It still has horrible shot range.  Its flux stats are probably no better than Medusa, if not worse.  If it needs to slug it out with a big ship with more shot range and lots of guns, it will die eventually.  The drone can only do so much.

The drone raises an otherwise B ship to an A.  Without it, Tempest would be no better than Wolf, possibly worse (due to no escape button to mitigate pilot error and costing more).

The reason Tempest seems overpowered is because most of the conventional frigates are kind of junky.

As for Hyperion, AI capturing points would be handy... if they were relevant... which they are not anymore (and I hope they still irrelevant.  Objectives need to go!)  For AI piloting Hyperion against enemy ships, it is Spathi incarnate - too cowardly to fight effectively.
Title: Re: Ship Tier List
Post by: AxleMC131 on May 01, 2018, 11:28:06 PM

... The reason Tempest seems overpowered is because most of the conventional frigates are kind of junky...


Um. Forgive me for my insolence, but isn't the whole purpose of this grading system to directly compare ships in different roles?

You seem to be under the impression that DR's "benchmark" is much higher than it is. If most frigates are "junk" (excuse me?), then the whole concept of comparing the stock ships across the entire selection is moot, and the bar should be lowered to where there is an even spread of ships from good to bad, and we get to - oh wait, that's where we are now!

Also, for the record, what that "benchmark" (if it exists) actually is is also entirely moot, because all we're doing is comparing. Comparing 1 to 2 is the exact same as comparing 5 to 6: the difference is "1", and yet where you place high and low matters hugely from the perspective of a player actually here for information (and not an argument on balance). If I have a scale that goes from 1 to 5, but everything I put on that scale is a 1 or a 2 (or for that matter, a 4 or 5), then the scale tells you nothing. In that situation surely you would adjust how you qualify each item on the scale, so you have items spread across it from 1 to 5.

The same applies here, I would imagine. Don't forget that this grading system isn't "what is a good ship". Because that is an incredibly nebulous term. From what I've gathered, ships are graded here on "how good is this ship in its given role, and/or outside of that role?" which, honestly, is far more useful.



TLDR: If conventional frigates are "junk", then you need to move your measuring stick.
Title: Re: Ship Tier List
Post by: Megas on May 02, 2018, 05:44:07 AM
TLDR: If conventional frigates are "junk", then you need to move your measuring stick.
Simply put, no.

* * *

What do we have for frigates?

Hound, Cerberus?  Shieldless and hard countered by some ships in a fight, but early-game pirates frequently do not have those hard counters.  Okay as frigate-sized haulers.

Kite?  Fragile rocket ship.  Alright in early game, but not for long.

Warfarer?  Frigate-sized Mule or Apogee (in terms of role).  Good hauler, but does not have the stats to fight effectively past Galatia for long.  Shepherd is better for a fight, and Cerebus is better at escaping a pursuit.

Shepherd?  Nice support ship that doubles as a hauler.  Basically frigate-sized carrier.

Lasher?  Early game, the good weapons are rare or unavailable, so it is a melee-range LMG boat, which is effective until it starts fighting big things that outrange and outgun it, or bigger fights that take more time to decide than reduced peak performance from Safety Override.  Later, it could get rare weapons that let it fight conventionally, but by then you really do not want to risk losing those rare weapons by mounting them on something relatively fragile instead of a bigger and better ship that needs those rare weapons just as badly.

Brawler?  No defenses whatsoever.  It cannot handle things by itself.

Vigilance?  Missile ship that does not brawl as well as others.

Monitor?  Damage sponge.  Good as meat shield, but not as an attacker.

Centurion?  Monitor-lite.

Wolf?  Good beam boat, decent if not great attacker, has an escape button.

Tempest?  Good attacker and defenses, and great speed.  Main weakness is poor shot range.  Drone can sometimes mitigate that.

Omen?  Appears to be support ship at best, useless at worst.

Scarab?  Weird attacker that can be effective despite terrible shot range, but costs a bit much to use.

Hyperion/Shade/Afflictor:  Killer playerships, cowardly and possibly ineffective AI wingman (for deployment cost).

Combat ships of bigger sizes generally do not have a pile of mediocrity with blatant weaknesses.  Most ships bigger than frigates are like Wolf or Tempest scaled up.  Frigates in general are like Mules, Gemini, Condor, Venture, or various second-rate ships scaled down.
Title: Re: Ship Tier List
Post by: Sutopia on May 02, 2018, 06:16:47 AM
What is the "standard", really?
Only ship class is taken into consideration? Hyperion is having destroyer tier supply cost you know.
When picking ships, IMHO the supply AND fuel cost are two main considerations.
EVERYONE want MINIMUM cost, right? Especially in fights that can drain tons of supply, expeditions draining tons of fuel.
Can a ship do what it's paid for? That's the only problem.

Classic frigates, sure, they're performing like rubbish, they're also dirt cheap and got extremely low maintaining cost.
You may not mind having a D-mod or two on a Cerberus or a Lasher, but it's surely a NO on tempest.
Title: Re: Ship Tier List
Post by: Megas on May 02, 2018, 06:26:29 AM
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 in my fleet?  Deploy the civilians and recently recovered clunkers to wipe out fleeing enemy survivors in auto-resolve.  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.

There are few ships that absolutely need full stats and no D-mod interference.  Hyperion is one of them.  Also, phase coil instability is crippling on phase ships, and Paragon absolutely does not want Glitched Sensors to interfere with range superiority.

Frigates are cheap until endgame, when they lack peak performance to fight as grunts in endgame battles.  They are mostly useful for special roles (e.g., Afflictor torpedoing Paragon), small battles against stubborn enemies (aforementioned Remnants) or, in case of Tempest, enabling pursuit and auto-resolve.
Title: Re: Ship Tier List
Post by: Dark.Revenant on May 02, 2018, 12:47:18 PM
You want a frigate to:

Megas, the reason Tempest gets S is because it, sized and priced like a frigate, does the job of a frigate better than any other frigate of its price.

Title: Re: Ship Tier List
Post by: Megas on May 02, 2018, 01:01:58 PM
Rubric
S: Powerful to the point that it breaks the game.  Extremely OP; clearly better than everything else.
A: Unambiguously powerful, enough that it can be considered best-in-class.  Typically the best option for a given role.
What you posted as reasons for an S in your last post sounds more like a A, maybe A+ at best, than a S.  Tempest is simply very good at its job (i.e., unambiguously powerful and best-in-class), not so-called "broken".  If Tempest could obliterate fleets on its own (like it used to), or even simply outfight an A-class capital like Paragon (which Tempest cannot do today), then I would agree with an S ranking.

The reasons I want frigates later in the game is to
* Enable pursuit and auto-resolve (Tempest does it best, because it can have degraded engines and still be mostly fine).
* Destroy Remnant duos or other small suicidal enemy AI fleets without deploying my workhorse ships (and conserve CR).

I do not care about objectives, excepts Sensors against a fleet with Electronic Warfare.

Harassing ships is not as good as killing them.  Inflicting death is the best support a ship can do.  Of course, distracting ships to enable other ships to kill is useful, but being powerful enough to simply steamroll the enemy (while still not expending too many resources) is even better.

As for the drone, Tempest needs it to distract enemies before it can attack things that outrange it, which is nearly everything that is good in a fight.  Without the drone, all Tempest has to approach an enemy ship that outranges it is twitch pilot skills to dodge stuff.  (I do not have world-class bullet-hell gaming skills to pull that off consistently, although I suppose I could lower game speed to less than 1f to try that.)  If Tempest cannot dodge everything, it will build up hard flux from incoming, maybe overload and die if it gets too greedy.

No frigate endures long enough in endgame battles.  Late in the game, frigates are handy for special roles like assassinating a key enemy ship or dealing with the likes of Lumen and Glimmer duo encounters without deploying my main force.
Title: Re: Ship Tier List
Post by: Dark.Revenant on May 02, 2018, 02:05:00 PM
And that's why I will not be finishing my tier list.
Title: Re: Ship Tier List
Post by: FooF on May 02, 2018, 05:21:00 PM
And that's why I will not be finishing my tier list.

A shame. I enjoy the thought you put into it. If nothing else, it sparked conversation.

The Tempest is an interesting outlier. If we're only talking about frigates, it's absolutely an S-tier for the reasons mentioned but from the perspective of the whole game, it's more like an A to me. Not because it's lacking S-tier qualities, per se, but because frigates inherently have a lower ceiling. It may be the best pound-for-pound (point-for-point?) ship in the game but there comes a time when skill and stats can't save you from cruiser/capital-grade firepower. That's just the nature of frigates.

Title: Re: Ship Tier List
Post by: Thaago on May 02, 2018, 05:45:34 PM
And that's why I will not be finishing my tier list.

Reasonable and respectful, constructive criticism following the guidelines you yourself made?
Title: Re: Ship Tier List
Post by: Dri on May 02, 2018, 06:53:41 PM
Ah come on, just finish it. Who cares what others think?

I enjoy reading tier lists and you've obviously put a lot of effort into this one so far!
Title: Re: Ship Tier List
Post by: Megas on May 02, 2018, 06:55:39 PM
I finally got the chance to try the decloak invulnerability frame exploit on phase ships, which I did not know about until it was linked and explained a few pages back, and that is some stinking cheese that makes the smaller phase playerships (more) overpowered.  AM Blaster Afflictor does not need Quantum Disruptor against anything short of a Paragon, although it helps make getaways more painless.  Shade is almost as overpowered as Afflictor with that exploit.  (I probably should try the pirate phase ships; they only need two universals for AM blasters to abuse decloak invulnerability frames this way.)  Even Harbinger is not too bad with triple Mining Blasters thanks to that exploit.

This is much like invulnerable or high-priority moves in fighting games, like point-blank Shoryuken from Ryu or Ken in early Street Fighter II, or Shun Goku Satsu (a.k.a. Raging Demon) from Akuma in later games in the franchise.
Title: Re: Ship Tier List
Post by: Eji1700 on May 02, 2018, 07:40:12 PM
And that's why I will not be finishing my tier list.

You should.  Tier lists are always argued (and I think the metrics you were using were more than fine).  Ignore the detractors and finish it out if you want.  If RL is a problem ,well things happen, but it's a net gain for the community and the people who want to discuss it if you finish.

Personally ignoring actual in game scenarios for hypotheticals seems like a poor metric.  The number of times i've need to solo a paragon in a frigate is literally 0.  The number of times i've had 4+ tempests (which is about how many you get for one hyperion if I recall right), tear things apart is many.  Sure the hyperion can alpha things out until it runs out of CR or you screw up, but I don't think that's a linear scale.  After some point it hits the "yes its good in player hands" line and sorta falls off because many ships are, and in much more common scenarios than 1v1 vs a paragon.

Title: Re: Ship Tier List
Post by: Dark.Revenant on May 02, 2018, 10:01:18 PM
The reason is that I'm out of touch.  I barely even play the game anymore.  I'm quoting out-of-date behaviors on a ship I haven't used in my fleet in more than a year IRL.

The whole list is the rantings of an armchair general.
Title: Re: Ship Tier List
Post by: SCC on May 03, 2018, 12:56:29 AM
The reason is that I'm out of touch.  I barely even play the game anymore.
So do I, every update pulls me back in for quite a few hours. It's not like the game changed while you weren't playing, it's not an MMO.
At least ship icons you did were nice.
Title: Re: Ship Tier List
Post by: Tartiflette on May 03, 2018, 05:45:01 AM
I don't understand how this can be an argument. The Hyperion is the best player frigate and priced accordingly and a passable AI ship. The Tempest is among the best player frigates, the best AI frigate by a large margin and way underpriced compared to its performances. Given that the tiers are set for the AI first then as player piloted ships, having the Hyperion at B++ and the Tempest S seems perfectly logical.

Reasonable and respectful, constructive criticism following the guidelines you yourself made?
Gratuitous jab that doesn't hold water given that the "constructive" criticism is made relative to very skewed and specific solo playstyle requirements. The Tempest isn't worth a S for Megas, but he himself admits not playing the game like most people do, or was intended to.
Title: Re: Ship Tier List
Post by: Megas on May 03, 2018, 06:42:04 AM
Hyperion is easy to use, but it costs more than every destroyer save Harbinger, and it does not have much time to kill very much.  A problem with AI Hyperion is it is too cautious.  You are paying roughly the equivalent of a Falcon to use it.  If AI cannot do enough with Hyperion, then giving it a Falcon or a bigger D-mod ridden cruiser instead to tank and beat down the enemy with heavier firepower... or better yet, D-mod ridden Heron or Mora to saturate the area with more fighters (provided your flagship is a frontline unit to make use of automatic fighter escort from AI wingmen) would probably be more useful.

Until I experienced invulnerable just-frame phase ships, I probably would have agreed Hyperion being the best playership frigate.  Now, I am not so sure.  AM Blaster Afflictor abusing invulnerability frames to completely avoid damage from explosions of ships it kills is pretty sick.  It can use Quantum Disruptor to prevent the enemy from counter-attacking too much while phase cloak recovers.  Phase frigates are cheaper to use than Hyperion.

I used to solo everything, but in the 0.8 era, I lean more toward deploy all clunkers and lots of carriers (and every big ship has Converted Hangar) to partially counter AI constantly kiting a bit like Timid officers until everyone's CR drains to zero.

Maybe the only thing possibly unusual I do today is auto-resolve nearly every pursuit.  It is effective enough, and not only do I not need to risk good ships, but I can use slow and/or bad ships (like minimally armed civilians or recovered trophy ships) and they mop up about as well.  For example, deploy my tankers or cheap clunkers to auto-resolve an enemy fleet full of frigates and other fast ships my ships cannot catch, and more than half of them are dead after auto-resolve, and their loot is mine.

As an AI ship, Tempest is not an S, merely A or A+.  It gets slaughtered sooner or later like other frigates, and (as a conventional warship) it cannot punch too much above its weight despite outperforming most other frigates.  Tempest is great in small fleet action.  In large fleet action, it eventually makes a mistake and gets popped by a capital or equivalent about as easily as a Wolf.  What makes Tempest really good is it can solo things a bit more easily than other conventional frigates because its drone can distract things, effectively making it like two ships in one for purposes of distracting AI ships.

I solo much in the simulator, but I believe that a ship that can solo things is better than a ship that requires assistance in fleet action.  After all, is it not too uncommon for a pair of ships to get separated far enough from both fleets and get locked into a duel.

P.S.  Soloing enemies is a great way to conserve resources, but such opportunities do not occur very often in 0.8.  Generally, that happens when you fight a smaller force that refuses to flee (for easy auto-resolve pickings), such as Remnants in the first 0.8 release.  Also, sending a lone Hyperion or phase playership to assassinate a killer enemy capital (because you do not have a capital yourself to match it) before it can arrive and slaughter half of your fleet or more is useful.
Title: Re: Ship Tier List
Post by: Thaago on May 03, 2018, 08:06:55 AM


Quote
Reasonable and respectful, constructive criticism following the guidelines you yourself made?
Gratuitous jab that doesn't hold water given that the "constructive" criticism is made relative to very skewed and specific solo playstyle requirements. The Tempest isn't worth a S for Megas, but he himself admits not playing the game like most people do, or was intended to.

Well... thats a bit revisionist. Megas wasn't the first person to say that the Tempest isn't S, he just agreed with it and gave his own personal reasons.

I play pretty "normal", though I tend to stop once I have a few capitals because more isn't very interesting yet (fingers crossed for level 3 stations!), and I play on ironman so sometimes suffer nasty losses and need to deal with that. I don't usually use junk ships and industry because I don't find it very fun, though I've done two runs with it. Sometimes I'll do a carrier heavy fleet, other times not. I start with either the usual tutorial start, though sometimes I'll do single frigate for nostalgia. Tempest is not S class for me - its A.

Rubric
S: Powerful to the point that it breaks the game.  Extremely OP; clearly better than everything else.
A: Unambiguously powerful, enough that it can be considered best-in-class.  Typically the best option for a given role.

Is it powerful to the point it breaks the game? No. If in the early game there's a Tempest in the enemy fleet then I just either set a pair of Talons or a mixed interceptor wing after it, or 2 fastish frigates. It can pick off stragglers so I need to be careful fighting it and not let my frigates fly off alone, but then so could a Medusa to frigates or Aurora to destroyers. If in my fleet a Tempest is a nice powerful ship, but it does not perform any miracles. Phase ships are S class - they perform miracles, even under AI control.

Is it clearly better than everything else? No. Both phase frigates are better at capturing points, better at surviving, better against cruiser and capital threats, better at instantly ganking an enemy when given the 'eliminate command', and better against fighters! The Omen is a better escort and better against fighters. Monitors are tougher and a better escort. Scarabs are (or would be if they weren't impossibly rare) comparable. Lashers are better fodder (kinda stupid, but kinda not - if I need to distract an overwhelming enemy to protect another ship (say in an escape scenario or to save a cruiser from a capital), I would much rather use a disposable Lasher than a rare Tempest).

Is it unambiguously powerful, enough that it can be considered best-in-class? Yes, if we consider the "class" to be a normal gunship frigate. Is it typically the best option for a given role? Yes, if what you want is a normal gunship. But as discussed above it is not the best for all roles.


Going by the rubric the Tempest is a pretty textbook 'A'. Best in class, not game breaking.

Comparing it to the other ranked ships - the only others that were given an A rank are the Onslaught (A- due to vulnerability to flanking), Paragon (A+), and Aurora (A+). Can the Tempest do to frigates what those ships can do to their own classes? For normal situations/builds, yes it can. Does the Tempest deserve a '+' denoting that in situations it can perform at the S level? ... Maybe, but I don't think so. Think about what an elite weapon Paragon or a sabot Aurora with proper fire groups can pull off. The Tempest cannot match that.
Title: Re: Ship Tier List
Post by: Eji1700 on May 04, 2018, 06:23:32 PM


Quote
Reasonable and respectful, constructive criticism following the guidelines you yourself made?
Gratuitous jab that doesn't hold water given that the "constructive" criticism is made relative to very skewed and specific solo playstyle requirements. The Tempest isn't worth a S for Megas, but he himself admits not playing the game like most people do, or was intended to.

Well... thats a bit revisionist. Megas wasn't the first person to say that the Tempest isn't S, he just agreed with it and gave his own personal reasons.

I play pretty "normal", though I tend to stop once I have a few capitals because more isn't very interesting yet (fingers crossed for level 3 stations!), and I play on ironman so sometimes suffer nasty losses and need to deal with that. I don't usually use junk ships and industry because I don't find it very fun, though I've done two runs with it. Sometimes I'll do a carrier heavy fleet, other times not. I start with either the usual tutorial start, though sometimes I'll do single frigate for nostalgia. Tempest is not S class for me - its A.

Rubric
S: Powerful to the point that it breaks the game.  Extremely OP; clearly better than everything else.
A: Unambiguously powerful, enough that it can be considered best-in-class.  Typically the best option for a given role.

Is it powerful to the point it breaks the game? No. If in the early game there's a Tempest in the enemy fleet then I just either set a pair of Talons or a mixed interceptor wing after it, or 2 fastish frigates. It can pick off stragglers so I need to be careful fighting it and not let my frigates fly off alone, but then so could a Medusa to frigates or Aurora to destroyers. If in my fleet a Tempest is a nice powerful ship, but it does not perform any miracles. Phase ships are S class - they perform miracles, even under AI control.

Is it clearly better than everything else? No. Both phase frigates are better at capturing points, better at surviving, better against cruiser and capital threats, better at instantly ganking an enemy when given the 'eliminate command', and better against fighters! The Omen is a better escort and better against fighters. Monitors are tougher and a better escort. Scarabs are (or would be if they weren't impossibly rare) comparable. Lashers are better fodder (kinda stupid, but kinda not - if I need to distract an overwhelming enemy to protect another ship (say in an escape scenario or to save a cruiser from a capital), I would much rather use a disposable Lasher than a rare Tempest).

Is it unambiguously powerful, enough that it can be considered best-in-class? Yes, if we consider the "class" to be a normal gunship frigate. Is it typically the best option for a given role? Yes, if what you want is a normal gunship. But as discussed above it is not the best for all roles.

Going by the rubric the Tempest is a pretty textbook 'A'. Best in class, not game breaking.

Comparing it to the other ranked ships - the only others that were given an A rank are the Onslaught (A- due to vulnerability to flanking), Paragon (A+), and Aurora (A+). Can the Tempest do to frigates what those ships can do to their own classes? For normal situations/builds, yes it can. Does the Tempest deserve a '+' denoting that in situations it can perform at the S level? ... Maybe, but I don't think so. Think about what an elite weapon Paragon or a sabot Aurora with proper fire groups can pull off. The Tempest cannot match that.

I gave the tempest an A+/S rating, so clarification on my thoughts on this:

"Is it powerful to the point it breaks the game?-"
Arguably.  Again my issue is that you should ALWAYS get a tempest, it's easy to get a tempest, and they only get better as you get more because they don't just have to be player piloted, and they're easy to replace.   Not the easiest, but still simple compared to the gain to the point that it feels like if I don't stop myself from using the tempest I will only use the tempest. (my personal nerf would likely just be an OP increase and a rarity bump though). 

They're not much of a threat to the player because the game doesn't throw packs at you, but I think they'd be a huge problem if you created a common early game fleet of say 8 of them as a fast picket running multiple variants.

"Phase ships are S class - they perform miracles, even under AI control.-"
I have never witnessed this.  Could you suggest a build?  I've literally stopped giving the AI phase ships due to the risk/cost in most scenarios. Often at best they're a distraction until they have to retreat, and at worst they screw up and get destroyed by a missile barrage. 

I can believe they do miracles in player hands, but I have a hard time believing they perform meaningful ones.  I can generally kill a whole bunch of ships of any size in an actual battle with a tempest, and I can generally do the same with a phase ship.  I sometimes find the tempest easier to succeed with simply because it's easier to execute and stays in the fight longer (and again, just sending an ion pulse drone after the proper targets is easy and very powerful). 

Again I see no point in who can 1v1 a paragon or some other kind of comparison better because it's not a realistic or common situation.   Wiping out several capital ships and cruisers in quick succession in a real fight is, and it's something they both do more than well enough to the point that figuring out who's the best (almost certainly phase ships), no longer matters because it doesn't actually affect play anymore.

"Both phase frigates are better at capturing points, better at surviving, better against cruiser and capital threats, better at instantly ganking an enemy when given the 'eliminate command', and better against fighters!"-
So obviously I don't see most of this given I don't see the AI doing anything great with them.  I'll gladly test though. 

The only two of these I'd comment on are 1. Capturing points, at which point i feel certain phase ships are better, but again not in any meaningful way from what i've seen. They both get to the point fast, both hold well, both better than anything else in its size.  One is easier to find and sure as hell seems less suicidal in AI hands.  2. Fighters- Fighters seem to slaughter my AI phase ships.  They hover around them, waste their flux, and then get the murdered.

I will also point out that one of the reasons i put it on the line with an S tier is because it's very simple to mass tempests.  If you mass paragons you'll break the game, but it's not realistic and by the time you've done that you should expect to break things.  Massing phase ships is also hard.  Massing tempests feels much much easier.



Title: Re: Ship Tier List
Post by: SafariJohn on May 04, 2018, 06:31:52 PM
1 player-piloted Shade can assassinate a capital ship + a couple cruisers at the beginning of a fight and turn a sure loss into an easy win.
Title: Re: Ship Tier List
Post by: Megas on May 04, 2018, 07:23:13 PM
How is Tempest easy to get, let alone amass for a swarm?  The best I have done is recover about seven or so in a game, all through ship recovery (and left in damaged clunker state because restoration is too expensive).  That is not very many, although acquiring them was much easier than before 0.8, when I probably got up to about four or six or so through shopping or boarding.

Thaago brings up ratings other ships got.  If Tempest is an S, then several other ships have been underrated.

In my case, the only frigates I bring for endgame is Hyperion, one or two Tempests, and an Afflictor, and they are only used to mop up small suicidal enemy encounters.  The rest of my war fleet are cruisers and up, except for about four or so Drovers.
Title: Re: Ship Tier List
Post by: Sutopia on May 04, 2018, 07:38:04 PM
How is Tempest easy to get, let alone amass for a swarm?
Even you're somehow able to make a "swarm" of tempest, they're no match for carrier making fighter deathball  :-\
They get smacked by capitals and several good cruisers easily which implies they cannot really deal with anything BIG.
I'd rather swarm drovers, seriously. ;)
Title: Re: Ship Tier List
Post by: TaLaR on May 04, 2018, 10:37:29 PM
I can believe they do miracles in player hands, but I have a hard time believing they perform meaningful ones.  I can generally kill a whole bunch of ships of any size in an actual battle with a tempest, and I can generally do the same with a phase ship.  I sometimes find the tempest easier to succeed with simply because it's easier to execute and stays in the fight longer (and again, just sending an ion pulse drone after the proper targets is easy and very powerful). 

Again I see no point in who can 1v1 a paragon or some other kind of comparison better because it's not a realistic or common situation.   Wiping out several capital ships and cruisers in quick succession in a real fight is, and it's something they both do more than well enough to the point that figuring out who's the best (almost certainly phase ships), no longer matters because it doesn't actually affect play anymore.

Afflictor can kill any ship in few seconds given appropriate variant and character skills. Short of compact Tempest swarm (it's really Terminators that are the problem) or good TL cross-coverage your post phase out 2 seconds are not a dangerous vulnerability.
For Paragon that means 4 Reapers and damage focused skills, so you'll need to rotate Afflictor soon, but for frigates or DEs it's as simple as firing AM blasters point-blank (you can kill a Paragon with AM variant (+1-2 Reapers) too, just won't be fast enough to boast about).

Phase frigates spent CR quickly, but actual amount of CR spent per kill is way less then what Tempest would use up on same tier opponents, as long as target is above trivial difficulty. So they can kill more alright. Also 30 CR seconds of Tempest mean literally that, for Afflictor spending time mostly in phase that's closer to 15 world seconds - which means in world time killing speed of Afflictor is way higher.

I don't see how Tempest can wipe several Capitals in quick succession. It can give finishing blow to several ships already on brink of destruction by your allies, but that's a very different thing. Killing Onslaught on your own simply takes a lot of time with any possible Tempest variant to go through armor/hull. And it can't even approach a Paragon for attack unless it's completely distracted by allied ships, let alone kill it.
Title: Re: Ship Tier List
Post by: Sutopia on May 05, 2018, 05:12:13 AM

I gave the tempest an A+/S rating, so clarification on my thoughts on this:

"Is it powerful to the point it breaks the game?-"
Arguably.  Again my issue is that you should ALWAYS get a tempest, it's easy to get a tempest, and they only get better as you get more because they don't just have to be player piloted, and they're easy to replace.   Not the easiest, but still simple compared to the gain to the point that it feels like if I don't stop myself from using the tempest I will only use the tempest. (my personal nerf would likely just be an OP increase and a rarity bump though). 
Now THAT's odd.
I thought rarity was NOT taken into consideration when you're making a tier list about HOW GOOD they are.
For instance, are monitors good? Sure they ARE, they draw heavy fire easily and help ally ships win the flux war.
But FFS they're so rare that I never meet second monitor in any game, but THAT shouldn't be a reason to rank it lower.

They're not much of a threat to the player because the game doesn't throw packs at you, but I think they'd be a huge problem if you created a common early game fleet of say 8 of them as a fast picket running multiple variants.
Yeah sure, they do post a threat to early game fleets, but as the game progress and fleet size increasing they become less and less effective.
In end game fights they're just like flies, buzz but can't bite.

I can believe they do miracles in player hands, but I have a hard time believing they perform meaningful ones.  I can generally kill a whole bunch of ships of any size in an actual battle with a tempest, and I can generally do the same with a phase ship.  I sometimes find the tempest easier to succeed with simply because it's easier to execute and stays in the fight longer (and again, just sending an ion pulse drone after the proper targets is easy and very powerful). 

Again I see no point in who can 1v1 a paragon or some other kind of comparison better because it's not a realistic or common situation.   Wiping out several capital ships and cruisers in quick succession in a real fight is, and it's something they both do more than well enough to the point that figuring out who's the best (almost certainly phase ships), no longer matters because it doesn't actually affect play anymore.
Just, how long does your Tempest need to take out a paragon in your so-called "real" fight?

For Afflictor it's like 10 seconds and that paragon is NOT going to harm ANY of your ships from then on.
What about Tempest? It does have a chance, but how long does your teammate need to tank all the heavy fire for you to eventually get through paragon's shield?
How about when enemy managed to send TWO paragons and they cover each other so well? Does tempest stand a chance to even get close?



I will also point out that one of the reasons i put it on the line with an S tier is because it's very simple to mass tempests.  If you mass paragons you'll break the game, but it's not realistic and by the time you've done that you should expect to break things.  Massing phase ships is also hard.  Massing tempests feels much much easier.

I'm now wondering what build you're using on tempest? I don't see any medium energy can out-range cruisers WHILE packing heavy hits.
Unless you're using any mod weapon or playing in easy mode, I can only see tempest getting more and more useless as fight size grows.
Title: Re: Ship Tier List
Post by: Megas on May 05, 2018, 05:26:23 AM
Now THAT's odd.
I thought rarity was NOT taken into consideration when you're making a tier list about HOW GOOD they are.
For instance, are monitors good? Sure they ARE, they draw heavy fire easily and help ally ships win the flux war.
But FFS they're so rare that I never meet second monitor in any game, but THAT shouldn't be a reason to rank it lower.
That is probably why Centurion was made.  Imitation Monitor, except now that Damper Field was gutted to make Mora easier to kill, Centurion is merely fodder.

Would be nice of there was a proper midline frigate gunship, like a frigate-size Hammerhead or Eagle.  Brawler and Vigilance aren't it, Kite isn't it, Monitor isn't it, and neither is Centurion.

Hopefully, blueprints will fix much of the unfun rarity nonsense.  Rarity is why I use mostly clunkers, even if it is not fun, because grinding replacement rare stuff for hours or days is worse.
Title: Re: Ship Tier List
Post by: Embolism on May 05, 2018, 02:40:22 PM
Now THAT's odd.
I thought rarity was NOT taken into consideration when you're making a tier list about HOW GOOD they are.
For instance, are monitors good? Sure they ARE, they draw heavy fire easily and help ally ships win the flux war.
But FFS they're so rare that I never meet second monitor in any game, but THAT shouldn't be a reason to rank it lower.
That is probably why Centurion was made.  Imitation Monitor, except now that Damper Field was gutted to make Mora easier to kill, Centurion is merely fodder.

Would be nice of there was a proper midline frigate gunship, like a frigate-size Hammerhead or Eagle.  Brawler and Vigilance aren't it, Kite isn't it, Monitor isn't it, and neither is Centurion.

Hopefully, blueprints will fix much of the unfun rarity nonsense.  Rarity is why I use mostly clunkers, even if it is not fun, because grinding replacement rare stuff for hours or days is worse.

Brawler needs to go back to being the midline frigate gunship, it even has gunship in its name. Ammo Feeder should again be baseline (being on the shoehorned Luddic variant doesn't cut it), and it should have its old top-of-the-line flux stats back. Doesn't matter if it's "too vulnerable without Damper Field" (which currently does nothing for frigates anyway), having a weakness is far better thing than having no identity (what with three midline frigates trying to fill the tanky role).

And Damper Field should either scale inversely with ship size or Mora should lose it. Better arcs on the Centurion could help too, same goes for the Wayfarer. Most of the new frigates seem to be going for the "360 degrees small turret coverage" and the only one it works for is Scarab and the only reason for that is because it can bring 5 of them to bear in the front.
Title: Re: Ship Tier List
Post by: Philder on May 05, 2018, 03:05:54 PM
@Megas
Er, isn't that the Lasher? Aside from having no energy weapons, it's relative stats perfectly reflect a midline frigate, and is so similar to the Hammerhead I'm not sure how it could be mistaken otherwise.

As far as the lack of distinctly LoTech ships along the same lines as the larger sizes, IMO they'd be useless. A ponderously slow frigate with crap shields and flux, and frigate armor? It wouldn't be good against other frigates, much less any other size class.

IMO the 'tanky' frigates are balanced fine as they are. They're distinctly tankier than other frigates and can serve that role well against other frigates. What? You want to use frigate sized costs to tank against destroyers and cruisers? And combine that with frigate speeds? Uh...yeah that's balanced T_T

My only gripe would be that the hull and armor mods aren't always accessible in early game, which throws balance off. It also makes them sort of useless for frigate sizes. On average, by the time you can freely mod frigates, they've already started losing their relevance. Armor/Hull tanks especially. Maybe a good suggestion for Alex would be to make slightly nerfed frigate level versions of mods that are available from the start. Also, maybe a new hullmod that increases Armor substantially but lowers the damage reduction by even more. It'll increase the tankiness of armor tanks against frigate level threats by giving them more Armor HP, but won't decrease the armor penetration effects of weapons, keeping them within the bounds of the frigate sized armor dynamics.
Title: Re: Ship Tier List
Post by: TaLaR on May 05, 2018, 03:35:39 PM
@Megas
Er, isn't that the Lasher? Aside from having no energy weapons, it's relative stats perfectly reflect a midline frigate, and is so similar to the Hammerhead I'm not sure how it could be mistaken otherwise.

Nah, just doesn't work well enough. It needs at least a medium slot and extra 20 speed to be viable for such role. Currently it's just prey for Medusa or any ITU equipped DE if it tries to. Also too weak to faster frigates if you skip UI.
Anyway, LMG SO Lasher is much stronger.

I'd say BRDY Mantis qualifies - it has exactly 5 small slots + 1 medium and 165 speed. And it works as gunship alright. Well, maybe too good - it's Tempest tier for player control. Less for AI.
Title: Re: Ship Tier List
Post by: Megas on May 05, 2018, 04:17:04 PM
@ Philder: Lasher is the low-tech gunship, just as Wolf is the basic high-tech gunship.  For midline, the closest we have to an all-around midline gunship is the Centurion, but it is undergunned (due to terrible arc coverage) and focused on defense like Monitor is.  The only time Centurion seems competitive with early-game Lasher with autocannons and other similar stock frigates is when it constantly advances like The Wall while constantly firing dual railguns at its target.

For Brawler to be a viable all-purpose gunship, without any PD-whatsoever, it needs its front-shields changed to omni to help defend against Salamanders and other flankers.  Salamanders utterly cripple Brawlers because they have no way to stop them.  Even with Omni shield, it might not be enough to help fend off against fighters.

Damper Field was alright on Brawler when it was 66% or more (for playership use, not on ubiquitous low-level enemy fodder).  But at 50% - while nearly everything else is disabled - Damper Field is useless on frigates.  Centurion and Brawler take too much damage even while Damper Field is on.

Centurion could be made into a decent gunship, it needs wider arcs to allow three turrets to shoot things, at least as well as Wayfarer.  (With pre 0.8 skills, Wayfarer was a better combat ship than Centurion.)  It also needs its signature Damper Field restored to its former glory (and removed from ships that stole the Centurion's gimmick).  75% absorption was not bad on Centurion, who needed it, and Centurion was rare too (and used mostly by Hegemony), though not as rare as Monitor.  It was when other more common ships poached it and Damper Field needed to be weakened.  First, on Brawler because they were commonly used by early game enemies when player did not enough ships to steamroll them, then Mora which stacked with its high armor very well.  Now, Damper Field is useless on anything other than Mora.  It is generally better to vent than use Damper Field on the frigates.

However, I would not mind a new midline frigate-sized murder-wedge, like a mini-Eagle or a bigger super-Kite that can brawl.

Quote
IMO the 'tanky' frigates are balanced fine as they are. They're distinctly tankier than other frigates and can serve that role well against other frigates. What? You want to use frigate sized costs to tank against destroyers and cruisers? And combine that with frigate speeds? Uh...yeah that's balanced T_T
Such walls may be fine as support, but as an all-purpose gunship, it is useless because the enemy AI is so cowardly.  If your offense is bad, and the enemy turtles, then it is a stalemate at first, then everyone dies due to both sides running out of CR.

Midline is full of weird specialist and support frigates, but there is not an all-purpose midline frigate like Hammerhead is for destroyers, Falcon and Eagle for cruisers, and Conquest is for capitals.  Conquest is finally decent in the 0.8 era, maybe it can take slightly more durability boost (mainly shields so it does not outright overload to spike damage that does not overload other ships), but it is almost at a good place now.  For low-tech, there is Lasher.  For high-tech, there are Wolf and Tempest.

And Damper Field should either scale inversely with ship size or Mora should lose it. Better arcs on the Centurion could help too, same goes for the Wayfarer. Most of the new frigates seem to be going for the "360 degrees small turret coverage" and the only one it works for is Scarab and the only reason for that is because it can bring 5 of them to bear in the front.
It only works for Scarab because of Temporal Shell that lets Scarab force battles and dodge bullets.  However, it cannot support IR Pulse Lasers on all five front mounts due to lack of flux stats.  So far, the out-of-the-box 0.7 era Experimental(?) variant is probably one of, if not, the best loadout for Scarab.  One IR Pulse for damage, one ion cannon to disable, one AM Blaster to overload shields, and missiles to finish off enemies.
Title: Re: Ship Tier List
Post by: TaLaR on May 06, 2018, 07:13:03 AM
It only works for Scarab because of Temporal Shell that lets Scarab force battles and dodge bullets.  However, it cannot support IR Pulse Lasers on all five front mounts due to lack of flux stats.  So far, the out-of-the-box 0.7 era Experimental(?) variant is probably one of, if not, the best loadout for Scarab.  One IR Pulse for damage, one ion cannon to disable, one AM Blaster to overload shields, and missiles to finish off enemies.
On topic of Scarab.
While not as absolute at it as Hyperion or phase frigates, Scarab is also capable of limited omni shield bypass. Just fire annihilators as you quickly circle around enemy with Temporal Shell. Since they are much slower then quickened Scarab or IR pulse shots, by the time they reach enemy you are already attacking with IR pulse from other side.
If only there was something like AM blaster with slow projectile to fully exploit this trick...

Same can be done with Sabots. May be not practical (because you want to hit shield with Sabots), but near simultaneous surround attack looks cool.

Title: Re: Ship Tier List
Post by: GamerRoman on April 26, 2020, 09:24:56 AM
Hey this is pretty good but it's a real shame it's forgotten and halfway done, any chance to see an update?
Title: Re: Ship Tier List
Post by: SCC on April 26, 2020, 09:53:34 AM
After all this time, it's outdated in some places.
It will never be finished, as Dark Revenant felt it was impossible to get a consensus on all the ships, and also that he was playing the game too little to accurately rate ships.
The reason is that I'm out of touch.  I barely even play the game anymore.  I'm quoting out-of-date behaviors on a ship I haven't used in my fleet in more than a year IRL.

The whole list is the rantings of an armchair general.