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Author Topic: My personal vanilla Starsector ships Tier-list  (Read 50780 times)

TaLaR

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Re: My personal vanilla Starsector ships Tier-list
« Reply #30 on: June 16, 2020, 08:19:04 AM »

One Scarab configured this way can *flawlessly* solo almost any Frigate or Destroyer. Some cruisers.

Which isn't that impressive claim at all.

LMG+Annihilator Lasher can do the same faster and is way more available, in a lot of cases even without SO.
Wolf may not be a fast killer, but it's fairly reliable. Just get behind any front shielded target or use point-blank skims to bypass shield against something like Medusa.
That's without listing actually elite frigates like Afflictor(max skilled can kill 200-300 DP of enemy ships), Shade(yes, it's a lot worse than Afflictor, but cloak + AMs still make it 2nd best frigate), Hyperion (tiresome to pilot and unimpressive logistically, but still good enough to solo a Paragon skill-less), Tempest (way below the trio, but is the best AI frigate and pleasant to pilot if you get it early)...

Scarab's system is powerful and interesting, but the ship isn't a very good platform for it.
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Eji1700

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Re: My personal vanilla Starsector ships Tier-list
« Reply #31 on: June 16, 2020, 09:20:10 AM »

https://imgur.com/a/3FfvWzG

To me-

S tier- basically game breaking.  Clearly too good/designed to end the game.
A tier- never ever sad to have in my fleet
B tier- more than happy to have at any point, but might drop for an A tier if i feel like trying harder.
C tier- serviceable but probably not in a late game fleet.
D tier- the only ship i have in here is an afflictor that I don't recognize...so if i did have one i'd say "ship that could use some work"
E tier- Stuff that seems meant to be in a player fleet that probably should never be in the player fleet.
F tier- Arguably a waste of asset work/target practice only.

I should add than anything down to C tier i'll usually play with in a themed run where i try to impose rules on myself to make things more interesting.

In general i think people sleep on a lot of the hulls because there really isn't any in game reason to experiment with them, but things like the venture/condor pull a lot more weight than given credit.

« Last Edit: June 16, 2020, 09:24:02 AM by Eji1700 »
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Thaago

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Re: My personal vanilla Starsector ships Tier-list
« Reply #32 on: June 16, 2020, 09:24:30 AM »

I don't trust Lashers in AI hands past the very very early game. Low speed + no maneuverability system + mediocre defenses = dead frigate the instant it either gets into trouble or runs into fighters. With SO they are fast enough to survive pretty well, but they then require a reckless officer: not the end of the world, but I have better ships to use officers on than a Lasher very quickly. Wolves are a little better because of the skimmer, but they also evaporate under fighter pressure. At this point I'd rate Omens/Centurions/Brawlers better than the poor old Wolf/Lasher of the old days.
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TaLaR

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Re: My personal vanilla Starsector ships Tier-list
« Reply #33 on: June 16, 2020, 10:13:10 AM »

If I ever use AI Lashers, that would be 2x Railgun + LAG non-SO build.
But single SO Lasher is cheap and easily available way to graduate from smuggling-only spacer start to being able to kill most small-to-medium roaming pirate/pather fleets in very supply-efficient manner.
« Last Edit: June 16, 2020, 02:37:55 PM by TaLaR »
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Burvjradzite

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Re: My personal vanilla Starsector ships Tier-list
« Reply #34 on: June 16, 2020, 10:38:15 AM »

https://imgur.com/a/3FfvWzG

To me-

S tier- basically game breaking.  Clearly too good/designed to end the game.
A tier- never ever sad to have in my fleet
B tier- more than happy to have at any point, but might drop for an A tier if i feel like trying harder.
C tier- serviceable but probably not in a late game fleet.
D tier- the only ship i have in here is an afflictor that I don't recognize...so if i did have one i'd say "ship that could use some work"
E tier- Stuff that seems meant to be in a player fleet that probably should never be in the player fleet.
F tier- Arguably a waste of asset work/target practice only.

I should add than anything down to C tier i'll usually play with in a themed run where i try to impose rules on myself to make things more interesting.

In general i think people sleep on a lot of the hulls because there really isn't any in game reason to experiment with them, but things like the venture/condor pull a lot more weight than given credit.
I've seen some changes I can understand, some up or down for one tier or two, but. What about Mora? It's tanky, but it's not that carrier should have. Atlas mk.2 with a burn 6? It is good for a DP cost, but campaign-wise absolutely not.
I see people likes Lashers, but anyway, it's only for early game.
Legion S tier, Onslaught A tier — burn 7, both slow AF, has many weaknesses. I do must say, my Onslaught well helped me destroy couple T3 stations, but I would not take it to ordinary battle.
Mule, Venture, Gemini — at some point they are necessary or given at start, but honestly, I try to get rid of them asap. From my pov they can win in a battle only if they outtime their opponents since that types of ships has great peak operating time.

Also I put monitor in S tier because with some perks it can indefinitely tank stations most heavy fire which helped me a lot. It is really game-breaking.

FooF

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Re: My personal vanilla Starsector ships Tier-list
« Reply #35 on: June 16, 2020, 11:35:51 AM »

I won't use the graphic, but here's my list:

S-Tier: Tempest, Afflictor, Drover, Aurora (player), Doom, Paragon
A-Tier: Hammerhead, Harbinger, Falcon(P), Heron, Odyssey, Astral, Conquest (player)
B-Tier: Omen, Monitor, Centurion, Shade, Shepherd, Wolf, Sunder, Medusa, Shrike(P), Aurora (AI), Apogee, Falcon, Dominator, Eagle, Gryphon, Mora, Conquest (AI), Onslaught, Legion
C-Tier: Brawler, Lasher, Wolf, Vigilance, Scarab, Hyperion, (basically all pure logistic ships that never see combat go here), Shrike, Enforcer, Mule
D-Tier: Cerebrus, Hound, Gremlin, Kite, Wayfarer, Condor, Gemini, Colossus Mk. II/III, Venture, Atlas/Prometheus Mk. II
F-Tier: Mudskipper Mk. II, Buffalo Mk. II, (all non-combat Civilian ships that can't be made into combat)

Tally:
S - 6
A - 7
B - 19
C - 9 (+ Logistic ships)
D - 12
F - 2 (+ Non-combat)
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Eji1700

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Re: My personal vanilla Starsector ships Tier-list
« Reply #36 on: June 16, 2020, 12:18:58 PM »

https://imgur.com/a/3FfvWzG

To me-

S tier- basically game breaking.  Clearly too good/designed to end the game.
A tier- never ever sad to have in my fleet
B tier- more than happy to have at any point, but might drop for an A tier if i feel like trying harder.
C tier- serviceable but probably not in a late game fleet.
D tier- the only ship i have in here is an afflictor that I don't recognize...so if i did have one i'd say "ship that could use some work"
E tier- Stuff that seems meant to be in a player fleet that probably should never be in the player fleet.
F tier- Arguably a waste of asset work/target practice only.

I should add than anything down to C tier i'll usually play with in a themed run where i try to impose rules on myself to make things more interesting.

In general i think people sleep on a lot of the hulls because there really isn't any in game reason to experiment with them, but things like the venture/condor pull a lot more weight than given credit.
I've seen some changes I can understand, some up or down for one tier or two, but. What about Mora? It's tanky, but it's not that carrier should have. Atlas mk.2 with a burn 6? It is good for a DP cost, but campaign-wise absolutely not.
I see people likes Lashers, but anyway, it's only for early game.
Legion S tier, Onslaught A tier — burn 7, both slow AF, has many weaknesses. I do must say, my Onslaught well helped me destroy couple T3 stations, but I would not take it to ordinary battle.
Mule, Venture, Gemini — at some point they are necessary or given at start, but honestly, I try to get rid of them asap. From my pov they can win in a battle only if they outtime their opponents since that types of ships has great peak operating time.

Also I put monitor in S tier because with some perks it can indefinitely tank stations most heavy fire which helped me a lot. It is really game-breaking.

Mora's stats/slots make it flexible as hell, and it's a ship I don't mind piloting and throwing in AI hands.  You can load it up as a backline, shoving all the OP into high cost fighters/bombers, or you can give it some basic fighters (vulture/khopesh sort of thing), a few half decent guns, and let it brawl like a god on the front lines.  The AI is stupid good with damper fields, so you can also make them walking PD platforms that will just not die.  They're obviously slow so they're not great at escorting faster ships, but I will ALWAYS take more mora's.  Easily one of my favorite ships in the game in that it feels very powerful but not absurdly so.

Atlas- I modify my fleet depending on my mission.People worry about burn rate too much.  If you're going pirate base/bounty hunting and need some damage the Atlas is more than fine.  It's not something I want to be lugging around all the time (and sometimes i'll spend OP to get the burn rate up or get a tug) but it has uses.  Once i start getting better capitals it rotates out of use usually, but even then as an artillery platform there's very few options that compare.

Lasher- Totally disagree they're early game only.  Having a small squad of 4ish lashers/wolfs is crazy useful for the mobility alone.  Group them up and send them to harass on the flanks and keep the AI worried about letting them behind. You lose them, oh well, they aren't tempests, and as the enemy fleet stretches you can send them in and snipe off carriers.  People vastly underrate mobility becuase it's not as useful in AI hands as it could be, but with just a little effort you can get pretty big rewards out of them.  Granted you don't NEED to because you can also faceroll everything flying only destroyers and up, but I always like having frigates in my end game fleet, especially disposable ones (i don't like risking tempests given they're so insanely good).

Legion- again people overhype burn speed.  It's not that hard to get around, and for a legion it's 100% worth it.  It's like a bigger mora.  Throw whatever the hell you want on it and watch it wreck shop.

Onslaught- more burnspeed being whatever.  Onslaught is hindered by its flux/op issues, but I'd still rather have it than a lot of the ships mentioned.  Burn drive in player hands can get you quick kills on critical targets, and while arming one is not easy, it can still fit a multitude of roles and be a constant threat. I usually throw missile racks on it and just load it to the brim with missiles and then whatever supporting weaponry fits.

Venture- Super slept on.  It's a missile platform, plain and simple.  Treat it as if it was a destroyer sized gryphon with cruiser armor.  I generally have one or two in the early/mid game as support missile platforms to help lob sabot's/harpoons wherever is needed, and the salvage bonus doesn't hurt at all.  I think ships like this should matter more, and for longer (cargo and money should really be more limiting than they are imo), because as is everyone overlooks how powerful something like this can be when kitted out properly.

Gemini- Yeah you'll rotate this out eventually, but like the condor I think this doesn't get a fair shake.  It's insanely outclassed because your other mobile carrier option is one of the best ships in the game, but I'll cart 2-5 gemini's around well into mid game, usually kitted out with PD + salamander + whatever wing I want to support with.  Mule actually winds up fitting a similar role because I almost always put converted hanger on it(making it much better imo).

Buffalo MK2- someone else mentioned it, but i'd probably but this in C-.  They're a bit hard to use right at first, but the amount of burst these can bring to a fight for their Deploy/Cost is nuts.  You do need to retreat them when they run dry (wish there was an auto order for that on missile ships) but having a few of these with different loadouts escort a venture is a common thing for me in the early game.
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Maeleth

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Re: My personal vanilla Starsector ships Tier-list
« Reply #37 on: June 16, 2020, 12:55:10 PM »

Legion S tier, Onslaught A tier — burn 7, both slow AF, has many weaknesses.
Such as?.. I can't honestly name a single one. Both ships are great both in player and AI hands, carry enough weapons to trade with any capital and win (or pop out of existence any ship below 15 DP in seconds), have a decent speed, armor and enough OP to install every hullmod you've ever wanted.
As for the burn, who actually cares? 4xOx are mandatory in every lategame fleet anyway, which translates into constant 20 burn.
« Last Edit: June 16, 2020, 12:57:09 PM by Maeleth »
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Igncom1

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Re: My personal vanilla Starsector ships Tier-list
« Reply #38 on: June 16, 2020, 01:05:34 PM »

Anything faster then a particular ship isn't the kind of thing it should really be engaging anyway.

Hunt frigates with interceptors, destroyers with cruisers and so on.
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Thaago

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Re: My personal vanilla Starsector ships Tier-list
« Reply #39 on: June 16, 2020, 01:28:25 PM »

I will gladly take Gemini's and Mule's into my fleets! They aren't great combatants, but they are useful to deploy for hard fights. They also have enough cargo capacity to really boost an exploration fleet's limit without sacrificing its combat too much.
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Maeleth

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Re: My personal vanilla Starsector ships Tier-list
« Reply #40 on: June 16, 2020, 01:47:01 PM »

I will gladly take Gemini's and Mule's into my fleets!
I'm with you on Mule, it's an amazing support ship (HVD+2xSalamander+2xNeedler and ConvHangar is my go-to choise) with good speed, armor, cargo and low maintenance profile. Pirate version is even better.
 But Gemini? Why? It's basically a suicide boat with paper-thin shield&armor, 50(!!!) speed, 1 hangar (albeit Reserve Deployment helps a tiny bit) for 9 DP and only 55 OP. Why not pick a Condor or Valkyrie w/CH plus Buffalo or a pair of Shepherds? It's not like you're severely limited by 30 ship limit in early game.
« Last Edit: June 16, 2020, 01:53:18 PM by Maeleth »
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Thaago

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Re: My personal vanilla Starsector ships Tier-list
« Reply #41 on: June 16, 2020, 02:51:16 PM »

Well compared to all those options, the Gemini consumes fewer supplies/fuel... and is better in combat. Currently reserve deployment is so good that Gemini's are actually as good carriers as Condors, at least for certain fighters, and everything else about the ship is superior, including its ability to mount flak or long ranged kinetics, better speed, more OP (and it only needs to buy 1 wing with them), vastly better shield, better flux... etc etc. Sure its got less hull/armor, but its shield is so much better that I'd wager on the gemini taking more punishment before dying (and its faster anyways to get away from the enemy). Probably the only thing a Condor can do better than a Gemini is Salamander spam, as the fast missile system works perfectly with infinite ammo, cooldown based missiles.

Its a bit sad for Condors that I honestly consider them worse than the carrier-cargo hybrid ship :p. But this should already be fixed for next version: the Gemini is only so good because reserve deployment is uhhh strong, which I think got changed.

Exception here is Shepherds, which tend to survive, give nice drone support, and give salvage benefits as well. They are some of my favorite ships for early game!
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Maeleth

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Re: My personal vanilla Starsector ships Tier-list
« Reply #42 on: June 16, 2020, 03:27:28 PM »

Maybe it's just my horrible memories from first playthrough. Poor Gemini would always die first in any combat situation, despite being an okay ship on paper. Besides, for 3 extra DP we have the allmighty Drover, so there is absolutely no reason to use Gemini aside from self-imposed challenge.
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Koyocire

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Re: My personal vanilla Starsector ships Tier-list
« Reply #43 on: June 16, 2020, 03:40:44 PM »

Exception here is Shepherds, which tend to survive, give nice drone support, and give salvage benefits as well. They are some of my favorite ships for early game!

Thank you!  For anyone who plays the game legitimately (i.e. doesn’t use an exploit to amass ridiculous wealth bypassing the early game), Shepherd is king.  It’s cheep, good in early combat, has good campaign stats, cheep to recover, improves salvaging, makes surveying cheep, etc.  Of all the ships in the game, it’s the only one I would ever consider giving an S tier.  The reason being is that it is the only ship, if deleted from the game, would make the game significantly harder for me.
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Maeleth

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Re: My personal vanilla Starsector ships Tier-list
« Reply #44 on: June 16, 2020, 03:56:46 PM »

Exception here is Shepherds, which tend to survive, give nice drone support, and give salvage benefits as well. They are some of my favorite ships for early game!

Thank you!  For anyone who plays the game legitimately (i.e. doesn’t use an exploit to amass ridiculous wealth bypassing the early game), Shepherd is king.  It’s cheep, good in early combat, has good campaign stats, cheep to recover, improves salvaging, makes surveying cheep, etc.  Of all the ships in the game, it’s the only one I would ever consider giving an S tier.  The reason being is that it is the only ship, if deleted from the game, would make the game significantly harder for me.

1 Salvage rig, 1 Buffalo and 1 random combat frigate basically equals 3 Shepherds (in and out of combat), give or take. Surveying bonus is nice but not critical, as you'll always have some extra supplies in your cargo anyway. It's a great ship, but not necessary irreplaceable.
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