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Starsector => General Discussion => Topic started by: Dark.Revenant on January 14, 2015, 11:54:22 PM

Title: Starsector Ship Tiers
Post by: Dark.Revenant on January 14, 2015, 11:54:22 PM
Starsector Ship Tiers List
This is a resource and an ongoing effort to categorize ships, both vanilla and modded, on a scale of general usefulness.

Be sure to comment if you feel that certain ships should be in a different tier!  Please post your own tier lists (especially for mods I missed) and explain why you think that way.

Modders: Aim for Tiers 2-4, and try to keep the majority in Tier 3.  Avoid creating Tier 1 ships, unless the ship is extremely hard to come by or NPC-only.  Tier 5 ships are actually okay, but try to limit the amount.  Nobody wants to play a mod where everything sucks, after all.



Tier 1
Best of the best.  A no-brainer option better than anything else for its role.  Potentially versatile, filling many possible roles well.  Usually performs well even outside of its role.

Fighter: Teuton WingTem

Frigate: Hyperion • Tempest

Destroyer: AsuraBR

Cruiser: PaladinTem

Capital: Paragon • MimirSRA



Tier 2
A very good ship, typically one that performs one role very well and can hold its own in other situations.  Not as versatile or all-performing as a Tier 1, but still competitive.

Fighter: Broadsword Wing • Dagger Wing • Thunder Wing • Wasp Wing • Claw WingSS+ • Claymore WingSS+ • Lightning WingSS+ • Trident WingSS+ • Xyphos WingSS+ • Skinwalker WingSRA • Angha WingMay • Heak WingCit • Serket WingBR • Vespa WingBR • Azata WingExi • Naxos WingExi

Frigate: Afflictor • AlastorSS+ • DecurionII • MaximusII • ConduitCit • PorterCit • ImaginosBR • Mod SilverfishBR • ScarabBR • SilverfishBR • Silverfish-BBR • HammerJP • JesuitTem • MartyrTem • MegaeraSCY • Stymphalian BirdSCY

Destroyer: Enforcer • Gemini1 • Medusa • MorningstarSRA • DesdinovaBR • MorpheusBR • ScorpionBR • CrusaderTem • Komondor (CB)PACK • Pitbull (CB)PACK • RidgebackPACK • Lamia (Armored)SCY

Cruiser: Dominator • Doom • Eagle • Heron2 • ZenithSS+ • DictatorII • Charybdis2SRA • ScyllaSRA • TartarusSRA • Del AzarchelMay • AdumbralCit • NovaCit • TorusCit • Convergence2BR • NevermoreBR • Gigantophis2ASP • Erymanthian Boar (Armored)SCY • Manticore (Carrier)3SCY • Stheno (Armored)SCY • ShourenTHI

Capital: Onslaught • RenegadeSS+ • VictorySS+ • Matriarch7II • RavanaMay • Sierra2Cit • KarkinosBR • Irithia2Exi • Archbishop3Tem • Nemean LionSCY



Tier 3
A solid ship.  Either acts as a jack-of-all-trades and master-of-none, or specializes very well for one role at the cost of being sub-par at everything else.

Fighter: Gladius Wing • Talon Wing • Trident Wing • Warthog Wing • Xyphos Wing • Dagger WingSS+ • Halberd WingSS+ • Sentinel WingSS+ • Draconarius WingII • Scutum WingII • Vicarius WingII • Kobold WingSRA • Neriad WingSRA • Raksasha WingSRA • Inanna WingMay • Raad WingMay • Arrowhead WingCit • Firewall WingCit • Mako WingCit • Dipteron WingBR • Krait WingBR • Kaivor WingExi • Naithyr WingExi • Tarujan WingExi • Azazel WingAA • Cleat WingJP • Splinter WingJP • Constrictor WingASP • Bite WingASP • Dadao WingTHI • Hefei WingTHI • Yiling WingTHI

Frigate: Brawler • Hermes • Monitor • Omen • Shade • Vigilance • Wolf • ExcelsiorSS+ • HecateSS+ • LasherSS+ • PhalanxSS+ • ScytheSS+ • TigerSS+ • VenomSS+ • Venom-XSS+ • BasileusII • Basileus-FII • InvictusII • AshnanSRA • EnlilSRA • InannaSRA • SeskiSRA • ShamashSRA • LilithMay • TiamatMay • AuralCit • RondureCit • ParticleCit • StableCit • LocustBR • MantisBR • ElhiurExi • IndraExi • YriaExi • RauwelAA • ClamJP • SickleJP • StoatJP • Bedlington (CB)PACK • SamoyedPACK • SchnauzerPACK • WirefoxPACK • DiamondbackASP • AlectoSCY • LealapsSCY • TalosSCY • TisiphoneSCY • NanzhongTHI • WujunTHI

Destroyer: Condor1 • Hammerhead • Mule • Sunder • Tarsus • AlbatrossSS+ • ArcherSS+ • ArchonSS+ • BeholderSS+ • CamelSS+ • Construction RigSS+ • RevenantSS+ • SharkSS+ • Sunder (U)SS+ • VanguardSS+ • CenturionII • InterrexII • LynxII • PraetorianII • Princeps1II • Sargasso1SRA • SolidaritySRA • CimeterreMay • Foraker1May • SafirMay • Safir BMay • Ayre1Cit • CometCit • ModemCit • TacitCit • CetoniaBR • GonodactylusBR • Typheus1BR • Nasir1Exi • ZephosExi • AzryelAA • Kafziel1AA • BoxensteinJP • BoxerJP • LangoustineJP • Octopus1JP • TurbotJP • BRTPACK • KomondorPACK • PitbullPACK • Ridgeback XPACK • Shar PeiPACK • Copperhead1ASP • Argus1SCY • EuryaleSCY • LamiaSCY • OrthrusSCY • GuanduTHI • HanzhongTHI • HujingTHI • Tianshui1THI

Cruiser: Apogee • Aurora • Falcon • Venture1 • Castle1SS+ • CirceSS+ • KestrelSS+ • PunisherSS+ • StalkerSS+ • SummitSS+ • VindicatorSS+ • Vindicator (O)SS+ • VultureSS+ • Eagle (I)II • Falcon (I)II • JupiterII • MalleusII • Sebastos1II • ElysiumSRA • Jamaran1May • DriverCit • Inland1Cit • Knight1BR • StenosBR • PergonExi • HarinderAA • DugongJP • GoatJP • MagpieJP • MastiffPACK • Erymanthian BoarSCY • KhalkotauroiSCY • ManticoreSCY • Siren1SCY • SthenoSCY • Dingjun1THI • WuzhangTHI

Capital: Astral6 • Atlas • Conquest • Odyssey1 • Cathedral4SS+ • CronusSS+ • CaesarII • Dominus1II • LeviathanII • OlympusII • Eschaton1BR • KurmarajaBR • Gehenna1AA • KrakenJP • Orca2JP • Keto4SCY • XiakouTHI • XuTHI



Tier 4
A situational ship.  Not the best in any category, but can hold its own in its area of specialization.  Usually performs poorly outside of its role.

Fighter: Piranha Wing • Longbow WingSS+ • Flamen WingII • Proton WingCit • Glynado WingExi • Saraph WingAA • Shard WingJP • Spike WingJP • Venom WingASP • Armored Mining Drone WingTHI

Frigate: Cerberus • Dram • Hound • Lasher • Ox • Shepherd • Wolf (D) • Avalon1SS+ • NautilusSS+ • TickSS+ • TorchSS+ • TundraSS+ • AurigaII • SouthpawSRA • RobberflyBR • BedlingtonPACK • Samoyed (Base)PACK • CentaurSCY • LaohuTHI • LuoyangTHI

Destroyer: Buffalo • Buffalo Mk.II • Enforcer (D) • Mule (D) • Sunder (D) • Tarsus (D) • Phaeton • ArachneSS+ • BoarSS+ • BullSS+ • LocomotiveSS+ • Rook1SS+ • SloopSS+ • ValkyrieSS+ • VistaSS+ • LambentSRA • PotniaSRA • Potnia-bisSRA • ScytheJP • BaliusSCY • HydraSCY • TelchineSCY • Chengdu1THI • TuoluTHI

Cruiser: BarbarianSS+ • Dominator (D) • ThresherSRA

Capital: Prometheus • Dragon1SS+ • InfernusSS+ • MonolithCit • XanthusSCY



Tier 5
Just bad.  Mediocre on a good day, terrible on a bad day.  Can't hold its own even in its area of specialization, if it has one.  Possibly a trap option.  Avoid.

Fighter: Longbow Wing • Mining Pod Wing • Neutron WingCit

Frigate: Cerberus (D) • Hermes (D) • Hound (D) • Lasher (D) • Mercury • Mercury (D) • SidecarSS+

Destroyer: Buffalo (D) • Construction Rig • Hammerhead (D) • Valkyrie

Cruiser: Eagle (D) • Falcon (D)

Capital: The Reaper1JP



Legend
Number in subscript: Number of flight decks

SS+: Starsector+ (http://fractalsoftworks.com/forum/index.php?topic=7679.0)
II: Interstellar Imperium (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
SRA: Shadowyards Reconstruction Authority (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
May: The Mayorate (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Cit: Citadel (http://fractalsoftworks.com/forum/index.php?topic=6442.0)
BR: Blackrock Drive Yards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Exi: Exigency Corporation (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
AA: Ahriman Association (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Tem: The Knights Templar (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
JP: Junk Pirates (http://fractalsoftworks.com/forum/index.php?topic=161.0)
PACK: P.A.C.K. (http://fractalsoftworks.com/forum/index.php?topic=161.0)
ASP: ASP Syndicate (http://fractalsoftworks.com/forum/index.php?topic=161.0)
SCY: SCY Nation (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
THI: Tiandong Heavy Industries (http://fractalsoftworks.com/forum/index.php?topic=9583.0)
Title: Re: Starsector Ship Tiers
Post by: Histidine on January 15, 2015, 01:34:34 AM
Great list!

Only one that seems off to me is the Xyphos; it's got good stats and can kill most other fighters pretty well, but its beam-only loadout is IMO a pretty serious limitation. I'd put it squarely in Tier 3.

A mod glossary would be helpful; it took me a while to figure out what AA stands for and someone unfamiliar with the modding scene is likely going to go "BR? May? Huhwhat?"
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on January 15, 2015, 01:50:31 AM
Good point, I'll add a key.

I forgot that Xyphos is buffed in SS+.  Will update the list accordingly.
Title: Re: Starsector Ship Tiers
Post by: TaLaR on January 15, 2015, 02:41:57 AM
Is this list based on AI or player piloting?
Seems to be somewhat inconsistent with both options.

If player piloted, then it's hard to sell Hyperion not being tier 1. Teleportation is just that good, when properly (ab)used. Even considering that teleport was seriously nerfed compared to it's former glory. (Cooldown and increased flux cost)
If AI piloted, then i don't quite agree with Desdinova being tier 1. AI often pointlessly suicides it (too flimsy and twitch skill dependent). Plus it has CR timer unlike every other Destroyer.

Also, while I agree that Paragon is OP, i don't think it fits tier 1 description as defined here (versatility part). It pretty much boils down to exploit synergy between Power Grid Modulation 10 and Fortress Shield. Otherwise i'd prefer something that can actually avoid being surrounded when outnumbered, like Mimir or Karkinos.
Title: Re: Starsector Ship Tiers
Post by: kazi on January 15, 2015, 02:50:08 AM
This is great. I think you're spot on for almost everything. The only one I'm a little iffy on is the Ravana, I think it's worse than the other ships in its Tier. Or I suck at flying them, which is also a distinct possibility.

And yeah, the Desdinova is so OP it's not even funny. It's relatively cheap/easy-to-find, extremely fast, and absolutely tears apart anything smaller than a capital ship. It's pretty much a heavy cruiser/battlecruiser in terms of firepower, but has the speed of a destroyer. If anything, it needs to lose a couple weapon mounts (like at least 4 lol).

Also, I'm pretty sure that the Rakshasa wings are from Shadowyards.
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on January 15, 2015, 03:03:35 AM
A ship that is unlikely to be player-piloted is scored almost entirely on its AI behavior.  A ship that is almost always player-piloted is scored as a player-piloted ship.

The Paragon can kill anything.  Full stop.  You don't even need player skills for that thing to dominate, as long as it's equipped correctly.  It's amazing in player hands and AI hands, and has virtually no weaknesses.  Just play "Forlorn Hope" to see what I mean.

The Hyperion didn't make Tier 1 because it is only viable as a player ship.  You can't put an AI captain in there; it's tantamount to throwing money away.  And if you're using a Hyperion, you're not using something bigger and better, like a Nevermore or Paragon.  Desdinova is at least workable as an AI craft, and you can still easily solo fleets with it.  Definitely Tier 1.

The Ravana is pretty low on Tier 2 but it's too good to be a Tier 3.  It's quite a good ship; those triple universal hardpoints backed up by triple ballistic turrets can do amazing things, considering it has maneuvering thrusters.

Oops, mislabeled the Rakshasas.
Title: Re: Starsector Ship Tiers
Post by: kazi on January 15, 2015, 03:41:54 AM
Because I apparently have nothing better to do with my spare time:
(http://i.imgur.com/MFffBSS.png)

I ranked factions by their relative percent of ships in each tier. I mostly eyeballed it and may have miscounted at some point. Anyhow, here's the ranking:

OP - Templars (no suprise there)

Good - Blackrock, Mayorate, Citadel

Average - Vanilla, Shadowyards, Interstellar Imperium, Exigency, Ahriman Assoc.

Poor - SS+

Terrible - none

A few comments on the ranking:
-Interstellar Imperium, Exigency, and Ahriman have been "balanced" to the point where there are few, if any, standout ships of any kind.
-The Mayorate, Blackrock, and Citadel all have a very high number of very good ships. Apparently we need to convert a few of the good ones into weak ones.
-Shadowyards is the most balanced faction.
-Exigency, Ahriman Assoc., Templars, and the Mayorate all have a very small number of ships, which sort of exacerbates the balancing issues. The presence of one or two really good ships can easily skew the faction's balance one way or the other.
-This ranking doesn't really take into account how difficult ships are to get. With Blackrock, its quite easy to get a lot of really great ships. Exigency, on the other hand, requires a lot of effort for ships that are very average. Of course, neither of these have been updated recently, so this could change.
Title: Re: Starsector Ship Tiers
Post by: TJJ on January 15, 2015, 04:05:40 AM
Paragon better than Onslaught???
Don't make me laugh!

Sure the paragon can soak up a lot more damage, but it's soooo slow, which when combined with the pathetic range of projectile energy weapons, makes it a prime target to be kited.
While the AI misuses the onslaught 100% of the time (stop using the damn shield!!!), in the hands of a human, the 'kill them quickly so I don't take damage' strategy is much more powerful.

I suppose it comes down to capital ship play style; agro vs tanky.


More generally I don't think any ship with energy mounts can be considered top tier (at least when considering the vanilla weapons set).

- Dominator should be tier 3 or 4; extremely over costed hull - too little flux dissipation & OP to effectively utilise its mounts.
- Sunder -1 rank too; average speed, average shield, pathetic armour, ineffective mountings, AI is useless with it. Horrible ship.
- buffalo 1/2 not tier 5???? I suppose if their role is to die every battle, then they fit your tier definitions well ;)

Though tbh I'm not enamoured with your tier definition; they're rather ambiguous & open to interpretation.


Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on January 15, 2015, 04:28:38 AM
It may be worth considering synergy, as well.  For example, II ships work very well in fleets, despite being average on their own.  A lot of players like throwing in something like an Interrex or Decurion with their fleets simply because they are reliable in the AI's hands.

Furthermore, a ship being powerful doesn't necessarily make it a higher tier.  Tier is a measure of usefulness.  An Olympus is powerful enough to wipe out a big chunk of the fleet, but isn't as useful as something like a Paragon, which is powerful while having the versatility and staying power to back it up.  An Archbishop is extremely powerful, but its slow speed and huge logistics costs make it less than practical to use.

There is nothing wrong with having ships that lean towards a certain Tier, but that leaning must be justified.  For the Templars, of course they're a boss faction, so it's a given.  For the Imperium, having ships that are all solidly average is part of their persona.  As you mentioned, the ease of acquisition is a major part of it.


Exigency ships are kind of special, by the way.  They go up in tier if the player is able to outfit them freely and give them the benefit of full tech/combat aptitudes.  A Zephos can go from a unique but vaguely above-average destroyer to a lightning-fast ninja of death capable of outperforming a Hyperion.  An Irithia goes from a competitive combat carrier to a horseman of the apocalypse, especially with that absurd 50% missile damage boost.


More generally I don't think any ship with energy mounts can be considered top tier (at least when considering the vanilla weapons set).

- Dominator should be tier 3 or 4; extremely over costed hull - too little flux dissipation & OP to effectively utilise its mounts.
- Sunder -1 rank too; average speed, average shield, pathetic armour, ineffective mountings, AI is useless with it. Horrible ship.
- buffalo 1/2 not tier 5???? I suppose if their role is to die every battle, then they fit your tier definitions well ;)

Energy mounts get much better the larger they are.  Large energy weapons are extremely good, and the Paragon has four of them.  They all point in the same direction.

Dominator is fast (due to burn), has a nice array of weapons with good arcs, very tanky, and can dish out a ton of damage.  It's even got THREE medium missiles, which gives it unparalleled burst damage.  It might not have made Tier 2 without the buffs to missiles.  It's also only 8 supplies/day, compared to something like the Aurora which is 10/day.

The Sunder is actually pretty dangerous if you outfit it correctly.  It does a ton of damage very quickly.  It would be Tier 2 if it were not for the fact that the AI is not very good at using it.

Buffalo are decent freighters.  Not as good as Tarsus, but they carry just as much.  The Buffalo Mk 2 would have been Tier 5 in 0.6.2, but the buffs to missiles make it really dangerous in a pinch.
Title: Re: Starsector Ship Tiers
Post by: Tartiflette on January 15, 2015, 04:31:53 AM
Paragon better than Onslaught???
Don't make me laugh!

I respectfully completely disagree. It comes down to this:
- The Onslaught has a HUGE weakness, it's rear. Also it can't focus it's firepower because of the limited turret arcs (at best you get 1 TCP and 2 large turrets).

- The Paragon has no weakness because of it's bubble shield, and has full 360deg heavy weapons coverage with in bonus a strong frontal concentration. On top of that it has a system that enhance it's defense.

Almost all it's combat stats are near those of the Onslaught or far superior:
10% less hull
14% less armor
33% more consuming shield
50% more flux reserve
100% more flux dissipation
Omni shield instead of frontal
100% wider shield
40% more efficient shield
16% more speed (out of burn drive)
33% better acceleration
4% more OP

So no, there are no better ship than a Paragon in my book.
Title: Re: Starsector Ship Tiers
Post by: icepick37 on January 15, 2015, 05:08:35 AM
I mean it is called the paragon.
Title: Re: Starsector Ship Tiers
Post by: Megas on January 15, 2015, 06:51:01 AM
I think Hyperion should be tier 1.  If piloted by player, it is superior to every other stock frigate and destroyer that it is in a class of its own.  While AI Hyperion cannot be relied on to kill other ships efficiently, it can be relied on to capture points quickly.  AI Hyperion does not suicide very often (moot point given how rare it is.)  Its CR decays slower in 0.65 than in 0.62.

While piloting a bigger flagship is nice, Hyperion has two advantages over them:  One, burn speed - fastest battleship can move at burn 6 or 7, Hyperion can go 12 to 14.  Burn speed is very important in 0.65.  Two, it eats much less supplies and Logistics.  This is important for characters who do not have Leadership, and do not have the Logistics to support even a lone battleship.  Even characters with high Leadership may want Hyperion over a capital so they can use more Logistics for freighters.
Title: Re: Starsector Ship Tiers
Post by: Wyvern on January 15, 2015, 08:18:16 AM
I would suggest that the nevermore be tier 2 - it is powerful, but it is also quite fragile; even under player control.

The Mimir, by contrast, should probably be tier 1; its teleportation allows it to go up against entire high-end bounty fleets with combat 10 flagship onslaughts and win without taking a scratch (as a player flagship, and assuming that player is both skilled and relatively cautious); not even the Paragon can do that due to its much lower speed.

I would also have put the Dominator at tier 4 - it's the combination of poor flux stats, an inability to focus firepower on any target smaller than a capital, and a generally poor weapon layout that has to choose between point defense (which it needs being a low tech armor-heavy ship) and offense in those two medium turrets.  The best Dominator variants I've built have ended up highly asymmetrical... and they're still not very good.  At the very least, bump it down to tier 3 - it's not comparable to an Apogee.
Title: Re: Starsector Ship Tiers
Post by: Cycerin on January 15, 2015, 08:57:49 AM
Nevermore/Desdinova are def. tier 1 in player hands, but hardly so if AI piloted. A swarm of Enforcers in the AI hands is frankly superior to practically anything else, with the exception of other bricky destroyers such as the Scorpion.

I intend to take both ships down a peg in my next version, for the record.
Title: Re: Starsector Ship Tiers
Post by: Megas on January 15, 2015, 09:16:15 AM
@ Wyvern:  Do not forget that Dominator can carry plenty of missiles, not as much as an Aurora, but enough to slaughter things.  Dominator is very good as both player and AI ship.  As for point defense, Vulcans in all small mounts is sufficient (and flux efficient), and all medium and heavy mounts can go to offense.
Title: Re: Starsector Ship Tiers
Post by: Midnight Kitsune on January 15, 2015, 11:00:40 AM
I intend to take both ships down a peg in my next version, for the record.
Noooooo!!!

OT: My only issue right now is that the Aurora and Apogee aren't equal. What makes the Apogee better than the Aurora? I mean while the sensor drones are powerful, they are obliterated by emp aoe, templars and dumbass AI that sets them to free roam... Also, it has TWICE the crew requirements compared to the Aurora!
Title: Re: Starsector Ship Tiers
Post by: Wyvern on January 15, 2015, 11:07:22 AM
@Megas: Disagree on pretty much all points.  Vulcans are not, in my experience, sufficient PD.  Three medium missile slots is nice, but their placement plus the Dominator's abysmal shielding and need to armor-tank things means they're usually disabled by the time you'd want to fire them.  And I've never seen a Dominator perform well as either player or AI ship.  Its only saving grace is the burn drive that lets it keep up with smaller, faster vessels - but even then, it needs a ton of support before it's even usable - it'll lose a one-on-one duel against, well, almost anything.  Putting it in the same rank as the Apogee is a joke - the Apogee is far more durable, has similar levels of usable firepower, and is capable of being useful both with and without support.
Title: Re: Starsector Ship Tiers
Post by: heskey30 on January 15, 2015, 11:35:14 AM
A dominator is also very cheap for it's level of firepower, and can be a substitute for an onslaught in a fleet if it has a good loadout. It is my favorite cruiser for AI in large battles.
Title: Re: Starsector Ship Tiers
Post by: Wyvern on January 15, 2015, 12:04:13 PM
OT: My only issue right now is that the Aurora and Apogee aren't equal. What makes the Apogee better than the Aurora? I mean while the sensor drones are powerful, they are obliterated by emp aoe, templars and dumbass AI that sets them to free roam... Also, it has TWICE the crew requirements compared to the Aurora!

The big difference is that the Aurora only has medium energy slots, while the Apogee carries a large energy, and has significantly stronger shielding; as a player flagship, the Apogee is much stronger - try outfitting one with a plasma cannon, burst pd / heavy burst pd in the turrets, and throwing everything else into vents, augmented engines, hardened shields, stabilized shields, ITU, etc.  The Aurora, thanks to its missile slots, can alpha strike about two enemy ships into oblivion - and then it has to close to get use out of the comparatively short ranged medium energy weapons.  The Apogee is much less limited.
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on January 15, 2015, 02:56:07 PM
Moved Dominator to Tier 3; apparently, people have experienced poor results from that cruiser.  It's done very well in my own experience, but whatever.

Hyperion moved to Tier 1.  If what you say is true, that the AI is no longer suicidal when using it, then it barely meets the Tier 1 description.

Nevermore moved to Tier 2.  The AI doesn't use it nearly as well as the player, to an even greater extent than the Desdinova.  At least if you lose a Desdinova the investment isn't too major.
Title: Re: Starsector Ship Tiers
Post by: Wyvern on January 15, 2015, 03:08:31 PM
*shrugs* I might put the Dominator as a "wildcard" ship - some people are reporting that it works very well for them; for those people, maybe they can get it to function at tier 2 level.  Others are reporting that it's a giant slab of junk that belongs in tier 4.  I suspect the difference depends a lot on the rest of the fleet; a Dominator without support is a disaster waiting to happen, while one with support should, in theory (I've never seen it but apparently others have) be capable of performing at an acceptable level.
Title: Re: Starsector Ship Tiers
Post by: Thaago on January 15, 2015, 03:45:45 PM
If everything goes perfectly, a Dominator brings capital grade firepower in a cruiser sized package. A lot of that is maneuvering - if surrounded, its dead. So if you are fighting an enemy with limited small craft support, it excels.

I think its actually an excellent player flagship for a combat player - the 3 medium missiles can be a LOT of Reapers. It will pretty much crush cruisers and capitals. However, even in player hands it NEEDS escorts if outnumbered. So its not a good solo ship.
Title: Re: Starsector Ship Tiers
Post by: CrashToDesktop on January 15, 2015, 04:56:13 PM
Moved Dominator to Tier 3; apparently, people have experienced poor results from that cruiser.  It's done very well in my own experience, but whatever.
Eh, it seemed fine at Tier 2.  Vulcans in my experience are fine at killing missiles.  And those pair of large mounts can bring to bear two Mark IX autocannon - and as the description says, can still maul armor despite having a Kinetic damage type.  And Annihilator spam (albeit nerfed in SS+ if I remember because they explode upon reaching max range) is powerful. :D And with the next patch, Salamander spam is going to get good.  Real good.

Plus, what Thaago said.  Although I usually strap on Auxiliary Thrusters and solve most of the issue.

But, despite that 'tis been relegated to Tier 3.  It's rather difficult to base ships based solely on combat capabilities - things like availability and cost could be taken into account.
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on January 15, 2015, 05:11:29 PM
Well, to be fair, its flux stats do hold it back a lot.  Something like the Dictator beats it in a slugfest despite having smaller slots.
Title: Re: Starsector Ship Tiers
Post by: Megas on January 15, 2015, 05:25:33 PM
Apogee is great in duels against ships it can kite.  It is weak against swarms of fast, small ships; something that rarely, if ever, happens in standard, but will happen against some mod factions (e.g., Gedune).  Another weakness the Apogee has is it can have great firepower or good point defense, but not both.

Aurora's main strength is missiles.  Without missiles, Aurora is just a slow, oversized Medusa that is inferior.  With missiles, it is strong, and with Missile Specialization 10, it is overpowered, able to alpha strike several ships in a fleet.  (44 Reapers is usually enough for an entire battle.)  Unfortunately, since Missile Specialization 10 is flagship only, this relegates the Aurora as a playership.
Title: Re: Starsector Ship Tiers
Post by: Wyvern on January 15, 2015, 06:16:50 PM
On the Apogee: "swarms of fast small ships" - you mean like fighters?  There's a reason my suggested armament uses heavy burst PD and burst PD - they are very good at swatting down fighters, while anything frigate and up can be dealt with by plasma cannon.

(That said, while the Apogee does need fighter defense, it doesn't really need anti-missile point defense, since it can easily shield-tank even large salvos of sabots.  So another good setup uses heavy blasters and an autopulse laser - though this version requires some care against fighter heavy fleets, due to the high flux costs of using heavy blasters as your main anti-fighter weapon.  And this configuration is much closer to what you can do with an Aurora.)
Title: Re: Starsector Ship Tiers
Post by: Thaago on January 15, 2015, 06:25:23 PM
I find the Apogee to be one of the few ships where the Phase beam is a good option - a Plasma Cannon takes out everything frigate+, while the phase beams will wreck unshielded fighters. Most shielded ones too, actually. And if (when) you get overloads with the plasma, it is pretty nice against hull.
Title: Re: Starsector Ship Tiers
Post by: Wyvern on January 15, 2015, 06:36:11 PM
I used to use phase beams on my Apogee - they are a good option.

Currently I prefer heavy burst PD*, but there are arguments to be made in either direction.

On the minus side, they don't have the EMP damage, have lower sustained damage, lower flux efficiency, and get "distracted" by missiles I'd rather they not bother shooting down.

On the plus side, they are vastly better at punching through armor - the equivalent "per hit" damage for beams is half the DPS, and in the case of burst beams, that uses the DPS they'd have if they were firing continuously - and they front-load damage versus fighters quite effectively; sustained DPS hardly matters when your target dies while you're still in "fire all charges ASAP" mode.

_____
* Assuming I can't get ahold of templar weapons - the Apogee's limited slots and high flux dissipation make them actually worth considering; on most hulls you're better off with heavy blasters than either of the templar medium energy weapons.
Title: Re: Starsector Ship Tiers
Post by: Megas on January 15, 2015, 07:58:01 PM
@ Wyvern:  Small fast ships as in frigate and destroyer hordes, with possible fighter support, as used by Gedune and some other mod factions (maybe Blackrock and/or Nomads, at least in Exerelin).  If I use standard ships in simulator, Apogee is not quite fast enough, even with Helmsmanship 10 and Augmented Engines, to stay away from everything and it dies.  Plasma cannon cannot blast several frigates/destroyers at once (i.e, you blast one, the other six or more ships flank and destroy you), and few burst beams will not do much to them.  Aurora and Doom are barely fast enough to stay away as long as they can maintain +75 speed zero-flux boost.
Title: Re: Starsector Ship Tiers
Post by: 06Elija on January 16, 2015, 04:12:42 AM
I recently played a lot of Uomoz' sector (in 0.62.a, oubviously), and I was blowing up a lot of ships with the shadowyards' enlil. With some good weapons loadout, I was able to bring down a venture, even a dominator in simulations. It may not be the very best frigate in the whole universe, but it certainly is performing very well with most things, like flux, shields, maneuvrability, speed, etc. and it's flexibility in general. And because of that, in my opinion of course, it could probably match the tier 2, although it is a multi-role ship. And, let's be honest, the enlil is probably better or at least as good as a lilith. Of course, I haven't started with the cons, being armor, hull, logistics rating, and how the AI handles it. This is what I think, if you think the enlil isn't that good, leave it in tier 3.
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on January 16, 2015, 04:14:06 AM
The AI isn't spectacular with the Enlil, let's put it that way.
Title: Re: Starsector Ship Tiers
Post by: 06Elija on January 16, 2015, 07:38:49 AM
I know. Sadly. I don't know how many i've lost because of that... Thank god there's the autofactory!
Title: Re: Starsector Ship Tiers
Post by: Erick Doe on January 16, 2015, 08:39:22 AM
I am missing a Tier 0 for the Zorg Ultra Cube.  :D

Is the Desdinova hard to come by, btw?
Title: Re: Starsector Ship Tiers
Post by: Cyan Leader on January 16, 2015, 02:21:54 PM
TT's frigates are nowhere near as good as the Imaginos. That ship is so good it deserves a tier of it's own. Not that with the AI though.
Title: Re: Starsector Ship Tiers
Post by: Schwartz on January 16, 2015, 03:38:10 PM
Are you going to include Tore Up Plenty in this? If so, my vote goes to 'Boartusk' fighter wing for Tier 0. They're a straight Talon upgrade with 2x Dual Machine Guns. Also the popular 'Foxhound' which is a Drone-capable Hound. I believe its Logistics was increased recently, but they used to be beastly.

Re: Shadowyards. They were pretty OP in Uomoz's old version but supposedly have seen some tweaking and a Logistics increase as well. So in that regard the scores would be outdated.
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on January 16, 2015, 05:53:10 PM
TT's frigates are nowhere near as good as the Imaginos. That ship is so good it deserves a tier of it's own. Not that with the AI though.
The Imaginos is not quite as overpowering as it used to be.  That and the fact that the AI can do just about nothing with it makes it a Tier 2.  You have to pilot it, meaning you're not using something bigger.

Re: Shadowyards. They were pretty OP in Uomoz's old version but supposedly have seen some tweaking and a Logistics increase as well. So in that regard the scores would be outdated.
These are based on the current versions.

In any case, I don't feel like I can rate ships I haven't played with/flown at some point, so that limits it to the stuff in SS+ right now.  If you guys can agree on a full tier list for something like TUP I'll stick it in, though.
Title: Re: Starsector Ship Tiers
Post by: Wyvern on January 16, 2015, 08:11:22 PM
@ Wyvern:  Small fast ships as in frigate and destroyer hordes, with possible fighter support, as used by Gedune and some other mod factions (maybe Blackrock and/or Nomads, at least in Exerelin).  If I use standard ships in simulator, Apogee is not quite fast enough, even with Helmsmanship 10 and Augmented Engines, to stay away from everything and it dies.  Plasma cannon cannot blast several frigates/destroyers at once (i.e, you blast one, the other six or more ships flank and destroy you), and few burst beams will not do much to them.  Aurora and Doom are barely fast enough to stay away as long as they can maintain +75 speed zero-flux boost.

I'll agree that a plasma cannon / burst beam Apogee isn't well suited to fighting that sort of fleet.  But that doesn't mean that the Apogee can't - currently running SS+, Templar, Neutrino, Shadowyards, and Interstellar Imperium.  Just tried one Apogee (with player skills) versus every frigate in the simulator.  Victory was relatively easy - only had to vent once while anyone was in range to shoot at me, at the cost of basically all my armor and a tiny sliver of hull.  No, you can't stay away from everything.  But you can kill or force to back off everything near you, vent while you've got an opening, and repeat as needed.

For reference, the variant I used was 2x heavy blaster, autopulse laser, 2x burst PD, ITU, augmented engines, hardened shields, stabilized shields, 45 vents, 17 capacitors.
Title: Re: Starsector Ship Tiers
Post by: Tommy on January 23, 2015, 01:45:53 PM
I have no idea why so many Blackrock ships are so high in this tier list. They are WAY below Mayorate for example. I have played probably all factions, and am pretty good at using the game mechanics, and for the life of me, I can't understand why they are so high :)
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on January 23, 2015, 05:53:22 PM
Added JP/PACK/ASP ships.
Title: Re: Starsector Ship Tiers
Post by: Tommy on January 23, 2015, 06:17:23 PM
Adding my thoughts:

Tier 1 Fighers: Teuton Wing (any) (Thunder has nothing to do with the Tier 1 if you ask me. Abysmal firepower, no shields, no support, no nothing. The Ion cannons are useless)
Tier 2 Fighers: Trident Torpedo Bomber (Probably the best bomber in the game with dual torpedos, extra harpoons and zounds of PD lasers), Claw Assault Wing, Skinwalker Space Superiority Wing
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on January 23, 2015, 06:32:51 PM
The Thunder is amazing.  Extremely fast and dangerous, it can just disable everything on your ship if left unchecked.  It's always my #1 target in battle.
Title: Re: Starsector Ship Tiers
Post by: Blaze on January 23, 2015, 06:34:38 PM
I'm surprised the Aural is only tier 3, sure on paper it's Flux, Vent, and Speed are lower than a conduit's, but it's got an OBSCENE 90 base OP. It's arguably my favorite frigate; five DLMGs backed by two swarmer banks and I can take down anything short of a paragon or Templar ship.

I'm a bit disillusioned by energy weapons though, so that's probably the issue.

Vanilla Daggers are very different from SS+ daggers due to the reaper's speed change, so you may want to make that distinction.
I'm with Tommy here, Thunders have no business being equally ranked with Teutons.
I'm glad I'm not the only one who thinks Citadel bombers are disappointing.
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on January 23, 2015, 06:55:22 PM
The Aural may have 70 OP, but it has barely average stats, lacks medium slots, and is really fragile.  Sure, it's good with a player pilot, but isn't that hot under the AI.

Good point about the daggers.  I'll indicate that vanilla daggers are tier 2.

Thunders are Tier 1.  Teutons are more like Tier 0.  Honestly, I'm undervaluing Teutons instead of overvaluing Thunders here.
Title: Re: Starsector Ship Tiers
Post by: Tommy on January 23, 2015, 06:58:36 PM
After all, all views are subjective. Whilst some of us might not fancy the Thunder, it might work great for others.

Just to be clear, the way I score a fighter's usefulness is by 1) survivability (if I need to replace the whole wing 3 times in the 1st 15 seconds of a fight, that fighter is crap), which almost always means a shield or a phase cloak 2) firepower (how quick can he take down his intended target, may he be specialised against smaller or bigger ships) and 3) support (it's a PD boat ? it's a distraction ? it's a meat wagon ?).

Also, to be perfectly honest, the Templars have no point in this categorisation. Mainly because they are a very powerful faction. You could just make that Tier 0 and put all of them there. I doubt there's any ship in this game that can compete toe-to-toe with the same class Templar ship. Nevermind the Paladin that can take down whole armadas by itself.

Again, I LOVE this faction. It's probably one of the most interesting, well built factions. With special skills, amazing ships and that higher difficulty. It's perfect for the campaign (and I have it in every single campaign I play, no questions asked), as end-game content. But in this classification .. perhaps not.
Title: Re: Starsector Ship Tiers
Post by: Blaze on January 23, 2015, 07:04:15 PM
Well, Templar ships are kinda meant to be boss enemies so they're supposed to be overpowered.

Huh, and it's 70 base OP, so I made a miscalculation there.
Title: Re: Starsector Ship Tiers
Post by: Baleur on January 24, 2015, 04:44:14 AM
It depends on their price and role in the game as well.
Some ships may be "garbage" in terms of stats, but be very cheap or simply be Decommisioned versions for npcs etc.
And a so called Tier 1 ship may be incredible, but require incredible costs in credits and faction standing.
Title: Re: Starsector Ship Tiers
Post by: JohnDoe on January 24, 2015, 03:06:05 PM

It would be nice if ships with flight decks are marked.
Title: Re: Starsector Ship Tiers
Post by: RecklessPrudence on January 25, 2015, 01:13:56 AM
I'm not the best captain, but I can take my favourite build of Dominator up against up to two Capital Ships at a time, or one Capship and a swarm of lessers, or any three Cruisers. I'll be battered by the end of it, but I'll have succeeded, barring captain error.
Title: Re: Starsector Ship Tiers
Post by: Wyvern on January 25, 2015, 12:40:02 PM
I'm not the best captain, but I can take my favourite build of Dominator up against up to two Capital Ships at a time, or one Capship and a swarm of lessers, or any three Cruisers. I'll be battered by the end of it, but I'll have succeeded, barring captain error.
I'm assuming this is in the simulator?  What sort of build / character skills / tactics do you use for that?  And how well does it fair against high-end bounty fleets (things like the dreaded combat 10 onslaught are significantly more threatening than, say, a Conquest and an Astral in the simulator...)

As an aside, I'll repeat my earlier statement: the Shadowyards Mimir should be tier 1.  It's possible to come up with a no-skills variant that will reliably beat the simulator paragon... under AI control (the hard part, at least with SS+ installed, is finding armament that's strong enough to prevent the ship from acting civilian and running away, but low enough on flux generation that the AI won't vent and let the paragon hit it with lances.  This is easiest to do with a specialized loadout using neutrino weaponry, but I was able to find a more general-purpose build that also worked).  And as a player flagship, it can singlehandedly take on any fleet in the game - including both Templars and the Luddic Purification Fleet.
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on January 25, 2015, 12:47:19 PM
Yeah, the Mimir is now moved to Tier 1.  And I added the # of flight decks to ships in the list, for good measure.
Title: Re: Starsector Ship Tiers
Post by: NightfallGemini on January 25, 2015, 01:39:48 PM
I wonder if there should also be a tier list of weapons (obviously just the top 3 or 4 for size since many solid ships tend to have universals). It'd certainly help differentiate the wheat from the chaff.
Title: Re: Starsector Ship Tiers
Post by: JohnDoe on January 25, 2015, 02:49:05 PM
Yeah, the Mimir is now moved to Tier 1.  And I added the # of flight decks to ships in the list, for good measure.

Thanks for the flight deck info. Also, Silverfish comes in three versions: Silverfish, Silverfish-B and Mod Silverfish.
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on January 25, 2015, 07:33:09 PM
They all have the same tier.
Title: Re: Starsector Ship Tiers
Post by: Agalyon on January 31, 2015, 01:36:04 PM
You know, I'm surprised to see the Enforcer in tier 2, but come to think of it, it does have a lot of potential huh?
Title: Re: Starsector Ship Tiers
Post by: Blaze on January 31, 2015, 04:03:45 PM
I find the enforcer rather lackluster when I'm using it, as I prefer dodging over tanking. On the other hand, it's tough enough for the AI to use with little issue (which is what the list is based on IIRC), so long as you have a PD screen for incoming missiles.

I prefer to deploy mine with 5x HMG and 4x Swarmers. OP cheap, weapons are easy to obtain, and the ship itself is sold almost everywhere. The HMGs can kill shields within seconds and the swarmers will shred any armor it comes into contact with.

Does the Mako wing's tier take into account the fact that 1-wing fighter's can't be replaced in-battle or just its capabilities? I find it's decent at PD, but lackluster when attacking ships destroyer size and below, as it can't use its forward-mounted gatlings correctly. There's some kind of AI bug where it won't use them despite the enemy being right in front of them, maybe the firing arc is too small?
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on January 31, 2015, 05:49:07 PM
They have two per wing now.
Title: Re: Starsector Ship Tiers
Post by: Tommy on February 01, 2015, 02:18:15 AM
The Mako is a beast now. Outstanding firepower, great speed, 210 arc shield, and TWO of them. Really to be feared.
Title: Re: Starsector Ship Tiers
Post by: Aeson on February 01, 2015, 03:39:22 PM
Personally, I disagree with rating the Shepherd at Tier 5. I think it's a Tier 4, as it is a significantly more fuel-efficient freighter per unit of cargo than the Hermes, with little loss in speed or logistical efficiency, and is significantly better than the Cerberus in terms of logistical efficiency for the cargo capacity. The Shepherd's burn 5 (up to 10 with Nav-10) isn't much worse than burn 6 (up to 11 with Nav-10) of the Hermes and Cerberus, and it halves the fuel costs per trip relative to the Hermes and doubles the fleet's maximum cargo capacity for a given logistical space relative to the Cerberus. Narrow specialization, and not great outside of it, but it's reasonably decent by comparison with the other options at that level.
Title: Re: Starsector Ship Tiers
Post by: MShadowy on February 03, 2015, 07:06:45 PM
I'm not the best captain, but I can take my favourite build of Dominator up against up to two Capital Ships at a time, or one Capship and a swarm of lessers, or any three Cruisers. I'll be battered by the end of it, but I'll have succeeded, barring captain error.
I'm assuming this is in the simulator?  What sort of build / character skills / tactics do you use for that?  And how well does it fair against high-end bounty fleets (things like the dreaded combat 10 onslaught are significantly more threatening than, say, a Conquest and an Astral in the simulator...)

As an aside, I'll repeat my earlier statement: the Shadowyards Mimir should be tier 1.  It's possible to come up with a no-skills variant that will reliably beat the simulator paragon... under AI control (the hard part, at least with SS+ installed, is finding armament that's strong enough to prevent the ship from acting civilian and running away, but low enough on flux generation that the AI won't vent and let the paragon hit it with lances.  This is easiest to do with a specialized loadout using neutrino weaponry, but I was able to find a more general-purpose build that also worked).  And as a player flagship, it can singlehandedly take on any fleet in the game - including both Templars and the Luddic Purification Fleet.

Teleportation, even the relatively uncontrolled teleportation of a phase skimmer, is an incredibly potent ability, but it's mostly located on small craft; the Mimir is, if I'm not mistaken one of the only capital ships with a teleport, and it's phase skimmer is faster--in terms of both activation time and recharge rate--than the others that I'm aware of.  I suspected it would be pretty scary way back when I initially put the ship together; given the ratings I may tweak some of the ships logistical values somewhat.  Regardless of anything else though, when timers do get added in, the Mimir is almost certainly going to have a comparatively short active time for a capital ship... probably just over cruiser level.
Title: Re: Starsector Ship Tiers
Post by: Taverius on February 03, 2015, 07:51:23 PM
the Mimir is, if I'm not mistaken one of the only capital ships with a teleport
The BRDY Karkinos has one too, but the cooldown on it is a lot longer, as is the windup to the actual port. Its also less friendly to setup and has more complex firing arcs.

Either one would be fine for the mimir, its not that powerful with the 'port taken out of the equation.

Which is to say, you don't need to put a peak CR timer on it unless you feel it fits your vision of the ship :)
Title: Re: Starsector Ship Tiers
Post by: Thaago on February 04, 2015, 12:27:12 PM
I think the Venture is Tier 3. Its in combat performance is solid - while its not a pure combat cruiser, its missiles give it a real punch (that can be reconfigured for ranged support or strike as needed - very flexible). It is also exceptionally durable - capital grade armor. Combined with a flight deck, its a threat at all ranges that is difficult to remove. Out of combat it has a very nice cargo capacity and low support profile. A tough, jack of all trades ship.
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on February 04, 2015, 12:54:56 PM
Alright, made some adjustments.
Title: Re: Starsector Ship Tiers
Post by: ahrenjb on February 04, 2015, 01:35:51 PM
Looking good. I'd like to see SCY and Diable Avionics make it into this eventually too.
Title: Re: Starsector Ship Tiers
Post by: Cycerin on February 04, 2015, 05:57:17 PM
I think the Venture is Tier 3. Its in combat performance is solid - while its not a pure combat cruiser, its missiles give it a real punch (that can be reconfigured for ranged support or strike as needed - very flexible). It is also exceptionally durable - capital grade armor. Combined with a flight deck, its a threat at all ranges that is difficult to remove. Out of combat it has a very nice cargo capacity and low support profile. A tough, jack of all trades ship.

I def. agree with this. It's one of those ships that are ridiculously difficult to remove from combat without solid bomber usage or overwhelming firepower, which can sit in the middle of the fray and still repair fighters. You can deploy it pretty indiscriminately and it also performs really important campaign layer functions. Its only problem is its balls burn speed and vulnerability to Reapers.
Title: Re: Starsector Ship Tiers
Post by: Megas on February 04, 2015, 07:30:26 PM
Venture is tough, has a flight deck, and can alpha strike things with missiles.  It is a solid ship, and a deadly opponent if you do not kill it quickly, which is easier said than done (without a big ship or buffed Combat/Tech 10 flagship).
Title: Re: Starsector Ship Tiers
Post by: orost on February 05, 2015, 09:35:18 AM
The Tempest is excellent in the player's hands, but personally I haven't been able to make any use of it as an AI ship - regardless of loadout and orders, it seems to die horribly within the first minute of the fight because it just doesn't know how to stay at range. Am I missing something about it? If not, I'd put it in tier 2.
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on February 05, 2015, 09:58:43 AM
The Tempest I remember is a nightmare in the AI's hands, if properly outfitted.  Dodging missiles, kiting larger ships, blocking everything on that little shield, it really has it all.
Title: Re: Starsector Ship Tiers
Post by: Megas on February 05, 2015, 10:13:01 AM
Quote
The Tempest I remember is a nightmare in the AI's hands, if properly outfitted.  Dodging missiles, kiting larger ships, blocking everything on that little shield, it really has it all.
All except shot range.  Tempest cannot kite, but it is fast enough to not need to, if piloted by AI or player with twitch skills.  It also only has one missile mount, so it cannot pump out as much spike damage as other frigates.

Tempest is very good as an AI ship as long as it does not use two heavy/mining blasters.  I think 90 degree shield is not wide enough, but Extended Shields fixes that.  It is very good as a player ship, if it has two heavy blasters and you can constantly vent, but Hyperion is much better than Tempest as a flagship controlled by player.
Title: Re: Starsector Ship Tiers
Post by: Tommy on February 07, 2015, 02:14:45 PM
I will kill your Hyperion 10 out of 10 with my Tempest.

Because, after all, it's a matter of taste :p
Title: Re: Starsector Ship Tiers
Post by: Megas on February 07, 2015, 04:17:50 PM
Since Starsector is a single-player campaign, all that matters is how well your ships can destroy the enemy AI.

As for Tempest against skilled enemy fleet, how good are your twitch skills?  Can you dodge incoming fire from an enemy capital with Combat 10?  Does it have enough firepower to overload a shield that can dissipate hard flux?

Hyperion is great as a flagship because it can teleport to an AI ship's blind spot, fire, do some damage with blasters or missiles, then teleport away.  With a Hyperion, I can kill any standard AI ship even if it has Combat 10.  I cannot do that with a Wolf, Tempest, or even Medusa because my weapon range is much less than the enemy, and I may need to beat down shields (that can dissipate hard flux) first.  Enemy flagships with Combat 10 are fast, can regenerate damage, and their shots are even faster and hit very hard, especially missile salvos.

If I cannot use Hyperion against enemy flagship with Combat 10, I would use a much bigger ship, like an Aurora, Onslaught, or Paragon.  Enemy flagships with Combat 10 are usually extremely dangerous opponents, more powerful than the rest of their fleet combined.

That said, AI Tempest is a very good frigate, and does not spike your fleet DP through the roof like the Hyperion.  It can be relied on to flank and kill most enemy ships, or at least the best it can.

Hyperion needs double max capacitors (from Flux Dynamics 5) and good weapons and hullmods to really shine.  I think the reason why my AI Hyperion does not die much is I give it lots of flux (20 capacitors give it lots of flux for teleporting and blaster use), Extended Shields for full coverage, and maybe Accelerated Shields so that shields are up almost immediately after a teleport.  The main use for AI Hyperion is 1) capture objectives on the enemy's side of the map quickly and 2) another ship for you to transfer to after you launch your flagship's Reapers, and you need more.
Title: Re: Starsector Ship Tiers
Post by: Tommy on February 08, 2015, 12:23:57 AM
Quote
Can you dodge incoming fire from an enemy capital with Combat 10?

Pretty much, 2 capitals at the same time. I am too lazy to do another video now, but I have posted others with my Tempest. I pretty much take over any other frigate in the game.
Title: Re: Starsector Ship Tiers
Post by: Megas on February 08, 2015, 03:28:01 PM
What does "I pretty much take over any other frigate in the game." mean?  That you can solo any entire named bounty fleet led by any random flagship with Combat 10 with a single Tempest, faster than any other frigate?

Can the Tempest flagship singlehandedly kill an enemy Paragon with Combat 10?  If so, how long does it take?

Killing a defense fleet led by three unskilled Onslaughts back in 0.62 with only one Tempest flagship before CR decayed from 100% to critical malfunctions was hard (so many ships, so little time).  If anything, it is harder in 0.65 due to skilled flagships with Combat 10.


The reason why I wrote that Hyperion is a better flagship than Tempest is the Hyperion can teleport to an enemy's blind spot, where no shield is up, and blast it.  Also, the player can simply dodge missiles with teleportation alone.  Player can teleport, shoot (with either blasters or Reapers), and teleport away before getting shot.  It is fast and relatively easy and safe, although one mistake (e.g., overload, didn't raise shields in time) is often fatal.  The Hyperion's ability to bypass shields due to AI exploits and teleportation makes it a very efficient killer, enough that it can solo all but the largest named bounty fleets, those rare fleets with multiple capitals and cruisers, singlehandedly.

Tempest needs to dodge or block shots on the way in, fire, and dodge shots on the way out.  Since it cannot teleport, it will need to overcome shields (that can dissipate hard flux, thanks to Power Grid Modulation 10) on ships with omni-shields or any ship it cannot flank.
Title: Re: Starsector Ship Tiers
Post by: EI on February 08, 2015, 08:03:21 PM
Tier 5 ships are actually okay, but try to limit the amount.  Nobody wants to play a mod where everything sucks, after all.

Hueeee~ ._.

I just made a majority of Tier 4-5 ships that are purposely abundant in nature. Does it feel okay? >w<
Title: Re: Starsector Ship Tiers
Post by: ValkyriaL on February 09, 2015, 02:54:51 AM
Depends on how many "good" ships you have, there must be bad ships, otherwise all ships would be average, but having to many bad ships and 1 or 2 good ones aint good either.
Title: Re: Starsector Ship Tiers
Post by: senor on February 09, 2015, 03:51:13 PM
i dont have much specific feedback of my own, but i love this thread.  Xyphos really that good?  i havent really used them in a while, but my xyphos and wasps often used stay just out of range of their target,  uselessly firing their beam weapon and not hitting it.
Title: Re: Starsector Ship Tiers
Post by: Megas on February 09, 2015, 07:19:10 PM
Xyphos can tank better than other stock fighters and are good at zapping unshielded targets, namely other fighters.  They also do not rely on ammo.  Tanky and ammoless means fewer Xyphos replacements are using flight decks.  They are great for fleets that have few flight decks and rely on bigger ships for damage.  For example, Odyssey flagship with a few Xyphos wings to capture points and to distract the enemy while the Odyssey annihilates the enemy with plasma cannons.

Their offense are not good as other fighters, though.  If I want to rely on fighter wings to destroy fleets, I would use a combination of Broadswords, Thunders, and Daggers.  Maybe a few Talon wings too because Vulcans are devastating against targets that lost armor.
Title: Re: Starsector Ship Tiers
Post by: Dri on February 10, 2015, 09:06:10 AM
Xyhpos comes with a Phase Beam but in the patch notes its now Phase Lance - wonder if it'll be a powerful buff to them.
Title: Re: Starsector Ship Tiers
Post by: Cosmitz on February 10, 2015, 05:16:42 PM
They flux themselves out after a shot and then just 'whimper' the beam a bit once in a while. Don't know if this is an improvement.
Title: Re: Starsector Ship Tiers
Post by: Protonus on February 10, 2015, 06:40:39 PM
I was shy at first when posting on this forum.

Still am right now, but I expect the tier of my ships should surround 1-3, revolving 2... barely, I think. But the designs are rarely tested (by others) and are even not shown to me even it was shared.

If ever my mod comes to popularity I might be able to see my ships one day be at the board.

Edit: PS: Ironic enough, EI's ships play cheap tricks to any upcoming enemies, forcing them to attack drones instead of hosts.

Edit: Turns out, I was wrong. Most of my ships only got to tier 3, and some of them reached 2.
Title: Re: Starsector Ship Tiers
Post by: Jay2Jay on February 11, 2015, 08:29:23 PM
My ship's "average" should round out to about tier 3 more or less until I get to making my own ships. Then it may rise a bit.
Title: Re: Starsector Ship Tiers
Post by: FabianClasen on February 23, 2015, 11:44:51 PM
First i want to express my gratitude for this great list. It helped me a lot when i first tried ss+/factions.

I have one idea for improvement though, and that is making carriers a category. Right now, they are mixed with the respective ship size i think. They really deserve a disambiguation.
For example the Heron is listed under cruisers, and the Condor is listed as a destroyer. Now, while they may technically belong to those categories, you will never compare those against an enforcer, but rather against each other.

Of course there are quite a many specialized ships out there and i am not making a point, that everything should be picked apart, but carriers stand out a bit more than any other (combat)role in this game.
Title: Re: Starsector Ship Tiers
Post by: Aeson on February 24, 2015, 03:21:33 PM
Quote
I have one idea for improvement though, and that is making carriers a category. Right now, they are mixed with the respective ship size i think. They really deserve a disambiguation.
For example the Heron is listed under cruisers, and the Condor is listed as a destroyer. Now, while they may technically belong to those categories, you will never compare those against an enforcer, but rather against each other.
I disagree with your claim that you'll never compare a Heron or a Condor to an Enforcer. Every time you add a ship to a fleet, you evaluate whether that ship fits the composition you want better than the other available ships. Which is better, a Heron or a Venture? The answer depends on what else is in the fleet, how you want to use the fleet, and how you want to develop the fleet. If there's only one fighter group, say a Xyphos Wing, then the Venture is arguably a more suitable carrier and is probably a better choice right now, due to being a heavier warship, but if you want the fleet to transition to a more fighter-based force the Heron is probably the better choice for the long run.

Also, there is at least one situation in which you will compare dedicated carriers to non-carriers. Let's say that I go to the shop and want to add a bit of direct combat power to my fleet, and I also want to add a flight deck or two. Let's further assume that I have 10 logistics available and plenty of crew already available as well as as much money as I could ever need, and the shop I went to has a Heron, an Enforcer, a Condor, and two Gemini available. My logistical budget will fit either the Heron or any two of the destroyers. Herons make decent light cruisers and have two flight decks, Enforcers are heavy destroyers, Gemini make decent support destroyers in addition to being escort carriers. Do I go for a Heron, an Enforcer and a Gemini, an Enforcer and a Condor, a Gemini and a Condor, or two Gemini? Any of these combinations can fit the bill for adding direct combat power and at least one flight deck to the fleet, though the most appropriate choices are probably the Heron and the Enforcer/carrier pairings. Don't simply assume that the Enforcer and an escort carrier fit the requested addition to the fleet better; you might be surprised at how well the Heron can perform in a direct combat role when it's built correctly.
Title: Re: Starsector Ship Tiers
Post by: shingekinolinus on March 07, 2015, 03:11:37 AM
Having the hyperion as a flagship is a great idea. Say for example, when your conquest is struggling against an onslaught
you can easily teleport to the back, switch to AMBs and shout "prepare your ***holes"

if you have enough missile tech, you can even get four reapers on this badass, which can kill any ship (except paragon) insanely easy

Most recently, however, I've switched to Afflictor and I believe it is a better choice.

If you have enough level (and a lot of OP), you can fit it with 2 reapers (4 if missile tech), 3 AMBs, augmented engines, and even auxiliary thrusters.
with the rest spent on max flux capacity and dissipation.

This way, I can use phase to fly past an entire armada (like its not even there), snipe a few buffalos, hounds and devastate the onslaughts before retreating to safety at a speed of 250 (300 w/ boost) and venting flux.

I find the cloak useful specifically in cases when you don't want to be caught in the explosion of larger ships.
The cloak activates faster than the teleporter.

comparing to the hyperion, it also has considerably more armor, hull and flux level.

The hyperion is superb however for capturing nav buoys and pursuing frigates, so I still need a few of them in my fleet, but I'll just leave them to the AI.
Title: Re: Starsector Ship Tiers
Post by: Megas on March 07, 2015, 06:27:28 AM
What makes Hyperion good, as a flagship, is it can teleport away to fool the AI to lower its shields, anytime, without fail.  Then teleport back to enemy, fire, and hit the ship before it can raise its shields.  Because of this trick, Hyperion (piloted by player) can solo fleets that destroyers or even some cruisers cannot.  Enemy Paragon with Combat 10 is brutally hard, but a Hyperion flagship can put it out of its misery.

What makes Hyperion good, as AI, is it can capture points much faster than any other ship, and is smart enough to not die if it has an effective configuration.
Title: Re: Starsector Ship Tiers
Post by: FabianClasen on March 08, 2015, 05:58:55 AM
Are you guys sure, the thunder wing is still top notch?
After the recent nerf, where it returns to reload after the first missile salvo, i do not think it is on the top anymore.
The early return keeps it from successfully hunting down fast craft with its ion cannon. It also blocks flight decks early on in order to rearm.
Title: Re: Starsector Ship Tiers
Post by: Gothars on March 08, 2015, 06:13:52 AM
That's a bug, fixed for the next version. I'd not recommend Thunders at the moment.
Title: Re: Starsector Ship Tiers
Post by: Histidine on March 13, 2015, 07:40:18 PM
Hmm, Martyr isn't listed yet.

The way the Saltare variant mows down enemy frigates and even destroyers in my new Nexerelin playthrough makes me believe it should be Tier 1, although its weaknesses (no zero flux bonus, considerable maintenance costs) may bump it down a notch.
Title: Re: Starsector Ship Tiers
Post by: Wyvern on March 20, 2015, 09:54:06 AM
Incidentally, with ballistic ammo no longer being limited - and the Mjolnir cannon being usable - I now agree that the Dominator is a solid tier 3 ship; it's still rather poor at dealing with fighters or frigates, but it does very nicely against anything else that's not an Onslaught.
(While I still like my Apogee, the removal of bonus damage from flux hurt it a fair bit; one of my current favorite tactics is to deploy a beam Sunder to wipe out fighters and frigates, then retreat that and bring in a Dominator to clean up everything else.)

I also think the recent changes should bump the Conquest up to tier 2.
Title: Re: Starsector Ship Tiers
Post by: Serenitis on March 21, 2015, 02:34:42 AM
I'm finding the Apogee to be very underwhelming.
It can't focus fire well at all, has awful turret positions and coverage, and the hardpoint rich layout relies on the almost entirely absent maneuverabilty.
The only thing it is good at is tanking stuff on those shields.

Dominator is just all round much nicer to fight in. Better PD. Better potential spike damage. Can dash into / out of trouble. Can carry Reapers.

Preferences. Preferences everywhere.
Title: Re: Starsector Ship Tiers
Post by: orost on March 21, 2015, 04:40:03 AM
The Apogee shines when combined with a mod that adds high-power, high-OP weapons that can make the most out of its limited slots. An Apogee equipped with Templar weapons is a terror.
Title: Re: Starsector Ship Tiers
Post by: sotanaht on March 24, 2015, 01:57:58 PM
I'm just not seeing the Apogee in T2 in the base game.  It doesn't excel at anything as far as I can tell, and the firepower is definitely lacking.  What kind of configuration makes it T2 worthy?
Title: Re: Starsector Ship Tiers
Post by: Wyvern on March 24, 2015, 02:30:31 PM
The Apogee was significantly stronger when you got bonus damage from high flux.  However, it's still a good ship even now.  (The reason I've started using a Dominator instead?  It can also take on most things, and it costs significantly less supplies to deploy.  The Apogee is still more durable, though, and fares better against frigate or fighter swarms.)

My current favorite configuration uses 2x heavy blaster, an autopulse laser, and 2x tactical laser in the turrets.  Yeah, doesn't focus fire well... but it doesn't need to; you burn through most of the autopulse's charges, then rotate to bring a heavy blaster to bear, and do it all from extreme range where most things can't retaliate effectively.  (The tactical lasers are only there to help against fighters, really.)

You will, of course, want ITU and augmented engines and stabilized shields and combat 10 for extra speed & shield strength & weapon speed (useful for making heavy blasters able to hit fighters reliably).

You can only get both heavy blasters aimed at a single target if it's something big - generally cruisers and up - but that's okay; even just one heavy blaster is plenty of DPS against any smaller targets.

I wouldn't take it up against a combat-10 Onslaught, but anything else goes down without much trouble.

Plasma Cannon sniper used to be a pretty good use of an Apogee, too, but the plasma cannon is much less potent now than it was; this is still doable, but it's not quite as powerful a build as it used to be.

For me, the Apogee was tier 1 - overwhelmingly potent against almost anything - and is now tier 2.
Title: Re: Starsector Ship Tiers
Post by: Megas on March 24, 2015, 04:36:28 PM
Tactical lasers on Apogee is most useful for forcing the enemy AI to keep its shields up at greater range.

I think Apogee is good, but overrated.  Its firepower is somewhat lacking, and while it can kite big threats, it is vulnerable to swarms of small ships.
Title: Re: Starsector Ship Tiers
Post by: Wyvern on March 24, 2015, 05:28:36 PM
Tactical lasers on Apogee is most useful for forcing the enemy AI to keep its shields up at greater range.

I think Apogee is good, but overrated.  Its firepower is somewhat lacking, and while it can kite big threats, it is vulnerable to swarms of small ships.
The version I suggested above isn't vulnerable to swarms of small ships; anything small enough to outrun it is also small enough to die in just a few heavy blaster hits - or to be forced to back off after taking even just one on shields.  Yes, you have to maneuver to keep some distance and limit your exposure; you can't just charge into the middle of a large pack of frigates.  But even there, it takes a lot of frigates to threaten an Apogee.  (Versus like, oh, maybe three or four to threaten a Dominator.)

The one gotcha is Broadswords - you have to prioritize not letting them get into machine gun range, using whatever combination of maneuvering and precision blaster shots gets that job done.  Fail at that, and one wing of broadswords + a frigate or two will rip you to shreds.  Fortunately, this is fairly easy - broadswords aren't all that fast, and die in no more than two hits.  You just have to actually remember to target them so your turrets will take them out.
Title: Re: Starsector Ship Tiers
Post by: Megas on March 24, 2015, 07:36:51 PM
When I wrote swarm, I meant lots of ships, like five or more.  Also, if mods are included, it is not just frigates, but also destroyers and occasionally fast cruisers with mobility systems.
Title: Re: Starsector Ship Tiers
Post by: Wyvern on March 24, 2015, 07:43:55 PM
When I wrote swarm, I meant lots of ships, like five or more.  Also, if mods are included, it is not just frigates, but also destroyers and occasionally fast cruisers with mobility systems.
@ Wyvern:  Small fast ships as in frigate and destroyer hordes, with possible fighter support, as used by Gedune and some other mod factions (maybe Blackrock and/or Nomads, at least in Exerelin).  If I use standard ships in simulator, Apogee is not quite fast enough, even with Helmsmanship 10 and Augmented Engines, to stay away from everything and it dies.  Plasma cannon cannot blast several frigates/destroyers at once (i.e, you blast one, the other six or more ships flank and destroy you), and few burst beams will not do much to them.  Aurora and Doom are barely fast enough to stay away as long as they can maintain +75 speed zero-flux boost.

I'll agree that a plasma cannon / burst beam Apogee isn't well suited to fighting that sort of fleet.  But that doesn't mean that the Apogee can't - currently running SS+, Templar, Neutrino, Shadowyards, and Interstellar Imperium.  Just tried one Apogee (with player skills) versus every frigate in the simulator.  Victory was relatively easy - only had to vent once while anyone was in range to shoot at me, at the cost of basically all my armor and a tiny sliver of hull.  No, you can't stay away from everything.  But you can kill or force to back off everything near you, vent while you've got an opening, and repeat as needed.

For reference, the variant I used was 2x heavy blaster, autopulse laser, 2x burst PD, ITU, augmented engines, hardened shields, stabilized shields, 45 vents, 17 capacitors.

That enough of a swarm for you?
Title: Re: Starsector Ship Tiers
Post by: Nanao-kun on March 28, 2015, 11:23:38 PM
I run just fine with fleets. Rather than boring maximum efficiency soloing fleet stuff, I like to see ships blasting at each other around me.
Title: Re: Starsector Ship Tiers
Post by: Serenitis on March 31, 2015, 12:13:01 PM
Had a fortunate capture recently: A ZenithSS+

Fortunate for me. Not so fortunate for everyone else.
It is essentially a steamroller. It squashes everything, and it just doesn't stop. There are no brakes on the pillage train now.

I'm not seeing how this and the Apogee (glorified mule :P) are the same tier. Maybe it just really suits my play style, while the apo just really doesn't.
They have vaguely similar loadout capabilities, but the Z has much better turret placement and arcs. And can turn a lot more freely so the harpoints are far easier to use.
Yay! Preferences!

Title: Re: Starsector Ship Tiers
Post by: Wyvern on March 31, 2015, 12:59:03 PM
I'm not seeing how this and the Apogee (glorified mule :P) are the same tier. Maybe it just really suits my play style, while the apo just really doesn't.
Yay! Preferences!
Definitely a case of preferences; I've tried the Zenith and found it to be far too vulnerable to flanking and just generally fragile compared to the Apogee.  Sure, it can get more firepower lined up against a single target, but the Apogee is just plain safer to fly, thanks to improved range and the second strongest shield in the (vanilla) game.
Title: Re: Starsector Ship Tiers
Post by: Schwartz on May 20, 2015, 07:31:28 AM
Bump 'cause I use this!

Could as well add it to the 'List of useful threads' sticky IMO.

Also I'd put the AsuraBR in T1 and the MorningstarSRA in T3, but that's just me.
Title: Re: Starsector Ship Tiers
Post by: ahrenjb on May 20, 2015, 09:37:46 AM
I've certainly found it to be useful. It will likely require some adjustments after the next patch, and there are a couple of mods I would like to see added, but it's still a good resource.
Title: Re: Starsector Ship Tiers
Post by: Squigzilla on May 27, 2015, 02:09:25 PM
This is a nice reference, but I'd rather not see it stickied. When a new player picks up the game, a large part of the fun comes from trying out each ship to see which ones suit their playstyle the best. Having a big tier list locked at the top of the forums takes away much of this exploration.
Title: Re: Starsector Ship Tiers
Post by: Histidine on June 23, 2015, 11:08:33 PM
Hmm, I'd bump Lilith and Cimeterre down to Tier 3 (frankly, Cimeterre has annoyed me enough that I'd put it in Tier 4 just out of spite).

Lilith is okay, but it's not really much better than Wolf (tier 3). And while the Cimeterre has a pretty decent built-in weapon, it also suffers from a long list of defects:

This is a nice reference, but I'd rather not see it stickied. When a new player picks up the game, a large part of the fun comes from trying out each ship to see which ones suit their playstyle the best. Having a big tier list locked at the top of the forums takes away much of this exploration.
The list just tells you "how good" the ships are though. It doesn't detail what they do or how they actually behave.
Title: Re: Starsector Ship Tiers
Post by: Abradolf Lincler on July 14, 2015, 12:01:47 PM
I'm just not seeing the Apogee in T2 in the base game.  It doesn't excel at anything as far as I can tell, and the firepower is definitely lacking.  What kind of configuration makes it T2 worthy?

Lacking? I can solo some of the biggest fleets with my Apogee. If it were up to me it would be T1.

My setup

Edit-made the image easier to read.

[attachment deleted by admin]
Title: Re: Starsector Ship Tiers
Post by: zenstrata on July 25, 2015, 10:24:16 PM
I was confused when I first read this post because it lists quite a few ships which do not appear in the game.  Then I realized after hunting around a bit more, that there are ships in this list which are from Mods only.  I suggest making it a bit clearer to people which ships are from mods, and which ones are in the game stock.  The current system with the little initials next to it isn't bad, but i was still confused because I never play the mods, so I had no idea that there were different ships in them.

I actually spent several hours in-game hunting around for the ships listed in this thread before I realized they were not in the game and only appeared in mods...
Title: Re: Starsector Ship Tiers
Post by: Tartiflette on July 26, 2015, 12:22:01 AM
The first line of the OP says:
"This is a resource and an ongoing effort to categorize ships, both vanilla and modded, on a scale of general usefulness." (Emphasis added)
And the last part is the legend. I don't see what more could be done to make it clearer.
Title: Re: Starsector Ship Tiers
Post by: Plantissue on July 26, 2015, 05:18:13 AM
The one thing that could be done to make it clearer is to add the same emphasis as you have done to your own post.
Title: Re: Starsector Ship Tiers
Post by: Doogie on July 26, 2015, 08:41:57 AM
He even cited what mod the ships are from. It's fine as is, especially because most people play with these mods on.
Title: Re: Starsector Ship Tiers
Post by: zenstrata on July 27, 2015, 01:22:13 AM
Thanks for the clarification =)  I read this post quite a while ago, I just didn't get around to posting about it till recently.
Also, I am not sure it is fair to say that most people play modded without some sort of polling metric to back that up.  I personally do not use any mods, I prefer the basic game.
Title: Re: Starsector Ship Tiers
Post by: angrytigerp on August 06, 2015, 07:23:30 PM
Thanks for the clarification =)  I read this post quite a while ago, I just didn't get around to posting about it till recently.
Also, I am not sure it is fair to say that most people play modded without some sort of polling metric to back that up.  I personally do not use any mods, I prefer the basic game.

That's unfortunate, because as you said, mods add a lot of variety; and there are plenty of mods that have a definitively vanilla-balanced feel and aren't just "lol this is way better in every way". The ease of the modding framework even makes using them really simple, as all you have to do is check a few boxes.

That said, I can understand reluctance to play with mods in general, but they are a cornerstone of PC gaming.
Title: Re: Starsector Ship Tiers
Post by: Wyvern on August 24, 2015, 03:43:05 PM
I'd like to suggest moving the Dominator cruiser (back) up to Tier 2 - the removal of ammunition limits plus the reduced flux cost of Mjolnir cannons have covered over the Dominator's weak spots quite nicely.  A pair of Mjolnir cannons covers primary offense against both shields & armor, which means you can actually afford to mount flak.  And with no ammo limits, the wide spread of the main guns isn't as big a deal, since a miss only wastes a bit of flux.
Title: Re: Starsector Ship Tiers
Post by: Megas on August 24, 2015, 04:14:14 PM
I agree with Wyvern.  Dominator is probably the most powerful standard cruiser in the game, and it can easily go toe-to-toe with a capital.  It is a bit weak against (read: difficulty evading) a horde of small ships, but it can demolish bigger ships more easily than other standard cruisers short of a max Missile Spec. Reaper Aurora.

For Mjolnir Dominator, I prefer Maulers in medium mounts for more long-range firepower and let Vulcans take care of PD.
Title: Re: Starsector Ship Tiers
Post by: Thaago on August 24, 2015, 04:58:06 PM
I'd agree with the previous 2 about the Dominator, and would like to add the Eagle as Tier 2 as well. Reason: With the changes to the phase beam, the Eagle is absolutely devastating against smaller ships, and it has the maneuverability to get away from capitals when stressed.

(Its kind of cool to me that the old ships are beasts, but weak against swarms, and then the midlines trade some of the beastliness for maneuverability and wrecking smaller ships.)
Title: Re: Starsector Ship Tiers
Post by: Megas on August 25, 2015, 06:31:51 AM
Eagle is good, but I am not sure if it is strong enough for tier 2.  It can defend against multiple smaller ships better than Dominator, but it cannot demolish ships quickly like Dominator or Reaper Aurora.  Phase lance is good, but nothing too powerful; Phase Lance Eagle is a DPS and range compromise between three blaster Eagle (high DPS, short range) and ballistics plus beam Eagle (long range sniper).  What the Eagle does very well is kite with 1000+ range HVDs, Maulers, and beams (possibly boosted with Advanced Optics), and AI will try to kite with it.

Dominator is tier 2 because it can kite (not as well as Eagle, but can kite dangerous bigger ships if built for it) and/or outgun most ships in the game.
Title: Re: Starsector Ship Tiers
Post by: TheHengeProphet on August 26, 2015, 09:44:42 AM
I need to do some testing with standard OP levels, but I loaded out an eagle with 3 HVDs and 3 Phase Lances, and it absolutely destroyed things.  It's become a staple of my fleets.  In player hands, or more accurately in player ownership, the eagle can be devastating.  As such, I really think it deserves to be where it is.
Title: Re: Starsector Ship Tiers
Post by: Ahne on August 26, 2015, 03:45:54 PM
Anyone interested in adding the NGO faction ships to the list?
I would like to know how they fit into the established list of shiptiers from an outside perspective.
In my honest opinion i think that the “average“ strenght of ships in modded and also vanilla game are somewhat “op“ but thats not bad all time. The correct “strenght“ mix of ships in a faction is the most important part. But yeah, i just wanna know if there are opinions out there.

greetings
Ahne
Title: Re: Starsector Ship Tiers
Post by: Plantissue on August 27, 2015, 06:57:37 AM
I am wary of a tier list that doesn't really include a description of some of the reasoning behind some of the ships put in the tiers and a tier list which can place the wolf and the lasher into the same tier list.

 If it is a question of role, looking at the forum lists, most people seem to assume the tiers are based upon sheer combat power, and in any case there really isn't a list of roles that are to be considered and to what importance. Whatever the reasoning is behind the tiers, the wolf is both more versatile and more powerful at every role than the lasher.
Title: Re: Starsector Ship Tiers
Post by: Megas on August 27, 2015, 07:32:58 AM
If it is a question of role, looking at the forum lists, most people seem to assume the tiers are based upon sheer combat power, and in any case there really isn't a list of roles that are to be considered and to what importance. Whatever the reasoning is behind the tiers, the wolf is both more versatile and more powerful at every role than the lasher.
It is about overall combat power.  If not, Atlas would be tier 1 for hauling everything to powerlevel via trade, but powerleveling is good mostly for fighting.  Player only needs max Leadership (for +80 Logistics) and max Technology (for max Navigation) to haul commodities in bulk.

Lasher became very weak ever since it lost its omni-shield (and its shield arc was not doubled to compensate).  Lasher has bad shield, mediocre flux efficiency, and a suicidal ship system (player needs 20 vents and close to 10 capacitors to make it usable with most weapons) that the AI uses with reckless abandon.  Lasher is bad enough that it is no use putting rare and elite weapons like railguns or needlers on it.  Just give it cheap yet effective stuff like autocannons and annihilators.  I would put Lasher in tier 4.  With max Combat and Technology, Cerberus with a shield performs a bit better than Lasher (thanks to more armor, a mobility system, and possible Mauler to kite-and-snipe), and has more cargo to haul stuff.  At least Lasher will be improved in the next release (wider shield and ammo feeder reducing flux costs).

I need to do some testing with standard OP levels, but I loaded out an eagle with 3 HVDs and 3 Phase Lances, and it absolutely destroyed things.  It's become a staple of my fleets.  In player hands, or more accurately in player ownership, the eagle can be devastating.  As such, I really think it deserves to be where it is.
Any reason to use HVDs over cheaper alternatives?  It seems like the extra range is wasted if Phase Lance is your primary attack.  If you need to get close enough to use Phase Lance, wouldn't the cheaper and more damaging Heavy Autocannon be more effective?  If you want the extra range, why not replace one of the HVDs with a Mauler to damage armor if you need to snipe from beyond beam range?
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on August 27, 2015, 08:07:32 AM
I forgot how much worse the Lasher is outside of SS+.
Title: Re: Starsector Ship Tiers
Post by: Tartiflette on August 27, 2015, 09:11:21 AM
Fortunately it will be significantly buffed in 0.7 with the Accelerated Ammo Feeder also reducing the flux cost of the weapons.
Title: Re: Starsector Ship Tiers
Post by: TheHengeProphet on August 27, 2015, 12:23:34 PM
The HVDs are fairly flux efficient, and the EMP damage they provide better allows the eagle to subdue and intercept a craft before going in for the kill with Phase Lances.  It's not the GREATEST on time to kill, but it doesn't take heaps of damage doing it.
Title: Re: Starsector Ship Tiers
Post by: Serenitis on September 02, 2015, 11:27:12 AM
I'm currently doing a Pirate game, and having a somewhat limited choice means I've ended up trying something I've never bothered with before.
And I got a really nice suprise in the BarbarianSS+.

It's listed as a tier 4 ship so I was not expecting much at all, but damn....
This thing is pretty amazing at hit-and-run attrition fights, possibly better than the Dominator even despite having less firepower becuase it has much better mobilty and shields.

I've got a HVD on the bow mount with Dual Flaks either side, and a Harpoon rack on the nose.
The forward and rear smalls are all Railguns/Shard Guns, with the broadside being all Light Assault Guns.
Hullmods are Aug. Engines, Aux. Thrusters, Stabilised Shields, Expanded Missile Bays.

Seems to be coping quite well with my preference for solo flying, but it struggles a bit with caps or multiple similar sized ships - just not enough firepower.
That lack of firepower comes from using flaks in the medium side mounts, without which this ship is quite unenjoyable to fly as it gets easily overwhelmed with fighters and missiles. (Small ballistic PD is essentially worthless.)



Title: Re: Starsector Ship Tiers
Post by: Thaago on September 07, 2015, 12:17:32 PM
Warning: Eagle fanboy writing again. :D

After playing a bunch of SS+ and Nexerelin the last few days, I still vote for the Eagle being a Tier 2 ship. Its just that its role is very different than the Dominator - where the Dominator is a heavy attack platform that can be overwhelmed by smaller enemies (and Ludd help you if an enemy with EMP gets behind you!), the Eagle's role is long range support and small ship murder. I've been running battles where a pair of my eagles need to handle 6 or 7 enemy destroyers + fighters (while I handle the big enemies) and, while they take a while, they handle things like champs and don't take much damage. The biggest thing: Maneuvering jets lets them go backwards or spin, unlike the burn drive. Sounds silly, but when they get pressed by enemy ships, Eagles can handily back off to only engage 1 of them, or rapidly point its main guns at a new target.

Tier 2 description:
Spoiler
A very good ship, typically one that performs one role very well and can hold its own in other situations.  Not as versatile or all-performing as a Tier 1, but still competitive.
[close]

In its role of hunting smaller ships: Beam Eagles of either Phase lance or 3x Graviton 3x Tactical will melt frigates - no dodging possible. Destroyers can't stand up to 3 frontal ballistics + beams, though in clusters they can back off and take a while to kill. Cruisers take a long time, but most of them don't pose a threat to an Eagle because they can outrange/outmaneuver them (I'm using 2x HVD and 1x Mauler, + 1000 range beams - its a very nice build which I thank everyone for!) Against a single enemy supership its not going to be as much help as a Dominator, but it will help without dying and cover you for a pullback/vent cycle just fine.
Title: Re: Starsector Ship Tiers
Post by: Megas on September 07, 2015, 07:48:38 PM
I think Eagle could fall either into high Tier 3 or low Tier 2.  It does not have top-tier firepower and/or defenses of other cruisers.  Dominator can take a beating, and it has enough ballistic and missile firepower to match a capital.  Eagle does not have as much armor or firepower to stand up against a capital in a slugging match and win, and it cannot carry many missiles (like several other cruisers) to alpha-strike when necessary.  True, the Eagle is faster, making it less vulnerable against smaller threats, and it can focus many smaller long-range guns at enemies.  What the Eagle can do is outrange a capital or most other ships and kite it to death (with 1000+ range ballistics and beams).  AI does well with either Dominator or Eagle.

With that said, I think Eagle is a better combatant than Apogee.  Apogee was probably rated tier 2 back when ballistics had limited ammo and ships bigger than frigates had unlimited peak performance.  With unlimited energy weapons and peak performance, Apogee could kite big or slow ships as long as necessary to win, but ships with ballistics could not.  Now, with unlimited ballistics and limited peak performance for all ships, Eagle and Dominator can outgun and outrange the Apogee.

P.S.
Quote
Tier 2
A very good ship, typically one that performs one role very well and can hold its own in other situations.  Not as versatile or all-performing as a Tier 1, but still competitive.
...
Tier 3
A solid ship.  Either acts as a jack-of-all-trades and master-of-none, or specializes very well for one role at the cost of being sub-par at everything else.
One thing Eagle can do very well is kite-and-snipe.  Otherwise, it feels like "a jack-of-all-trades and master-of-none".  My gut feeling says Eagle is (high) tier 3, although it could be low tier 2.
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on September 07, 2015, 08:49:26 PM
I think you explained it well.  The eagle is a great kiting, sniping, keeping-away ship, and is reasonably decent at most other roles.  This makes it a tier 2.
Title: Re: Starsector Ship Tiers
Post by: Megas on September 08, 2015, 06:12:03 AM
More thoughts:

I think when Eagle was first rated, ballistics were limited and beams did not have 1000 range.  Unlimited ballistics and 1000 range beams really helped the Eagle (and some other ships) to the point that it straddles tier 2 and 3.  The reason why I think Eagle leans toward high tier 3 is its kiting configuration is not the most damaging (although AI kites reasonably well), and if you use more damaging weapons with less range, it simply brawls and performs closer to other jack tier 3 ships.

Aurora is a good example of a one-trick pony tier 3 ship.  It does one thing very well (Reaper spam), but is subpar (but not too weak) at everything else.  Aurora has terrible shot range, below average durability compared to other cruisers, and its firepower (without missiles) is comparable to a Medusa (and I rather use two Medusa over one Aurora).  Also, AI cannot use Reaper Aurora very well, which limits its use as a playership.  However, Reaper Aurora (assuming max Missile Spec) controlled by player is extremely powerful because it can destroy most ships instantly with Reapers and has enough of them against every ship in almost every fight.

When it comes to picking standard cruisers at all-around fighting and killing things by player and AI, Dominator is my #1 choice and Eagle is my #2 choice.  In case of high-tech cruisers, I prefer to use multiple Medusa (or even Wolves) instead unless I want to fling Reapers left-and-right as an Aurora flagship.
Title: Re: Starsector Ship Tiers
Post by: Serenitis on September 13, 2015, 04:23:35 AM
Eagle I'd say is tier 3 because you have to fit it out for kiting for it to be good, otherwise it is merely mediocre.
And that is almost exactly the description for T3.


Title: Re: Starsector Ship Tiers
Post by: Plantissue on September 15, 2015, 12:11:02 PM
I don't think either of them are tier 2. Dominator is essentially specialised for killing cruisers/capitals frontally and compare poorly compared to other cruisers when facing destroyers or frigates. In my experience, the Dominator's shield is quickly overwhelmed and then have to rely solely on armour, whilst not having enough flux disapitation to use all of its weapons. The Eagle by comparison is faster, more manoeuvrable and is capable of almost the same level of forward fire, but with far greater ability to combat faster manoeuvrable ships.


Title: Re: Starsector Ship Tiers
Post by: Megas on September 15, 2015, 12:37:17 PM
Dominator can kill anything, not just big ships only, quickly.  What it struggles at (more than some cruisers) is running away from a horde of fast ships (often fighters or frigates) if running away (to avoid getting flanked and/or getting blasted by a bunch of stacked bombs) is the best option.
Title: Re: Starsector Ship Tiers
Post by: Plantissue on September 15, 2015, 01:07:58 PM
Dominators suffer from the Thermal Pulse Cannon problem in that its two large mounts are so widely placed apart that it is possible that frigates can only be hit by one of them or slip in between both shots, if the frontal arc isn't avoided entirely in the first place. It can't turn around to face threats as fast as other cruisers as well.
Title: Re: Starsector Ship Tiers
Post by: Megas on September 15, 2015, 03:21:24 PM
Dominator does not need both heavy guns to hit frigates to kill them, especially if its medium mounts are assault weapons (and/or front three light mounts are needlers).  One heavy plus two mediums plus possible missiles are plenty for small ships.

Yes, it turns slowly unaided.  That is part of what makes it hard for Dominator to run away or to deal with flankers when it cannot.  Auxiliary Thrusters is very good for it.  It makes it easier for the player to turn to the side and burn drive away.  For the player (and enemy flagship with Combat 5+) with the perk that adds +75% to turning speed, Dominator turns not so slow.
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on September 15, 2015, 07:18:05 PM
Eagle is competent in all areas (not the best, but a solid choice), except for kiting, which it really rocks at.  Tier 2, albeit barely.

Dominator is very good in many roles and really excels at pure damage, but is brought down by a single major weakness (maneuverability).  Tier 2.
Title: Re: Starsector Ship Tiers
Post by: Plantissue on September 16, 2015, 06:56:36 AM
Looking at Frigates again, I think for vanilla ships, a case can be made to change the tiers. Tempest should be moved down to Tier 2. It doesn't belong in the same tier as the Hyperion. Though the argument can be made that any ship that can teleport are simply in a class of their own. The Wolf and Shade should be Tier 2. They are far superior to the other ships in Tier 3, both as a Pilot ship, and as a Fleet ship, whether in the strike, dualing, escort or scout roles.

The Hound can be argued to be Tier 3. It specialises very well as a fast moving, kiting ship that mounts a Mauler or HVD, and most importantly the AI recognises this.
Title: Re: Starsector Ship Tiers
Post by: Schwartz on September 16, 2015, 08:28:53 AM
If you're not yourself super nimble, an enemy Tempest is a *** to put a dent in or catch when it doesn't want to be caught. Especially in the earlier game, it can really ruin your day if the enemy fields one.

Agreed on the Wolf, it's still quite good.

No matter the upsides on the Hound, it's still a shieldless gnat and really easy to fall unless piloted by a player with trigger reflexes. The case for a player elevating a ship beyond its tier can be made for any ship, though.
Title: Re: Starsector Ship Tiers
Post by: Plantissue on September 16, 2015, 10:23:11 AM
Yeah ok, the Hound isn't really good enough to be Tier 3. They lack the toughness to take on cruisers and capitals which wll have the range to kill large numbers of them.
As to the Tempest, it is a great ship, but it's more of a case that the Hyperion is just overwhelming good. I do think the Tempest is better than the Wolf/Afflictor/Shade, but is also significantly worse than the Hyperion. In the end, it's just a case that selectively deciding into a fixed number of tiers isn't quite a useful descriptor of usefulness.
Title: Re: Starsector Ship Tiers
Post by: Megas on September 16, 2015, 11:04:36 AM
Wolf is solid, but hurt by poor range and somewhat limited firepower (when compared to more elite frigates).  It does not excel at any one task.  Tier 3 seems about right.  Its ship system is very good and saves it from mediocrity; without it, Wolf would be tier 4.

Tempest is a very good ship.  It ties with the Hound as the fastest ship in the game, has good firepower for its class, and has an excellent ship system.  AI uses it very well.  Player needs good twitch skills to use Tempest to its potential.  It outperforms all other standard frigates except player controlled Hyperion.  Before 0.65, player could solo defense fleets with a Tempest.  Its only weakness is poor shot range, which its speed can mitigate.  Thanks to terminator drone and high speed, PD is not that important for Tempest.

Hyperion is a class of its own when used by player.  With the right skills and configuration, Hyperion can solo all but the largest bounty fleets on its own.  Without Hyperion, you need at least a cruiser to solo fleets with an Combat 10 enemy flagship capital.  In AI hands, it can capture points on the map much faster than any other ship, and it is competent enough to fight and not die if you configure it right (which may require skill unlocks).  AI plays the Hyperion a bit too conservatively.  You cannot rely on AI piloted Hyperion to dominate and destroy fleets.  You rely on AI Hyperion to capture points immediately and not die while in combat, which it usually does.

Hound... without a shield, it is almost hard-countered by long-range beams and missiles.  If the enemy does not have beams or if the player patched the weaknesses with the best weapons and hullmods, Hound is usable but still weak when compared to other frigates, despite being one of the fastest.
Title: Re: Starsector Ship Tiers
Post by: Cycerin on September 16, 2015, 12:31:12 PM
Tier lists work based on the following logic: The higher tier a ship is, the less exploitable weaknesses it has, or the less conditional its usefulness is. If none of those apply, it's because the ship is simply overpowered. For instance, in a given situation, a Hammerhead might be the single best ship for the job - say, when you are facing down an enemy cruiser that you've got pinned and need something to blast it with some solid frontal firepower without dying, but that Hammerhead would have serious trouble if an enemy destroyer and frigate approached it from behind. An Enforcer in the same situation would simply rotate its shields and disengage, but the Hammerhead would get locked into an uncomfortable crossfire, probably taking a lot of damage or exploding in the process, where the Enforcer would simply take some punishment and drift away.

The Tempest is Tier 1 because it's useful in basically any situation, and can outrun what it can't outfight. In addition, its Terminator Drone seriously confuses enemy AI. And as Megas points out, the AI is good at piloting them for the most part, abusing its speed and tough omnishield.
Title: Re: Starsector Ship Tiers
Post by: Thaago on September 16, 2015, 12:36:45 PM
I agree that the Tempest is a fantastic ship. But beware deploying it in large fleet battles (as I like to play most) - they have narrow shields and tend to "pop" if exposed to heavy weapons crossfire. Of course most other frigates would be toast even faster, with the exception of the Hyperion (teleports away) or Shade/Afflictor (phasing out invulnerability).
Title: Re: Starsector Ship Tiers
Post by: Megas on September 16, 2015, 01:36:42 PM
Tempest almost needs Extended Shields in big battles.  I use Extended Shields on Tempests unless they use a double blaster configuration (which is not AI friendly).
Title: Re: Starsector Ship Tiers
Post by: Tartiflette on September 16, 2015, 05:26:57 PM
Also, all the tiers are based 50/50 on player use and AI use. A ship unbeatable in player's hands won't make it to tier 1 if the AI keep dying with it. The Tempest deserve it's tier because it's a very VERY good ship in both cases, it has be known to allow players to take on full fledged fleets right from level one, but the AI can be an incredible annoyance with it too.
Title: Re: Starsector Ship Tiers
Post by: TJJ on September 16, 2015, 05:59:09 PM
Also, all the tiers are based 50/50 on player use and AI use. A ship unbeatable in player's hands won't make it to tier 1 if the AI keep dying with it. The Tempest deserve it's tier because it's a very VERY good ship in both cases, it has be known to allow players to take on full fledged fleets right from level one, but the AI can be an incredible annoyance with it too.

Indeed.
For that very reason, 2 tier lists AI/Player would probably be most useful.
Title: Re: Starsector Ship Tiers
Post by: agigabyte on September 16, 2015, 09:10:20 PM
Could you add ORI ships? A lot are tier 1-3 in my experience.
Title: Re: Starsector Ship Tiers
Post by: ValkyriaL on September 17, 2015, 12:29:32 AM
This list only covers Starsector + and vanilla.
Title: Re: Starsector Ship Tiers
Post by: Histidine on September 17, 2015, 05:07:42 AM
Also ORI should be shunned.

(It's for all practical purposes a troll mod; aside from the ship design and balance, look at the ship descriptions!)
Title: Re: Starsector Ship Tiers
Post by: ValkyriaL on September 17, 2015, 06:35:58 AM
true, i tried them once, and they were so hilariously broken that i uninstalled it 5 minutes later, Overpowered things are fun, but only to a certain point.
Title: Re: Starsector Ship Tiers
Post by: Megas on September 17, 2015, 07:23:43 AM
Same reason why I do not play Knights Templar or Neutrio Corp. despite being quality mods (and different in case of Templars), unless I really want to be drunk on power.  Once I get their weapons, they turn some of my ships into godships, and I reach a level of power not possible in unmodded Starsector.
Title: Re: Starsector Ship Tiers
Post by: agigabyte on September 17, 2015, 02:35:40 PM
I enjoy the ORI when I just want to screw about. Although in my next playthrough of Nexerelin I should probably disable them so I'm no longer tempted to buy a *** ton of agents and side with them.
Title: Re: Starsector Ship Tiers
Post by: Erick Doe on September 19, 2015, 02:05:57 AM
This list only covers Starsector + and vanilla.


Quote
This is a resource and an ongoing effort to categorize ships, both vanilla and modded, on a scale of general usefulness.

Actually, I believe this list is intended for all up to date mods and vanilla.
Title: Re: Starsector Ship Tiers
Post by: Tartiflette on September 19, 2015, 02:49:20 AM
Could you add ORI ships? A lot are tier 1-3 in my experience.
Actually, I believe this list is intended for all up to date mods and vanilla.
Yes but but it would be unfair to ask DR to test ALL the mods ALL the time... If you want to see them agigabyte, why not proposing a preliminary list so that he can add them quickly? Same goes for the other factions.
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on September 20, 2015, 10:16:34 PM
Added THI.
Title: Re: Starsector Ship Tiers
Post by: Adraius on September 28, 2015, 08:29:50 AM
Firstly, thanks for maintaining this list!

I don't have enough experience with capital ships to confidently suggest a a change (this is my first capital ship, captured it), but is the Renegade really tier 2? Sure, it has multiple large turrets and a bunch of smalls, but the large ones are arranged so you can't get more than two on one side of the ship, and the majority of the smalls have horrendous arcs.  It's biggest asset, I've found so far, is a prodigious ability to soak damage while my smaller ships kill its attackers.

Also, the Lightning Phase Bomber doesn't appear on the list, although I can guess where it'll be placed. =)
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on September 28, 2015, 08:40:40 AM
It's cheap, and it's one of the most effective battlecruisers.  It does exactly what you want it to do: stay alive, and keep the enemy busy.  Sure, it's not flexible, but it does that role so well that I think it counts as a T2.
Title: Re: Starsector Ship Tiers
Post by: Cycerin on September 29, 2015, 12:13:10 PM
It's just really cost-effective. Not only do you get a flight deck, but you get a lot of artillery power from the large/med missile, and it can cover every flank with some form of long-range fire. In addition you have the Burst Drive which gives the ship the ability to get away from incoming torpedo strikes, and lets it reach the front line together with your cruisers/destroyers. Plus the fact it's just generally tough to kill, and doesn't have an obvious weak spot like the other big low-tech ships.

I designed it to have focus fire as its major lack, but it can still deliver some okay concentrated fire with either broadside. Its weakness is being focused by a tough, powerful ship like a Dominator, Dictator or Aurora, or large amounts of bombers. Ultimately its just a jack of all trades ship which also aids it in the tier list, as less well-rounded ships tend to be more situational. Renegade can be used in any fleet with the logistics to spare for it.
Title: Re: Starsector Ship Tiers
Post by: Schwartz on November 06, 2015, 12:28:54 AM
Firewall PD Wing should be tier 3 or 4. Gladius and Broadsword can both beat it without losses in an even fight.
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on November 06, 2015, 12:16:36 PM
It used to be a lot better.
Title: Re: Starsector Ship Tiers
Post by: Abradolf Lincler on November 07, 2015, 09:45:08 AM
Why was  the Apogee moved to tier 3? It is my favorite ship and is worthy of tier one if not tier 2.
Title: Re: Starsector Ship Tiers
Post by: Megas on November 07, 2015, 10:21:12 AM
Recent gameplay changes, such as ballistics gaining unlimited ammo and all ships gaining peak performance.  In earlier versions, Apogee can solo fleets as long as it takes to do the job while Dominator and Eagle can run out of ammo before finishing off a defense fleet.  Now, something like Dominator (or even Eagle) can outfight the Apogee (and not necessarily Dominator vs. Apogee, but comparing Dominator vs. fleet and Apogee vs. fleet), and the Apogee cannot rely on time or the enemy running out of ammo anymore like it used to.
Title: Re: Starsector Ship Tiers
Post by: Toxcity on November 07, 2015, 10:23:36 AM
I wouldn't worry about it too much. While the tier list is a great resource it doesn't take into account all factors (hullmods available, character skills, etc.).
Title: Re: Starsector Ship Tiers
Post by: Abradolf Lincler on November 07, 2015, 02:16:59 PM
Recent gameplay changes, such as ballistics gaining unlimited ammo and all ships gaining peak performance.  In earlier versions, Apogee can solo fleets as long as it takes to do the job while Dominator and Eagle can run out of ammo before finishing off a defense fleet.  Now, something like Dominator (or even Eagle) can outfight the Apogee (and not necessarily Dominator vs. Apogee, but comparing Dominator vs. fleet and Apogee vs. fleet), and the Apogee cannot rely on time or the enemy running out of ammo anymore like it used to.

When I flew the apogee I didn't rely on the enemy running out of ammo, I rekt their faces with my super awesome shield and pulse lasers!
Title: Re: Starsector Ship Tiers
Post by: Megas on November 07, 2015, 04:04:18 PM
That works, but if it did not, and the enemy did not use energy weapons, waiting until the enemy ran out of ammo was an option.  Also, if you want to solo big fleets with ballistics ship, most of them could not do it in one battle, and even if the ship could, you had to conserve ammo when possible, especially stuff like Vulcans.

In the old days, high-tech had indefinite stamina, unlimited ammo, and good shields and specials, despite lousy shot range.  Today, low-tech and most midline have better stamina than high-tech (unlimited ammo, longer peak performance), and can outrange high-tech (most outrange every non-beam energy weapon).  The best low-tech/midline ships have mobility systems that let them keep up with or outspeed otherwise faster high-tech ships.

Apogee is a solid ship, but it lost the advantages it once had.
Title: Re: Starsector Ship Tiers
Post by: CrashToDesktop on November 07, 2015, 08:17:21 PM
When I flew the apogee I didn't rely on the enemy running out of ammo, I rekt their faces with my super awesome shield and pulse lasers!
Megas doesn't do anything like the rest of us do them.  If it can be exploited, he does it.  Don't bother trying to say anything other than that to him.  It's really not worh the effort. :P
Title: Re: Starsector Ship Tiers
Post by: Schwartz on November 07, 2015, 08:34:01 PM
Even without taking the changing metagame into account, the Apogee is not really better than the Aurora, for example. Apogee's got a large mount but two awkward small mounts as well as mediums all the way in the back of the ship. It also has worse flux stats. I've always preferred the Aurora because it can be fitted more comfortably and it's one of the best tanks. I'd probably peg them both as T2. Some modded ships like Tartarus will outgun and outshield them, but for vanilla they're hard to beat.

And for comparison, would you rather field a Nevermore? It deals nice damage but is way more prone to blow up. Even the Heron made it into T2, being as OP-starved as it is. So yeah, I'd say Apogee and Aurora would deserve a T2 spot.
Title: Re: Starsector Ship Tiers
Post by: Megas on November 08, 2015, 05:31:38 AM
Aurora is rightly placed in Tier 3.  It does one thing very well (Reaper spam) but is sub-par at everything else.

Aurora's weaknesses are the following:

If you do not want missiles, two Medusa is more effective than one Aurora because they have more firepower and have relatively better defenses (smaller, faster, tough shield, and phase skimmer to avoid taking hits).

Also, if you make the AI fight itself with low-tech ships vs. Aurora, Aurora gets kited and mauled because blasters have terrible range, and it is squishy without its shield.

Aurora is extremely powerful when armed with Reapers and piloted by player with max Missile Specialization.  Just launch Reapers at ships and watch them explode.  Blasters are something to do between Reaper launches.
Title: Re: Starsector Ship Tiers
Post by: Megas on November 08, 2015, 07:30:13 AM
@ Schwartz:  Agreed on Apogee, especially the awkward mounts.  Apogee is also slower than Aurora.  If the player wants cruiser-level firepower from it, the Apogee needs to give up PD and be driven near point-blank range of enemy ships to get the medium mounts in range.  Its shield is powerful enough to enable this.  If the player wants to kite with Apogee instead, it has destroyer-level firepower at best.  The most annoying thing with Apogee is that large missile mount pointed at an angle.  It is nearly impossible to use Reapers effectively with it.  It is stuck with homing missiles (MIRVs or Pilums) or just leave it empty and spend OP elsewhere.

As a playership, I would pick the Nevermore.  It is very fast for a cruiser (above average speed plus mobility system), it can kite like an Eagle with long-range weapons, and its main gun packs a torpedo-level punch.  True, it is squishy.  I am not sure how well the AI uses the Nevermore.  As a playership, it is comparable with the best stock cruisers (but not outrageous like the Templar's Paladin - that monster is like a mini-Paragon).
Title: Re: Starsector Ship Tiers
Post by: Schwartz on November 08, 2015, 09:02:02 AM
You don't mention that the Aurora has such massive flux stats that it can fire heavy blasters for way longer than a destroyer and most other ships its size. With heavy blasters in particular, it's less about how many you can fit and more about for how long you can comfortably handle firing them. As such I don't find that the Aurora is light on energy mount firepower at all.

I don't mind the missile angles. MIRVs are truly excellent and sustainable in .65. Yeah, I like the Nevermore as well if it's a carefully piloted player ship. I'm just arguing that firepower alone shouldn't determine a tier. You can turn an Aurora (or an Apogee) into a fortress, which is excellent for NPCs.
Title: Re: Starsector Ship Tiers
Post by: Serenitis on November 08, 2015, 09:42:33 AM
Apogee has a weird as hell layout that really doesn't do it any favours.
The small mounts on the nose are hardpoints, and are not very useful because small energy weapons are mediocre at best. And fixed small energy weapons on a ship with the turning radius of a building are almost completely useless.
The large missile mount is pointed at some odd angle meaning you can't really use reapers for spike damage. Fortunately MIRVs are pretty good so this isn't a huge issue, more of a choice you don't have.
The medium mounts are forward facing but at the back of the ship so you "waste" a chunk of your already small range.

It would be better if the two smalls on the nose were replaced with the large missile, the two mediums were moved to the front of the ship, and the two small hardpoints changed to turrets facing aft in place of where the mediums were.
This would make it actually dangerous.
As it is, it is a fairly unimpressive ship best treated as a Mule+.

Aurora is decent, but really needs a mobilty system to work with the short range of energy weapons.
(It totally rocks with a burn drive btw (http://i12.photobucket.com/albums/a224/Tifi78/Smilies/emot-ssh_zpsiux28ghi.gif))
Title: Re: Starsector Ship Tiers
Post by: Megas on November 08, 2015, 09:48:50 AM
All that big flux pool on Aurora means is I can spend OP elsewhere without putting any in capacitors.  It is a good blaster platform for those without skills.  Still, without missiles, all it can do is focus-fire two blasters and insignificant PD beams on one enemy.  This is frigate or destroyer level firepower!  The only way an Aurora can match other cruisers in attack power is to pile missiles on top of those two blasters.

Medusa can handle two blasters comfortably, if it has some points in capacitors.  (Max vents should be given for any dedicated combat ship with skills.)  Medusa can also use ballistics instead of missiles in its small universals for more sustainable firepower.  I concede that Tempest cannot use two blasters comfortably (player must vent spam like crazy to pull it off, and the AI just cannot do it.)

As for durability, shields is all Apogee and Aurora have, and the Aurora's is nothing exceptional.  If brought down, they will pop more easily than other cruisers.  Also, the Aurora (and Apogee if built for max DPS/brawling instead of sniping) must get close to the enemy to fight.


MIRVs are fine, just not overpowered like Reapers, and when you want the best, you want overpowered.  For those with max Missile Specialization, there is almost no reliable defense against Reapers for most ships; they are fast and tough enough to ignore PD, and do lots of damage even to (most) shields.  MIRVs are more easily blocked, and not as damaging.  MIRVs are more useful for AI, prolonged battles, or ships that cannot use Reapers effectively.


P.S.
Quote
Aurora is decent, but really needs a mobilty system to work with the short range of energy weapons.
Or some of its missile hardpoints changed to universals.  If it could use ballistics, then it can use beams like Phase Lance effectively instead of (being limited to) Heavy Blasters.  Even more energy weapons means it is not stuck being fat Medusa with big missiles.
Title: Re: Starsector Ship Tiers
Post by: Aeson on November 08, 2015, 10:47:36 AM
I'm calling BS on the lack of range of the Apogee's medium mounts due to mount placement. The sensor drones that the Apogee has allows it to fire heavy blasters mounted in its medium mounts at least as far beyond its bow as heavy blasters in the Aurora's medium mounts can fire beyond the Aurora's bow, if both ships have an ITU or both ships lack an ITU.

Auroras and Apogees are the same length (on my monitor, 4.5cm when at minimum zoom). The forwardmost medium mount of an Aurora is, on my screen at minimum zoom, 3cm from the stern of the ship, and a heavy blaster mounted in that mount has a range of 13cm with ITU. The medium mounts of an Apogee are, on my screen at minimum zoom, 1cm from the stern of the ship, and heavy blasters mounted in those mounts have a range of 16cm with ITU + 2 deployed sensor drones. Let's see what the effective range beyond the bow of each ship is. Aurora: 13cm - (4.5cm - 3cm) = 11.5cm. Apogee: 16cm - (4.5cm - 1cm) = 12.5cm. Sorry, but the placement of the medium mounts on the Apogee still leaves heavy blasters in those mounts with superior effective range to heavy blasters mounted on the Aurora when engaging targets off of each ship's bow. The only bit that's somewhat awkward is that the bow guns may be in firing range for a relatively significant amount of time before the medium mounts can come into play, but on the other hand, as long as the Aurora's ship system and missiles aren't in play, the fixed bow guns of an Apogee (two small and one large energy) are comparable in potential firepower to the maximum amount of firepower that an Aurora can bring to bear on any target (three small and two medium energy) under normal circumstances.

As far as the mount arcs for the fixed bow guns on the Apogee go? The Apogee has a sufficiently high turn rate that it can usually keep its bow pointed at anything bigger than a frigate if it wants to. The fixed small mounts are only, in Serenitis's words, 'not very useful' because there aren't very many particularly useful non-PD small mount energy weapons, and PD weapons don't belong in mounts with extremely limited firing arcs. That said, a pair of Ion Cannons or IR Pulse Lasers work well enough in those mounts. Beyond that, if an Apogee comes close enough to a target to bring heavy blasters in its medium mounts into play and it has two sensor drones deployed, then it also gets to bring two ion cannons into play at essentially no cost.
Title: Re: Starsector Ship Tiers
Post by: Megas on November 08, 2015, 11:02:41 AM
Tactical lasers are a decent option if Apogee wants to fool the enemy to keep its shield up from beyond blaster/plasma cannon range.  Need the enemy to keep its shield up while your ship backs off to dissipate excess flux?  Threatening them with tactical lasers will help.
Title: Re: Starsector Ship Tiers
Post by: SafariJohn on November 08, 2015, 11:19:50 AM
Apogee's medium mounts are ~100 pixels farther back than Aurora's medium mounts.
Title: Re: Starsector Ship Tiers
Post by: Aeson on November 08, 2015, 12:42:25 PM
Apogee's medium mounts are ~100 pixels farther back than Aurora's medium mounts.
And it basically doesn't matter, because an Apogee has a 'free' +30% range to its weapon systems as long as it has two sensor drones out. Despite being ~100 pixels further back on the sprite, it can still hit things ~10% further ahead of the bow.
Title: Re: Starsector Ship Tiers
Post by: SpacePoliticianAndaZealot on November 08, 2015, 01:22:36 PM
Tactical lasers are a decent option if Apogee wants to fool the enemy to keep its shield up from beyond blaster/plasma cannon range.  Need the enemy to keep its shield up while your ship backs off to dissipate excess flux?  Threatening them with tactical lasers will help.
Seconded. You really can't go wrong w/ them, they are amazingly versatile IMO.
Title: Re: Starsector Ship Tiers
Post by: Wyvern on November 10, 2015, 09:32:15 AM
The Apogee is, imo, still a clear tier 2 cruiser.  Yes, the firing arcs are a bit awkward.  Yes, it's got weapon slots that are often not worth filling.  And yes, it can still take on entire fleets solo, thanks to its exceptional shield strength and good range.  It hasn't lost anything from ballistics getting unlimited ammo - all that change accomplished is to make low and mid tech cruisers actually be competitive; it didn't make the Apogee any worse.

My personal suggestion is to mount an autopulse laser and heavy blasters.  What you put in the rest of its mounts doesn't even matter most of the time - you can leave the rest empty and be fine.  Approach a target, hit it with the autopulse to drive up flux, and then while that's regenerating, turn broadside to get a heavy blaster closer to the target; you can outrange an eagle's main guns like that, and the flux costs are negligible for an Apogee.

It won't let you (reliably) take on an enemy flagship Onslaught with full combat skills - but then again, of the other cruisers, only the Doom can do that, and it's almost cripplingly-overspecialized.  (Speaking of: Why is the Doom listed at tier 2?  It's a clear t3 ship - very good at what it does, but only mediocre outside of that specialty.)  And that's the only thing the Apogee can't deal with - it has a bit of trouble with swarms of frigates and fighters, but it can still reliably win such fights with a bit of practice; the key is to be careful in choosing when you go for kills, versus when you just plink a target with one or two heavy blaster hits to make it back off.  Oh, and to prioritize broadswords - a few heavy blaster hits will take them out, but you have to actually make sure you do that or their machine guns will shred your shields.
Title: Re: Starsector Ship Tiers
Post by: Gothars on November 10, 2015, 09:45:41 AM
The Apogee will be one of two ships receiving high-res sensors in the update, probably making it very useful in finding other fleets. And another little buff, the sensor drones will always stay inside the shield so the AI can handle the ship better.
Title: Re: Starsector Ship Tiers
Post by: Clockwork Owl on November 10, 2015, 09:50:16 AM

The drones would go out suicide run with its LMGs when I last used it. I got annoyed with that...
Title: Re: Starsector Ship Tiers
Post by: Megas on November 10, 2015, 10:06:33 AM
Dominator can probably kill any standard flagship one-on-one, even a Paragon (albeit with difficulty), if configured properly.  I know I have killed flagship Paragon with a Dominator, but it is tedious due to its defenses.  I might have killed Onslaught, but I do not remember.  AI is still stupid at leaving itself open with Burn Drive.

Reaper Aurora can kill anything instantly with a Reaper swarm.  Onslaught will burn drive into said Reaper swarm.  Paragon is tricky - got to catch it while its shields are down.

Flagship Paragon is more dangerous than flagship Onslaught.
Title: Re: Starsector Ship Tiers
Post by: Wyvern on November 10, 2015, 11:13:03 AM
Flagship Paragon is more dangerous than flagship Onslaught.
Strongly disagree.  A flagship Paragon is too slow and doesn't have the range - aside from its lances which don't do hard flux and are easily dodged or blocked by other enemy ships.  It may be harder to kill with reaper swarm, but it's much less dangerous, and it's much easier to kill with long range non-missile weapons.  Essentially any decent cruiser can take down a Paragon - I wouldn't hesitate to engage one with even just a Falcon, let alone the stronger cruisers like Eagle, Apogee, or Dominator.

A flagship Onslaught, by contrast, has superior range and mobility; it is difficult to disengage and vent flux, and the Onslaught is durable enough that - reaper spam from an Aurora or Doom aside - you need to lure it into making multiple mistakes before you can take it out.  It is possible to kill one one-on-one with a Dominator (or Eagle or Apogee, though the Apogee would be especially difficult due to its lack of a mobility system), but you need to play absolutely perfectly; any mistake and the Onslaught will just rip you to pieces.
Title: Re: Starsector Ship Tiers
Post by: Thaago on November 10, 2015, 11:47:36 AM
I'm with Megas on this one - Flagship Paragons are 10 times nastier than Onslaughts. You can engage one with a cruiser and not get instantly popped, but good luck actually doing anything to it without kiting for a loooong time. The vanilla variant is decent, but its a good thing that its not using any of the really nasty variations.

Onslaughts have overwhelming firepower, but they go down super easy to reapers. Or bombers. Or just keeping its attention with a destroyer/cruiser while other ships flank it. Also: EMP the damn thing in the engines with anything. As long as you don't try to solo an Onslaught, its a cake walk. If it DOES catch you all alone then your going to be in for a rough time... so don't let it.
Title: Re: Starsector Ship Tiers
Post by: TJJ on November 10, 2015, 01:04:52 PM
It's still unclear to me whether this tier list is supposed to be relevant when piloted by the AI, or human?

Regardless, I don't consider the paragon tier 1. (Pretty sure I've said this before!)
It's too slow, and the majority of its weapon options too short range to give much power projection.
It's a slug that, on the battlefield, can largely be evaded.
It might be the toughest capital, but its overspecialised nature IMO precludes it from being "best in class".

In vanilla I don't think there is a tier 1 capital ship;
Onslaught has mobility and power projection, but is vulnerable to attrition & out flanking.
Conquest has even better mobility & power projection, but lacks survivability.
Odyssey lacks in every department, and its flight deck is ill recompense.
Astral is a bad joke with the current effectiveness & supply cost of fighters.

I think the best way of evaluating the worth of capital ships is to consider the group of smaller ships necessary to fulfill a similar role.
/snip away from PC atm, so can't elaborate my thoughts on this statement.
Title: Re: Starsector Ship Tiers
Post by: Megas on November 10, 2015, 01:43:56 PM
EMP does not work on Combat 10 flagships; they usually shrug it off, and even if EMP knocks-out something, it is repaired quickly.  Their engines are very hard to impossible to take out thanks to max Evasive Maneuvers (-80% damage to engines, or something).

Paragon is tier 1.  Piloted by the player, it can destroy the entire simulation fleet, deployed as much and fast as possible, singlehandedly.  It is hard, and it needs Hardened Subsystems to have enough time to fight before losing too much CR.  Onslaught lacks the defenses to do it.  Other (standard) ships lack defenses, firepower, and/or peak performance.

Onslaught probably can focus-fire more guns than Paragon, but its defenses are nowhere as good, meaning it is easier to take out.  (Player does not need to work as hard to destroy a skilled Onslaught, but the player probably cannot tank everything with his skilled Onslaught from an entire simulator fleet.)  Also, AI Onslaught can use its Burn Drive stupidly, possibly giving you an opening.  That said, Wyvern is right: one mistake against a Combat 10 Onslaught and you are either severely mauled or dead.

The reason enemy Combat 10 Paragon flagship is dangerous:
* If you need to get within weapons range to attack (because you pilot high-tech ship like Medusa or something else with poor shot range), you are dead fast unless you are Hyperion or a big battleship of your own.  Needlers, Heavy Blasters, Autopulse Lasers, and beams all coming at your ship will pile a whole lot of damage very quickly.

* Fortress shield lets it tank very well.  The only way to bypass it reliably is Hyperion teleport cheese.  If you cannot get around the shield, you can pound on it a long time.  Meanwhile, it may be regenerating hull as it chills out in its bubble.  It is a royal pain to take out.
Title: Re: Starsector Ship Tiers
Post by: HELMUT on November 10, 2015, 02:14:10 PM
Agree with Megas. A 10/10/10 Onslaught (or anything else) may be tough and hurt like a truck, you can still "flux-lock" it by pounding its shield, indirectly reducing its firepower. Its frontal shield also leaves its rear vulnerable, a massive weakness when there are other ships involved.

A max skilled Paragon however have no soft-spot. You can't flux lock it because of the fortress shield (at least for a while) and the 360° arc cover every angles. At max level, it's the second toughest ship in the game behind the Archbishop, but unlike the Templar carrier, it still have enough firepower to rip apart another capital ship in mere seconds.

Among all the SS+ 10/10/10 capital ships, none make me second guess engaging a fleet like an enemy flagship Paragon.

This tier list is general, TJJ. If it was AI only, the Hyperion would never be tier 1. This also explain why the Paragon is at the top of the food chain, whether it's piloted by the AI or the player, it still outperform the rest.
Title: Re: Starsector Ship Tiers
Post by: TJJ on November 10, 2015, 02:28:56 PM
Perhaps someone should draw up a PvP(1v1) tier list.
How do you imagine the meta would evolve?

Would kiting & manoeuvrability dominate?
Would fleet sizes effect composition?
What size ship is the human fleet commander most efficiently utilised in?

Lots to think about!
Title: Re: Starsector Ship Tiers
Post by: ValkyriaL on November 10, 2015, 03:31:54 PM
Frigate swarms with as many missiles as you can throw in there, beats all.
Title: Re: Starsector Ship Tiers
Post by: TJJ on November 10, 2015, 03:50:32 PM
Frigate swarms with as many missiles as you can throw in there, beats all.

Ah yes, the AI wars challenge.
Mercury spam will definitely need addressing.
I never really understood why the Mercury had universals in the 1st place.

Perhaps 0.7's hybrid mounts will do something about it.
Title: Re: Starsector Ship Tiers
Post by: SafariJohn on November 10, 2015, 03:57:09 PM
Frigate swarms with as many missiles as you can throw in there, beats all.

PD Onslaught can hold off the missiles of the missile Onslaught. It'll crush a bunch of one-shot frigates.
Title: Re: Starsector Ship Tiers
Post by: TJJ on November 10, 2015, 04:12:03 PM
Frigate swarms with as many missiles as you can throw in there, beats all.

PD Onslaught can hold off the missiles of the missile Onslaught. It'll crush a bunch of one-shot frigates.

135 Harpoons? or 81 Atropos? or 27 Reapers?
You'd need a *heavily* specialized Onslaught to survive that.

I think the point is that such strategies being available, even if hard counter-able, would give *too much* tactical flexibility.
It'd result in a degenerate meta that wouldn't be fun to play against, and would require 'house rules' to enforce 'realistic' fleet compositions.

It'd be much better to put in place a balancing system that made overly specialized fleets cost prohibitive in some way.
Something along the lines of:
- Each duplicate hull/weapon after the Xth, costs Y% more than the last.

Also, should monetary cost be a balancing factor?
I'd like to see all weapons (and hulls!) fulfill some kind of niche, not just the most efficient ones. (Even Arbalest Autocannons & the D-rated Hound hulls!).

Though balancing both OP cost & monetary cost together isn't something that vanilla SS does, so that'll require a whole heap of trial & error.
tldr; theory crafting this stuff ahead-of-time isn't wasted effort!
Title: Re: Starsector Ship Tiers
Post by: D00D on November 10, 2015, 04:42:38 PM
I'm not sure why would you want to balance gimmicky strategies in  a Single player game. I've had a lot of fun with using disposable missile ships from mods where I flank the enemy fleet while they break themselves on my defensive fleet and then flanking them by unloading all my missiles then retreating and coming back with a fresh ship
Title: Re: Starsector Ship Tiers
Post by: TJJ on November 10, 2015, 04:48:18 PM
I'm not sure why would you want to balance gimmicky strategies in  a Single player game.

We weren't talking about Single player.

Perhaps someone should draw up a PvP(1v1) tier list.
How do you imagine the meta would evolve?

Would kiting & manoeuvrability dominate?
Would fleet sizes effect composition?
What size ship is the human fleet commander most efficiently utilised in?

Lots to think about!
Title: Re: Starsector Ship Tiers
Post by: Cycerin on November 10, 2015, 05:06:20 PM
It's really hard to say because everything is so hypothetical. If it's literally just starsector with human players and perfect netcode, then the tier list should remain quite faithful, except a lot of the notoriously monstrous-when-player-piloted ships would go even higher.
Title: Re: Starsector Ship Tiers
Post by: Megas on November 10, 2015, 06:44:48 PM
Throwing Starsector into a PvP free-for-all online server is just asking for the all of the powergamers to break this game to win at any cost.  Also expect lots of trash talk and howls to "balance" the game.

Any and every degenerate tactic will be ruthlessly abused.  Hyperion will turn into tele-spam duels (see sorceress or Enigma users in Diablo II).  Ships with high peak performance and superb defenses may try to run down the clock.  Missile spam may be a possibility.  Expect many cookie-cutter character builds.
Title: Re: Starsector Ship Tiers
Post by: Cycerin on November 10, 2015, 07:49:55 PM
It would be A Bad Game for the most part. Only fun when playing against people that are generally fun to be around. Minmaxing is the bane of MP games. That's why most of them are very tightly designed.
Title: Re: Starsector Ship Tiers
Post by: heskey30 on November 13, 2015, 01:59:57 PM
I don't think it would be as bad as you all are saying. Hyperion would be troublesome, as it should be, but it wouldn't be game breaking. It costs as much to deploy as a cruiser, and generally a player controlled cruiser would be able to at the very least outlast it - don't expect to kill my aurora 6 heavy blaster shots at a time!  As for outlasting... well, thats when you deploy a couple of cheap hounds to harass the thing for a few minutes. Or some vigilances with missiles. Or just wreck it - you might be able to avoid the AI, but you'll probably have a hard time evading me. Missile spam? Well anything fast with a skillful pilot can deal with that alright. Fighter spam? Get me some fast frigates with graviton beams or a paragon with some flak.

Also let me point out that PvP battles would be very dangerous, so collecting enough of any one type of thing for a gimmicky strategy would be very hard, and keeping it would be harder.

I'd expect each side of a lategame pvp battle to have a big, diverse fleet that they can play from to counter each others different strategies. I'd also expect fragile, faster ships to be much stronger/more necessary than they are right now.
Title: Re: Starsector Ship Tiers
Post by: SpacePoliticianAndaZealot on November 14, 2015, 03:07:34 PM
What Cycerin said. What about co-op, though? Competitive coop MAY be a potential source of minmaxing ruckus, but I find it highly unlikely. Take for example Payday 2 before it went to ***: Weapon customization allowed for a variety of very interesting playstyles, especially the awkward loadouts (especially) for weapons in the "trap option" tier. Sure, there were whackers obsessed w/ minmaxing and hellbent on introducing a "tight design"(the unfunny brigade!), but the majority of the community didn't give a damn. Which was great.
Spoiler
As of now, thanks to the effort of the said *******, da gaem is kill.
[close]
Title: Re: Starsector Ship Tiers
Post by: gruberscomplete on November 15, 2015, 07:23:52 AM
Well, if MP did ever happen, it would probably be very hard to get any profits at all, as usually when you get out of a "safe-zone" (tutorial) you will be eliminated by OP enemy players with 25 ships in their fleet. You will not be able to level up, so anyone will be able to catch up to you will defeat you.

So really it wouldn't be fun. Its like Minecraft with diamond vs wooden sword.

Title: Re: Starsector Ship Tiers
Post by: TJJ on November 15, 2015, 10:14:53 AM
Well, if MP did ever happen, it would probably be very hard to get any profits at all, as usually when you get out of a "safe-zone" (tutorial) you will be eliminated by OP enemy players with 25 ships in their fleet. You will not be able to level up, so anyone will be able to catch up to you will defeat you.

So really it wouldn't be fun. Its like Minecraft with diamond vs wooden sword.



Oh god no, a multiplayer MP campaign isn't even under consideration; it'd require total overhauls of too many core systems, not to mention a persistent universe.

What I'm talking about is standalone multiplayer battles; 1 fleet vs 1 fleet.
Initially 1 Player v 1 Player, but Many vs Many might be viable in the more distant future.

It'd go something like this:


SSME provides the means of hooking into SS classes for enforcing determinism, input capture/replacement, injecting the new front-end menus, and mangling the various parts of the game logic that will need it.
Though this is highly coupled to internal SS code, so to avoid wasted effort I shan't progress any further with it until 0.7 is released.

The master server stuff is work-in-progress.
The deterministic lockstep simulation engine is planned out in my head, and can be implemented stand-alone as it's not fundamentally tied to SS.
The other back-end spectating/persistence stuff are just ideas for 'added value' features that would be possible to pull off with such a multiplayer model.

Kind of derailed this thread; sorry.
Back on topic!

Enforcer for life!
Honestly, its hardpoint selection + armour + speed make it totally awesome! A very powerful & flexible yet forgiving ship.
Better than a Lasher at.... Lashing.
Better than a Dominator at.... Dominating.
Title: Re: Starsector Ship Tiers
Post by: Megas on November 15, 2015, 10:20:17 AM
Remember Star Control 2 (or Ur-Quan Masters) - single player campaign or head-to-head battles.  For the latter, pick your ships and other options then fight.  If Starsector graduated from single-player, following Star Control 2 would be the next logical step.
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on November 15, 2015, 01:12:02 PM
What I'm talking about is standalone multiplayer battles; 1 fleet vs 1 fleet.
Initially 1 Player v 1 Player, but Many vs Many might be viable in the more distant future.

It'd go something like this:

  • Main menu -> multiplayer
  • Connect to master server to retrieve live players list. Interface for chatting(via master server), and selecting an opponent.
  • Once opponent (peer) is chosen, and successfully connected to -> game configuration screen. (various game options & fleet building screen)
  • peers share game/fleet configurations, and sync input states.
  • begin synced* game simulation (*deterministic lockstep; buffer inputs & transmit, UDP -> concatenate un-acked packets for minimum latency)
  • (for the future)transmit user inputs to the master server too (TCP), allowing for archival of games, and even near-realtime spectating of games in-progress.
  • (for the future)back-end database (hosted on the master server) for recording games, player stats, managing leagues etc

SSME provides the means of hooking into SS classes for enforcing determinism, input capture/replacement, injecting the new front-end menus, and mangling the various parts of the game logic that will need it.
Though this is highly coupled to internal SS code, so to avoid wasted effort I shan't progress any further with it until 0.7 is released.

The master server stuff is work-in-progress.
The deterministic lockstep simulation engine is planned out in my head, and can be implemented stand-alone as it's not fundamentally tied to SS.
The other back-end spectating/persistence stuff are just ideas for 'added value' features that would be possible to pull off with such a multiplayer model.

Kind of derailed this thread; sorry.
Back on topic!

Enforcer for life!
Honestly, its hardpoint selection + armour + speed make it totally awesome! A very powerful & flexible yet forgiving ship.
Better than a Lasher at.... Lashing.
Better than a Dominator at.... Dominating.

What I found is that many vs many won't be possible with a lock-step model.  The reason for this is that a single person with poor network performance will utterly destroy playability.  Sure, you can avoid this by just increasing the buffer/delay time, but then everything is lagged even more.  In realistic situation models, you could easily end up with a delay of half a second.  Workable with 1v1 because you'd have poor quality regardless of network model in that case, but when you bring more people into it, you're looking at long delays or a switch to an authoritative server.
Title: Re: Starsector Ship Tiers
Post by: Megas on November 15, 2015, 02:43:26 PM
Enforcer for life!
Honestly, its hardpoint selection + armour + speed make it totally awesome! A very powerful & flexible yet forgiving ship.
Better than a Lasher at.... Lashing.
Better than a Dominator at.... Dominating.
Enforcer is very good.  It is ubiquitous, and you can give it mediocre or good weapons and it still performs well.  Also has Burn Drive, an excellent ship system.  When burn speed is not a factor, I let the AI pilot several Enforcers because they kite, missile spam, and patch up after battle faster than Medusa, the only other stock destroyer that can fight as well.  (As a flagship, I prefer Medusa, but for AI, Enforcer is more practical.)

Lasher is awful at the moment.  No medium weapons, terrible shield, fragile, suicidal ship system combined with mediocre flux stats.

I disagree with Enforcer dominating better than Dominator.  Dominator takes almost everything good about the Enforcer and scales it up.

High-tech has no cruiser-sized version of Medusa or Paragon that can compete with and fight like a Dominator or even Eagle.  (Aurora needs missiles, Apogee gives up either firepower or shot range, and Doom is... unconventional.)
Title: Re: Starsector Ship Tiers
Post by: Cycerin on November 16, 2015, 02:17:58 AM
Dominator's main problem is the heavy emphasis on the twin large hardpoints for DPS, compared to the enforcer's turreted mediums. To make a good AI Dominator you need to get as much out of its 3 medium missiles and small ballistics as possible, because it will rarely make any good use of the large hardpoints unless fighting other cruisers.
Title: Re: Starsector Ship Tiers
Post by: Megas on November 16, 2015, 08:31:33 AM
That assumes Dominator uses (Dual) Flak for mediums.  If medium mounts get artillery like Maulers, it can focus fire a lot of artillery at targets.  Ever since Vulcan cannon was buffed, it is sufficient for most PD, and great as a finisher when it is safe to approach.  Yes, dual flak is better PD, but I rarely get to situations where dual flak can defend against things that Vulcans and shield could not.  Also, if medium mounts get assault (or so-called "fire support") weapons, then missiles need not always be Annihilators.

For max DPS, I suppose a Dominator can use heavy ballistics, Maulers, and three light needlers upfront, but that hurts frontal PD.

Dominator's main weakness is sub-par agility and top speed (without Burn Drive) and much of its firepower can only be directed forward.

As for AI, it uses my favorite configuration fairly well, which is Mjolnirs, Maulers, Vulcans, and Pilums.
Title: Re: Starsector Ship Tiers
Post by: Surge on November 20, 2015, 11:46:26 AM
>implying lasher isn't the greatest low tech ship in the game

fite me m8.

Seriously though the Lasher really is *** amazing, it has very generous forward firepower with 3 ballistics (5 if you forgo PD) and 2 missiles. You can give it a very versatile loadout with some scary damage potential. Sure it may not manage the flux of 2x ACs, 2x Annihilators, and 1x LAG very well but most frigates have flux issues so it's nothing new. Sure there are technically more dangerous frigates like the Tempest and Wolf but the Lasher is cheap , dependable, relies on easier to find ballistic weapons, and is pretty capable in the hands of the AI. It's not so much that the Lasher kills everything or laughs at incoming fire it's more that it's cheap and expendable while still being more than just cannon fodder.

The only low tech ship that I would say can compare to the Lasher in terms of sheer usefulness is the Enforcer, and even that I'm iffy about since the Enforcer lacks the Lasher's agility to disengage and vent.
Title: Re: Starsector Ship Tiers
Post by: Thaago on November 20, 2015, 12:30:12 PM
I haven't played with a lasher yet, but I hope you are right :D. Previous version it was very bad, but the ones before that it was decent. I've heard its good with SO? Anyone try it yet?
Title: Re: Starsector Ship Tiers
Post by: Gothars on November 20, 2015, 12:35:58 PM
The Hammerhead at least feels way more powerful than before. The standard variant is awesome, pops frigates in a snap.
Title: Re: Starsector Ship Tiers
Post by: SpacePoliticianAndaZealot on November 20, 2015, 12:39:41 PM
The Hammerhead at least feels way more powerful than before. The standard variant is awesome, pops frigates in a snap.
Standard? You mean Balanced? The one with HMGs?
Title: Re: Starsector Ship Tiers
Post by: Tartiflette on November 20, 2015, 12:43:22 PM
Saying that the Hammerhead and the Lasher are good with Safety Override is a HUUUUGE understatement. Enforcers are pretty damn good too with it.
My twin Assault Chaingun, twin Light Needlers, twin LMG Hammerheads with Extended Shield, Hardened Subsystems and Safety Override and good officers just make problems disappear.
Title: Re: Starsector Ship Tiers
Post by: Aeson on November 20, 2015, 02:26:41 PM
Personally, I'd vote to just close this thread and start a new tier list for 0.7; there's enough differences that a lot of things are probably going to shift around, and I suspect it'll be easier to just start over than to edit the list. Plus, it'll mean that any posts arguing for a specific tier placement for certain ships will be for the current version whereas this thread has ~14 pages of justifications based on the old version.
Title: Re: Starsector Ship Tiers
Post by: HELMUT on November 20, 2015, 03:37:33 PM
Most ships haven't changed that much since 0.65. Only the Hammerhead and Lasher were buffed since then. Not really worth making another thread because of those two.

Hammerhead is better but still doesn't beat the Enforcer in my opinion. It benefit from SO quite a bit though, more so than the Enforcer, as the later can't no longer vent to stop its burn drive, which is big deal.

Lasher with SO become a monster. The flux reduction from accelerated ammo feeder coupled with Safety override allow it to unleash its full DPS unabashedly. It's basically Starsector's berserker class, you throw it at an enemy's face and watch it rip it apart.

I have to test it more to see whether or not it's worth promoting it to tier 2. If not, it's still a very solid tier 3. It's still a frigate, while its firepower can even scare bigger targets, it can also be disabled quite easily.
Title: Re: Starsector Ship Tiers
Post by: OOZ662 on November 20, 2015, 08:17:54 PM
Been using a Dominator with Mjols, Salamanders, HMGs, and LMG/Vulcans with Aux Thrusters and SO. As long as something doesn't get around and punch your engines you can pretty methodically tear things to shreds.
Title: Re: Starsector Ship Tiers
Post by: Euqocelbbog on November 20, 2015, 08:44:42 PM
The new Gryphon is pretty nice. With the Squall MLRS and harpoons in the other missile slots and with max missile specialization it can take down cruisers in a few seconds at almost no risk to itself and capital ships have just about the same experience with a few more seconds, especially if the Gryphon has any allies to pin down the victim. It's a bit situational though, at least with this setup; it's power is limited in fights not involving cruisers/capital ships and the AI seems to handle it very poorly (rather than firing large salvos at medium range, the AI will tend to just fire a steady and useless stream from far away).
Title: Re: Starsector Ship Tiers
Post by: CrashToDesktop on November 20, 2015, 09:32:27 PM
I'll just take this excerpt from one of my posts:
As a side note, I discovered the most OP loadout for the Dominator - a pair of Mark Xi Autocannons and triple Harpoons Pods, LAGs and LACs in the 4 front turrets and a pair of Flak Cannons and Vulcans in the rear to round out the PD.  This gives the enemy (destroyers and all variants of cruiser) simply two options - overload and take a *** ton of Harpoons to the face, or take a *** ton of Harpoons to the face.  Fire the Harpoon Pods (just 2 are needed for most destroyers, bar the Enforcer, for insta-nuke) when they're close to overloading at the same time when you fire off a burst from the Mark IX Autocannons.  Voila, a freshly-made wreck.
I'm not sure if this has been mentioned before, but the Dominator is batsht OP with that loadout.  It can take on multiple destroyers of all shapes and sizes at the same time and come out on top without a scratch.  It can even take on a couple of cruisers if you concentrate your fire enough and use your shield sparingly.  I'd almost consider bumping it up to Tier 1, but somewhere in the middle seems better.  Eh.

No idea if this is contributing to anything, though - just thought I'd drop by and see what you think.
Title: Re: Starsector Ship Tiers
Post by: Thaago on November 20, 2015, 09:39:26 PM
@The Soldier

I'm finding missiles in general to be better this release because of officers (missiles without officers are ok, missiles with an L10 MS officer are delicious). Good for Dominators - imagine that Dominator build with +50% damage to the missiles along with ridiculous speed :D.

I also think Dominators have the potential to get another boost this version by staking the +50% and +75% maneuverability unlocks (on top of the usual skill). Add thrusters and I imagine the things can spin like tops now (haven't tested yet).
Title: Re: Starsector Ship Tiers
Post by: TJJ on November 21, 2015, 02:14:05 AM
Not sure I like the Conquest being burn speed 7; I always felt the uniqueness of the conquest was its "capital firepower in a cruiser package".
Title: Re: Starsector Ship Tiers
Post by: Galwail on December 21, 2015, 07:25:57 AM
Why is Hyperion rated so high? I could field a destroyer like Medusa for the same price ???
Title: Re: Starsector Ship Tiers
Post by: Dri on December 21, 2015, 08:34:04 AM
Because of its insane Teleport ship system - load it with reapers and AM blasters, teleport behind the target and then near instantly stuff their tailpipe with 10k+ damage. Did it somehow survive? Finish it off with heavy blasters.
Title: Re: Starsector Ship Tiers
Post by: Cik on December 21, 2015, 08:37:33 AM
hyperion is the silliest ship in the game because it is completely impossible to deal with for anything that isn't another hyperion

hyperion can engage and disengage at will, packs enough punch to destroy capitals and can always be in the rear arc of anything it chooses.
Title: Re: Starsector Ship Tiers
Post by: Cik on December 21, 2015, 08:40:29 AM
Not sure I like the Conquest being burn speed 7; I always felt the uniqueness of the conquest was its "capital firepower in a cruiser package".

it should be faster. on the capital scale it's just not strong enough to compete, and the whole point of a battlecruiser is superior speed to it's bigger brothers while still being able to melt ships that are smaller than it.

buff to burn 8 pls.
Title: Re: Starsector Ship Tiers
Post by: Megas on December 21, 2015, 08:41:21 AM
Quote
I also think Dominators have the potential to get another boost this version by staking the +50% and +75% maneuverability unlocks (on top of the usual skill). Add thrusters and I imagine the things can spin like tops now (haven't tested yet).
It does.

The main benefit of stacking both perks is you do not need to spend lots of OP for Auxiliary Thrusters anymore if the ship turns fast enough.  For example, I used to always put Auxiliary Thrusters on an Odyssey.  Now, with both perks, it turns fast enough that I no longer need the hullmod, and I can spend 30 or 35 more OP on better weapons.

It is like getting ITU for bigger ships, you save OP by getting ITU instead of DTC.

However, battleships still benefit from both Auxiliary Thrusters and +125% maneuverability from both perks.  If you want to solo fleets with a battleship, being able to turn fast enough to face fast frigates like Hounds and Tempests is good.


Re: Hyperion
What makes the Hyperion so good, at least as a playership, is it can bypass enemy shields very easily.  See a nasty enemy ship with tough shields?  Teleport where there are no shields (or back off until it drops shields, then teleport), fire (mining or heavy) blasters, then teleport away, vent, repeat.  In 0.65, it could solo nearly every fleet.  In 0.7+, Hardened Subsystems does not slow down CR decay as much, so it probably cannot solo as much as it used to.
Title: Re: Starsector Ship Tiers
Post by: Galwail on December 21, 2015, 09:46:51 AM
Thanks for the replies about the Hyperion. I have considered buying it as an AI controlled escort frigate, but the maintenance and deployment cost just seemed insane. Have to try it as a player controller ship sometimes  ;D
Title: Re: Starsector Ship Tiers
Post by: TaLaR on December 21, 2015, 10:34:53 AM
Hyperion was good when it had almost no cool down on teleportation. Maybe not balanced, but certainly fun.

As it is now it's fairly limited: for example you jump on a Paragon - ok, your first shot bypasses it's shield... but now you have to survive several seconds of barrage before teleporter is up again. At best you will use most of your flux for shielding instead of offence, at worst just get blasted to pieces. Old Hyperion could chain bypass shield and then jump out of reach to vent, current one can't.

EDIT: disregard that, huge teleporter cooldown is SS+ thing, Vanilla is more manageable.
Title: Re: Starsector Ship Tiers
Post by: Dri on December 21, 2015, 10:39:24 AM
Talar, the mere fact that the Hyperion (A FRIGATE) can feasibly get some shots in on a Paragon speaks for itself. :P
Title: Re: Starsector Ship Tiers
Post by: SpacePoliticianAndaZealot on December 21, 2015, 10:51:31 AM
Wow, completely forgot about this thread.

Why this isn't a sticky?
Title: Re: Starsector Ship Tiers
Post by: Aeson on December 21, 2015, 11:04:02 AM
Talar, the mere fact that the Hyperion (A FRIGATE) can feasibly get some shots in on a Paragon speaks for itself. :P
Many frigates can feasibly get in some shots at a Paragon. Omni shields mostly deploy centered on the line connecting the center of your ship to the center of their ship, so you can generally shoot around the edge while it's deploying, and there are a number of frigates capable of closing to within firing range before getting killed. What distinguishes the Hyperion isn't so much that it can get shots off against a Paragon's hull as that it can feasibly defeat a Paragon without need for supporting ships in the hands of a not-particularly-skilled but reasonably careful player.
Title: Re: Starsector Ship Tiers
Post by: Clockwork Owl on December 21, 2015, 07:03:02 PM
Talar, the mere fact that the Hyperion (A FRIGATE) can feasibly get some shots in on a Paragon speaks for itself. :P
And more importantly, survive after that.
Title: Re: Starsector Ship Tiers
Post by: Megas on December 22, 2015, 06:01:30 AM
I just checked Hyperion in a mission in 0.7.1a, it seems to teleport as quickly as it did in 0.65; no cooldown as far as I can see.

Hyperion could solo the monstrous Paragon with Combat 10 back in 0.65.  No other standard frigate or even destroyer could do that - they lacked the shot range (and not enough mobility to compensate), firepower to breach shields, or both!
Title: Re: Starsector Ship Tiers
Post by: Mazrix on December 22, 2015, 08:58:42 AM
This list seems to be terribly out of date, seeing that Shepherd is at T4 instead of T1 :V

No seriously, I've seen my AI (non-officer) ships completely deny a Hyperion with one. It's a fire-support ship pretty much second to none.
Title: Re: Starsector Ship Tiers
Post by: Dri on December 22, 2015, 10:46:47 AM
Maybe that Shepard got lucky - that Hyperion could have easily ONE PUUUUUNCHED it (nice avatar).
Title: Re: Starsector Ship Tiers
Post by: Megas on December 22, 2015, 11:09:47 AM
AI does not use Hyperion to its full fighting potential.  It is superb at capturing points quickly, but not at killing things because it is a bit too conservative to do so effectively.  AI uses Tempest better than Hyperion.  Hyperion is simply a monster in player's hands.
Title: Re: Starsector Ship Tiers
Post by: Twogs on December 22, 2015, 11:43:14 AM
The same is probably true for the Monitor. I can't unterstand how it's only tier 3.

I can destroy EVERYTHING with a monitor. I even tried a simulation fight against a Paragon and Onslaugt together and still won without taking damage. It's just crazy in players hands
Title: Re: Starsector Ship Tiers
Post by: Megas on December 22, 2015, 11:53:15 AM
Before the latest version of 0.65, Monitor could shield ram big ships to death, and shoot up small ships.  Destroyers were its bane.  They were not heavy enough to shield ram, and they were too beefy to kill quickly with flak and two small guns.  The last time I tried to shield ram ships to death, it was much less damaging that it used to be, even against capitals.

Many skilled tier 3 or 4 ships can solo an unskilled capital or two in the simulator.
Title: Re: Starsector Ship Tiers
Post by: Twogs on December 22, 2015, 12:09:05 PM
Like I said i managed to ram even a Paragon to death. I don't have the feeling it's getting worse.


And the monitor isn't that bad in AI hands either, I have one (would like more but hard to find them) with an aggressive officer, he just flies straight between enemies and soaks up fire leaving me to destroy them one by one in my Hyperion (or by the missile salvos of my Vigilances)
Title: Re: Starsector Ship Tiers
Post by: Megas on December 22, 2015, 01:33:44 PM
Monitor can still ram capitals to death, but it is slower and much more dangerous than before.  Back when Monitor was introduced, it was easy.  Ramming a capital (and cruiser to lesser extent) did lots of damage back then, and built-up significant hard flux at a continuous rate such that the AI had no idea how to deal with it, making the Monitor a lethal joke playership.  Destroyers were light enough to be mostly immune to that cheese, and took minutes to kill with conventional weapon fire.

Monitor remains as a good anvil under AI control.
Title: Re: Starsector Ship Tiers
Post by: Cyan Leader on March 14, 2016, 08:27:06 AM
Do you guys really think that the Asura is that strong? Feels like the Morpheus deserves that tier 1 slot more.
Title: Re: Starsector Ship Tiers
Post by: Tartiflette on March 14, 2016, 08:33:30 AM
Do you guys really think that the Asura is that strong? Feels like the Morpheus deserves that tier 1 slot more.
The Asura used to be a Destroyer, and for a destroyer it was that strong! It is still great though.
Title: Re: Starsector Ship Tiers
Post by: Achataeon on March 14, 2016, 08:45:23 AM
Have the new vanilla ships been added yet? I'd love to know where in the tiers the Harbinger, Wayfarer, Scarab, and Centurion fit into. Although insta-tier 1 for Scarab is a given.
Title: Re: Starsector Ship Tiers
Post by: Dark.Revenant on March 14, 2016, 08:47:01 AM
It's really time-consuming to maintain this list, so I haven't been doing so.