Lumen-class Droneship FrigateCodex EntryLumen's Stats (above) compared to a Centurion's (below)OverviewThis little devil is a Wolf with less weapons but better weapon arcs and improved survivability. It rarely does damage and it's mostly there to contest/capture points and sometimes shooting reaper torpedoes up your engine block. 4DP is suprisingly quite high for a ship with only 4 small synergy weapons, giving it more value as a distraction than a combat ship focused around dealing damage.
Vanilla Variants Personal Rating:Teleporting AnnoyanceStandardArmament: Atropos Torpedo (Single), Swarmer SRM, IR Pulse Laser, Ion Cannon
Hullmods: Resistant Flux Conduits
Capacitors:6 Vents:10
And here we go with the Vanilla Variant Remnant Nonsense. Resistant Flux Conduits on this ship is nipples on a breastplate and so is both the Single Atropos Torpedo and the Swarmer SRM since the ship both has no expanded missile racks or a ship ability that improves missiles. It would work much better with 2 IR Pulse Lasers for shield pressure, a single Ion Cannon and a single Tactical Laser to force the enemy to keep the shields up. There could be some useful vriants using 1 Antimatter Blaster but there would have to be a lot of cuts for that one to fit, considering the ship only gets 35 Ordinance Points to play with.
Glimmer-class Droneship FrigateCodex EntryGlimmer's Stats (above) compared to a Wolf's (below)OverviewThe Glimmer is, essentially, a
Miniature Sunder and a Hydrophobic Wolf all in one. It has 1 medium energy, 2 small synergy and 2 small energy
weapons all pointing forward for the bargain price of 5 Deployment Points, while also having High Energy Focus. It does suffer in the mobility department which greatly depreciates the frigate when fielded in AI fleets, mostly because Vanilla does not have any decent Glimmer Autofit using Unstable Injector, let alone
Safety Overrides.
Vanilla Variants:Assault Personal Rating: Hazenut with Flux AsthmaArmament: Ion Pulser, 4x IR Pulse Lasers (Linked)
Hullmods: Unstable Injector
Capacitors:4 Vents:10
One of the nicest Remnant ship builds that's easy, straightforward and tries to mitigate the mobility of the ship. It could be better with a single tactical laser to force shields up, only two IR Pulse Lasers, Front Shield Conversion for the nice 360° shields and a spare small weapon mount that can be dedicated to some heap PD, like a PD laser or a mining one.
Support Personal Rating: Passable Beamer Armament: Graviton Beam, 4x Tactical Lasers (linked)
Hullmods: Advanced Optics
Capacitors:10 Vents:10
Again, this is a decent build. The Graviton Beam and the tactical lasers plus the shield generate more flux than the flux capacity of the ship with 10 vents, which could be somewhat mitigated by the addition of a flux distributor and front shield conversion instead of some capacitors. I would personally also install Unstable Injector again since the frigate really struggles to stay away from the enemy if it's pressured.
Fulgent-class Droneship DestroyerCodex EntryFulgent's Stats (above) compared to a Sunder's (below)OverviewThis Destroyer is very much a supersized Glimmer with significantly better missile strike capability at a poultry 11 Deployment Points. If you paid close attention to the stat windows and compared the Fulgent to both Sunder you will also notice its stats are quite comparable, if not worse in almost every aspect but shield to damage ratio. The overall stats are in line with other Remnant ships (namely the good shield ratio) but the
base flux dissipation sitting at 300 more or less destroys the combat effectiveness of the ship entirely, especially considering it's even got high energy focus. Now, the ship would be somewhat decent if it used Sabots and a Phase lance/Ion Cannnon combo but that's not what Vanilla Starsector does.
Oh no.Vanilla VariantsSupport Personal Rating: Slightly WorryingArmament: 2x Typhoon reaper Launchers (Alternating), 2x Sabot SRMs (ALternating), 2x Tactical Lasers & Ion Beam, 4x PD Lasers
Hullmods: Expanded Missile Racks, Advanced Optics
Capacitors: 10 Vents:4
This is exactly how you
should not design a missile boat. All the missile weapons are on alternating instead of linked, the missile damage balance is massively skewed towards HE and there's not enough Hard flux damage to pressure shields with. Advanced Optics is also completely useless and even nerfs the PD lasers further. Investing those ordinance points into something actually
useful like ECCM or Unstable Injector would work a lot better instead. The only slightly redeeming quality of this setup is that it will survive longer than most others and you'll still have to deal with it unless you want a nonconsensual date with Reaper Torpedos when the flux is high and you can't get away.
Assault Personal Rating: Why Does This ExistArmament: 1x Heavy Blaster, 2x Ion Pulser (Linked), 2x Sabot SRM (Alternating), 4x PD Laser (linked), 2x Tactical Laser (inked)l
Hullmods: Auxiliary Thrusters, Integrated Targeting Unit
Capacitors: 12 Vents:
4I just can't with this variant. I don't know who I need to have their location forwarded to the nearest Pather Cell for this unholy
heresy. Does Vanilla Starsector unironically field a ship with 300 base flux dissipation armed with the most flux intensive continuous fire medium energy in the game
plus two Ion Pulsers, no vents to speak of and
without even overriding it?
This is litterally like mashing a Space Coconut into a glass without adding water, giving an Asthmatic Luddite a straw and then telling him
"Go ahead, it's for you, drink!". Don't even get me started on why it even has Aux Thrusters or I might space myself out the airlock and into the nearest Blue Giant.
Scintilla-class Droneship Carrier Codex EntryScintilla's Stats (above) compared to a Drover (below)OverviewThis Destroyer has all the stats to be a great carrier, with the same ship system as the Astral two fighter bays and decent flux stats/wepaon mounts for only being worth 12 Deployment Points.
The thing that makes this ship the worst ship the Remnants can field has to do with the absolutely atrocious Fighter LPC choices the faction as a whole gets. It can either deploy Spark Interceptors, Lux Heavy Fighters or Flash bombers, none of which benefit from the Recall skill. I guess the only thing that can help the Scintilla if for
our Lord and Saviour Alex to realize Remnants have no strike bomber LPCs and that basically all fighter bays on Remnants nerf them more than buff them 90% of the time since they're an Ordinance Point sink with little in-battle performance; also due to the fact any Remnant ship with a fighter baydoes not get buffed with any Commander Skill or even just Expanded Deck Crew.
Vanilla VariantsStrike Personal Rating: Actually CompetentArmament: Typhoon Reaper Launcher, Sabot SRMs (alternating), 2 Tactical Lasers & Burst PD Lasers
Hangar Bay: 1 Lux Heavy Fighter Drone Wing, 1 Spark Interceptor Drone Wing
Hullmods:
None, not even Expanded Deck "Crew"
Capacitors: 6 Vents: 13
This is a decievingly well defended Destroyer sized carrier. Too bad it does not have Expanded Deck Crew despite being entirely capable of installing it by cutting on Capacitors and some Vents. Don't asky me why, I don't know either.
Support Personal Rating: Floppy LinguiniWeapons: Pilum LRM, 2 Salamanders (Alternating), 2 LR PD Lasers & PD lasers (Linked)
Hangar Bays. 2 Spark Interceptor Drones
Hullmods:
None, not even Expanded Deck "Crew"
Capacitors: 5 Vents:19
Talk about nonsense with this one. Everything about this thing is complete
Onslaught Engine Block. It's got a Pilum and two Salamander Launchers (which are alternating, because of course they would be) but no ECCM and it's even got the worst Remnant Fighter LPC as of 0.95 without even agumenting its already
Condor-worthy performance with Expanded Deck Crew. What an absolute waste of Deployment Points...I guess the only thing this thing supports while deployed against you is actually
your fleet. Having a double agent bloating the enemy fleet with a nearly useless piece of shipware sure is helpful.
Brilliant-class Droneship CruiserCodex EntryBrilliant's Stats (above) compared to a Dominator (Middle) and an Aurora's (below)OverviewThis asymmetric Cruiser a mixture of everything that's Remnant and is
the only ship in the roster (so far) that can mount ballistic weapons, Two Medium Hardpoints worth of them in fact, along with 1 Medium Synergy Hardpoint, 1 Large Energy Turret, 1 Medium Energy Turret and 2 Small Energy Turrets. It's the second most potent Remnant ship in their roster at 25 Deployment Points and it's one of the only three ships that generally deal the most damage to your fleet along the Fulgent and the Radiant. There apparently is no Overridden variant in the Starsector Variant files, so it must be a rare occurrence for when the stars align and Autofit does something good for once, exept the fact the Overridden Autofits Starsector pulls usually also come with ITU, go figure.
Vanilla VariantsStandard Personal Rating: Annoying Shielded Gaming MouseArmament : 1x Plasma Cannon (alternating), 1x Sabot Pod (linked), 2x Hypervelocity Driver (linked), 1x Heavy Burst laser & 2 Burst PD lasers (linked)
Hangar Bay: 1x Spark Interceptor Wing
Hullmods: Integrated Targeting Unit
Despite the rather terrible weapon range synergies, this variant somewhat works and poses a hassle when faced not because it does a lot of damage compared to other Remnant Ships, but because it's incredibly durable for the amount of DP it takes to deploy, especially when it's got an AI of with Elite Shield Modulation at the helm and possibly even Elite Impact Mitigation, Reliability Engineering and Elite Damage Control.
Radiant-class Drone BattleshipCodex EntryRadiant's Stats (above) compared to a Paragon's (below)OverviewHere we go. I'm going to have to go a bit off the rails in criticizing Vanilla Game Balance as a premise:
the Radiant Drone Battleship is a balancing abomination that should've been adressed as soon as 0.95 released. The Remnants as a whole were a lot easier to defeat back in the 0.91 days and further back in time, but
now that not only Officer skills but also AI algorithms have been improved along all the other new balance mechanics,
the Radiant is well deserving of 60 Deployment Points, and this is accounting for the fact that the ship would be worth 70 Deployment Points instead if it was not Remnant and
purposefully undervalued.
This ship is currently
only worth 40 Deployment pointsbut is able to fit a staggering amount of front facing firepower consisting of
2 large energy hardpoints, 1 large energy turret, 2 large synergy turrets, 4 medium synergy turrets and 4 small energy turrets, in addition to 1500 Armor, 10.000 hullpoints, a 0.6 ratio shield, massive flux capacity, a ship ability that belongs to a Frigate and a 99% chance to always have an Alpha Core Officer making every single stat I just showcased that much more overbearing.
Disabling/Destroying the enemy Radiant(s) when fighting a Remnant ordo will translate in you winning that battle. Failing to pressure and kill it/them because it starts teleporting away and/or because the rest of its allied
rabid honeybadger friends get in the way will guarantee a harder battle with more allied casualties and maybe even a loss.
Vanilla Variants1)Standard Personal Rating: Wasted Large Weapon MountsArmament: 2 Autopulse Lasers (Linked), 2 Locusts (Alternating), 1 Paladin PD & 6 PD Lasers (linked), 4 Ion Beams (Linked), 4 IR Pulse Lasers (linked)
Hullmods: Integrated Targeting Unit, Expanded Magazines, Heavy Armor
9 Capacitors, 50 Vents
Without going into potential modifications to the Vanilla autofit, this is a textbook example of how to
NOT set up a Radiant and it's the setup you wish for when fighting an Ordo. Heavy Armor is a 40OP dead weight unless it's integrated, Locust not only do pathetic damage to anything but weaksauce frigates but they also don't even have expanded missile racks, 4 Ion beams is overkill even for me and IR pulse lasers are as pointless as nipples on a breastplate.
2)Strike Personal Rating: Deployment Point Imbalance IncarnateArmament: 5 Tachyon Lances (linked), 4 Sabot Pods (Alternating), 10 PD Lasers (Linked)
Hullmods: Integrated Targeting Unit, Advanced Optics, Resistant Flux Conduits
0 Capacitors, 50 vents
This is the most infamous Remnant setup in the whole roster despite being horribly unoptimized. It's more or less a testament to how the Radiant Stats are so broken across the board for a 40DP ship they are able to pull the suboptimal setups up in performance by sheer brute force. Advanced Optics is not only useless since the ship never makes use of that extra range but it also makes T-lances and PD lasers even more unwieldy to swing around and hit their targets. Sabots are both firing in
ALTERNATING MODE and without Expanded Missile Racks.