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Author Topic: Ship Build Compendium MK.II (Vanilla) [0.97a-RC11] (09.21.24)  (Read 20829 times)

ymfah

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Ship Build Compendium MK.II (Vanilla) [0.97a-RC11] (09.21.24)
« on: September 12, 2024, 02:40:01 AM »

Ship Build Compendium MK.II
A list of "usable" ship builds

Since the previous compendium has been out of date for a couple of patches, I've compiled my own list based on the ships that I've fitted. Skills, smods, and officers would definitely make the build better, but not required unless specified.

The Ol' Reliable
Spoiler
These include ships that can be obtained in open or black market for a reasonable price and can contribute to any fleet composition.
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Honourable mentions go to : Executor(Quest), Legion XIV(Guaranteed Spawns).
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Builds
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Frigates
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Afflictor
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Afflictor (P)
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Brawler (LP)
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Brawler (TT)
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Hound (LP)
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Hyperion
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Kite (LP)
Spoiler

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Kite (S)
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Monitor
Spoiler

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Omen
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Scarab
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Shade
Spoiler

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Shade (P)
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Tempest
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Vanguard
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Vigilance
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Wolf
Spoiler

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Destroyers
Spoiler

Buffalo MK.II
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Condor
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Drover
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Enforcer
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Gemini
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Hammerhead
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Manticore
Spoiler

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Manticore (LP)
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Medusa
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Mule
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Shrike
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Sunder
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Cruisers
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Apogee
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Aurora
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Champion
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Dominator
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Eagle
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Eradicator
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Falcon
Spoiler

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Falcon (P)
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Fury
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Grendel
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Gryphon
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Heron
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Mora
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Venture
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Venture (P)
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Capitals
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Astral
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Atlas MK.II
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Conquest
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Executor
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Invictus
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Legion
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Legion (XIV)
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Odyssey
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Onslaught
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Paragon
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Pegasus
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Prometheus MK.II
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Retribution
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SPOILERS
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Derelicts
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Sentry
Spoiler

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Rampart
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Remnants
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Glimmer
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Scintilla
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Brilliant
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Radiant
Spoiler

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Ziggurat
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SUPER ALABASTER REDACTED
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(500+200)*(1+0.2+0.4+0.15)+200 = 1495 range ion cannon Fulgent
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(300+200)*(1+0.2+0.4+0.15)+200 = 1075 range zapper Fulgent
Spoiler
On escort duty

Not bad even without a capital nearby

An upsized, more inefficient version

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Valkyrie-class, Based Trop Transport
Spoiler

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Astral, Destroyer of Worlds
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Tesseract
Spoiler
Won't be possible unless modded.

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Composition Examples
Spoiler

This section covers what an end game fleet composition would look like and how things like required role, skills, s-mods, and captains can change a build.
All fleet composition are under 240DP. Some compositions contain spoilers.

Simple Hammer & Anvil
Spoiler
8 Ships, 8 Captains. Player gets to watch.

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Example Hegemony
Spoiler
Hold the line.

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Example Persean League
Spoiler
Battle of attrition.

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Example Tri-Tachyon
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Speed

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Example Tri-Tachyon (contains spoilers)
Spoiler
Player paragon & co supported by fast ships.
Use aggressive vents to out flux your enemies.

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Example Luddic Church
Spoiler
Player retribution supported by durable ships.

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Example Luddic Path
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Full Assult.

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Example Pirates
Spoiler
The afflictor wolf pack supported by long range ships.

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Missile Saturation
Spoiler
The wonders of derelict operations + support doctrine.

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Bomber Saturation (contains spoilers)
Spoiler
Expect extreme lag.

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AI-assisted Wolfpack (contains spoilers)
Spoiler
A frigate only fleet. Alpha Glimmers can be used to fill in point capture/harass/assault role when captains are assigned to bigger ships.

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Tips and tricks on getting ships and weapons
Spoiler

The basics
Spoiler

Getting the ship and weapons you want can be done in 4 ways. Buying on the market, salvaging one, making one in your colonies, or events.

Buying

The open market usually has low grade weapons to offer, but large enough systems can rarely sell capital class ships(d-mods included) in the open market.
The black market is more juicy. Better weapons and ships can be found here. Suspicion can be triggered if transponder is on. Read the "Easy black market / raid location" article for more information.
The military market has the best ships the faction has to offer, but this requires a commission + good relations with said faction. Getting a commission temporarily and ditching it is a good way to access this market if your reputation is high enough.

Salvaging

You can find derelict ships during exploration. One ship of note is the Legion XIVs, which are guaranteed to spawn in any save. Knowing how to fit one can be a big boost to your early lucky run.
Besides derelicts, combat is another way to get one. Getting the "Hull Restoration" skill early on is highly recommended to save story points.
2 other fighting fleets can sometimes drop ships as well. If 2 fleets are fighting each other, it might be a good idea to stick around and nab any ships that fall away. Beware that once the fighting ends, one or both fleets might want a piece of you.

Building

Building your own ship requires 3 things. Your own colony with a heavy industry, blueprints, and money.
Colonisation is out of the scope of this article, but even a starting size 3 colony with nothing but a heavy industry can be a good way to get the weapons and ships you need.
Blueprints can be obtained by exploration or raiding. Raiding requires the target colony to have a heavy industry.

Events

Certain quests, bar events, and contacts can be a source of getting ships and weapons. Most notable ones are:
Quest - Starting quest (Hammerhead, Wolf, Kite), Return the ISS Hamatsu (Venture, [REDACTED]), The Userpers (Executor, Kinetic Blaster, Gigacannon), The Scythe of Orion ([REDACTED])
Bar events/Contacts - Drinking Spacer (cheap cargo ship), Raid (very cheap, requires marines), Sell (cheap), Production slot (expensive, requires blueprint to be known), Black market (Very expensive, random assortment of ships/weapons to every single ships/weapons on a 1 million credit deal)

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Easy black market / raid location
Spoiler
These systems do not require your transponder to be on. Markets with heavy industry are marked with bold and markets where the open market is not accessible when the transponder is off is marked with an underline:

Magec : Kanta's Den(Pirates), Nova Maxios(Independent), Tibicena(Tri-Tachyon)
Kumari Kandam : Chalcedon(Luddic Path), Kanni(Pirates), Olinadu (Persean League)
Mayasura : Mairaath(Persean League), Lost Astropolis(Pirates), Port Tse Franchise Station (Tri-Tachyon)
Al Gebbar : Epiphany(Luddic Path)

You can search for ships and weapons in the open/black market even when hostile by default or due to war crimes/commission. Ship class up to cruisers can be sold in these locations (even an Aurora).
These places are also ideal for raiding. You can get a good bulk of weapons/hullmods/LPCs by raiding. Also good for selling exploration junk - causes a surplus - raid it back - next planet - repeat loop.
Caution is advised that you don't raid too often as the market can decivilize.
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Guaranteed early Hammerhead/Wolf/Kite
Spoiler
Even if you skip the questline, the mothballed ships are still there in the Galatia star system.
The player can pick up a Hammerhead, Wolf, Kite and a dram without using a story point.
The rest (Condor, Hound, Buffalo mk.II) requires a story point. Not recommended.
The Galatia Academy is a good source of early income as well. Money = Ships.
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Guaranteed early Executor
Spoiler
This is a no combat route to getting a free executor + cash.
1. Have at least 2 story points.
2. Go to the Askonia system.
3. Search the bar in any diktat planet until you start the Usurpers questline.
4. When Marico shoots, just spam 1 on the dialogue tree for some cash + Kinetic Blasters (useful for Apogee start + SO).
5. First quest - Talk to the marked fleet, use a story point to skip combat.
6. Second quest - Go to the pirate planet (watch out for pirates), Call up the pirate lord, use story point.
6.1. Alternatively, buy 300+ marines on Askonia to save a story point.
7. Get a Hegemony commission(Can be done before step 2) (You can start the game and get one. Heg will not be hostile to the Diktat early on).
8. Approach the debris field in the far jump point. An independent fleet will stop you.
9. Talk to them and flash your Heg badge. Wait for them to leave the system and salvage.
10. Return to Marico - My silence is very much for sale - you mentioned an "experimental hull"
11. Lots of cash + Executor
All the weapons needed to fit one (HIL, HVD, IR Auto, Locusts, LR PD lasers, etc) are sold in Diktat black market. Efficiency overhaul recommended if you got it super early.
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Tips for spoiler weapons
Spoiler
- Weapons you get after the Tesseract encounter are considered as "post combat salvage" and not "rare loot". Thus, salvage bonuses from things like salvage gantry applies.
- With the apogee start and a good refit (early kinetic blasters from diktat + SO on the apogee), you can dive into the Alpha Site (requires transvese jump), restore the ISS Hamatsu, refit it, and climb up north-east to find a hidden cache. After the battle you can obtain some early omega weapons (medium and small, pray to alex for a cryoblaster or some antimatter SRMs). Return the Hamatsu for a cash reward as well.
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Changelog
Spoiler
(09.11.24)
- Initial post
(09.12.24)
- Changed most LR PD lasers to fewer Burst PD
- Changed Beam Apogee to use Advanced Optics
- Added disclaimer to the Retribution
- Added Brilliant, Eagle (SO), Heron (Bomber), Eradicator (Pure Ballistics), Scintilla, Sentry, and [REDACTED].
(09.20.24)
- Added 10 example compositions under 240DP.
- Added a tips and tricks section for getting ships and weapons.
- Added Astral (Balanced), Brawler (TT), Scarab, Hyperion (Non-SO), and [REDACTED].
- Specified which article contains spoilers to end game content.
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I don't claim these to be the best general build and any suggestions are welcome. You can post below or @ymfah on Corvus/USC.
« Last Edit: December 29, 2024, 01:17:23 AM by ymfah »
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ymfah

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Re: Ship Build Compendium MK.II (Vanilla) [0.97a-RC11] (09.11.24)
« Reply #1 on: September 12, 2024, 02:40:11 AM »

Reserved.
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Spyro

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Re: Ship Build Compendium MK.II (Vanilla) [0.97a-RC11] (09.11.24)
« Reply #2 on: September 12, 2024, 02:56:24 AM »

Nicely done, I often see new players asking for something like this (that's up to date).

Not going into minor nitpicks, I just have one remark. The regular Eradicator has 5 Annihilators, is there a reason for this? You wrote that its role is long range, Annihilators aren't a good missile for long range, anything else would've been better or maybe no missiles at all, add Railguns and replace one HVD with a Mauler. On the other hand, 5 Annihilators would've been great for the pirate version, which seems to be missing.

In general there are some missing ships in this list, I assume you don't like using them. Aside from Eradicator(P), I noticed the only Remnant ships were Glimmer and Radiant.
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Mishrak

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Re: Ship Build Compendium MK.II (Vanilla) [0.97a-RC11] (09.11.24)
« Reply #3 on: September 12, 2024, 06:15:36 AM »

I really appreciate this post.  As a community I feel like we're sorely lacking in modernized guides and this is a good start.

I very much appreciate that these are all non s-mod fits and that it's clear the post isn't trying to show "the best" fits.  I haven't looked at all of them yet, but the ones I've looked at all seem to make sense and they at the very least would inspire ideas.

I feel a lot of times people only post finished products and that leaves a substantial amount of the game left without any guidance.  I'll post some thoughts on the ships when I have more time to look at them.

[edit]

A few ship thoughts:

Overall normal PD lasers are generally pretty inefficient compared to small burst PD.  It's typically better, in my experience, to run either a single burst PD, or mining lasers.  PD/LR PD Lasers are in a weird place.  I'm sure some will disagree with me, but that's a trend I'm seeing in your fits, so it's worth at least bringing this up.

Conquest - this is missing a rangefinding beam (ion or grav) on the same side as the Gauss
Executor - nothing should ever be that overfluxed.  This ship REALLY wants an OE officer, but even without it, that fit is in a pretty untenable spot imo.  Consider dropping the two turret HVDs and the PD lasers for something else.
Heron / Condor - Thunder is an odd choice for these.  Like of course they work, but those carriers in particular are much more suited to using Bombers (Dagger/Longbow)
Retribution - I would specify that this really needs to be a player piloted ship.  HMG with no Elite PD skill is going to be very precarious (read: suicidal) to use in any capacity, especially in the AI's hands.  HMG is good, but not with zero officer skill.
« Last Edit: September 12, 2024, 07:15:35 AM by Mishrak »
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ymfah

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Re: Ship Build Compendium MK.II (Vanilla) [0.97a-RC11] (09.11.24)
« Reply #4 on: September 12, 2024, 06:59:10 AM »

Nicely done, I often see new players asking for something like this (that's up to date).

Not going into minor nitpicks, I just have one remark. The regular Eradicator has 5 Annihilators, is there a reason for this? You wrote that its role is long range, Annihilators aren't a good missile for long range, anything else would've been better or maybe no missiles at all, add Railguns and replace one HVD with a Mauler. On the other hand, 5 Annihilators would've been great for the pirate version, which seems to be missing.

In general there are some missing ships in this list, I assume you don't like using them. Aside from Eradicator(P), I noticed the only Remnant ships were Glimmer and Radiant.

Thanks for the feedback. It's my personal eradicator fit and it's supposed to fit the 1000*1.4 HVD and maulers with 1500 suppressive missiles. AAF definitely favours more ballistics so adding railguns would be a good idea.

As for missing ships, while I think I can cook up some usable builds, I didn't feel like I had the experience necessary to recommend it to anyone. If you or anyone else have a recommended ship fit for these missing ships, or have general tips I'll be happy to add them.
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ymfah

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Re: Ship Build Compendium MK.II (Vanilla) [0.97a-RC11] (09.11.24)
« Reply #5 on: September 12, 2024, 07:41:24 AM »

I really appreciate this post.  As a community I feel like we're sorely lacking in modernized guides and this is a good start.

I very much appreciate that these are all non s-mod fits and that it's clear the post isn't trying to show "the best" fits.  I haven't looked at all of them yet, but the ones I've looked at all seem to make sense and they at the very least would inspire ideas.

I feel a lot of times people only post finished products and that leaves a substantial amount of the game left without any guidance.  I'll post some thoughts on the ships when I have more time to look at them.

[edit]

A few ship thoughts:

Overall normal PD lasers are generally pretty inefficient compared to small burst PD.  It's typically better, in my experience, to run either a single burst PD, or mining lasers.  PD/LR PD Lasers are in a weird place.  I'm sure some will disagree with me, but that's a trend I'm seeing in your fits, so it's worth at least bringing this up.

Conquest - this is missing a rangefinding beam (ion or grav) on the same side as the Gauss
Executor - nothing should ever be that overfluxed.  This ship REALLY wants an OE officer, but even without it, that fit is in a pretty untenable spot imo.  Consider dropping the two turret HVDs and the PD lasers for something else.
Heron / Condor - Thunder is an odd choice for these.  Like of course they work, but those carriers in particular are much more suited to using Bombers (Dagger/Longbow)
Retribution - I would specify that this really needs to be a player piloted ship.  HMG with no Elite PD skill is going to be very precarious (read: suicidal) to use in any capacity, especially in the AI's hands.  HMG is good, but not with zero officer skill.

Thank you for the feedback.

For the LR PD lasers, I am also in the side of single burst or mining laser spam. I'll update some builds to replace the LR PD lasers with either bursts or mining lasers.

For the conquest, with a pilot with ballistic mastery + gunnery implants + ordnance expertise I would swap out the gauss to Mjolnirs and add some range finding beams as you mentioned and maybe HVD/maulers. For now I believe that the current build would stay out of trouble better.

For the executor, I agree that ordnance expertise is a must. Hardpoint of the HILs makes it fire less so it helps but not enough. I'd still not swap out the HVDs for beams or PDs though. I'll try to make it less fluxed.

For the Heron / Condor, It's ultimately a matter of what you want for the fleet. I'll add a bomber heron with daggers.

For the Retribution, I'll add a segment to specify that it either or idealy needs both the elite PD skill and player piloting.

Thanks again for the feedback!
« Last Edit: September 12, 2024, 07:54:06 AM by ymfah »
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ymfah

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Re: Ship Build Compendium MK.II (Vanilla) [0.97a-RC11] (09.12.24)
« Reply #6 on: September 12, 2024, 09:18:01 AM »

(09.12.24)
- Changed most LR PD lasers to fewer Burst PD
- Changed Beam Apogee to use Advanced Optics
- Added disclaimer to the Retribution
- Added Brilliant, Eagle (SO), Heron (Bomber), Eradicator (Pure Ballistics), Scintilla, Sentry, and [REDACTED].
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Lortus

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Re: Ship Build Compendium MK.II (Vanilla) [0.97a-RC11] (09.12.24)
« Reply #7 on: September 12, 2024, 11:51:24 AM »

Pretty epic stuff!
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Azzarel

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Re: Ship Build Compendium MK.II (Vanilla) [0.97a-RC11] (09.12.24)
« Reply #8 on: September 13, 2024, 02:17:16 AM »

Builds
Spoiler

SPOILERS
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SUPER ALABASTER REDACTED
Spoiler

Tesseract
Spoiler
Won't be possible unless modded.

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Doritos with SO! The sector will burn!
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LeetKroo

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Re: Ship Build Compendium MK.II (Vanilla) [0.97a-RC11] (09.12.24)
« Reply #9 on: September 13, 2024, 05:16:14 AM »

I feel like 5 HVD doesn't match well with the Executor compared to HAC+IRAL.

  • It has three hardpoints
  • It has poor dissipation
  • It has HEF
  • It can use large missiles for hard flux

This makes the 3HAC+2IRAL the better choice IMO. Locusts can stay for more finishing and PD power or be replaced with squalls for more kinetic damage. OTOH, I'm also aware that your build is inspired by CapnHector 5 ordo challenge, so It's definitely very viable vs remnants, although it might need s-mods.

« Last Edit: September 13, 2024, 05:21:31 AM by LeetKroo »
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Flet

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Re: Ship Build Compendium MK.II (Vanilla) [0.97a-RC11] (09.12.24)
« Reply #10 on: September 13, 2024, 05:58:46 AM »

I would like to express my admiration and support for the manticore with haephestus+railguns employing ballistic rangefinder and escort package (and ITU).
Its good early game, its good mid game, its good late game. I give them to officers as im bad at figuring out exactly how to use canister flak to save me from incoming torpedoes reliably, but officers know how to do that. Optimal officer is steady for escorting purposes and so even unofficered these can be good.
If you have a slow capital ship stick one of these to it and all its problems magically vanish. Frigates and destroyers melt, and when there are none harassing your capital ship the long range firesupport helps it kill whatever the capital is shooting at.
AND the pirate version is identical to the normal one so its easy to find non dmodded ones on black markets early game when you are flying around looking for officers or trading. I always rush to get 3 or 4 of these and i keep them all game. Its probably my favorite ship all things considered.
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ymfah

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Re: Ship Build Compendium MK.II (Vanilla) [0.97a-RC11] (09.12.24)
« Reply #11 on: September 13, 2024, 06:23:41 AM »

I feel like 5 HVD doesn't match well with the Executor compared to HAC+IRAL.

  • It has three hardpoints
  • It has poor dissipation
  • It has HEF
  • It can use large missiles for hard flux

This makes the 3HAC+2IRAL the better choice IMO. Locusts can stay for more finishing and PD power or be replaced with squalls for more kinetic damage. OTOH, I'm also aware that your build is inspired by CapnHector 5 ordo challenge, so It's definitely very viable vs remnants, although it might need s-mods.



Hello, thanks for the feedback.

I find that having some hard flux kinetic option on the turrets to be better since the awful firing arcs provided by the 3 ballistics and 2 energy mounts means that if the target is mere 10 degrees out the Executor has no way to pressure enemies.
The locusts could be replaced with squalls and some expanded missile racks, but since 5 HAC would overflux the executor to extremely, I would still advise using 5 HVDs.
For s-mods, I did not cover in this post but turret gyros and flux dissipater would be my top pick for the executor. Things like automated repair unit, aux thrusters, heavy armor, missile racks could work as well.
Ofc real builds rely heavily on external factors like fleet compositions, positioning, captains, enemies, skills, etc and 3 HAC would provide better flux efficiency and DPS so it would definitely work.

Thanks again for the feedback.
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low

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Re: Ship Build Compendium MK.II (Vanilla) [0.97a-RC11] (09.12.24)
« Reply #12 on: September 13, 2024, 07:27:58 AM »

I was originally going to make a bigger post, but got disappointed with the rest of the builds I have had. But here is a pair of them that I like personally.
Player flagship Retribution
I originally had 6 light needlers but have found heavy needlers to be fine also. 2 needlers are linked with Hellbore, 2 are in their own fire group, you gotta manage autofire for either(see 2nd pic.). I have salamanders linked, but to be honest can lose them and the ECCM, I am unsure how important is the range reduction. S-mod ATG.

Against enemy capitals the goal is to persuade them to overload at 100% hull and armor, e.g.:

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Conquest for an AI officer
Plain regular Mjolnir build.
I had alternatively an aggressive and a steady officer on this, it does well. Got the burst PD placement from the last compendium I think.

[close]
« Last Edit: September 13, 2024, 07:40:14 AM by low »
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Mishrak

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Re: Ship Build Compendium MK.II (Vanilla) [0.97a-RC11] (09.12.24)
« Reply #13 on: September 13, 2024, 08:31:45 AM »

I feel like 5 HVD doesn't match well with the Executor compared to HAC+IRAL.

This is really a preference thing honestly.  I've used 5x HVD + IR Autolance extensively and it's a killer.  There's definitely nothing wrong with it.

Ships have a LOT of wiggle room on them, especially capitals.
« Last Edit: September 13, 2024, 08:33:18 AM by Mishrak »
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Sendrien

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Re: Ship Build Compendium MK.II (Vanilla) [0.97a-RC11] (09.12.24)
« Reply #14 on: September 13, 2024, 09:29:30 AM »

I want to add my favourite Onslaught XIV build to the mix.

This build is meant to be the tip of the spear for a large fleet. It is built to be near impervious to missiles and torpedoes 360 degrees. You absolutely can charge into the middle of a very heated firefight and come out unscathed. I love this Onslaught because it will buy so much space and time for all the rest of your ships to do their jobs. It is also extremely capable solo, able to take out fleets with DPs multiple times its own. Shockingly, despite the ridiculous looking loadout, it is equally capable in the hands of AI.

Spoiler


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