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Starsector 0.98a is out! (03/27/25)

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Author Topic: Starsector Ship Tiers  (Read 168362 times)

Baleur

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Re: Starsector Ship Tiers
« Reply #45 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.
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JohnDoe

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Re: Starsector Ship Tiers
« Reply #46 on: January 24, 2015, 03:06:05 PM »


It would be nice if ships with flight decks are marked.
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RecklessPrudence

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Re: Starsector Ship Tiers
« Reply #47 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.
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Wyvern

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Re: Starsector Ship Tiers
« Reply #48 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.
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Wyvern is 100% correct about the math.

Dark.Revenant

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Re: Starsector Ship Tiers
« Reply #49 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.
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NightfallGemini

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Re: Starsector Ship Tiers
« Reply #50 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.
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JohnDoe

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Re: Starsector Ship Tiers
« Reply #51 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.
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Dark.Revenant

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Re: Starsector Ship Tiers
« Reply #52 on: January 25, 2015, 07:33:09 PM »

They all have the same tier.
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Agalyon

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Re: Starsector Ship Tiers
« Reply #53 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?
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Blaze

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Re: Starsector Ship Tiers
« Reply #54 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?
« Last Edit: January 31, 2015, 05:20:28 PM by Blaze »
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Dark.Revenant

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Re: Starsector Ship Tiers
« Reply #55 on: January 31, 2015, 05:49:07 PM »

They have two per wing now.
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Tommy

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Re: Starsector Ship Tiers
« Reply #56 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.
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Aeson

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Re: Starsector Ship Tiers
« Reply #57 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.
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MShadowy

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Re: Starsector Ship Tiers
« Reply #58 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.
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Taverius

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Re: Starsector Ship Tiers
« Reply #59 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 :)
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No faction is truly established without a themed Buffalo (TAG) variant.
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