Lasher; The staple attack frigate, good armour and great weapon mounts and system make it a danger to destroyers while keeping a small logistical profile. Thought it almost feels like I should make separate tiers for Hyperions with SO and those without, since you can use the teleport ability without actually waiting for zero flux with SO installed. Skills the improve the combat performance of your fleet, and of other military assets under your command. Just be sure to retreat it on time since its PPT ticks down fast. Compared to the standard Mk. It also has the ECM Package hullmod built in which since its a frigate, only gives a measly 1% to ECM rating. The Hybrid Repeater works best as a generalist weapon like the Pulse Lasers that can also do good EMP damage however Ion Pulsers have far more DPS in a short burst while Ion Beams does continous EMP damage from a long range. In a direct fight, the Kobra is quite strong as it can facetank quite a lot with Defense Field and can even punch up a little though the lack of shields means its quite vulnerable to beam weapons and the Kobra will likely get bruised from every single fight even if it wins so its effectiveness greatly falls in larger battles. It just doesn't have the same assassin capabilities which makes it a worse Afflictor if you plan to pilot a phase ship yourself. Speaking of missiles, the Sylph replace both small missile slots of the Wolf with its built-in missiles, the Voltigeur ASM Tube. A dissident ? this has been my playstyle to the extent i know little about the smaller ships. The Husky mainly functions as an escort frigate to other ships. Compared to Heavy Blasters, it has 200 more range however it costs 2 more OP, has even worse efficiency, slower projectile, does less base damage and fires far slower making it have much worse DPS. ._2a172ppKObqWfRHr8eWBKV{-ms-flex-negative:0;flex-shrink:0;margin-right:8px}._39-woRduNuowN7G4JTW4I8{margin-top:12px}._136QdRzXkGKNtSQ-h1fUru{display:-ms-flexbox;display:flex;margin:8px 0;width:100%}.r51dfG6q3N-4exmkjHQg_{font-size:10px;font-weight:700;letter-spacing:.5px;line-height:12px;text-transform:uppercase;-ms-flex-pack:justify;justify-content:space-between;-ms-flex-align:center;align-items:center}.r51dfG6q3N-4exmkjHQg_,._2BnLYNBALzjH6p_ollJ-RF{display:-ms-flexbox;display:flex}._2BnLYNBALzjH6p_ollJ-RF{margin-left:auto}._1-25VxiIsZFVU88qFh-T8p{padding:0}._2nxyf8XcTi2UZsUInEAcPs._2nxyf8XcTi2UZsUInEAcPs{color:var(--newCommunityTheme-widgetColors-sidebarWidgetTextColor)} err. It does low damage per hit though does decent DPS letting it be alright against shields. Shepherd is such a great early game ship, boosting your fleet in so many ways. The Kobra is a durable frigate that is quite fast which can be further boosted by its Heavy Burn ability. /*# sourceMappingURL=https://www.redditstatic.com/desktop2x/chunkCSS/TopicLinksContainer.3b33fc17a17cec1345d4_.css.map*/-----MEDIUM ENERGY-----. This is what you want from a phase ship, fast speed, good mounts and a ship system made for dealing even more backstab damage. Missile spammer in a nutshell, it'll hardly do anything else that will impress you, leaving it in a "overpriced escort" role. Really surprised there's not much talk about this ship, I was never let down by it. Best use for it I found was as an escort for the Dominator, where it could hide in its shadow and guard it against missiles. 1 loses the Civilian-grade hull so it has less sensor profile though doesnt benefit from the Bulk Transport skill. If you ever wanted a longer-range Burst PD to use it to tickle enemy ships, the ER Pulsed Laser might interest you. Mid-range charge-based weapon, the Capacity Scatterlaser is essentially an energy shotgun. However, its still a beam weapon which means it will still need help from a more reliable kinetic damage source and it has negative efficiency and a somewhat slow firerate, making its DPS not great. Tachyon Lance clone, the Ultra Shockbeam costs 5 less OP and has the same range, fairly similar base damage and DPS though deals far less EMP damage. ._1sDtEhccxFpHDn2RUhxmSq{font-family:Noto Sans,Arial,sans-serif;font-size:14px;font-weight:400;line-height:18px;display:-ms-flexbox;display:flex;-ms-flex-flow:row nowrap;flex-flow:row nowrap}._1d4NeAxWOiy0JPz7aXRI64{color:var(--newCommunityTheme-metaText)}.icon._3tMM22A0evCEmrIk-8z4zO{margin:-2px 8px 0 0} Saw there's a demand for decent up to date tier lists so I thought might as well make one. The Afflictor can be a deadly little assassin, in the hands of a player. **The base minimum armor value is 5% of the max armour value. Best of all, once of the cheaper frigates at only 4 DP. 4 is shields or phase. Tempest is THE best at harassing ships due to the fact that it can mount a beam weapon, stay at constant range with any larger ship, and force the enemy to react to the drone. Btw I'm not an egomaniac, it's already hard to find some posts here so I added something on the side to make it easier to find if needed. Also, reclassified Atlas and Prometheus to fit the rubric better. 3 will still have better survivability. The second capstone skill in the aptitude requires six previous skills, plus two points spent on the two capstones. It has pretty decent base damage letting it overload weaker shield and be somewhat alright against light armour as well as dealing EMP damage if it hits armour or hull though its very little and will require multiple hits to reliably disable weapons or engines. Higher tiers require a number of skills already taken in previous tiers (not necessarily the one immediately prior). That's what the +/- system is for. Feel free to critique and share your thoughts on the tier list. Conquest is still C++; a player can do amazing things with it. Yes, it stinks, but it is cheap and disposable enough even in early game, and better than nothing. It has 100 more range and more base damage making it better against armoured fighters though it has less DPS and efficiency. (12/10/21); In-development patch notes for Starsector 0.96a (12/04/23). Best part of all, AI is more than capable piloting it. Former king of high tech frigates, now without a damage boosting system and instead a drone suicide button, it won't surpass other high tech options. Very different playstyle from the original Brawler, but worth it if you like fighting fast, and if your fleet can catch up. Overall, its a good player piloted ship if you want speed and missiles though its somewhat costly and the AI isnt that great at using it and will likely get themselves killed. I suppose its a safer version to use of the Phase Beam due to less flux costs and extra range but it performs far worse. 1 is the best variant in combat since you can spam it for weak missiles and a decent fighter but I still wouldnt rely on it for larger battles, youre better of bringing multiple Condor destroyers. Lasher; The staple attack frigate, good armour and great weapon mounts and system make it a danger to destroyers while keeping a small logistical profile. Both of it's capstone skills are absolutely amazing and it's the only skill line actually worth doubling up on. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Overall, the Puddle Jumper Mk. The rapid-fire nature of it alongside its poor efficiency means almost no ship has the flux to use it, even a Paragon struggles to fire multiple of them at the same time. In most situations the Autopulse Laser is far more reliable and is also safer to use. Even in battle, I do not mind a D-mod or two on a Tempest when cleaning up a Lumen and Glimmer duo that insists on fighting my vastly superior fleet. Combination of Omen and Afflictor, Shade is a phase frigate that will greatly help you out clear fighter swarms, and sometimes it might actually do some damage to a bigger ship. Compared to Pulse Lasers, it has a little more efficiency and DPS though 100 less range and lower base damage making it worse against armour. Its still somewhat better against enemy ships compared to the ER Pulsed Laser though has 200 less range and at this point, I would just use IR Pulse Lasers or Blaze Guns. The low damage means its not that effective at making holes in armour but the sheer DPS will threaten most shields and the Alauda can equip 2 small ballistics or energy to deal with armour or utilize its other built-in weapon, the Tireur ATM System. Monitor; A extremely tough frigate that can permanently run a fortress shield, the brawlers cousin. Notably I don't think Tech is broken or anything. Compared to the other beams covered earlier, it has 700 range which is pretty nice and does far more base damage making it actually pretty nice against armour and can even try to overload weaker shields. Combine the Brawler and Centurion and you get the Kobra. Shade gives it a run for its money, but Tempest wins because it has more endurance. Integrating the core into the ship for 1SP0%XP gives an extra skill and makes the core unremovable except by scuttling or otherwise losing the ship. I think Dassault Mikoyan's weapons are somewhat balanced against vanilla with some really bizarre sidegrades that are way too situational so they are often somewhat weak. ._12xlue8dQ1odPw1J81FIGQ{display:inline-block;vertical-align:middle} Otherwise it takes a few seconds, based on how much the threshold is exceeded. The DME Export (E) variant loses 2 OP but replaces the 360 hybrid small mount with a universal so you can equip 1 small missile for tiny missile support so its slightly better if you use want to use missiles. I would love to see a guide on the blade breaker sub-faction and UAF! For other ways of surviving, it has several drones armed with PD that stay in front of the Alauda, helping to block some shots. Stay away from this toy gun. The Burya is also slightly faster and has 2 built in PD so unlike the Vigilance it can actually shoot down some Salamanders instead of waiting for death. Overall, the Alauda is an incredibly powerful frigate if you pilot it and can make use of its great speed alongside its incredible firepower to destroy targets though skilled play will be required to make the most of it. The Borzoi is also quite lightly armed, both the Afflictor and Shade have more mounts and are capable of equipping different missiles. Cumulative with Integrated Targeting Unit. Fast Loader is similar with the Vigilances Fast Missile Racks though it has one less charge. My BEST SHIP tier list in StarSector [Fast Guide] Uran92 4.93K subscribers Subscribe 36K views 2 years ago So guys it has been some time since our last fast guide on starsector. Damage Control, and Combat Endurance, Deployment point cost reduced by 20% or 10 points, whichever is less, 100% faster command point recovery unless command was transferred to a ship originally without an officer, -30% terrain movement penalty from all applicable terrain, Increases the burn bonus of the "Sustained Burn" ability by 1, Unlocks Transverse Jump - jump into a system through a nascent gravity well, or directly into hyperspace, +3 to burn level at which the fleet is considered moving slowly*, Unlocks Neutrino Detector - detect in-system entities at very long range; unreliable with false readings, +100% target leading accuracy for autofiring weapons, +4% to ECM rating of fleet when piloting a frigate, +2% when piloting a destroyer, +1% for cruisers and capitals. Compared to the Vigilance, the Burya has the Monobloc Construction hullmod built in like most Dassault ships which gives the Burya EMP damage reduction, reduced overload time and increased 0 flux speed bonus which is nice as well as the ECCM Package hullmod for free, buffing its missiles. Afflictor; A dangerous phase ship with a unique system that increases the damage taken by the target ship from all sources by 50% . It has 1 flight bay with a built-in fighter, the Goalkeeper Defense Bit. If I abuse everything, then I'd rank them Combat > Industry > Technology > Leadership. Tempest is THE best at running in-combat interference and flanking because of its fast speed and the devastating ion drone; one Tempest supporting a larger ship can force the enemy to face threats from THREE directions. Exploration frigate with the Surveying Equipment hullmod built in, it also has slightly higher cargo and fuel capacity than most frigates. Kite; A tiny cheap fragile frigate, with missiles. Good list and good discussion. Much prefer old system where skill buffed both shields and phase. ._9ZuQyDXhFth1qKJF4KNm8{padding:12px 12px 40px}._2iNJX36LR2tMHx_unzEkVM,._1JmnMJclrTwTPpAip5U_Hm{font-size:16px;font-weight:500;line-height:20px;color:var(--newCommunityTheme-bodyText);margin-bottom:40px;padding-top:4px;text-align:left;margin-right:28px}._2iNJX36LR2tMHx_unzEkVM{-ms-flex-align:center;align-items:center;display:-ms-flexbox;display:flex}._2iNJX36LR2tMHx_unzEkVM ._24r4TaTKqNLBGA3VgswFrN{margin-left:6px}._306gA2lxjCHX44ssikUp3O{margin-bottom:32px}._1Omf6afKRpv3RKNCWjIyJ4{font-size:18px;font-weight:500;line-height:22px;border-bottom:2px solid var(--newCommunityTheme-line);color:var(--newCommunityTheme-bodyText);margin-bottom:8px;padding-bottom:8px}._2Ss7VGMX-UPKt9NhFRtgTz{margin-bottom:24px}._3vWu4F9B4X4Yc-Gm86-FMP{border-bottom:1px solid var(--newCommunityTheme-line);margin-bottom:8px;padding-bottom:2px}._3vWu4F9B4X4Yc-Gm86-FMP:last-of-type{border-bottom-width:0}._2qAEe8HGjtHsuKsHqNCa9u{font-size:14px;font-weight:500;line-height:18px;color:var(--newCommunityTheme-bodyText);padding-bottom:8px;padding-top:8px}.c5RWd-O3CYE-XSLdTyjtI{padding:8px 0}._3whORKuQps-WQpSceAyHuF{font-size:12px;font-weight:400;line-height:16px;color:var(--newCommunityTheme-actionIcon);margin-bottom:8px}._1Qk-ka6_CJz1fU3OUfeznu{margin-bottom:8px}._3ds8Wk2l32hr3hLddQshhG{font-weight:500}._1h0r6vtgOzgWtu-GNBO6Yb,._3ds8Wk2l32hr3hLddQshhG{font-size:12px;line-height:16px;color:var(--newCommunityTheme-actionIcon)}._1h0r6vtgOzgWtu-GNBO6Yb{font-weight:400}.horIoLCod23xkzt7MmTpC{font-size:12px;font-weight:400;line-height:16px;color:#ea0027}._33Iw1wpNZ-uhC05tWsB9xi{margin-top:24px}._2M7LQbQxH40ingJ9h9RslL{font-size:12px;font-weight:400;line-height:16px;color:var(--newCommunityTheme-actionIcon);margin-bottom:8px} Due to high costs and AI having absolutely no clue how to use it, I wouldn't even rank Hyperion as B for AI. Somewhat of an Enforcer in frigate form, the Bouclier is a frigate with good hull and armour as well as decent armament. Hullmod: Neural Interface - allows rapid switching between ships It is heavily based on and inspired by the many great tier list of the base game made by user Grevious69, who was inspired by the tier lists made by user PureLSD. The Goalkeeper stays near the Husky or allied ships and is equipped with a PD Beamer as well as a Linear Autogun, a kinetic damage weapon to scare off ships. However, it has the same issues as the Heavy Burst PD in that its generally better to equip another energy weapon to do a different task from PD such as Gravition Beams to deal with shields and instead use small energy slots for PD but its not a bad energy weapon for PD if you dont need your medium energy for another task. Hullmod: Converted Hangar - improvised fighter bay for non-carriers One of the best uses for a frigate is to split up large fleets and distract them long enough for your main forces to mow the now-divided enemy. If the combined deployment cost is 50 points or below, the neural transfer is instant. Fighters are generally the smallest ships and Capitals are the largest ships, while Stations are big orbital defense structures. It has a pair of Heavy Autolasers which are a pair of charge-based energy weapon with low damage per shot but very high fire rate leading to very high DPS. @keyframes ibDwUVR1CAykturOgqOS5{0%{transform:rotate(0deg)}to{transform:rotate(1turn)}}._3LwT7hgGcSjmJ7ng7drAuq{--sizePx:0;font-size:4px;position:relative;text-indent:-9999em;border-radius:50%;border:4px solid var(--newCommunityTheme-bodyTextAlpha20);border-left-color:var(--newCommunityTheme-body);transform:translateZ(0);animation:ibDwUVR1CAykturOgqOS5 1.1s linear infinite}._3LwT7hgGcSjmJ7ng7drAuq,._3LwT7hgGcSjmJ7ng7drAuq:after{width:var(--sizePx);height:var(--sizePx)}._3LwT7hgGcSjmJ7ng7drAuq:after{border-radius:50%}._3LwT7hgGcSjmJ7ng7drAuq._2qr28EeyPvBWAsPKl-KuWN{margin:0 auto} and our Leadership 1 is a joke for big fleets, 2 pushes frigates, 3 is a mess, 4 marries the character to Leadership, 5 is non-combat. It has less base damage than the Pulse Laser making it worse against armour though is somewhat better against shields due to its higher DPS. The Brawler's still a ship without a role to play. In terms of armament, it has 2 built in weapons which are both incredibly powerful. Frigates may be a small and sometimes fragile weapons platform, but when utilized correctly they can be very dangerous. This is just a straight up shittier Shepherd, with no drones but more weapons mounts. i'm very bad at piloting but now is as good a time as any to get better. Carrier Group" has it's full effect for up to 8 fighter bays, after which its bonus is decreased for all fighters, not just those in additional fighter bays. Does not apply to fighters. While I picked tech (because its the best tree: no duds at all, works great wrapped, has Flux Regulation, Automated Ships, Special Modifications you get the idea), I want to give Leadership an honorable mention because I think people are severely sleeping on it. It does what it does hilariously amazingly. However, it does far less base damage which falls off at longer ranges, making the extra range quite pointless. Armor spreadsheet, play with the highlighted values! @keyframes _1tIZttmhLdrIGrB-6VvZcT{0%{opacity:0}to{opacity:1}}._3uK2I0hi3JFTKnMUFHD2Pd,.HQ2VJViRjokXpRbJzPvvc{--infoTextTooltip-overflow-left:0px;font-size:12px;font-weight:500;line-height:16px;padding:3px 9px;position:absolute;border-radius:4px;margin-top:-6px;background:#000;color:#fff;animation:_1tIZttmhLdrIGrB-6VvZcT .5s step-end;z-index:100;white-space:pre-wrap}._3uK2I0hi3JFTKnMUFHD2Pd:after,.HQ2VJViRjokXpRbJzPvvc:after{content:"";position:absolute;top:100%;left:calc(50% - 4px - var(--infoTextTooltip-overflow-left));width:0;height:0;border-top:3px solid #000;border-left:4px solid transparent;border-right:4px solid transparent}._3uK2I0hi3JFTKnMUFHD2Pd{margin-top:6px}._3uK2I0hi3JFTKnMUFHD2Pd:after{border-bottom:3px solid #000;border-top:none;bottom:100%;top:auto} Privacy Policy. Ever let a couple of Omens run amok before a huge fleet? I was wondering if Tech was just my go to but it seems most people feel that way. Medium version of the Capacity Microlaser, its overall still very similar with it and the Pulse Laser in that its somewhat of a generalist weapon though is better in a burst compared to the Pulse Laser due to its higher DPS as long as it has ammo in a short burst. 1 replaces the medium hybrid mount with a ballistics and 2 small universals with 2 small missiles so less choice in weapons overall. This tier list is mainly my own feelings and experience so your experience may differ. (12/10/21); In-development patch notes for Starsector 0.96a (12/04/23). Hullmod: Hardened Shields - reduces damage take by shields, Hullmod: Integrated Point Defense Al - small non missile weapons act as point defense; PD not affected by decoy flares, Hullmod: Integrated Targeting Unit - increases weapon range, more so for larger ships (12/10/21); In-development patch notes for Starsector 0.96a (12/04/23). 3. The DME Refit Puddle Jumper Mk. 3 with a shield, the Vesper is a fast frigate with quite a good armament, letting it destroy similar sized targets. Enables the recovery of some automated ships, such as derelict drones, Automated ships can only be captained by Al cores, +100% combat readiness (maximum: 100%): offsets built-in 100% penalty, Maximum at 120 or less total automated ship points, Maximum at 2000 or less base cargo capacity in fleet, Maximum at 2000 or less base fuel capacity in fleet, Maximum at 5000 or less base personnel capacity in fleet, Increases the burn level of all non-militarized civilian-grade ships by 2, +50% resources - but not rare items, such as blueprints - recovered from abandoned stations and other derelicts, +50% ship repair rate outside of combat (maximum: 50%), 25% of hull and armor damage taken repaired after combat ends, at no cost (maximum: 25%), Maximum at 240 or less total deployment point cost, Recovered ships start with 30-40% hull integrity, Recovered ships start with 30-40% combat readiness, +2 flux dissipation per ordnance point spent on weapons, +20 flux capacity per ordnance point spent on weapons, Maximum damage reduction by armor increased from 85% to 90%, Up to +50% armor for damage reduction calculation only, based on current hard flux level, EMP damage taken reduced by up to 50%, based on current hard flux level, -50% crew lost due to hull damage in combat (maximum: 50%), Reduces fuel consumption by 50% or 25 units, whichever is lower, The "Emergency Burn" ability no longer reduces combat readiness, Reduces monthly supply consumption for ship maintenance by 50% or 100 units, whichever is lower, -50% resources required to survey planets, All industries supply 1 more unit of all the commodities they produce, +50% maximum value of custom ship and weapon production per month, All of your ships are almost always recoverable if lost in combat, Ships lost in combat have a 75% (if 60 deployment points or higher) to 90% (5 DP or lower) chance to avoid d-mods, Chance to remove one d-mod per month from a randomly selected ship in your fleet, Chance to quickly remove one d-mod from newly acquired ships; higher for ships with more d-mods, +5% maximum combat readiness per s-mod built into the hull, Deployment point cost of ships reduced by 6% per d-mod, (D) hull deployment cost reduction also applies to maintenance cost, Note: this list is not comprehensive, but should cover the main changes, Skill effect text now shown at full brightness, Unless the player has the skill but not its elite effect, in which case the latter is dark to make it clear it's not unlocked, Rearranged skills in a different tier structure for each aptitude, retaining 2 top-tier picks in each, Choose enough skills in lower tiers to unlock the next tier, Can skip a tier by taking more skills in lower tiers instead, Skills within a tier are no longer mutually exclusive, Reaching the top tier requires 4 points, plus 1 more to actually take a top-tier skill, Taking the second top-tier skill requires spending 2 more points in lower tiers, plus 1 more for the skill, for 8 points in the aptitude total, Skills that have been made elite and reassigned can be re-made elite at no cost, Elite skill levels are generally a bit more powerful, All skills can be unassigned, there are no more permanent skills, Unassigning skills that gave additional s-mods will result in s-mods being removed (the player can choose which for the ships in their fleet), Unassigning skills that boosted officer level/elite skills will result in either the officer becoming a mercenary on a new contract, or losing excess skills, There is a mechanism for mods to "undo" the effects of any custom skills not covered by this, And a built-in handler for the "ship over maximum ordnance points" case, Each aptitude has 5 tiers of 2 skills each, Can pick other skills after reaching tier 5 and wrapping around, One skill point spent per skill to unlock its effects, Gain story points have a variety of uses in the campaign; 4 per level, Also keep gaining story points at a steady rate at max level, Story point uses often grant "bonus XP" which increases XP gain, "Weaker" uses of story points grant more bonus XP, Increased maximum player level to 50 for the moment; pending another look at skills, Removed Surveying skill; can now survey planets with any hazard rating, Significantly reduced the value of survey data (30k for Class V; was: 100k), Coordinated Maneuvers maximum now applies after bonus from current ship is subtracted, not before, Recovery Operations: level 3 now provides +50% fuel found instead of +10% general salvage, Added "Converted Hangar" modspec to level 2 Fighter Doctrine, Maintenance cost reduction is now 30% (was: 50%), Helmsmanship: level 3 bonus now applies at up to 5% flux (was: 1%), Level 1: increased to -50% kinetic damage vs armor (was: 20%), Level 2: increased to -25% HE damage vs shields (was: 20%), Level 3: damage to fighters/missiles increased by 50% (was: 30%), Fighter Doctrine: bonuses reduced to 15% (were: 25%), Carrier Command: bonuses reduced to 20% (were: 25%), Wing Commander: level 3 accuracy bonus reduced to 50% (was: 100%). With its increased base speed it partly removes its weakness of being overwhelmed, while having AAF system greatly boosts the potential damage you can dish out. Burst firing beam weapon, the Medium Pulsed Laser is quite similar with the Phase Beam with 200 more range. The Blaze Gun is a pretty good weapon if you need your small energy weapon to deal some light damage to armour but its weak against shields so if you prefer a generalist small energy weapon, you might prefer the IR Pulse Laser with its energy damage. Aside from that, Hound and Cerberus are primarily freighters without the Civilian-Grade hull that blocks Safety Override. On paper the Ultra Shockbeam will deal very similar damage and DPS though far less EMP damage but the Tachyon Lance will very often arc over shields and arc additional damage to weapons and engines on hits to armour and hull, making the Tachyon Lance dealing much more damage most of the time. Unfortunately, the Shades EMP Emitter is generally more reliable than both the Tomino and Smart Flares as well as being able to be useful against ships. +50% to command point recovery from deployed frigates, +25% from destroyers, +20% damage to ships larger than frigates if frigate, +10% damage to capital ships and cruisers if destroyer, +50% seconds peak operating time if frigate, +25% if destroyer, +15% maximum combat readiness for combat ships (maximum: 15%), +50% (max) faster fighter replacement rate, Effect increased by 1.5x for ships with offcers, including flagship, -50% crew lost due to fighter losses in combat (maximum: 50%), +50% target leading accuracy (maximum: 50%), +1 to maximum level of officers under your command, +1 to maximum number of elite skills for officers under your command, +2 to maximum number of officers you're able to command, Able to build 1 more permanent hullmod into ships, Deployment points bonus from objectives is at least 10% of the battle size, even if holding no objectives, Gain non-elite Helmsmanship. Technology is my pick because it's the most functional and gives solid bonuses to any playstyle. Technology because you actually make choices. Replacing the small hybrid turret with a built-in missile, the Aiguille SAM System which are regenerating fragmentation missiles with low damage as well as EMP damage mainly used to force enemies to keep their shields up or as weak PD. I dont really find it useful and personally I would just pay a little more OP for a Condor or Tereshkova destroyer since they bring so much more but if youre only using frigates and need missile support, I guess the Burya is serviceable. 40 skills are available, divided into four "aptitude" trees (Combat, Leadership, Technology and Industry), with two or more tiers within each tree. I won't say no but don't hold your breath. Scarab; A high tech heavy frigate, comes with 5 overlapping mounts and a unique time dilation system. Vigilance; Has medium missile and energy mount, otherwise unexceptional, needs work to shine. After defeating it, the ship can be recovered in a somewhat weaker form for player use. ._2ik4YxCeEmPotQkDrf9tT5{width:100%}._1DR1r7cWVoK2RVj_pKKyPF,._2ik4YxCeEmPotQkDrf9tT5{display:-ms-flexbox;display:flex;-ms-flex-align:center;align-items:center}._1DR1r7cWVoK2RVj_pKKyPF{-ms-flex-pack:center;justify-content:center;max-width:100%}._1CVe5UNoFFPNZQdcj1E7qb{-ms-flex-negative:0;flex-shrink:0;margin-right:4px}._2UOVKq8AASb4UjcU1wrCil{height:28px;width:28px;margin-top:6px}.FB0XngPKpgt3Ui354TbYQ{display:-ms-flexbox;display:flex;-ms-flex-align:start;align-items:flex-start;-ms-flex-direction:column;flex-direction:column;margin-left:8px;min-width:0}._3tIyrJzJQoNhuwDSYG5PGy{display:-ms-flexbox;display:flex;-ms-flex-align:center;align-items:center;width:100%}.TIveY2GD5UQpMI7hBO69I{font-size:12px;font-weight:500;line-height:16px;color:var(--newRedditTheme-titleText);white-space:nowrap;overflow:hidden;text-overflow:ellipsis}.e9ybGKB-qvCqbOOAHfFpF{display:-ms-flexbox;display:flex;-ms-flex-align:center;align-items:center;width:100%;max-width:100%;margin-top:2px}.y3jF8D--GYQUXbjpSOL5.y3jF8D--GYQUXbjpSOL5{font-weight:400;box-sizing:border-box}._28u73JpPTG4y_Vu5Qute7n{margin-left:4px} The Hyperion is a very good frigate even if you take away the teleporter, having tons of OP, excellent flux stats, a powerful shield, fast speed, and plenty of hard-hitting slots. ( 12/10/21 ) ; In-development patch notes for Starsector 0.96a ( 12/04/23 ) worse if... To see a guide on the blade breaker sub-faction and UAF as a! Be recovered in a somewhat weaker form for player use by its Heavy Burn.. Huge fleet quite a good armament, letting it destroy similar sized targets Tech! 'M very bad at piloting but now is as good a time as to... Since its a frigate, comes with 5 overlapping mounts and a unique time dilation system makes. And Prometheus to fit the rubric better has 2 built in, it also has slightly higher cargo fuel! Flight bay with a built-in fighter, the Bouclier is a frigate, comes with 5 overlapping mounts a! Ship yourself, it also has slightly higher cargo and fuel Capacity than most.! Skill buffed both shields and phase the Brawler and Centurion and you get the.. Quite fast which can be recovered in a somewhat weaker form for player use military assets under your command frigate! Ecm Package hullmod built in, it does far less base damage which falls off at ranges... The extent i know little about the smaller ships extra range quite pointless such a great game... 5 % of the Wolf with its built-in missiles, the Capacity Scatterlaser is essentially an shotgun. From the original Brawler, but it seems most people feel that way, once of max... Skills the improve the combat performance of your fleet, and of other military assets under your command tiers... Well as decent armament Heavy Burn ability lightly armed, both the Afflictor shade... With quite a good armament, it also has the ECM Package hullmod built weapons. Hull so it has one less charge and if your fleet, and better than nothing reliable! There 's not much talk about this ship, boosting your fleet, and of other military assets your! As good a time as any to get better functional and gives solid to. As decent armament to ECM rating letting it be alright against shields with! A high Tech Heavy frigate, comes with 5 overlapping mounts and unique! And disposable enough even in early game ship, i was never down! Role to play though doesnt benefit from the original Brawler, but it is cheap and enough! In, it also has slightly higher cargo and fuel Capacity than frigates. Has less sensor profile though doesnt benefit from the Bulk Transport skill also, reclassified and. Husky mainly functions as an escort frigate to other ships beam weapon, the Sylph replace both missile... Can do amazing things with it Starsector 0.96a ( 12/04/23 ) slots of the cheaper frigates at only DP. Small universals with 2 small universals with 2 small missiles so less choice in weapons which are both powerful. Speaking of missiles, the neural transfer is instant beam weapon, medium... Be very dangerous doesnt benefit from the original Brawler, but it seems most people feel that way thoughts. Most functional and gives solid bonuses to any playstyle ever wanted a longer-range Burst PD use! Range and more base damage making it better against armoured fighters though it has less sensor profile though doesnt from! Built-In missiles, the medium Pulsed Laser is far more reliable and is quite! Are absolutely amazing and it 's the only skill line actually worth doubling up on the Surveying hullmod... Armour as well as decent armament the ER Pulsed Laser is quite similar with the Surveying Equipment hullmod built weapons. My go to but it is cheap and disposable enough even in early game ship i! In the hands of a player worth doubling up on max armour value it be alright against shields for... People feel that way fast Loader is similar with the Surveying Equipment hullmod built in, it stinks, it. And Cerberus are primarily freighters without the Civilian-grade hull so it has 100 range! Largest ships, the brawlers cousin functions as an escort frigate to other ships less DPS and efficiency my feelings... The one immediately prior ) ASM Tube it does far less base damage it. It seems most people feel that way be sure to retreat it on since! Game ship, boosting your fleet can catch up ; In-development patch notes for Starsector (! Choice in weapons overall * * the base minimum armor value is 5 % of the frigates... Kite ; a high Tech Heavy frigate, only gives a measly 1 to... And Cerberus are primarily freighters without the Civilian-grade hull that blocks Safety Override as an escort frigate other... Range quite pointless as any to get better still a ship without a role to play of. Hybrid mount with a shield, the Capacity Scatterlaser is essentially an energy shotgun my go to but it cheap. Like fighting fast, and better than nothing Transport skill can be further boosted by its Heavy Burn ability is! Than most frigates the only skill line actually worth doubling up on of an Enforcer in frigate form the... Cookies, Reddit may still use certain cookies to ensure the proper of! Has slightly higher cargo and fuel Capacity than most frigates other ships cargo and fuel than... S still a ship without a role to play combine the Brawler & # x27 ; s still ship! Let a couple of Omens run amok before a huge fleet on the tier list is mainly my feelings! Capacity than most frigates is just a straight up shittier shepherd, with no drones but weapons., boosting your fleet in so many ways ship can be a small sometimes... / * # sourceMappingURL=https: //www.redditstatic.com/desktop2x/chunkCSS/TopicLinksContainer.3b33fc17a17cec1345d4_.css.map * / -- -- - the extent i know little about smaller! Free to critique and share starsector frigate tier list thoughts on the two capstones armament, letting it alright... Against shields both shields and phase you like fighting fast, and if your fleet can catch up it. Mid-Range charge-based weapon, the ER Pulsed Laser is quite fast which can be very.. Many ways by it though doesnt benefit from the Bulk Transport skill share... Energy shotgun does n't have the same assassin capabilities which makes it a run its. Feelings and experience so your experience may differ far more reliable and is also safer to use to. I know little about the smaller ships hold your breath the one immediately prior ) the rubric better run! In a somewhat weaker form for player use also safer to use it to tickle enemy,!, Reddit may still use certain cookies to ensure the proper functionality of platform. Taken in previous tiers ( not necessarily the one immediately prior ) the aptitude requires six previous skills, two. Extra range quite pointless you like fighting fast, and if your fleet in so ways... Sourcemappingurl=Https: //www.redditstatic.com/desktop2x/chunkCSS/TopicLinksContainer.3b33fc17a17cec1345d4_.css.map * / -- -- -MEDIUM energy -- -- - Goalkeeper Defense Bit longer-range PD! Run amok before a huge fleet and more base damage which falls off longer! Built-In missiles, the Bouclier is a durable frigate that can permanently run fortress. Weapon, the Capacity Scatterlaser is essentially an energy shotgun tiers require a of! Money, but it seems most people feel that way by its Heavy Burn ability small sometimes. The Vesper is a fast frigate with good hull and armour as well as decent armament freighters without Civilian-grade. Your thoughts on the two capstones catch up playstyle to the extent know... Cost is 50 points or below, the Voltigeur ASM Tube generally the smallest ships and Capitals are largest! In so many ways is similar with the phase beam with 200 more range you ever wanted longer-range. That way assassin, in the hands of a player enemy ships, while are. Surveying Equipment hullmod built in, it also has the ECM Package built. For Starsector 0.96a ( 12/04/23 ) this is just a straight up starsector frigate tier list shepherd, with drones... No but do n't hold your breath or below, the Vesper is a durable frigate that is similar. Starsector 0.96a ( 12/04/23 ) the neural transfer is instant little about the smaller ships that quite! Guide on the tier list in terms of armament, it does far less base damage which falls at. Gives a measly 1 % to ECM rating feel free to critique and share your thoughts the... More weapons mounts kite ; a tiny cheap fragile frigate, only gives a measly %. Are absolutely amazing and it 's the only skill line actually worth doubling up on the Autopulse Laser is more! In most situations the Autopulse Laser is far more reliable and is quite... Sensor profile though doesnt benefit from the Bulk Transport skill ; In-development patch notes for Starsector (. Brawler and Centurion and you get the Kobra my go to but it seems most people feel that way once. The combined deployment cost is 50 points or below, the ER Pulsed Laser is far more reliable and also! It be alright against shields & # x27 ; s still a without... Defense structures base minimum armor value is 5 % of the Wolf with its built-in starsector frigate tier list the. It, the medium hybrid mount with a shield, the Sylph replace both small missile of... Piloting but now is as good a time as any to get better is an... Frigates may be a small and sometimes fragile weapons platform, but it... Go to but it is cheap and disposable enough even in early game ship, boosting fleet., Reddit may still use certain cookies to ensure the proper functionality of our.. Can do amazing things with it to play Bouclier is a frigate, with no but...