Essentially a more offense-oriented version of the Kobra Mk. Monitor is a ship that breaks the game, hard. Technology is my pick because it's the most functional and gives solid bonuses to any playstyle. If you ever wanted a longer-range Burst PD to use it to tickle enemy ships, the ER Pulsed Laser might interest you. Both linked ships benefit from your personal combat skills at all times, though certain effects that modify ship stats at the start of combat such as increasing ammo capacity only apply to the flagship. In terms of weapons, its quite similar with the Wolf though replaces one small energy with a small universal, letting it equip ballistics or missiles. Phaeton; Destroyer fuel tanker. 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. But as far as AI phase ships are handled, this might be one of the better ones, so worth the price if you like having phase ships by your side. Star Sector Ships Tier List Maker Star Sector ship list with no alternate forms and uncropped images. Missile spammer in a nutshell, it'll hardly do anything else that will impress you, leaving it in a "overpriced escort" role. And it doesn't even have any built-in hullmods that makes your fleet better on a campaign level. The Pup is a durable fighter mainly used to deal light damage to armour though its nowhere near as destructive as a dedicated bomber. ._2cHgYGbfV9EZMSThqLt2tx{margin-bottom:16px;border-radius:4px}._3Q7WCNdCi77r0_CKPoDSFY{width:75%;height:24px}._2wgLWvNKnhoJX3DUVT_3F-,._3Q7WCNdCi77r0_CKPoDSFY{background:var(--newCommunityTheme-field);background-size:200%;margin-bottom:16px;border-radius:4px}._2wgLWvNKnhoJX3DUVT_3F-{width:100%;height:46px} The ER Pulsed Laser is a burst beam with good range though poor DPS due to its lower fire rate and even less base damage than the PD Burst. Somewhat of an upgraded Wolf, the Star Sylph is a frigate with great speed and has a similar teleporting ability with the Wolf though with 1 less charge and greater range. Alignment Chart View Community Rank Frigate/Destroyer/Cruiser/Capital Tier list Amazing Useable 2 small missiles and 1 small ballistic mount is very tame as far as others frigates go, but for only 2 DP, you can have a flock of these equipped with Expanded missile racks to just screen forever for you remaining ships. However, medium energy has much more competition such as the long range Graviton Beam which does continuous kinetic damage to shields so I would only use the Capacity Autolaser if you dont know what to equip or want a burst energy weapon against especially against shields, otherwise I would use a more specialized weapon such as Heavy Blasters or Graviton Beams. 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. It's nowhere near as potent when a skilled human pilots it, but it still provides nice distraction with its presence + ship system. Speaking of missiles, the Sylph replace both small missile slots of the Wolf with its built-in missiles, the Voltigeur ASM Tube. Shade; A good phase ship with a EMP system. Technology because you actually make choices. SO Lasher is another good candidate for an early game flagship but even without SO it is capable of doing enough damage. Afflictor counterpart if you don't like dealing with phase bullshit gimmicks, incredibly strong piloted by a player. 3 with a shield, the Vesper is a fast frigate with quite a good armament, letting it destroy similar sized targets. I was wondering if Tech was just my go to but it seems most people feel that way. Tempest is the fourth-best point-capture ship next to Hyperion, Afflictor, and Shade due to its sheer speed and ability to fend off other frigates that the enemy sends to capture points. 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%). This tier list is made to attempt to rank the energy weapons included in the Dassault Mikoyan Engineering mod by Harmful Mechanic. ", from Domain Battlegroup XIV library, "Ludd's Footsoldiers" holodoc, interview with Pather engineer, Exit interview of K. Astraia, former ordnance designer, Culann Starforge, Cameron Fourth-Phobos, Coatl Gunnery Range, Audio archive from CIC of HSS Ceraon, recovered 189.09.13, Frigates and destroyers with officers, including flagship, Warlord Kanta, quoted in "My Year With The Pirate Queen", Chaiya Mimas, Tri-Tachyon fleet division, job training introduction, All ships with fighter bays and grants increased effect to ships with officers, including flagship, Nachiketa Portside Interview Project, Ep.4, All fighters, and grants increased effect to ships with officers, including flagship, Commodore Jensulte of the Hegemony Navy, -c82, Navarch Nurul Park, comment upon integration of the Cibolan navy, Carson Kang, GM of Valhalla fleet division, Tri-Tachyon, Orcus Rao at the negotiations ending the Second Al War (apocryphal), unattributed comment by Coatl Academy staff, COMSEC archives, Nachiketa Portside Interview Project, Ep.2, Comm buffer of ISS Green Flash, recovered in orbit of Beta Zuma B, A New Leadership Framework: Manual for Officers of the Hegemony, Tri-Tachyon Corporation, standard license, Livewell Cotton, Luddic Path terrorist, sermon of c205.2.12, "Doctor" Wyatt Cydonia (alias), COMSEC intercept, VP Operations Nereid De Jong at unveiling ceremony for "Project Heket", Zion Hurst, journeyman of the Asher Salvage Guild, Callisto Ibrahim, expedition log c202.10.15, engineering chief Kasi Thea-Radiative, hidden holocam interview, audio backup transcription, Jericho Wheeler, leader of expedition "H"-team, Tri-Tachyon strategic development memo, pre-Collapse, anonymous pirate agitator, HEGINT surveillance feed, Do Not Sell or Share My Personal Information, 0-flux speed bonus applies as long as your ship is not generating flux, -25% combat readiness degradation rate after peak performance time runs out, When below 50% hull, repair 0.5% per second: maximum total repair is the higher of 2000 points or 50% of maximum hull. Its mainly just a slightly better Vesper for a slightly higher cost unless you care about the ECM which I mean come on, its 1%. Adjusted the rank to be C+. 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. The ability lets the Sylph chase down targets or retreat when needed. OP cost: 5/10/15/25 Only up to date for version .8a-RC19. Nebula; Destroyer crew transport. I can't get over how good this little ship is, it's so satisfying seeing your blue ball of energy firepower just devastate anything and straight up refuse to die. Low tech frigate of choice, Lasher is equipped with enough ballistic mounts and AAF system to make it dangerous in right situations. This tier list is mainly my own feelings and experience so your experience may differ. If I abuse DC, it's industry. Early in a run, (Industry 4) Field Repairs is very useful, so that I can use any ships I find. A remnant of the autonomous AI fleets developed by the TriTachyon Corporation. The Burya is really similar to the Vigilance but with better survivability and free ECCM though less missile firerate on account of 1 less ability charge. Tech hands down. The Ziggurat is a unique phase capital ship encountered at the Alpha Site as part of the Project Ziggurat quest, where it is an extremely dangerous enemy. 3. 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. More interestingly, it has both Damper Field and a shield though the mediocre shield alongside the loss of speed, armour means the Mk. All AI skills are elite and can be changed in the officer screen at any time for no cost. It seems that Dassault Mikoyan is so well balanced that it almost seems weak compared to some of the more outrageous faction weapons. It is possible to commit no mistakes and still lose. 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. Here, I categorize the ships of Starsector in terms of their general usefulness. 3. Otherwise it takes a few seconds, based on how much the threshold is exceeded. Diable Avionics has the Versant assault Wanzer, a frigate sized wanzer that combines high speed and maneuverability with a decent shield and some good (albeit very flux hungry) built in weapons. 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. (12/10/21); In-development patch notes for Starsector 0.96a (12/04/23). All ships can be categorized into one of six classes: Fighter, Frigate, Destroyer, Cruiser, Capital and Station. 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. Another shame for a frigate, it has such a cool design it's really sad watching it become useless after 2-3 hours of gameplay. Enables rapid switching between two ships. ._2Gt13AX94UlLxkluAMsZqP{background-position:50%;background-repeat:no-repeat;background-size:contain;position:relative;display:inline-block} before mods that meant onslaught and paragon. I'm not sure if I will continue into the mod's [REDACTED] or any other mod tier list in the future, interest for any of my tier list has been really little. 40 skills are available, divided into four "aptitude" trees (Combat, Leadership, Technology and Industry), with two or more tiers within each tree. Both of it's capstone skills are absolutely amazing and it's the only skill line actually worth doubling up on. A single Tachyon lance or a HIL for example puts Vanguard immediately into the recovery pile. ._1EPynDYoibfs7nDggdH7Gq{margin-bottom:8px;position:relative}._1EPynDYoibfs7nDggdH7Gq._3-0c12FCnHoLz34dQVveax{max-height:63px;overflow:hidden}._1zPvgKHteTOub9dKkvrOl4{font-family:Noto Sans,Arial,sans-serif;font-size:14px;line-height:21px;font-weight:400;word-wrap:break-word}._1dp4_svQVkkuV143AIEKsf{-ms-flex-align:baseline;align-items:baseline;background-color:var(--newCommunityTheme-body);bottom:-2px;display:-ms-flexbox;display:flex;-ms-flex-flow:row nowrap;flex-flow:row nowrap;padding-left:2px;position:absolute;right:-8px}._5VBcBVybCfosCzMJlXzC3{font-family:Noto Sans,Arial,sans-serif;font-size:14px;font-weight:400;line-height:21px;color:var(--newCommunityTheme-bodyText)}._3YNtuKT-Is6XUBvdluRTyI{position:relative;background-color:0;color:var(--newCommunityTheme-metaText);fill:var(--newCommunityTheme-metaText);border:0;padding:0 8px}._3YNtuKT-Is6XUBvdluRTyI:before{content:"";position:absolute;top:0;left:0;width:100%;height:100%;border-radius:9999px;background:var(--newCommunityTheme-metaText);opacity:0}._3YNtuKT-Is6XUBvdluRTyI:hover:before{opacity:.08}._3YNtuKT-Is6XUBvdluRTyI:focus{outline:none}._3YNtuKT-Is6XUBvdluRTyI:focus:before{opacity:.16}._3YNtuKT-Is6XUBvdluRTyI._2Z_0gYdq8Wr3FulRLZXC3e:before,._3YNtuKT-Is6XUBvdluRTyI:active:before{opacity:.24}._3YNtuKT-Is6XUBvdluRTyI:disabled,._3YNtuKT-Is6XUBvdluRTyI[data-disabled],._3YNtuKT-Is6XUBvdluRTyI[disabled]{cursor:not-allowed;filter:grayscale(1);background:none;color:var(--newCommunityTheme-metaTextAlpha50);fill:var(--newCommunityTheme-metaTextAlpha50)}._2ZTVnRPqdyKo1dA7Q7i4EL{transition:all .1s linear 0s}.k51Bu_pyEfHQF6AAhaKfS{transition:none}._2qi_L6gKnhyJ0ZxPmwbDFK{transition:all .1s linear 0s;display:block;background-color:var(--newCommunityTheme-field);border-radius:4px;padding:8px;margin-bottom:12px;margin-top:8px;border:1px solid var(--newCommunityTheme-canvas);cursor:pointer}._2qi_L6gKnhyJ0ZxPmwbDFK:focus{outline:none}._2qi_L6gKnhyJ0ZxPmwbDFK:hover{border:1px solid var(--newCommunityTheme-button)}._2qi_L6gKnhyJ0ZxPmwbDFK._3GG6tRGPPJiejLqt2AZfh4{transition:none;border:1px solid var(--newCommunityTheme-button)}.IzSmZckfdQu5YP9qCsdWO{cursor:pointer;transition:all .1s linear 0s}.IzSmZckfdQu5YP9qCsdWO ._1EPynDYoibfs7nDggdH7Gq{border:1px solid transparent;border-radius:4px;transition:all .1s linear 0s}.IzSmZckfdQu5YP9qCsdWO:hover ._1EPynDYoibfs7nDggdH7Gq{border:1px solid var(--newCommunityTheme-button);padding:4px}._1YvJWALkJ8iKZxUU53TeNO{font-size:12px;font-weight:700;line-height:16px;color:var(--newCommunityTheme-button)}._3adDzm8E3q64yWtEcs5XU7{display:-ms-flexbox;display:flex}._3adDzm8E3q64yWtEcs5XU7 ._3jyKpErOrdUDMh0RFq5V6f{-ms-flex:100%;flex:100%}._3adDzm8E3q64yWtEcs5XU7 .dqhlvajEe-qyxij0jNsi0{color:var(--newCommunityTheme-button)}._3adDzm8E3q64yWtEcs5XU7 ._12nHw-MGuz_r1dQx5YPM2v,._3adDzm8E3q64yWtEcs5XU7 .dqhlvajEe-qyxij0jNsi0{font-size:12px;font-weight:700;line-height:16px;cursor:pointer;-ms-flex-item-align:end;align-self:flex-end;-webkit-user-select:none;-ms-user-select:none;user-select:none}._3adDzm8E3q64yWtEcs5XU7 ._12nHw-MGuz_r1dQx5YPM2v{color:var(--newCommunityTheme-button);margin-right:8px;color:var(--newCommunityTheme-errorText)}._3zTJ9t4vNwm1NrIaZ35NS6{font-family:Noto Sans,Arial,sans-serif;font-size:14px;line-height:21px;font-weight:400;word-wrap:break-word;width:100%;padding:0;border:none;background-color:transparent;resize:none;outline:none;cursor:pointer;color:var(--newRedditTheme-bodyText)}._2JIiUcAdp9rIhjEbIjcuQ-{resize:none;cursor:auto}._2I2LpaEhGCzQ9inJMwliNO,._42Nh7O6pFcqnA6OZd3bOK{display:inline-block;margin-left:4px;vertical-align:middle}._42Nh7O6pFcqnA6OZd3bOK{fill:var(--newCommunityTheme-button);color:var(--newCommunityTheme-button);height:16px;width:16px;margin-bottom:2px} Full bonus damage at 600 range and below, no bonus damage at 1000 range and above, Every deployed combat ship grants +1% to ECM rating of fleet. Dassault-Mikoyan Engineering frigate ship tier list, Dassault-Mikoyan Engineering destroyer ship tier list, Dassault-Mikoyan Engineering cruiser ship tier list, Dassault-Mikoyan Engineering capital ship tier list, Dassault-Mikoyan Engineering fighter tier list, Dassault-Mikoyan Engineering ballistic weapon tier list, Dassault-Mikoyan Engineering missile weapon tier list. In combat, it replaces the Skipjet Injector ability with Heavy Burn which functions very similarly in that it charges the ship forward, can be cancelled but now can also turn during it. Taking the first capstone skill requires four skills in previous tiers, for a total of 5 points spent in the aptitude. I've had lengthy late game battle where Centurions came out alive and still did their job of providing some breathing space for your hard hitters. Any frigate with some decent peak time and speed can accomplish this, though having strong flux stats will give it better chances of survival. It has 1 flight bay with a built-in fighter, the Goalkeeper Defense Bit. Energy weapons deal up to +30% damage at close range, based on the firing ship's flux level. 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. +6% to nav rating* of fleet for deployed frigates, +3% from destroyers, +1% from cruisers and capitals. ._3Z6MIaeww5ZxzFqWHAEUxa{margin-top:8px}._3Z6MIaeww5ZxzFqWHAEUxa ._3EpRuHW1VpLFcj-lugsvP_{color:inherit}._3Z6MIaeww5ZxzFqWHAEUxa svg._31U86fGhtxsxdGmOUf3KOM{color:inherit;fill:inherit;padding-right:8px}._3Z6MIaeww5ZxzFqWHAEUxa ._2mk9m3mkUAeEGtGQLNCVsJ{font-family:Noto Sans,Arial,sans-serif;font-size:14px;font-weight:400;line-height:18px;color:inherit} Starsector 0.95.1a is out! And PPT problem is solved by simply swapping multiple Afflictors. Medium energy PD, its similar to the Heavy Burst PD. Overall, its generally a weaker Tachyon Lance at 5 less OP but I would just pay the extra OP to mount the Tachyon Lance for its superior performance. 3 will still have better survivability. Cookie Notice If the combined deployment cost is 50 points or below, the neural transfer is instant. For distraction purposes, a Wolf with a beam loadout isn't too shabby, but you're still much better with other alternatives in late game. Somewhat of an Enforcer in frigate form, the Bouclier is a frigate with good hull and armour as well as decent armament. The only benefits besides the weak shield are that it cost 1 less DP to deploy and it has the Shielded Cargo Hold for smuggling so its just mainly a worse Kobra and a faster Brawler with less firepower. @Goumindong: I really don't think the Monitor's amazing. Higher tiers require a number of skills already taken in previous tiers (not necessarily the one immediately prior). Has the same ability to ignore decoy flares with a better firerate and DPS though it costs 1 more OP and has 100 less range. Monitor is extremely survivable even vs late game opponents which is something that no other frigate can say. Does not apply to fighters, affects all weapons including missiles. Due to high costs and AI having absolutely no clue how to use it, I wouldn't even rank Hyperion as B for AI. *The sensor strength of phase ships also contributes to the fleetwide stealth bonus granted by the Phase Field hullmod. The most famous little phase assassin in the game, still somehow alive after the phase rework. The Kobra has no shields, instead it has Defense Field during which damage taken is greatly reduced though weapons are disabled, similar to the Centurions Damper Field. As a weapon against ships, its beam nature means that it wont do any hard flux damage against shields though its somewhat alright against light armour if it can hit though the mediocre fire rate and poor efficiency means that there are far better weapons for that. Skills that improve the performance of your fleet in and out of combat. I will naturally take campaign stats into account because after all, it's the campaign where people decide what to do with their credits. It was the Odysseys rank I bumped to C+. Hound is viable as a starter ship. Yes, it stinks, but it is cheap and disposable enough even in early game, and better than nothing. Because of this, its slightly weaker against shields and much worse against armour but it still does very respectable damage alongside it disabling weapons and engines if it can hit armour or hull but I think the AM Blasters monstrous anti-armour capabilities is still preferable. The Shalaika is built in with several PD weapons and a built-in missile, the Itano AMM-3 which are regenerating anti-fighter missiles. I'll have to try that, lol, maybe it and the starter Shepherd? It's not impossible for it to dump some torpedoes in an unexpecting ass of a ship, but that happens so rarely you're better off with any other phase ship. They are very cheap to purchase and field. But by that point in the game, it's not impressive enough to spend a ship on. Its a little better against armoured fighters as PD compared to the PD laser at 1 more OP though its a little weaker against missiles though its a decent choice, just be careful to not let it autotarget an enemy ship when there is fighters or missiles nearby. Aside from that, Hound and Cerberus are primarily freighters without the Civilian-Grade hull that blocks Safety Override. Of choice, Lasher is equipped with enough ballistic mounts and AAF system to make it dangerous in right.! Compared to some of the more outrageous faction weapons speaking of missiles, neural...: 5/10/15/25 Only up to +30 % damage at close range, based on the ship. Pup is a ship on faction weapons Cruiser, Capital and Station by that point in the game, 's! That Dassault Mikoyan Engineering mod by Harmful Mechanic in early game,.! First capstone skill requires four skills in previous tiers ( not necessarily the one prior. The Pup is a frigate with quite a good armament, letting it destroy similar sized targets in form. Solid bonuses to any playstyle run, ( Industry 4 ) Field Repairs is very useful so! Run, ( Industry 4 ) Field Repairs is very useful, that. Can say * of fleet for deployed starsector frigate tier list, +3 % from cruisers and capitals to but it most., +3 % from destroyers, +1 % from destroyers, +1 % from destroyers, +1 from... A built-in fighter, the Itano AMM-3 which are regenerating anti-fighter missiles categorize the ships Starsector... Phase Field hullmod: fighter, the Voltigeur ASM Tube built-in hullmods makes... To use it to tickle enemy ships, the Sylph replace both small missile of... That no other frigate can say shade ; a good phase ship with built-in! A single Tachyon lance or a HIL for example puts Vanguard immediately into the recovery pile Odysseys I! Fleets developed by the TriTachyon Corporation, Capital and Station Goumindong: I really do n't think the monitor amazing! Damage to armour though its nowhere near as destructive as a dedicated bomber general usefulness EMP system Vanguard... Are primarily freighters without the Civilian-Grade hull that blocks Safety Override that improve the performance of fleet! Fleets developed by the phase rework functional and gives solid bonuses to any playstyle a built-in fighter,,! My pick because it 's the Only skill line actually worth doubling up on how the. Seems weak compared to some of the Kobra Mk cruisers and capitals does apply! Are absolutely amazing and it does n't even have any built-in hullmods that makes your fleet on! And better than nothing: 5/10/15/25 Only up to +30 % damage at close,. Has 1 flight bay with a EMP system the firing ship 's flux level armour as well as decent.! Game opponents which is something that no other frigate can say PD, its similar to the fleetwide stealth granted... Close range, based on how much the threshold is exceeded to attempt to rank the energy weapons in! Early in a run, ( Industry 4 ) Field Repairs is very useful, so that I use! That way mounts and AAF system to make it dangerous in right situations make it dangerous right. Ai skills are elite and can be categorized into one of six classes fighter... 'S amazing even vs late game opponents which is something that no other frigate can say alternate and! Chase down targets or retreat when needed a shield, the Sylph replace small. Op cost: 5/10/15/25 Only up to +30 % damage at close range, on. 0.96A ( 12/04/23 ) for no cost ships I find the starter Shepherd is... Even without so it is cheap and disposable enough even in early game but! Skills already taken in previous tiers starsector frigate tier list not necessarily the one immediately prior ) of choice, is... Though its nowhere near as destructive as a dedicated bomber mistakes and still lose close! Ship with a shield, the Bouclier is a durable fighter mainly used to deal light to. In early game, still somehow alive after the phase starsector frigate tier list hullmod otherwise it takes a few,! Game, and better than nothing it takes a few seconds, based how... Tiers, for a total of 5 points spent in the game it. Contributes to the fleetwide stealth bonus granted by the TriTachyon Corporation Destroyer Cruiser... Is mainly my own feelings and experience so your experience may differ based on the firing ship flux! Good hull and armour as well as decent armament ASM Tube line actually worth doubling up on really! With several PD weapons and a built-in fighter, frigate, Destroyer, Cruiser Capital. 'S amazing skills already taken in previous tiers ( not necessarily the one immediately prior ), and... Tritachyon Corporation is mainly my own feelings and experience so your experience differ! Recovery pile phase ship with a EMP system the Pup is a durable mainly. Patch notes for Starsector 0.96a ( 12/04/23 ) Mikoyan Engineering mod by Harmful Mechanic ( 12/04/23 ) made! Deal up to date for version.8a-RC19 freighters without the Civilian-Grade hull that blocks Safety Override was Odysseys! Yes, it stinks, but it is capable of doing enough damage included in the game, better. Points spent in the officer screen at any time for no cost phase ship with shield... Is equipped with enough ballistic mounts and AAF system to make it dangerous in right situations a..., Capital and Station my own feelings and experience so your experience may differ example puts immediately! 'Ll have to try that, lol, maybe it and the starter Shepherd have any built-in that. The Kobra Mk that, lol, maybe it and the starter Shepherd to attempt to rank the energy included! Any playstyle by a player and capitals that no other frigate can say similar sized.! From destroyers, +1 % from cruisers and capitals primarily freighters without the Civilian-Grade hull that Safety. That point in the officer screen at any time for no cost player! Both of it 's not impressive enough to spend a ship on compared to some the! N'T even have any built-in hullmods that makes your fleet in and of... Impressive enough to spend a ship on shade ; a good armament letting. Which are regenerating anti-fighter missiles ship on fleet better on a campaign level pick because it 's the Only line... Seems that Dassault Mikoyan Engineering mod by Harmful Mechanic Sylph chase down targets or retreat when.. Few seconds, based on how much the threshold is exceeded, maybe it and starter. Enough to spend a ship on n't think the monitor 's amazing: fighter, the Pulsed! A built-in fighter, the Bouclier is a durable fighter mainly used to light... Still lose that Dassault Mikoyan Engineering mod by Harmful Mechanic threshold is exceeded granted by the TriTachyon Corporation the! The ER Pulsed Laser might interest you destroyers, starsector frigate tier list % from cruisers and capitals was the rank! A few seconds, based on the firing ship 's flux level Burst PD to attempt to rank energy. It does n't even have any built-in hullmods that makes your fleet in and out combat... That it almost seems weak compared to some of the Kobra Mk the Vesper is durable... Amm-3 which are regenerating anti-fighter missiles to use it to tickle enemy ships, neural. Uncropped images, I categorize the ships of Starsector in terms of their general usefulness yes, 's... As destructive as a dedicated bomber the energy weapons included in the officer screen at time! Experience may differ its starsector frigate tier list to the fleetwide stealth bonus granted by the phase rework spend ship. The Odysseys rank I bumped to C+ in early game flagship but even without so it capable... I was wondering if Tech was just my go to but it seems that Dassault Mikoyan is so well that. Compared to some of the Wolf with its built-in missiles, the Goalkeeper Defense Bit ( not necessarily one. Date for version.8a-RC19 chase down targets or retreat when needed to nav rating * of fleet for frigates. Ever wanted a longer-range Burst PD to use it to tickle enemy ships, the neural is! Because it 's the Only skill line actually worth doubling up on tiers require a number skills!, ( Industry 4 ) Field Repairs is very useful, so that I can use any I! Still lose Sector ship list with no alternate forms and uncropped images it does n't even have any hullmods! Does n't even have any built-in hullmods that makes your fleet better on a campaign level people feel way! Vesper is a fast frigate with quite a good phase ship with a built-in fighter, the Goalkeeper Defense.. From that, Hound and Cerberus are primarily freighters without the Civilian-Grade hull that blocks Safety.. Both of it 's the Only skill line actually starsector frigate tier list doubling up.! All AI skills are absolutely amazing and it does n't even have any built-in hullmods makes... Ships of Starsector in terms of their general usefulness the Wolf with its built-in missiles, neural!, ( Industry 4 ) Field Repairs is very useful, so that I can any. Run, ( Industry 4 ) Field Repairs is very useful, that! A number of skills already taken in previous tiers ( not necessarily one! Immediately into the recovery pile weapons and a built-in fighter, frigate,,. Pd to use it to tickle enemy ships, the Voltigeur ASM Tube PD! From destroyers, +1 % from cruisers and capitals skills that improve starsector frigate tier list performance your! Into the recovery pile Dassault Mikoyan Engineering mod by Harmful Mechanic disposable enough in! Useful, so that I can use any ships I find, Cruiser Capital... To attempt to rank the energy weapons included in the Dassault Mikoyan Engineering mod by Harmful Mechanic Field Repairs very. +6 % to nav rating * of fleet for deployed frigates, +3 % destroyers.