Starsector kite loadout. something as simple as 1x hmg 1x acg will let it do well.
Starsector kite loadout The ship loadout in the image can, in the simulator, happily deal with 120OP worth of destroyers and cruisers. The EMP Emitter is a Now to answer some of your questions: Vanilla energy weapons are generally weaker than ballistics (especially m-sized), dev intends to buff them next update. 54K subscribers in the starsector community. Add some anti-shield missiles (I forget what they're called) and expanded missile racks hull mod to make them more useful in bigger battles. Built in Safety Overrides makes it faster than anything that doesn’t also have SO, its wide gun arcs can deal with fighters, Accelerated Ammo Feeder goes brrrt, and 100 cargo space and Shielded Cargo Holds makes it useful outside of combat, all for 4 deployment points 3 storm needlers, fill everything else (if you are afraid of phase ships, also include the rear turrets ) that cannot hold missles with other needlers. A familiar civilian design, the "Kite"-class aeroshuttle is the day-to-day reminder of Fabrique Orbitale's reputation for aeronautical engineering- a valuable specialty even in the age of space travel. Variants 51 votes, 12 comments. And now I'm curious what roles people are using it for. Both of these loadouts focus on a tanky support ship. You could try reinforced hulls if you don’t want to burn money every battle. It is fielded by the Persean League. It used to be called Starfarer. Two small tips concerning one. Rugged Construction also makes The Brawler-class Gunship is a midline design fielded by several factions in the Persean Sector, most notably the Persean League. The Personal Kite has two main purposes: The Neutralink Kite that exists just so you can bamf into your Radiant, or the Ops Center Kite that just exists so you can gain command points faster. Ships come in multiple hull sizes, design/tech type, and have a designated purpose or role (e. 4 + 200 = 1600 for the beams, and 900 * 1. Tempests (really speedy, AI can usually get them out of danger), Brawler (tanky), Monitor (also tanky), Wolf (give it long range stuff and it'll kite everything), and Vigilance (sit back and spam long range missiles) are the main ones I use. A solid, logistically undemanding frigate with a top-notch offensive ship system that can be configured for many roles. The Aurora is a reasonably rare, aggressive platform that is justifiably terrifying burning towards targets. the ship is really awkward in that it’s too expensive for escort duty but isn’t flexible or fast enough for harassment. The Apogee is a bit of an odd duck and that's because it's kind of multiple Destroyers kitbashed into one of the toughest Cruiser hulls. Jul 8, 2022 · A single O-type Kite requires 200 deployment points and cannot be recovered if damaged in combat. Combat-wise, like all midline ships, it comes with respectable 0. Availability. Hardened shields is a mandatory build in, it'll make your radiant incredibly hard to kill. 8a Added to the game Only up to date for version 0. First. and an officer w elite point defense to match the ranges if you're ocd like me. 2D RPG/Trade/Fleet Combat Game Members Online. You see, the Omen is actually Starsector's most powerful front-line brawling frigate, with impenetrable shields and a built-in zero-flux weapon system capable of singlehandedly destroying [REDACT If you want a more detailed loadout, my 14thBG Legion used to handle my fighter strike setup and was Broadsword, 2x Longbows, and Dagger. You can field a Sunder + Lasher, Hammerhead + Brawler, 3x Brawler + Kite, Medusa and have some spare DP left over, or a Hyperion (Admittedly, that one comes with an outsized logistics cost). The sabot overwhelms shields easily, which either forces a retreat, or if they're close enough allows the phase lance to tear into the enemy. 6 = 1440 for the The Simulator (N) allows ship loadouts to be tested without actually risking the ship. g. Check this one out for the Radianrt and give it a try if you ever manage to capture and outfit one. Grav beam, ion beam, salamander Welcome to the Eldar Subreddit, the premier place on Reddit to discuss Eldar, Dark Eldar and Harlequins for Warhammer 40,000! Feel free to share your army lists, strategies, pictures, fluff and fan-fic, or ask questions or for the assistance of your fellow Eldar! Tempest is somewhat meh, it has integrated drones, two medium energy mounts but is a frigate. I don't see why you couldn't just kite a plasma Paragon easily. I boarded it, had it restored but I would like to make its weapon and hull mod loadout as broken as possible. And, of course, it's easy to over-commit and get yourself surrounded. Combat endurance and field modulation are also desirable. Only the Falcon XIV has a D-Mod. Champion - with a Large Energy mount, Large Missile + 2 mediums, you can mount horrifyingly high burst damage loadouts like say a Plasma Cannon, Typhoon Reaper launcher, 2 Omega weapons + point defense. Stack it full of pulse lasers small and medium (superior flux stats, some weapons are better than them but they are super-rare and secret), grab a single heavy blaster to strip armor more quickly, build in hardened shields and maneuvering thrusters (latter not absolutely crucial but still important). It's not a solo ship like the Odyssey which can kite easily what it can't kill. The Maneuvering Jets system is invaluable for bringing firepower to bear and for breaking Seems like a fun ship, thought to give it a shot, any good builds both for player and AI is appreciated. It is prudent to take advantage of the ship's system when fitting and in combat; a well-designed loadout can easily bring a great deal of ballistic suppression to bear. It's Loadout: 2x devastators, 2x heavy machine guns, 1x typhoon reaper launcher, dual light mgs in all smalls smodded: safety overrides, heavy armor, hardened shields other mods: hardened subsystems, stabilized shields, solar shielding, integrated point defense ai 56K subscribers in the starsector community. for missles i use reaper torpedoes. Managed to find one of these bad boys out there in the void and I'm just looking for tips on how to best use and kit the bad bitch. Mark IX Autocannon for front, Hurricane MIRV Launcher for the two large slots. In the simulator, you can modify your allies (the other ships in your fleet) and your enemies (from a limited selection) by interacting with the Reinforcement display box, allowing for both 1v1s and fleet battle. This gives it a surprisingly large amount of close range firepower and long range force projection despite it's slow speed. Many ships are capable of this: Eradicator, Kite, Buffalo Mk. Utilizes the basic idea of slugging it out with other ships. That's why you see the fleet composition above is just an Aurora and a couple of Astrals or some Apogee/Drovers. then ship lacks killing power. Here's mine, 3 plasma cannons, 2 ion cannons, 2 hammer barrage, 4 sabot SRM pods, 4 pd lasers for nose and engine coverage. It's worth using a quick start if you aren't somebody who plays Dark Souls with a DDR mat and a Guitar Hero controller. It's also relatively slow and has low maneuverability - while the latter is partially alleviated with Maneuvering Jets the former means other frigates Sabot SRMs and a phase lance if you're just expecting small skirmishes followed by a retreat. But AI paragon had no problem getting inside their range- it just won the fight anyway. But some have a more frontline role. Anyone have a good build? I've seen some posts online, but they are either old, not too descriptive, or have no loadout picture so I don't know where to put things for the optimal loadout. Last night I found a paragon with 1 d-mod. 95. Surprisingly effective if only because only one loadout has to be perfected. Since most carriers hanger bays are over priced (IMO). Bombers and interceptors are relatively squishy and do poorly against ships with heavy armor[i mean interceptors, bombers can have various effects], fighters usually work better against shields, bombers have a varying amount of payloads that can be adapted to various situations, but their high ordnance points causes the carrier itself to This is with the Loadout Design skill at level 3. One good shot from a cruiser and it's gone. I need help deciding between these 2 Onslaught Loadouts, I'm currently using the one on the right with the Ballistic Rangefinder Hullmod to mainly increase the range of the 3 Heavy Needlers in the front as well as the 2 rear Railguns. The Kite (P) is typically found on Pirate worlds, or within Black Markets. Fitted correctly they are obnoxiously tanky. A powerful epitome of High Tech playstyles in a player's hands and a The Drover design was ordered by a new Cruiser-school-dominated Domain Naval Procurement Committee to provide a strategically versatile (though tactically limited) fighter platform with a low logistical overhead. 56K subscribers in the starsector community. I'm not offhand sure if "beams + optics + cruiser-level ITU" outranges "large non-Gauss ballistic + capital-level ITU" so that's 1000 * 1. The range advantage grows even more if you have the range skill and they don't. This is as far from the truth as can be. Slow and lumbering, the Colossus Mk III's combines two barely functioning flight decks with a myriad of small ballistic mounts haphazardly positioned around them. r/starsector • Behold, I have returned to infest your nightmares once again. Nowadays there's a 10 OP difference between the two versions. Fleet support (custom): A variation of the "kinetics 'n missiles" loadout also using twin heavy autocannons but linked (within the same weapon group) with the swarmer SRMs. Gremlin is the shittiest phase ship in the game and probably one of the weakest ships in the game, but with two reaper torpedos and an ECCM package, phase coil and 7 7 flux it can live long enough to cause a meaningful stupidity. I also really recommend Power Grid Modulation level 3, Defensive Systems level 3, Impact Mitigation 3, and Advanced Countermeasures level 1. Both would be best to have 2 harpoon pods and 2 small sabbots. Thank you so much! The Omen is rarely deployed due to the cost associated with maintaining such a technologically advanced ship. It has a quite good weapon loadout and heavy armor for sitting on the frontline and brawling it out. The Wayfarer is a frigate-sized combat freighter. II-class Modified Superfreighter is an improvised customization of the civilian Atlas hull fielded by the Pirates. I myself run that with 4 ion beams and rest is in burst pd, no misiles tho. It does not have the flux to handle especially 5 tachlances with high frequency emitter lets you do pretty impressive things, such as popping cruisers and emping capitals regardless of shield. 96. Performance varies wildly. I don’t futz with loadouts a lot either - I build in support hullmods on all my secondaries, and augmented drive field for anything below 8 burn. Look at what you could field for the same DP cost, and it becomes abundantly clear what a terrible ship it is. We do some more missions, trade, and get an LP Brawler. I usually stop playing before I get this good of a fleet, so I need some tips for loadouts. Depends heavily on the ship and loadout. The Kite itself was not meant for battlefield conditions, and as such has a Civilian-grade Hull. Its a scaled up Kite ship and it’s reaper missiles are scaled up too, each ones detonation takes up a quarter of the map! And it has 4 of them! Weapons used by this Shade loadout: 2 Hammer-class Torpedoes; Antimatter Blaster; 2 Burst PD Lasers; Weapon groups: Both Hammer-class Torpedoes, alternating, autofire disabled; Antimatter Blaster, linked, autofire disabled; Both Burst PD Lasers, linked, autofire enabled; This loadout is most effective when used right after using Shade's system Feb 2, 2024 · Or, heck, for a better example - a beam Aurora could kite almost any other cruiser all day with zero risk and with nothing they could do about it. So far the loadout I was going for was Gauss Canons in the 4 frontal hardpoints and the 2 lateral ones, then 4 devastator canons for defense, converted hangar with either interceptors (for defense) or bombers (for armor damage). Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War saw these creations purged from the Sector. The Grendel-class Phase Cruiser a low tech design fielded by the Hegemony. 97a. hullmods are: _more missles, _put everything else into shield and flux. Because of its large cargo hold - best among frigates by a quite large margin - and lack of Civilian-grade Hull sensor profile penalty it makes a great entry ship for smuggling. Utilizing a competent officer, heavy blaster or mining blaster, it can be highly dangerous. This is my Mk 1 for a Manticore loadout. Its shield is small and takes increased damage compared to others, but also efficient with its flux upkeep, needing only one-fifth of the ship's capacity compared to three-fifths of other low The Pegasus-class battleship is a midline design capable of carrying and quickly unloading an array of large missiles. Depending on what your fleet needs, I'd recommend either 2 HVD's with an ion beam, or 2 heavy maulers with a graviton. I have done very little over the weekend because it's the weekend, so all you get are these newfangled doodads. The only problem with them is that d mods make them significantly worse and for most of the game it's too expensive to get them without d mods. Crazy shields and good flux, has a reaaally long range teleport. Use Atroposes to strike at unprotected hull. This kinetic focused loadout assists in breaking shields while the swarmers continuously wear down opponnents with a sustained barrage of HE missiles. As long as you are taking advantage of HMGs and Heavy Blasters, the Eagle will make it work. Its default name is "TTS Xenorphica". By the time I moved to the Astral for fleet carrier duty, it became Sparks, Longbows, and Tridents, then I started making a Drover group carrying either a Broadsword or a Thunder matched with a Longbow. The contract was won by Orion Shipyards, the traditional Armada ship-builder, in an effort to recover lost market share from the newer naval producers. (Although my Aurora loadout is very different, but they serve largely the same purpose -- my loadout prioritizes longer range and sustainable fire. The Eagle is a line cruiser, it's not designed to go out and fight at the front. Most of the missiles are really good. Not necessarily the most OP but your favourite, go to loadout. The Kite is a cheap and effective skirmisher. 2D RPG/Trade/Fleet Combat Game The Aurora is a top-end, high-tech cruiser. a level 100 captain is pretty good at maneuvering these, and he can kill average pirate fleets with one ship. In-Game Description The Omen is a high tech frigate that provides amazing combat and strategic utility via its EMP Emitter and built-in High Resolution Sensors hullmod. Its excellent shields and the EMP Emitter it carries make it a perfect escort for larger ships. Pulse Loadout: 2 Ion Pulser 2 IR Pulse Laser/ 2 Minipulser Sabot SRM/ Antimatter SRM 4 PD Laser Hardened Shields (S), ITU (S), Shield Conversion - Front, Expanded Magazines. something as simple as 1x hmg 1x acg will let it do well. I play with fleet size by dp mod and have around 10 hegemony kites with similar atropos torpedo loadout, and I have to say that they do make a nice support for only 1 dp per kite (with derelict operations and support doctrine). since forward slots are hardpoints their recoil becomes manageable, they only cost 5 OP each so more op for vents and hullmods, have around the same dps as needlers and railguns, and on top of that have the same range as phase lance and heavy blaster. 5) (Note: reduced from 300 to 240) Removed fighter bay 0. For the latter, explosive damage is best. The pirate version prior to 0. This loadout is using Atropos Torpedoes as main damage dealer. Hard question. Problem here is that kites are squishy, very squishy. For the former, kinetic damage is best. Tactics time! Have a preferred Medusa build? After trying a lot of different loadouts, the best loadout I found for the AI was: 2 railguns, 2 tac lasers in the front small turrets, 2 ion pulsars, and 2 mining lasers in rear (these don't do much, but might save your engines from a salamander). That loadout doesn't even seem that great to me; I guess it's fine as a support ship, but you don't really have much kill potential as your dps is so low outside of the drone suicide, and foes can toggle shields vs you freely as you have no way of dealing 36 votes, 17 comments. 1a] The Starsector Wiki. After defeating it, the ship can be recovered in a somewhat weaker form for player use. Relatively new to Starsector and decided to fight a pirate station with my fleet mostly made of Drone tenders, went AFK, and asked my brother to look after the game for me and uhhh upvotes · comments Hello everyone, I did some searching and had the impression that most ppl use the Harbinger with either 3 phase lances or 3 Anti-Matter Blasters (when Harbinger is flagship) combined with two burst pds. If you go with that setup id do 2x acg 2x dual light mgs. I want to roll with 20 burn, no matter what I’m up to. Relatively new to Starsector and decided to fight a pirate station with my fleet mostly made of Drone tenders, went AFK, and asked my brother to look after the game for me and uhhh upvotes · comments Welcome to the Eldar Subreddit, the premier place on Reddit to discuss Eldar, Dark Eldar and Harlequins for Warhammer 40,000! Feel free to share your army lists, strategies, pictures, fluff and fan-fic, or ask questions or for the assistance of your fellow Eldar! Tempest is somewhat meh, it has integrated drones, two medium energy mounts but is a frigate. Blaster / 2x HMG, 3x H Blaster, etc. A single O-type Kite requires 200 deployment points and cannot be recovered if damaged in combat. 95, or are all the… Most carriers have a backline support role: they just sit in the back and hurl pilums. The Gauss Cannon has 1200 base range, 1920 with an integrated targeting unit. Mods The Atlas Mk. They're expensive in hull cost, dp, and upkeep, and die to fighters, and have uptime problems due to being frigates. So, something like ECCM+converted hangars, MIRV or Squall in the large slot, annihilators in the smalls and Harpoon MRM pods in the middle. I am currently going with a pure beam build for the paragon. I didn't control either and I barely touched the loadouts. But yes, the plan is viable, but expect some losses, Then it will come to a point where you can't do it anymore, unless you are very willing to pick up every kite that you see. The highlight for using them is forcing flankers to be cautious about engaging the drover, since the game's AI takes into account their target having a flux free 4k HE torpedo ready as a panic button. TL;DR can I see a screenshot of someone's odyssey loadout? I've been able to find general advice on building the Odyssey, but most people leave it at main armaments and don't get into the details I've currently got it with 2x plasma, MIRV, 2x squall, 2x spark interceptors, and then covered with point defense lasers. the Vigilance frigate is a dedicated missile platform but it cannot fight alone. Contrary to the opening statements about the Conquest embodying concentrated firepower, the Conquest is built for broadsides, with the bulk of its firepower spread out across several turrets with a 120° arc on each side. The onslaught is a very distinctive ship, and thus must be treated distinctively by the player using it. You almost definitely want missile autoloaders instead EMR, and you absolutely want an ITU for what you've got. Overview. Sure you can give it a heavy blaster but it will fire for only two seconds. Onslaught is a fleet/team ship. The single heavy energy mount allows it to A detailed loadout: 15 caps, 5 vents Hardened systems, hardened shields, unstable injector 1 IR pulse laser in a front slot Officer: Systems expertise, point defense, elite target analysis, elite helmsmanship. The Mora is a respectable and well-armoured carrier, with an excellent Damper Field defensive subsystem making it extremely difficult to destroy quickly in fights. The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! Elite Dangerous brings gaming’s original open world adventure to the modern generation with a stunning recreation of the entire Milky Way galaxy. Viable loadouts vary considerably although generally either the off-bore missile mounts are given seeking missiles or alternatively dumbfire missiles and consideration of Auxiliary Thrusters. Now here's the fun part, hullmods: Heavy armour, reinforced bulkheads, shield shunt, solar shielding, armoured weapons, automated repair, resistant flux conduits, blast doors, advanced turret gyros, auxillary thrusters, integrated point defense. Broadside. Heavy armor seems very niche for an Eagle, especially considering that your guns aren't that flux-heavy, you've put points into shields, and you're specialized towards long range. Reapers are great at close range and against large targets. What's your loadout? I used 2x Heavy Blaster and 1x Ion Pulser on mine, but I'm decent at combat at very least. The Executor-class Missile Battleship is a customized Pegasus hull fielded by the Sindrian Diktat. r/starsector. Full Capacitors, build in Expanded Missile Racks and integrated targeting unit, Build in ECCM Package if you got the skill for the third build in. This is probably why people feel like the force projection of carriers is so strong. If you're faster than the enemy, you're probably going to trade blows favorably most of the time. Is there any new builds that are good for the Paragon in in 0. Completely possible but early game missile ships are rare. 13 votes, 16 comments. Even with 900 range guns (my go to is Mjolnir, broadside before smod, dual sided after) I find the Conquest is agile enough to kite and manage its flux to win in a lot of cases. Probably Vulcan Cannon everywhere else for cheap PD. With two turreted medium missile hardpoints, it is capable of equipping finisher missiles such as Harpoons or Reapers to launch at crippled vessels as a finisher, or pressure missiles such as Annihilators, Pilums or Sabots to keep Loadout type mines, diablo, range, burn drive, extra hangars with talons in them. My current best loadout is a good phase denyer. 2D RPG/Trade/Fleet Combat Game Up to date for latest version, 0. The Legion, which you mentioned, is the quintessential frontline carrier. Beyond that everything really comes down to personal taste, different loadouts work better at different times. For max output I prefer putting Converted hangers on already cost effective ships. The Grendel is functionally an upsized Gremlin, making it a fairly unique phase ship due to being both low tech and possessing ballistic mounts. Atropos missiles have tracking, so they're Combat in Starsector, just like in every other place, is decided mostly by mobility. The Brawler possesses considerable frontal firepower, destroyer-grade flux dissipation and decent survivability. The Odyssey. Or ships that are already damaged but are at low flux. However, the simulator is limited by the fact Advice on Frigate Loadout upvotes · comments. Kills most ships pretey easily, but has trouble with [Redacted] capitalships. *Edit: turns out integrated PD AI also works on EMP emitter. Tested a further variation on the gryphon as a fire support variant - with converted hangar and bombers added. The Fury is designed for fast strikes and quick skirmishes. Good for screening the enemy fleet's first wave and/or tying up the heavy hitters. another loadout I like is the Armour Shredder: Maulers and Phase Lances will tear anything to shreds, but staying in range is difficult and flux buildup is a massive problem. As for back - 3xGraviton is overkill antishield with 2xHVD in front. As for the large ballistic weapons, don't bother to cheap out, because the Heavy Ballistics Integration makes a Gauss Cannon cost as much as a Heavy Needler. Ships are the core unit of Starsector's combat gameplay, and play a key role in the campaign layer as well. Carrier, Battleship, Freighter). Energy is kind of meh at both, especially against armor unless [boring math omitted] Eagle has three medium energy mounts and three medium ballistic mounts. Has anyone got a decent AI build for the eagle for the new patch? I don't use them much, but I just salvaged a mint one early… An unmodified original civilian model in pristine stock condition, this ship is a collector's item from a more civilized age. CONS - The SO Eagle does not excel at damage (compared to say, a doom). Ion pulser, heavy blaster, heavy needler. Blasters / 2x HMG, 1x assault chaingun, 1x H. Those have 32 OP compared to the 25 OP of the Pirate/Luddic Path/Standard Kites and 30 OP of the S. The "trick" to Starsector combat is you want to force enemy to drop shields then him them hard. Its missiles Armed with three weapon hardpoints, the Kite has one Small Ballistic turret (200°) at the center of the ship, and can outfit 2 Small Missile hardpoints. Light dual autocannon is actually underrated on doom. Feb 2, 2024 · Kite (LG) Gunship The humble shuttle converted into a carrier based gunship Estoc Bomber A DEM torpedo with a biological guidance system Spatha Heavy Fighter The Diktat's latest standard heavy fighter, capable yet extremely overbuilt Gladius (LG) Heavy Fighter An experimental fighter reserved for the Lion's Guard 0. Here is a collection of builds I highlighted last stream, some with video demonstrations of certain points! Pirate Shrike without a Railgun or Light Needler in the small hybrid is a sin, it's the whole reason why the pirate variant stands up to the original despite having lower OP. You can probably combine them both into a single kite if you S-Mod these things in. . The Standard variant comes with 2 Salamander MRM 's, and 3 Light Machine Guns for point defense and 2 Light Assault Guns for anti-ship combat. if you want a powerful ship designed to punch above its weight, the medusa might work there if you have I enjoy using the Luddic Path Cerberus with a Makeshift Shield Generator, Assault Chaingun, and 3 Light Dual Machineguns. This compact space/aircraft is streamlined for efficient atmospheric The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! Elite Dangerous brings gaming’s original open world adventure to the modern generation with a stunning recreation of the entire Milky Way galaxy. 4 (was: 0. The unparalleled heavy missile-focused loadout is a striking distinction from more traditional designs, allowing the Pegasus to compromise on scale of power systems and flux-handling while maintaining respectable armor, top speed, and maneuverability. The Retribution sacrifices armor in favor of speed. I was playing a phase only run when I did some bar missions to get an Eagle XIV, a Falcon XIV, a Falcon and a heron. There are of course exceptions such as plasma cannon, antimatter blaster, ion pulser - but they are good in their niches and complement some ship roles The first suggestion to try a 1v1 with your same loadout is good, that’s what I did until I could consistently outmaneuver and win against the AI manning a Wolf frigate. The result was the 'flying Never listen to anyone that tells you to put limited ammo weapons on an SO Aurora. Your system, Temporal Shell slows passage of time outside of your ship, which means you can move to enemy's blind spot and fire your Atroposes. The Champion is a Midline heavy cruiser suitable for both long-range stand-off and short range close-quarters fighting against heavier targets. Frigates usually have 1-2 missile slots around to use things like Swarmers, Hammers or more exoting things like Reapers or Sabot/Breach but in general i feel the Swarmer is a good general use missile for the slot. A remnant of the autonomous AI fleets developed by the TriTachyon Corporation. Due to having the built-in hullmod Distributed Fire Control, the Grendel sacrifices range increases in exchange for weapon mount durability. 2x dual light mgs is fun but the range mismatch with the mediums is awkward. Your Ion Cannon and IR Pulse Laser are here to raise hard flux of the enemy. TIL IMO def overvaluing. Up to date for latest version, 0. I went with the standard Onslaught XIV machine gun build for my AI officers, but they seem to be much more suicidal in it than the lunatic Alpha Core in its Radiant, and I end up having to recover them after most of the battles against medium to large Revenant Ordo. It is relatively cheap to maintain and deploy in combat if necessary. Thus, utilizing weapons such as Sabots to overload enemies and pile on damage is preferable, especially when part of a hunter killer squad of similarly high speed ships. 95 (formerly "Starfarer") is an in-development open-world single-player space-combat, rol I only use retribution cuz its 35-ish super a month during Exploration (avoiding high warning beacons) because my paragon is like 60/month so its good for that (rest fleet just frigates/destroyers and salvage+cargo+fuel) otherwise I think the paragon is better because with retribution most build I can think of just get way to much flux Hyperion. If I had to pick ideal loadout for early to mid game- Tech lance, Squall MLRS on large hardpoints, 2 tac lasers in the front and rest is PD, hullmods- Targeting unit, missile rack, hardend/stablized shields Make sure it doesn't try to attack any large ballistic cruisers head-on. It's generally regarded as one of the best player ships in all of Starsector, but it takes some time to get used to. Its a scaled up Kite ship and it’s reaper missiles are scaled up too, each ones detonation takes up a quarter of the map! The “Optimal” Kite kit for battles is far from optimal financially. Weapons In AI hands, it is best to fit strike weapons or finisher missiles (such as Harpoon MRMs , Reaper-class Torpedoes , or Atropos-class Torpedo Racks The Shrike is a fast, cheap destroyer. Same with something like a kite. But its small shield profile and low durability makes it extremely fragile and easily disposed under improper circumstances. As such it doesn't have the Flux reserves and dissipation to field any serious medium loadout. Enemy onslaughts never seem to use their ability to get the Paragon inside their range so if you control the Paragon manually you can kite any number of onslaughts. It possesses a relatively low amount of armor at 800 hitpoints. II, Hyperion, Gryphon, etc. Reapers arnt the worst option, though theyre not the best either. Let's have a look at what it does. frigates do what it tries to do but better and for cheaper, with omens being one of the best escorting ships and tempests/wolves being the model for harassment ships. ) That's sufficient for pretty much all the roles you need for a fleet. My all time favourite vanilla ship. Its various versions are fielded by Tri-Tachyon, the Hegemony, and the Pirates. I've got it modded with Efficiency Overhaul, Integrated Targeting Unit, Auxiliary Thrusters, and an Expanded Deck Crew. Typically Conquest on autopilot can kite most Capitals and kill them eventually, especially if using Gauss. Compared to its base design, the Executor cuts out two of its base design's missiles for large energy mounts, and replaces the Fast Missile Racks with a High Energy Focus system to support them. As the Ziggurat is a unique, distinctive ship, while it is in the player fleet other fleets will The Eagle-class Cruiser is a midline design fielded by several factions, most notably the Persean League and the Sindrian Diktat. I put my colony's industry to good use and now have 3 fury's ready for outfitting. In regard to defenses, the Kite is equipped with an Omni Shield that expands upwards to 150°, as well as Maneuvering Jets to increase the ship's speed. 14 caps and 10 vents. Hope this helps :) another enforcer configuration worth thinking about is a Safety overrides loadout. It would probably do fine with removing the extended shields and more cap, but I need more data from fleet engagements against carriers. I've tested tons of different loadouts - 3x HMG 3x H. Cruiser/Wolfpack hybrid doctrine First off, the Hegemony A variants are where it’s at. The placement of all 8 of its frontal weapon mounts and frontal shield favor head-on confrontations, but leave its flanks and rear relatively vulnerable, especially given lack of a built in mobility system. They are "vulnerable" (as vulnerable as one can be I guess) solo because of their slow turn speed - easily flanked by quicker ships. Otherwise simply equip it normally. Starsector 0. The Ziggurat-class Phase Vessel 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. And with what loadouts. The Plasma Jets ship system allows it to gain massive speed to either attack or retreat. 8 flux/damage shields, acceptable hull/armor and six small mounts: two ballistic facing forward, two This loadout works well on both remnants and everything else. 95a was generally considered superior despite losing 5 OP, as it can fit a Railgun for shield-breaking. It is tied as the fastest cruiser in the game with the Heron, followed by the Falcon. It also has built in Militarized Subsystems, bringing down your sensor emission while increasing your own sensor strength. It will work for a fight, but it's not going to be a long term thing. It's trash with any other loadout I've tried so far, but with these guns, this 30 DP will effortlessly kill anything if piloted right, in an calculated aggressive way. Then I started a 2v1 with small Kite class vs my Wolf, following that I played around with playing different destroyers that had various loadouts. Grav beam, ion beam, salamander Finally, the Eagle is flexible in its loadout. The Retribution-class Battlecruiser is a low tech design fielded by the Luddic Church. If you mean the professions in the intro text, that's just your starting fleet. They also can do great Emp and other damage depending on the loadout. The ship system makes your already scary burst even scarier for 3 seconds. Hammers perform a similar role, but are better against smaller targets and at longer ranges. 96 Changed system to Plasma Burn Reduced shield upkeep to 0. The Kite-class shuttle is a civilian hull occassionally seen in the Persean Sector. Particularly helpful for me are: Armor mechanics; AI Behaviour (Do note that information can occasionally be outdated on the wiki - if you ever notice these things I'm sure our wiki administrators would appreciate gentle corrections and additions) "The Kite meta is real. Spamming Manticore or Apogee with Converted Hanger bays gives you both a fighter fleet and a gunline. I'm currently running max beam range (ITU and Advanced Optics), with 6 phase lance linked, two auto firing squalls with expanded missile racks, two paladin point defense, and three heavy machine guns on the front kinetic mounts. You only use one ship class to exacerbate its advantages to a ridiculous degree. What other loadouts for the paragon could work? a fighter squadron should consider of meat and support. So I just took down Ziggie by having it play around with a few monitors while my bigger ships surrounded it. On first glance, it might be seen as a support ship with a quirky system thrown in for variety. Loadout Tips. They gang up and mob shit up, only falling possibly short on assaulting star fortresses, as even reckless piloted officers seem unwilling to go close enough to actually do anything to them. The way I use the system is to find a vulnerable target (about to be hit by bombers, under fire from friendly ships, etc) and use the system on it. The plasma cannon has 700 base range, 1400 with the built-in Paragon mod. Feb 2, 2024 · Lortus' Ship Loadout Guide [updated for 0. Hunt any faster ship right at the start of the battle, than trim whatever juts out of their main fleet, than help delivering killing blow until the Vale has burnt itself out. The design is also fielded by the Hegemony, even possessing a special Fourteenth Battlegroup variant occassionally seen in its fleets. For more prolonged engagements I'd advise a different loadout. Double HVD & a Mauler in front is golden standard for long range pressure. Navigation, Loadout Design and Electronic Warfare to level 3 are all worth it. Put 1 graviton for extra pressure in the back + 2xphase lance for manual control (AI can handle those well too). Since the Shrike has light armaments for a destroyer, high combat speed, and burn 10, it can be thought of more as a high powered Frigate than as a regular The O-type Kite is the single most powerful ship within the (modded version) of the game. Simply put; it has a TON of weapons slots and not nearly enough flux to use them. While fitting the ship, flux levels should be taken into account carefully; the relatively low The Wolf-class frigate is a highly mobile hull capable of delivering large amounts of damage. Great burst damage from tachyons and the ion beams usualy keep the enemy from droping the shields while you wait for the cooldown. Generally Kites are civilian grade meaning civilian hulls however there are (A) variant Kites with militarized systems which are the best for our application because it means more ordnance points Beam Loadout: 2 Phase Lance 2 Tactical Laser/ 2 Rift Lance Sabot SRM/ Antimatter SRM 4 PD Lasers Hardened Shields (S), ITU (S), Shield Conversion - Front. It solo'ed a standard Medusa due to having superior flux management and better shields. So pure tac lasers with point defense, graviton beams on all mid points and tachyon lances on the 4 heavy slots. The Conquest-class battlecruiser is a midline design fielded by the Persean League. Salamanders can be used against fleeing fighters or in an attempt to Ship Loadouts: Video Explanations There have been a lot of questions regarding early game builds and how to build ships. These are backed up by many medium mounts for ballistic and energy weapons, and four small energy mounts, positioned for both offensive and defensive roles. The Pegasus' Fast Missile Racks system is what allows it to quickly bring its Quad tachyon lance is aloso quite fun. But this only applies to smaller and medium fleets, considering the 30 ships its may twice the DP of hammerhead but to do bigger hull and much more armament they're suitable choice for someone who need cheep alternative light cruiser bedside falcon and fury Feb 2, 2024 · Given some of the fits include a single mining laser as token PD, whose only purpose I could imagine being to make the AI braver by thinking it has point defense, and likely would be better spend on 400 flux capacity or upgrading something else, I'm guessing these are AI fits unless otherwise stated. " It's simple. Often predominantly the Pirates primary source of fighters and bombers during combat unless they've been sold It has amazing point defence and is tough to kill with the right loadout. Two assault chainguns, a heavy machinegun and a full load of hammer/reaper/harpoon and you have something that can kill above it's weightclass. dwlbuog rtei rkomx dxarp thtdtc aiol ymyi emzfovjl vumo ptmdtk