However, it has terrible flux stats which gives the base Legion a hard time firing its large ballistics. The Legion has guns, decks, amour and even a way to get into battle quickly. Maneuvring jets, the ability of the conquest, is probably one of the best general movement abilities in the game, as it increases both your speed and turn rate by a considerable amount. It is most used effectively with one side beefed up and the other with 2 devastator cannons pointed away from the enemy. The conquest has a relatively frail hull and shields, so hardened shields and defensive systems are recommended. Decent for an early game fleet, as the 4 large ballistic slots and Accelerated ammo feeder can help, but when put against a real force like another capital it will falter on its own.Ī fast broadside ship with great flux. 6 burn drive is going to slow down your fleet a lot, since you won't have the OP for ADF, unless you want to have even worse shields, etc. The tiny shield ark, frail shields, armour and hull make it very vulnerable from even basic attacks. The Mk II is a worse conquest that is cheaper to use.
6 Burn drive will make this slow your entire fleet down unless you get militarised Subsystems (+1) or Augmented drive field (+2) though ADF won't allow you to have extended cargo, if you needed it. More supply-efficient but less fuel-efficient than the colossus. The tridents low speed allows the sabot to hit first. Recommended you have tridents and longbows. Two large missile slots only sweeten the deal, as it can spam squalls or hurricanes from range to support its fighters/ other ships.
The decent flux stats, good weapon slots and free advanced optics also allow the Astral to fend for itself against flanking destroyers, though it may falter when fighting cruisers. As soon as your fighters have bombed the enemy, recall and do it all over again. This is an extremely powerful ability, though it does limit the Astral to bombers. The Astral is a capital ship with 6 decks and the ability to instantly recall all of its fighters. S: These ships are borderline overpowered.Ī: Either an excellent all-rounder or a ship with an incredibly powerful speciality.ī: Either a jack of all trades or a ship that has a strong speciality.Ĭ: Ships that have a very specific niche that they shine in, but are otherwise outclassed in everything else or a decent generalist.ĭ: Underwhelming and outclassed, but better than nothing.į: Ships that are detrimental to your fleet, usually because they will chew through fuel and supplies for little or nothing in return. I know 600 hours isn't much to some of the vets of this game, so feedback is greatly appreciated.Īll weapon lists are finished. This game has a lot of ships and it can be pretty daunting. There is unbelievable talent involved in the Starsector modding scene, and if you don't try them all, you'll be sorely missing out.So I've clocked in about 600 hours in this game over the past year, and now that a bunch of newer people are joining, I thought it would be good to help them out. Lastly, but most importantly, try all of the mods. The less specialized a ship's build, the weaker it is.
Try to build each of your ships to serve a certain role. Big flashy guns don't matter much if they don't have the flux to fire. When outfitting your ships, you should always have enough flux dissipation to at least keep up with your weapons. Bite the bullet and outfit your ships manually. Autofit might be tempting at first, but it seriously gimps the effectiveness of your ships, and you'll suffer for it. If you end up with any expensive cruisers or capitals in your lap in early game, store them somewhere, and then come back for them once you have the income and logistical ships to use them effectively. Big ships and big fleets require big logistics and big upkeep. I don't know of any good tutorials, just meme videos, tourneys, etc.