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The Pirate modification of this ship doubles down on this niche. This makes the Falcon a solid hit-and-run ship, which is able to stick around for a while, but overall it can be pretty awkward niche. The Falcon sacrifices around 20 - 30% of the Eagles armour, shields, flux and OP for 50% more speed and cooler look. It can beam spam, or be a general assault ship. It has good armour, shields, flux, OP and speed. The Eagle is a ship without any notable weakness. The Dooms biggest downside is its deployment cost, just 5 less than ships such as the conquest or onslaught. But then again, very few ships can get 360 shields. The AI can't block both and will take massive damage.
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The player can sync up the dooms missile barrage with well-placed mine spam behind the enemy engines. It is especially deadly in player hands vs Omni shields. The Doom is a phase cruiser with a unique ability to place mines in its general vicinity. The Dominator is meant to be used as your frontline ship before you get your hands on capital ships. It doesn't do anything better than the Onslaught, and it overshadowed by it because of its specific usage. The dominator is meant to be a slow frontline ship, which can trade blows and tank shots. It is very vulnerable to flanking and always requires at least 1 frigate to keep it safe. It has ridiculous hull and armour, and has very strong forward firepower. The Colossus does come with ground support package and is very easy to acquire, which does increase its usefullness. The Drover does all this for just 4 more deployment cost. The drover's fighters are faster and take less damage, and it can temporarily increase its wing size. The Mk III is a discount carrier that is outclassed by the drover, a destroyer. In a 1v1, this works great, but in a real battle, it will almost always die afterwards due to the frail shields/ hull and the unreliable systems. It then finishes them off with 1 or 2 shots with the hammer. The Mk II is meant to get really close to the enemy and fire all of its guns to burn down the enemy's shields (DLMG recommended). Usually one of these with extended cargo holds is enough for a good-sized fleet.
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Its main downside is its high deployment cost, however, its performance justifies it. It highly recommended you use Frontal shields emitter, as it not only gives it 360 shields, but also halves the high shield upkeep. Plasma jets set this ship apart from the rest giving it a 125-speed boost on a short cooldown, allowing it to keep up with some frigates. The Aurora is a very fast cruiser with a lot of guns, flux and OP. Both the Squall and HRIV work very well as they aren't affected by the slanted mount and the plasma cannon is an excellent choice for the large energy slot.Īctive Flare Launcher is an excellent PD that can shut down even non-targeting missiles such as the reaper. It has the strongest shields of any cruiser and flux stats comparable the Aurora, allowing it to tank up like no other.
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The Apogee is an unorthodox cruiser with awkward weapon arks and 2 non-combat hull mods built-in. F: Ships that are detrimental to your fleet, usually because they will chew through fuel and supplies for little or nothing in return.D: Underwhelming and outclassed, but better than nothing.C: Ships that have a very specific niche that they shine in, but are otherwise outclassed in everything else or a decent generalist.B: Either a good jack of all trades or a ship that has a strong speciality.A: Either an excellent all-rounder or a ship with an incredibly powerful speciality.S: These ships are borderline overpowered.I know 600 hours isn't much to some of the vets of this game, so feedback is greatly appreciated. This game has a lot of ships and it can be pretty daunting. 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.