Starsector best ship loadouts. The difference is the first two are fast enough to dodge shots. The ship is pretty versatile and a lot of fun to fly, especially in its ability to chase down and bully frigates that are trying to run away from you. I use Support Doctrine so that all the Brawlers get Helmsmanship, Combat Endurance, and Damage Control for free, so I don't have to worry The Astral-class Carrier is a high tech design fielded by Tri-Tachyon. 2. My current best loadout is a good phase denyer. Sunder is my favorite. The Thermal Pulse Cannons are flux hogs, but do incredible damage. I would consider that medium range as capital weapons go. One you should already be aware of, the other is somewhat less obvious. Guide. Phase lances are best for close combat, 600 range is getting near knife fighting territory. I'm completely new to Starsector. The closest game I've played to this would probably be Civ but I really like strategy games in general. Eradicator Fast cruiser build. 9. The next best capitol only has an upkeep factor of 0. Historically the Heron represented a movement in For hammerhead: Strip all the weaponry except for two medium kinetic and two small kinetic in front. Fast ships can engage, disengage, vent, and reengage at their desired range more easily. The best option? I'm relatively new to the game, and in my initial struggle to actually win any engagements I ended up setting up Wolfs with either Salamanders or Atropos missiles, 2 point defenses, 1 ion cannon, and 1 heavy blaster. Hardened Shields (S), ITU (S), Shield Conversion - Front, Expanded Magazines. Put all your weapons on autofire but have manual control of reaper torpedoes. This is the AAF version mind you. if you're using xyphos you'll want annihilators so the drovers will close in far enough for xyphos to engage. Discussion. You can always add in Unstable Injector if you so desire. The Grendel-class Phase Cruiser a low tech design fielded by the Hegemony. It solo'ed a standard Medusa due to having superior flux management and better shields. Ship Loadout Guide (1/?) - Hullmods and Flux. It's a fairly simple ship, 2 small energies, 1 small missile. -Atlas MK2- apart from the large missile mounts it's literally made of paper and has horrible shield and flux. Missile-Torpedo Falcon (P) (Harpoon MRMs+Typhons in medium slots and dual Hammers in small) overloads Beagle (w. This is what this games Excells in. 3x ion pulse up front, 2x needlers on the side, and expanded magazine means I can 100 to 0 anything smaller than a cruiser (and even some of those). Cryoblaster: S+. I like putting Thunders on everything, the low cost leaves room to add beefy weapons and hull mods. We will be looking at best ships in Starsector. That said, only way to make AI not suicide itself is to invest in shield hullmods and not give too many flux intensive weapons. The Grendel is functionally an upsized Gremlin, making it a fairly unique phase ship due to being both low tech and possessing ballistic mounts. SokarEntertainment. Instead of 12 PD lasers you could have 6-7 Bursts and you're left with a little bit of extra OP. This turned out to be pretty good, but now that I I've finally undocked my stash of 3 Hammerheads and 3 Champions and am now running 2 Mules, the aforementioned ships, 1 Aurora and 3 brawlers. Here’s my favorite non-meta ship loadout: a vanguard! All hard points DLMG, 3 reapers, all the armor tanking hullmods you can fit, IPDA if enough OP left over but it’s not needed at all. So in my experience using it and tweaking Astral builds, I highly recommend as many bombers as you can put into it, with maybe 2 escort fighters if the bombers you choose are fragile. The only threats to an Onslaught is getting flanked, or rushing too close to a Paragon. Pirate designs are ships bastardized by pirates, making them better for combat, but often crap as well. The advantage of the Onslaught is that it has very strong armor, and a ton of front facing weapons. Hellbore and assault chaingun: moderately useful anti armor and anti hull. 2 auto pulse canon + expan mag + 2 tac lance is the best. It also boasts two large missile mounts and powerful 360 degree shield, with a fragile hull and a respectable logistical profile. I usually also use extended magazines so that autopulse gets to about 45 each. That thing is broken asf. I want you to tell me your favorite and most creative ship loadout, modded OR unmodded! Mine was using 2 mods, equipping a Luddic skinned dominator ship with nothing but SAW MISSILES. 2D RPG/Trade/Fleet Combat Game. Bolt_Fantasticated. Worst 5: -Buffalo MK2- meat shield for actual ships. Question. You could use the Console Commands mod and spawn in the ship as well as fighters and weapons to test and design the ship. To answer your main question, if you have Burst PD lasers, use those. It's solid for sure though. 4x Xyphos Fighters. Equip assault chainguns and small needlers. 7. We’ve also established three tech levels for ship designs – low tech, midline, and high tech. High Scatter Amplifier turns the Ziggurat into a 960 range monster. When you fit a weapon in a hull, the Edits: Grammar and Clarity. The AI will also love using it as it is not bursty, like phase lance. Idk if this loadout is better but it is much more FUN. This is my Mk 1 for a Manticore loadout. The Eagle is a line cruiser, it's not designed to go out and fight at the front. Don't arm it too much, you need flux vents. High tech is fast and mobile, lots of energy guns and good Shields, but fragile behind the shields. Larger ships are generally more effective per DP, they also have better officer economy. 7! r/starsector. The weapons are HMG, ACG, 2 LDMG. likely needs SO so I doubt there’s enough OP for IPDA. Remnants have lots of shields so it's good to have lots of anti-shield. Give them reckless personality if at all possible. Special mention to the Rillaru (or was it the SP GranAegis. The Brawler-class Gunship is a midline design fielded by several factions in the Persean Sector, most notably the Persean League. Its seems like the meta right now are super fast ships with burst damage, which means SO ships or hight tech fast ships or a mix of them. The Gryphon is a dedicated missile cruiser designed to provide a highly mobile platform for heavy fire support. A normal vanilla experience. With this loadout, you Use a Champion/Dominator as a direct combat ship or the Gryphon/any carrier for fleet support. Slap on defensive hull mods - heavy armor, reinforced bulkhead, hardened shields, armored turrets, solar shielding, integrated point defense are all good. Too much PD for a ship that has 360 shield with shield conversion mod. For example, a small ship might have 4 small energy slots and 2 medium ballistic ones. The range penalty is easily manageable on this ship. Rugged Construction also makes Railguns in the forward hardpoints for shield pressure, heavy blasters in the medium energy turrets for armour breaking. Good missile system all round, if not easy to shoot down. The high flux capacity should be utilized to defend itself as it cannot easily 1 day ago · Try out different ships and loadouts to determine what best fits your playstyle You might prefer fast and maneuverable, using techniques like hit-and-run and circle-strafing; or a slower, slug-it-out approach, either from up close or at range; or being a carrier commander, deploying fighters and bombers to attack and defend as needed; or even The Legion is better than what people give it credit, I do find Luddic Church fleets take longer to kill than Hegemony, but I dont think its the best capital ship. I haven't found it super useful past mid game though, as once I'm done piloting it myself, I just get a better AI ship. 6. If you don't know if you should put a fighter, bomber, or interceptor on a carrier, the answer is Thunder Interceptors if you have them (common on TriTach, Independent, and Persean League markets). The design is also fielded by the Hegemony, even possessing a special Fourteenth Battlegroup variant occassionally seen in its fleets. Low tech ships have high armor and a mix of ballistic and missile weapons. Nice job on that find! Astral is probably the second best ship you could find. Add the safety overrides and you have a ship capable of pursuing and obliterating heavy cruisers and harrasing capital ships in close combat. Greetings captains and admirals, So I've been playing Starsector for 2-3 weeks now and still trying to figure the optimal skillset for officers. It used to be called Starfarer. As for shrike: Doom is another great Player-controlled ship and also ranks as worth its weight in deployment points. 900 range ballistics heavy weapons (anything not Gauss, Storm Needler, or TPCs) on capitals outrange non-beams on Paragon (900 * 1. Squall mlrs: high alpha vs capitals. small missile mounts: harpoons, sabots, or annihilators. UAF is a mainly ballistics-focused faction, with two exceptions. If you're looking for modded missile weapons, outside of the Semibreves from Aurora, Tahlan has quite a few, including the Hekaton and Hades torpedoes. its may twice the DP of hammerhead Paragons are one of my favorite ships in game. Two Phase Lances are at the back to ease the killing of small hard ships. Among the so-called "Cruiser School" wave of ships designed by Altair Exotech, the Gryphon was a key component of the power-projection strategy that Harpoon MRM: A nice missile weapon that can be used in small numbers to kill frigates or in large numbers to annihilate cruisers. System Expertise, Missile Specialization New to the game, wanting to hear your thoughts on the best early class and layout a player can reasonably get within the first half hour of play. 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. The Astral is a capital-grade carrier notable for possessing the highest number of fighter bays at a total of six. Tempest - I've been using 1 Phase Lance, a PD laser and a Sabot missile with Efficiency, Hardened subsystems, ITU, Advanced optics and Front shield conversion and then 8/4 flux and vents. I know everyone has their own Starsec After messing around with Support Doctrine (i. Easily the most powerful Omega weapon even after the nerf, Cryoblaster fires big fragmentation shots which eventually deal with armour themselves, and then just melt through hull. The Heron provides the strategic and tactical mobility of a cruiser with potential firepower limited only by available strike-craft. The two tactical lasers are not much more than aiming helpers. You have enough fire power to outright one shot most cruisers or overload the shield on battle stations, then you can follow up with 4x reaper torpedos. Capital ship tier list, by Grievous69 - 0. I've been digging 2 tachyon lances in turrets, 2 high intensity lasers in the hard points. An extremely versatile ship that can be configured to operate in almost any fleet role. Stat, ability, mounts, broken asf in every way. r/starsector. The Eagle-class Cruiser is a midline design fielded by several factions, most notably the Persean League and the Sindrian Diktat. Perfect for tweaking AI engagement range. At 500 dmg per shot, the heavy blaster can crack heavy armor, and the Eagle can support 2 of those bad boys comfortably. Midline ships have a mix of all types of weaponry, and average armor and The Conquest can really focus fire like no other ship (Aurora’s can focus fire well, but, with small synergy slots it’s not the same). I recommend making a new save to test loadouts and ships, open your console then type "allhulls", "allwings", "allweapons" and then finally "storage" and you will access to all ships, fighters and weapons. Let's have a look at what it does. The Brawler possesses considerable frontal firepower, destroyer-grade flux dissipation and decent survivability. 25. Apr 14, 2021 · Starsector ship guide is back! We have Starsector 0. This one actually works really well with a mobility system and with fast ships. ADMIN MOD. twitch. With the exception of Paragon. Safety override, hardent subsystems, 2 heavy machingans,1 chaingun. tv/grumpythumperhttps://disco Apr 30, 2022 · First of all, there are 5 size classes – fighter, frigate, destroyer, cruiser, and capital ship. The 4 synergies can take whatever - Sabot flavoured for extra shieldbreaking, Harpoon flavoured for ruthlessly annihilating anything that gets overloaded, or even (shudder) heavy burst lasers, because the AI is terrified of missiles and with no PD in the large slots, this loadout can be somewhat light on the PD. - Transparence-- Base shield efficiency reduced from 0. Some variation of Heavy Blaster or Antimatter Blaster builds can also be fun. 2-4 SO Feb 2, 2024 · I found the most effective loadout is to have 2 plasma cannons at front for hard flux and 2 tachyon lances at front for longer range and more flux. It is not a front-line cruiser, and so operates best when provided with escorts. Hell - even 1. 4 (a near double increase), and the capitol ship with the second best shield efficiency factor, the Astral, has an upkeep factor of 0. The astral provides support, the longbows take down shields, kopesh overwhelms PD, and the tridents get kills. The best I found in simulations so far that resembles effectiveness is just slapping a plasma cannon on him. It does not have the flux to handle especially Each ship has its own deployment cost, and it's important in the late game when your fleet outgrows the cap. u/PureLSD made a great one a while back so this is going to be heavily inspired by it since there's no need to fix what ain't broken. 4. Very nice flux pool and very efficient shield at 0. Reply. 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. I believe this leaves four energy mounts empty. no officers for AI ships), I feel like Brawler (LP) is the best frigate. I recommend Extended Shields, Hardened Shields, Hardened Subsystems, Solar Shielding for hullmods. 1a. Outfitting an Apogee is often an exercise in working around its somewhat awkward slots & making hard design concessions. This list will follow largely follow the format of the tier Yes. However, the reduced points for heavy weapons on the Conquest, paired with the ability for above average flux dissipation and capacity So in summary: Storm needler and phase Lance wreck face and are the primary weapons on this build. . If you insist on using an Eagle for support, use an ion beam and two graviton beams, although don't expect great results. That means high tech frigates! Hyperion, tempest are your best choices. You play it as you would play an Onslaught, except at slightly longer range. The Apogee is a high-tech cruiser featuring built-in Surveying Equipment and two large weapon slots. This is a frontline fire/tank build. Dec 2, 2018 · The sidekick of the Tempest. Apr 8, 2022 · - New Ship:-- Giganberg - New Weapon:-- Nasibu Missile Projector - New MagicBounty:-- Perytonne [Chillblain Catalyst Missile] Changes: - Phantasmagoria-- Base Damage reduction from system usage reduced from 50% to 45%-- Ship now gains up to +20% projectile velocity while system is active. I then have 10 and 10 for my flux and vents. On the other hand if you have a steady officer you probably want to stick them on a Paragon, or maybe even a You can destroy most small ships with a Plasma Burn ram followed by a double Lance burst. You can equip it with four tachyon lances and erase enemy ships halfway across the map. The bombers should be high burst damage ones with low ammo, like the Longbows. 4x Xyphos deal minimal damage but take care of all PD duty with ease. Then just throw on big guns and your usual hullmods, max vents, etc. Captains who can work around these limitations are rewarded with the benefits offered One thing I’ve noticed is everyone has their own preferences which is one of the best things about this game. Sabots) faster than otherwise. Show us your loadouts! Discussion. The idea is that you plasma burn into an enemy's face, unload with autopulse, switch to the other side for plasma, plasma burn out when you need to reduce flux or withdraw, wait for your autopulse to reload, then go in again. Tachyon Lances' EMP penetrates shields, so you can usually reserve the Ziggurat's motes for defense. Falcon and Eagle (Long range weapons with a ship system that helps the AI reposition and stay out of danger) Heron (Bomber carrier that's fast enough to stay out of most danger) Equip your frigates with point defense weapons and/or EMP weapons (all 3 of my recommended frigates can do this!). They offer very high raw flux performance but usually require a high demand, either from the flux-inefficiency of energy weapons, or a high shield upkeep. This is another S tier perk. Aurora NEEDS missiles, other than that, 2 Heavy blasters for offense is enough. The apogee is a good player ship, and well rounded, but overall mostly average in terms of impact on the battlefield, it won't single-handedly win the fight against many stronger enemies like a brawler or doom will. • 5 yr. This can push some of your shielded vessels into the realm where certain matchups simply cannot break their shields at all, have more phase time, etc. Gryphon is a good platform for mounting [VERY REDACTED] missiles, arguably their most cost effective and generally useful weapons, on its medium and small slots. Feb 2, 2024 · Re: [0. 95a] Some decent ship loadouts. Edit: If you are going for long range, swap in your loadout 2 hypervelocity drivers for 2 maulers it will give you some not missle punch. Inability to play with shield and manage flux levels is what kills AI under such a heavy pressure. Hate to be the bringer of bad news but both ships underperform when controlled by AI. I'm a bit struggling picking skills in my current playthrough. 1. Goals are: 1 - assume this ship doesn’t require much support, it can hold its own 2 - no glitches, mods, or cheesing mechanics. etc. e. The AI is good at micro. Heavy Needlers in the universals and stabilized shields hullmod are the most important, slightly non obvious things. Grievous69. If the ship needs to dump damage quickly or has main weapons with different ranges, agressive is necessary. The AI really hates having lower range than its opponent, hence why Integrated Targeting Unit is recommended for most ships - even a 10% boost for frigates can make a noticeable difference. Would be long-range compared to what smaller ships can do. Personally, thats not my thing, however my current fleet has tempest frigates and an Aurora (which I pilot) other ships are Onslaughts, Champions, Eagles, Herons and hammerhead destroyers. Its armament can be described roughly as "Sunder plus a Large Missiles are generally an afterthought, Reapers or Pilums are probably the best. For me so far the good ones are Helmsmanship, Field Modulation, Target Analysis and Gunnery Implants, I generally give them to every officer when I see them. It can keep up fairly well and field two bombers or fighters. Omen and wolf are okay to a lesser extent. I would also like to learn how to make best use of big or small ship size focused fleets. All ships can be categorized into one of six classes: Fighter, Frigate, Destroyer, Cruiser, Capital and Station. Screw regular PD lasers and LRPDs. It's less about ships and more about loadouts. 6) > (700 * 2). PS i only ever use reckless officers. Sure you can give it a heavy blaster but it will fire for only two seconds. I understand that there's really no one ship that can handle a full Omega weapon Loadout and i don't need to. Low tech is good armor, less good Shields, lots of ballistic guns and less maneuverable. Glimmers are probably my favourite AI piloted ship in the game. Ships like the Lillaru, Rillaru and Lovala (M) have plentiful ballistic mounts, with decent to good survivability and mobility, serving well as line ships. Phase in and unleash your all your weapons, press 'x' to hold fire and phase out. These allow even the destruction of larger ships. -Colossus MK2- no ground support package so it's not even worth keeping around for raiding. PD will absolutely shred enemy MIRVs, pops fighter squadrons like bubble wrap, and gives a solid flux efficient beating on enemy shields. About Medusa: I eventually dropped railguns from my loadout in favour of dual autocannons, simply because Medusa isn't going to be fighting at range anyway, and ended with seemingly pretty decent loadout. Omen - Only using 2 of these for support and I've got them using completely random stuff at the moment with a Fast protips: If you don't know which officer personality you want, the answer is aggressive. They switch weapons instantly, react instantly, etc. Fighters are generally the smallest ships and Capitals are the largest ships, while Stations are big orbital defense structures. On a slot for slot basis, the best missile weapons are: S: Atropos, Reaper, Sabot, Harpoon M: Reaper, Sabot, Gorgon, Proximity Charge L: Squall, Hurricane, Hydra, Dragonfire. com/create/starsector-vanilla-ships-095a-742379https://www. Hyoerion SO with AI is really good, Falcons, Champions, Eradicators, In general good flux and speed makes a ship good AI ship becouse it gives it space to back off when it fluxed. High tech ships benefit from hardened shields If you want to use Torpedos, hammer Torpedos are a cheap and efficient method to strip large chunks of armor. Feb 2, 2024 · A ship with low CR is weak or even useless in combat, so recovering CR 50% faster means the ship can be used more frequently. A fleet is normally limited to 10 officers (with the perk) but use of Glimmers gives you another 10-12 on top to maximise the % of officered ships. This is a brief guide, to help new players, as well people like me, who for the longest time just click Auto-fit on the Prism Freeport and called it a day, to better understand how ships works in this game. MembersOnline. A few of each make for a strong and rounded fleet. Timid officers go out the airlock. If you outfitted a ship to win a prolonged flux war, with long range weapons that are all the same range, steady is the choice. 8. It's also relatively slow and has low maneuverability - while the latter is partially alleviated with Maneuvering Jets the former means other frigates Category page. I need ships that are good at handling 2-3 of those. Personally I like to pilot a Doom then have 3-5 Capitals to tank the centre of the battle line, 3-4 Dominator/Eagles to plug gaps in the frontline and assist the caps, 5-8 Mora/Heron to spray small ships or slow down flankers. It isn't suitable for going toe-to-toe with cruisers, but it can deal a lot of damage in a flanking position. High Tech hulls are expensive, yet advanced designs that focus primarily on energy -based weapons with a heavy reliance on Shields. 2 drovers: 1x longbow, 1x xyphos or broadsword. Maxing flux Vents - This is my strategy 95% of the time. The rest doesn't matter. •. It helps a lot for ships with SO, those with heavy CR costs to recover and/or slow recovery times (most high-tech), and of course if you plan to chain battles together. But you still want frigates to cap points and for your fleet to have enough ships ("width") so that you don't get surrounded and overrun. Tac lasers and integrated point defense lets nearby ships help cover eachother and still do some damage to enemies at range. Use the Integrated PD AI hullmod, max capacitors and vents, flux distributor, hardened shields, resistant flux conduits, and stabilized shields. It's so game changing a single on put on an Onslaught transforms it from a very solid ship, to a nigh unstoppable ship. The four bounties I've had my eyes on include a lone Starbase and 3 pirate fleets consisting of mostly Cruisers and Destroyers with 1-2 Capital vessels. If you give it to the AI, it will be dropping the 360 shield all the time, while also getting confused (playing passively) by too few capacitors. Damage controls, armour, HP, and speed specs. Feel free to ask for any more specifics. 95. Thoughts and questions on skills in 0. Each ship has a number of weapon mounts ( slots ), each of which has a type and a size. Sep 4, 2011 · The are two main aspects of ships you can customize – one is the weapon loadout, and the other is hull modifications, or hull mods. Reckless is mostly for SO builds or suicide Onslaughts. Wait for a couple salvos from your needlers to ruin their flux, get in their face, activate your high energy focus, and watch them die. You The +15% CR bonus from this skill is huge, this is because CR above 70% actually gives various combat bonuses to the ship. Graviton beams in all the medium turrets and tactical lasers in all Technology / loadout design: +20% flux cap, +20% flux vent, and +10% ordnance points - each applied to every ship in your fleet. These ships can also be broken down into three major tech levels: Low Tech, Midline, and Fill both small and medium front energy mounts, 4/6 rear side energy mounts, and the rear central mount with IR pulse lasers. The Medusa is a fast, maneuverable ship with good flux stats and best-in-class shields. Saw there's a demand for decent up to date tier lists so I thought might as well make one. Wolf fleets. To top it all off, the Eagle has enough flux/flux dissipation to cover a normally flux inefficient weapon - the heavy blaster. Base speed of 155, it can fairly catch up with the Tempest and won't fall too far behind to be an issue. Feb 2, 2024 · A ship like the Odyssey has a high high base flux dissipation of 1,000, and a low low shield upkeep factor of only 0. Still this is an incredibly satisfying ship to pilot everyone needs to try out at least once. In vanilla Starsector, the max deployment width at the start of combat is 240. That said, experiment as much as you can. Category page. Conquest fanboys will say that both would lose to their "capital" ship of choice. Heavy Mauler: Another great mid line weapon, best used against hulls, but low flux draw make this a great weapon for a knife fight. It's okay to leave weapon mounts empty to save on flux. I try to keep my fleet deployment cost below 400, unless I have redundant Tempest is somewhat meh, it has integrated drones, two medium energy mounts but is a frigate. 5 DP, fast, good shields, decent flux and most importantly - you can pilot them with AI cores. High tech also focuses on mobility This tier list is made to attempt to rank the cruiser ships included in the Interstellar Imperium mod by Dark Revenant. A few Light Needlers in front facing small slots. 3 - assume this thing can operate well in Hyperion is the answer. ago. +15% CR effectively translates to -5% damage taken, +5% damage dealt, +5% fighter refit speed, +5% speed and maneuverability, and increased tracking for automated weapons. Tier list for ships in Vanilla starsector https://tiermaker. I'm simply here because the amount of information and variety in ships and their loadouts is quite astounding and inflicts copious amounts of decision paraly Feb 2, 2024 · Re: Your best Paragon loadout (s). Now before you ask why I have no combat or leadership skills let me explain: My whole fleet consists entirely of capitals and cruisers (except for a couple of tugs and salvage rigs) with top-notch loadouts. It is the perfect accompaniment to the quick-moving and hard-hitting fleet of an admiral who knows when to take the initiative, hit quickly, and withdraw while enemy forces are still responding to the threat. Also I think ships in Starsector can AI isn't the best, naturally with glass cannons, but given a long range loadout (beams), it can perform a support role very well. Dual flak: good PD Salamander: better than the pilum. 5k armour shunt brawler, for this you need pure defence focus on your officer. My preferred build is a single flak, two heavy maulers, 4 LACs, 2 Vulcans in the rear follow with built in Hardened shields and ITU, and ballistic rangefinder. Midline is a weird blend of both. But it'll NEED that drover if it want to actually do anything. 4 The Drover is probably (still) the best early-game carrier. Fill in missiles with sabot singles and max vents then dump the rest into capacitors. Due to having the built-in hullmod Distributed Fire Control, the Grendel sacrifices range increases in exchange for weapon mount durability. Hi. I like to build purpose-specific ships and try to keep weapons roughly the same range (except for Point Defense). As such it doesn't have the Flux reserves and dissipation to field any serious medium loadout. Best frigate is the Hyperion hands down, but that's intended because it's more of an experimental advanced gunship rather than a regular combat frigate, it's basically in it's own power tier. One can make an argument for the Odyssey because it has fighter bays. If you give it nothing but Missiles and Point Defense weapons, it should stay back away from the front. Odyssey on the other hand works ok with Autopulse 4 PD Laser. It can use a good mix of anti-shield and anti-armor/hull weapons (I use an Assault Chaingun, Heavy Machine Gun, and 2 Light Dual Machine Guns), has AAF as its shipsystem, and gets SO built-in which basically means 15 free OP. However, I find Autopulse Lasers and Ion Pulsers so much more fun, even if not as good. 95a with new ships. Well it would make a good damage tank. Grav beam, ion beam, salamander This is Paragon abuse. 0. By securing combat objectives you earn more DP to bring in the rest of your fleet. It depends : If you have a reckless captain in a DPS chonker like a XIV onslaught you probably want to run 3. ed qj is od ao ka jg wj tw oq