Starpoint Gemini 2

Starpoint Gemini 2

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madcowcancer Apr 29, 2015 @ 1:31pm
best ship, loadout, weapons
ok so in every game ever there is a best in slot list. i wanna know what is the most powerful ship, with the most powerful weapons, enhancemnets and loadouts. i would prefer all weapons be of the same type. any help figuring this ultimate shopping list out would be massively appreciated.
Last edited by madcowcancer; Apr 29, 2015 @ 2:52pm
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Geek Apr 29, 2015 @ 4:42pm 
Helios or Echelon (DLC) for ship.

For weapon/loadout, there will not be a consensus because there are many possible tactics, depending on classes, skills and officers. I generaly go for the best blueprint railgun I find.
Zenoslaf Apr 30, 2015 @ 12:03am 
I say my railgun filled Star Destroyer is the best. Riktoven would disagree since he has mathematic calculations for best builds for every class and best setups. :)

Many people were posting about their builds here, try to search "builds" or "setups" maybe you'll find something useful. But since there are many options, I have yet to see Best Build in SPG2. And if you find it, share it with me cause I don't know.
Riktoven May 1, 2015 @ 7:18pm 
Helios or Echelon is correct. Specifically, with an Engineer.

I haven't tried the Star Destroyer (or any mods for that matter). I thrive on breaking whatever game I play, or work I do IRL. That's why I haven't been posting, this game has been broken until new content added or changes made.

Helios Setup:

Engineer, all or most point in radiation rift. With this thing doing 15%+ hull damage per second, you can kill everything in a 500 distance in 6.5 seconds or less. Combined with the cloaking device, you get to lead off an attack run against a station with lots of ships surrounding it with this, before decloaking and going to work with your guns.

For guns, I like STRYKER Railguns left, right, and rear, with something like a RHYNO or SHREDDER on the front. The front guns have such a wide range of fire, that putting STRYKER rails here gives you maybe a second of sustained fire. I run Syntha III enhancements on all 4 sides for range, crit chance, and vrey important with the STRYKERS, battery recharge.

This assumes you have the ARX-400 as your tactical officer. More crit chance and other juicy bonuses. The Nav officer you can play with, but the engineering officer is best to go rogue, and pick up the 25% chance to recharge weapon batteries officer (I can't remember where you hire him, but it's normally an enemy station which is why you have to go rogue).

With 1 in 4 incoming shots recharging your weapon batteries, the STRYKERS keep shooting for maximum DPS. But again, the idea was to jack up a large group with the rift first.



Echelon Setup:

Also an Engineer. Gunners are tempting, but the Echelon with a Regen III power core enhancement means you can run a 3 power ability ALL THE TIME. Gunners don't have a 3 skill ability, and while Commander's do, the engineer is better and here is why.

A commander can throw everything into tactics, and have a full time 182% damage buff, which while certainly effective, does not cover the Echelon's one glaring weakness, pathetic shield recharge rate. So, while you can jack up things fast, you will be forced to retreat at some point, and retreating is for lame ass Romulans.

We want to go Klingon on the enemy. Engineer, pumping Hack for Chance to drop shields on hit, chance to disable target on hit, and if you desire, reduce target accuracy and critical hit chance. I personally like a split that is around 34% each.

With this setup, I like SHREDDER rails front, left and right, with the Nioshu III enhancement, with a STRYKER on the rear with a Syntha III enhancement. Why? 935 range, DPS only slightly lower than the STRYKER, but MUCH more sustainable, and we don't want to have to rely on incoming hits to recharge weapon batteries with that pathetic shield recharge and every target being disabled on the initial volley.

This ship doesn't rely on critical hit damage to reduce incoming fire, so you have a lot more sane options for officers, and it gets fighters to add to its damage output, but it also doesn't have the luxury of that OP rift, so it's a tough call on which is 'better'.

Both ships can go anywhere without concern of encountering resistance that poses much threat even on the hardest difficulty. The Helios shield recharge being so much better means high EM environments don't pose neat as much as a problem to you going where you damn well please, so I guess that's a slight edge to the Helios. The Echelon's better range with this loadout, more overlapping firing arcs, and full time instant disabling and shield dropping ability closes the gap considerably, and the fighter screen is helpful and fun to watch.

Tough call.

Last edited by Riktoven; May 1, 2015 @ 7:19pm
madcowcancer May 2, 2015 @ 6:36pm 
see i dont like engineer. i play the gunner alot. was hoping for more of a list of current ship stats and current weapons stats. the only weapon list i found online had incorrect stats and just plain bad math.
Riktoven May 2, 2015 @ 7:00pm 
http://www.cshake.net/SPG2/shiplist.php

Accurate stats, but missing DLC ships last I checked.

For a Gunner, I have a ton of fun with a dreadnaught loaded out with TENANT beams, and everything thrown into beam skills. Push range out to 1300+, the rest into damage and battery energy buffs.

Slays dozens of smaller ships in an instant, but larger ships tend to take longer to kill with beams than rails, so you will want to get that 25% chance to recharge weapon batteries officer, as the TENANTs are some power hungry little buggers.

A full rail loadout with shoot through shields and hull damage buffs works better against larger ships. If you don't need the cloak on the Helios, experiment with the other ships.
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Date Posted: Apr 29, 2015 @ 1:31pm
Posts: 5