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*eats popcorn*
This thread just isnt about me alone I meet alot of players because I mainly play Co-op that just arent sure what ships are good and worth it. I know there are plenty of ships that I find completely useless as someone with the armada pack I tried a handful of ships.
From what ships I found to be actually effect and not a waste of spot on your team is the Venturer, Reaper, Destroyer, and the Black Widow. My favorites are the Reaper BW but I am starting to use the destroyer more and I am falling in love with it with the right crew and 3/6/9 upgrades can be a beast.
I just feel there isnt any up to date threads posts or even youtube videos on ships in the game most videos are from 2015 or 1/2016 and there outdated. I just dont want this game to put someone off of it because its a great game because they spend like 3-4 days worth of grinding for credits or something and buy a ship that turns out horrible. Also like I said we need an up to date guide and rating on ships.
The only ships that have REAL issues and are seriosuly underperforming are the Disruptor (unbalanced hyperbinary heal mecahanic, no hitpoints, no DPS), the Raider (no hitpoints, no DPS) and the Overseer (low DPS due to unwieldy gun, worst ship at close range).
The Rest is pretty playable, with the Executioner slightly overperforming (a bit too much armor) and mobility suppression drones on the carrier breaking an entire listof blink/boost-dependent ships (Disruptor, Hunter, Enforcer, Persecutor, Executioner).
For defensive Play, i recommend the Leviathan, Colossus and especially the Galdiator. They do require different amounts of skill but are defenitly hard to kill if used right.
For support, I recommend ships like Paladin and Superlifter, maybe a protector. Depends on how you like to deliver the heals.
For Stealth, I recommend looking at the Black Widow or the Basilisk.
Both excell at taking down key targets and augment every team compositiob if used right and paired with good coms.
For push, i recommend the Enforcer, Sentinel and Equalizer. All 3 have boosting capabilities, making them unmatchable at taking objective by sneaking past the enemy.
I've done very well in the raider, just saying, lol it's become one of my favs, although my MMR is still really low.
If I were to hazard a guess at which ship would be the "best" class it would be Colossus, Brawler, and Protector. I am very biased.
Colossus: anything within 8 km is subject to constant dakka. Flak is effective at destroying drones and revealing cloaked ships. Large pool of hit points. Big presence on battlefield. Yeah yeah, it has its weaknesses, but for bunkering down and holding an 8km diameter sphere, it's got to be the Colossus.
Brawler: the damage output on this baby is huge. The firing arcs are not limited. AoE can reveal cloaked ships and slow them down or shut down anyone who wants to blink away. If you're facing a Brawler, you're toast. Can't ask for anything else in an attack ship! Just make sure you survive after you've killed your target.
Protector: this is the choice I'm not so sure about, but if I had to choose a ship that was the epiotme of support, it would be the Protector. Shoot that green beam to your allies, heal them for a bunch. Straightforward, simple, and the best healing effect in the game. Disarm or utility disarm, and an area shield. You're not doing anything alone, but if you have someone to heal, you're golden. In most cases, the Protector is not the correct suport choice, however, but I feel like it's the prototypical support ship.
Special mention to Watchman for being the OG Sniper class, and probably the best example of the sniper class.
Special mention also to Ghost for being the OG Stealth class, and the best example of "sneak around and STAB IN IN THE BACK" gameplay.
What about the Paragon? It seems to be underperforming to me, at least, from the little I've messed with in testing as well as going against them. I can't say I've ever seen one and been like, "Oh ♥♥♥♥, I'm boned." It's more like, "Well, I'll save him for last." Though I suppose the pilotsweren't too familiar with the ship either.
Gladiator with sequential cannon, fusion mines and armored missiles.
If you practice a lot with the Gladiator, you can hit even small targets reliably at 14+ km when using the sequential cannon. I almost never play with other cannon types unless it's a heavy bash or something.
Fusion mines take 7 seconds to arm once placed, but deal more damage than other variants. Set them out along strategic positions or especially near mine bubbles, preferably well in advance of enemies. Make sure to spread them out so they can't all be destroyed easily by a keen enemy. Mines trigger at around 5km and slowly move toward the enemy once active.
Armored missiles are slower than other variants but take more damage to destroy with point defense. I find myself landing more hits with armored missiles than other types.
Favorite move with the Gladi is to get into gamma early, then make sure half the mines are inside one part of the gamma station and one half in the other for good coverage. Once enemy ships get near, the mines activate and go to work.
Attack ship recommendation:
Persecutor with stock main gun and fusion bay charge.
Persecutor has a steep learning curve, but can be extremely rewarding in the hands of a veteran. Bear with me as explaining how to use a Persecutor is no small order.
Short range blink is the name of the game - you can use blink to close distance and get around the firing arc of other ships (on top, bottom or behind usually) - then open up with massive damage at short ranges. Blink can also be used to escape from an attack, but you have to be mindful of how much energy you have - and be wary of the handful of ships that can interrupt your blink ability (i.e. Brawler's concuss ability).
The main gun is relatively inaccurate and has to be used at closer ranges to be used for full effect. The trade-off here is that there is no firing arc on the Persecutor. The main gun will be just as effective firing straight forwards as it will backwards, up, down or to the side. Use this with superior maneuverability to win the day.
Fusion bay charge launches out the front in the direction you're pointing your mouse. Once it lands it will charge up and detonate a few seconds afterward. All ships caught in its AoE receive a good amount of damage over the period of a few seconds.
Be mindful that you really need to know the capabilities of each ship in the game, and how to respond in attacking that particular ship. This all comes with experience.
Superlifter because dat heal buoy.
Superlifter can heal itself as well as others. It can fire a heal buoy in any direction at a max range of about 14 km. Only downside is, once you're out of heal buoys the cooldown can be a minute or more, especially in early-game.
Healing allies is easy. Target the ally you want to heal and right-click in his relative direction. If you directly hit the target, the heal buoy splashes and begins healing him immediately. If you miss though, the heal buoy will deploy near your ally and immediately travel at your ally (as long as they're within 5km of the buoy). There is usually a 1-2 second delay if the buoy has to deploy.
If you get targeted and need to heal yourself, make sure you have an enemy targeted and either bounce the buoy off the nearby enemy or off a nearby static object (gamma, an asteroid, FOB...) anything except another ally because the ally will take the heal instead of you.
Assault: Displacer
Defense: Aegis
Utitlity: Centurion
I don't have most ships to be fair and ignored snipers and stealth classes, as they are a category for themselfs. Also tried to look at it from a newer player perspective.
if you experience it you will be the devil in the battlefield
It's not all that hard to beat the Gladiator 1v1, it has 2 very easily exploited blind spots where it can't fight back.