Pinning some corrections here: +The Expanded Magazines hullmod does not affect the light or heavy needler +The Hypervelocity Driver and the Heavy Mauler have the same range of 1,000 Other things I'd amend: +My ranking for the railgun didn't account for its accuracy advantage so I'd say it deserves B-tier at the very least +In the next tier list I'll change how I categorize the weapons so the order is more logical Thank to all who tuned in to watch!
Good thing I checked the comments first, since when I heard you mention that Expanded Magazines helped Light Needler I had some whiplash since I remember seeing on the wiki that it explicitly did not help it. I double checked and memory rang tune. Thankfully you caught onto it and had a prompt correction (pity that it can't be edited into the video as well for those that don't look at the comment section). Of note is that Expanded Magazines does work with Storm Needler. Regarding the Railgun, it was a surprising low rating. I had found them to be pretty solid and reliable. Good to see you amended the rating here to account for their amazing (perfect) accuracy, which is not inconsequential amongst weapons with worse accuracy that their otherwise seemingly superior stats might lead one to believe makes them outclass the railgun. I'm uncertain if this ordering of weapons in this video or the one done in the following videos is better. The only thing I wish we had is the name of the weapon on top of the stats. For experienced players no doubt they can recognize the weapon based on the icon (if not the stats), and you ofcourse do mention the weapon names atleast a couple times. Still for newer players it would help ingrain the names of the weapons along with the icon and associated stats. It also would make it easier to quickly find the weapons if one is rewatching/revisiting the tierlist for input when they are deciding on a build and weapon slots (this can be largely solved by having timestamps of each weapon discussed in either the comments, or in the video timeline itself, allowing one to more easily scroll to the relevant part). Still I have no complaints, this is an up to date and informative series that I feel has helped me gain more valuable game knowledge. Thanks alot for your work!
Weapons with low accuracy and a large spread during prolonged shooting can be placed in fixed slots, where they greatly lose their negative features. There are a lot of ships with fixed frontal weapon slots and they often lack flux to shoot energy-intensive weapons. This is where the Arbalest cannon comes to the rescue. The point is that you either play from the range on individual ships that are left to themselves, or from a massive simultaneous attack with the expectation that you have a more profitable general flux exchange.
In vanilla Starsector, there are only two ballistics weapons that don't suck: Vulcan cannons and Hyper Velocity Drivers. (This comment brought to you by the High-Tech gang.)
I do like my non safety overrided Hyperion with a heavy nedler, mininglaser and pulsar. You let the needler magdump at range then you go in and dump anything else. If the ships survive you could even went right there especially if you went for the engine.
@@h4xorzist I was just memein', heavy needlers are niche, but great in that niche. I like my non-SO, elite helmsmanship Hyperion is a chaingun and two heavy blasters. I haven't actually flew one in a long time though.
As Arbalest enjoyer I want to note just how dirt cheap it is to both equip and use. And it does outperform Heavy Autocannon in a few categories too. Considering how most low-tech ships have limited flux and abundant medium slots, Arbalests fits in pretty well in my opinion.
People are very emotional with (low tech) ballistics. In general you understand the concept well even if some builds are better with tier C and D weapons (Onslaught). You have to see it globally, as you do, and not on 1 or 2 ships. My changes: both mortars D tier, railgun A tier, Mauler S tier, Storm Needler ... sometimes S tier and B tier. When you face Remnants with Low Tech, the enemy AI rush at you and the range gap doesnt matter. It's only how fast you can overflux them, that's why Storm Needler is good. Against normal faction and for certain ships, it's another story. Like Gauss Manticore is pretty good with all its range bonus.
The Storm Needler is made for Mudskippers Mk. 2! The greatest ship in existence armed with the greatest pressure weapon available -> absolutely unstoppable combo.
It would really help if you divided the Tier list in to columns by (small,medium, large mounts) and/or (kinetic,explosive,energy) -> it would give a much better overview of where each thing lies.
Wait I don't believe the light needler or heavy needler benefits from extended mags since neither have magazines just a long refire delay storm needler is affected since it has a magazine. One other point of consideration is using integrated point defense with railguns and having perfect accuracy point defense with a decent range to deal with missiles and fighters before they get near you also just decent pressure for shields at long range as an added bonus.
One of the great things about Starsector is that people can have vastly different opinions on specific weapons and yet make really strong arguments for said opinions at the same time. There are viable builds and situational uses for just about everything. Except HVD, that is. That being S-tier might be the only uncontroversial take here. 🤣
I respect other people having different opinions, and utilising all kinds of strats, but oh boy this one has a bunch of things that don't make sense, or are just factually wrong. First, Thumper and Storm Needler are the only 2 ballistic weapons that work with Expanded Mags, nothing else has magazines, they just fire normally on a cooldown. And s-modded Exp Mags is so strong, I'm surprised you haven't mentioned it on Storm Needler, it becomes broken good. Just put it on a ship that has a mobility system and you're good for kinetic damage on a single weapon. So putting Storm Needler in C tier while Gauss is somehow B makes zero sense, Gauss has only one use case, Conquest kiting, everwhere else it's a huge waste of flux. You said you value flux efficiency but didn't even mention the horrendous 1.71 efficiency, the worst out of all ballistic weapons. Railgun being in C tier together with Thumper and Mortar weapons is just criminal, it's the most versatile ballistic weapon in the game. Good DPS, good efficiency, good range, excellent precision (anti-fighter duty), and it's cheaper than the Light Needler. It can do just about anything unless you really really want burst damage of Needlers. HAG and Devastator should've been swapped, Devastator is waaaay too situational for it to be in A tier. It's an afterthought weapon which deals with a problem that doesn't even exist. You'll never be so deep in fighters that you have to have a Devastator. It's a decent knife fighting weapon tho, since half of the shots won't be exploding on nothing. It seems like you haven't experimented much with HAG, the claim that it doesn't deal enough damage is ludicrous, it's 480 HE DPS, where else are you going to get that power? And it does have a role, punching armor in literally everything and punishing dropping shields. Mauler can be shield flickered, HAG can't. I was also once a HAG hater but the buffs made it deadly, precision buff was huge. Constantly hitting the same spot on armor is enough to bring down everything in the game. Basically a ballistic High Intensity Laser. Lastly, while you were critical of some weapons and their use cases, you were very favouring of the Assault Chaingun, basing it's performance on piloting an SO frigate. And that's pretty much the only place where AC is good, SO ships which are fast enough in the first place. P.S. Minor nitpick: You were showing stats of the weapons on the side, but when you compared the 2 similar weapons the auxiliary data showed the stats of just one weapon, where I think in every situation the 2 weapons had different refire delay.
@@lmelior I really appreciate it mate, buut I'm just going to wait for the next patch since the last one didn't shake things up too much. And it's already been a long while.
Helbore is way better than B, atleast mid A tier. It has the highers HE damage per shot which means it can quickly strip armor of heavy ships like onslaught or dominators, missiles and torpedoes arent as reliable, it also has low flux and ordinace points. you usualy dont need HE weapons after armor is striped so investing in something like Hepgiastus or HM is not worth it as they strip armor slower and cost more flux and OP.
I suppose the Hellbore is similar to an anti-armor missile on a cooldown, and it can 1-2 shot even the heaviest armors. It just depends on whether you're shooting a capital ship or something smaller, and my experience has been that anything smaller than a capital gets shredded quickly by maulers without the need to worry about all the shots landing.
@@paulrogersgaming Bit of a delayed response, just stumbled upon the conversation. But it is also worth keeping in mind how higher armor is exponentially better at protecting against smaller instances of damage. The formula is weapon damage divided by weapon damage+armor= percentage of weapon damage that goes through. For example: Hellbore shot = 1500(750x2 for HE) damage, Heavy Mauler = 400(200x2 for HE) damage x3 for number of shots per volley, Paragon = 1500, assuming no pertinent hullmods or skills: Hitting full armor with the hellbore will do 750 damage, 1500 cut exactly in half by the Paragon's damage reduction from armor. A heavy mauler shot's damage is reduced to 21% of its full damage value by the Paragon's armor, which means 84 damage, x3 = 252.63. So you almost exactly need three heavy maulers to match one hellbore shot in this instance, which is 36 OP versus only 16. For the same reason of damage per shot, this substantially boosts the efficacy of HVDs against armor despite being kinetic damage, compared to say a heavy autocannon. And anything with armor tougher than a paragon(god forbid an Onslaught with heavy armor) the difference will favour the hellbore cannon to eventually an insane degree. Damage reduction goes down as you do damage to armor, but the highest raw damage values you can throw at armor will hurt it the most at full strength, lowering its strength quickest.
Flaks definetly are not A tier, for one reason: their lack of range. Yes, you can get some decent effective range if you mount them on capitals with range boosts and Point defence skill. But that's the only place where it becomes B tier for overall missile defence role, since burst pd lasers excel at it and fighter defence is much better by the Thumper thanks to its burst damage nature and range. Why is their lack of range so important? Angular velocity and how weapons target in Starsector. When a target enters the range for a weapon, weapons go through a moment of aiming at the incoming and calculating where they need to shoot to lead into it. This is something that laser burst PD does not have to spend time on. Low range of flaks and high missile speeds means flak (without range upgrades) only gets a few shots in before the missiles impact. Sometimes only enough to kill 1-2 missiles out of a salvo of 12. Another note: Expanded Magazines dont do anything for weapons that dont have magazines, like the Light Needler you mentioned. It doesnt increase the burst fire capability, only the depth of the magazines (like on the Storm Needler).
Ship speed is added to the projectile speed of any non-beam weapon, keep that in mind. A volley of Orion Driver and Hell Cannon turns Retribution from a melee fighter into a sniper. Literally, Hell Cannon projectiles fly a quarter of the entire battlefield, from one strategic point to another (like from a jamming point to a command point) at insane speeds. This also works with the Fury and Energy Blaster combo, but the result is not as impressive. You can also try this with Odyssey and Giga Cannon.
@@paulrogersgaming The statistics on the left of the screen were what was missing from the previous video on missiles. It provides all info with one look. And sorting (and time stamping) the weapons by categories makes for an easier to navigate video. And probably longer to edit too. Thank you for your hard work.
@@paulrogersgaming I agree that visuals look good, but I would love to suggest a small tweak. The tierlist is pretty wide and a lot of that width is left unused on the screen. So you could decrease the width, increase the size of tierlist a bit and the leftover space on the screen you can use to increase the size of stats' window. Since the text there is quite small it can be a bit hard to read them on the phone.
I've been loving the devastator cannon more and more lately. It clears out entire fighter wings and missile barrages with ease. It's a heavy duty PD option that also deals respectable armor damage against larger targets that can't avoid the low accuracy spread, all while not breaking the flux bank. As a side note, the highly recommended "ship/weapon Pack" mod ads my favorite fighter wing: the Drake Interceptor. They pack a mini devastator canon and tear though exposed armor as easily as they handle missiles/fighters.
The way you go through the weapons is really bizarre. Because normally you would compare same size weapon that deals the same damage type, not different size weapon that have "same jobs". Like why are you talking about Hellbore vs 2 Maulers when they literally can't be mounted on the same slot? Doesn't it make more sense talking why use Hellbore instead of Assault Gun. Also, I'm sorry but Devastator flak is absolutely terrible for capital ship fight. Because the shell randomly explode (because it's supposed to be a flak cannon), the effective damage on max range is like 30% of the raw number.
Generally ships will have a more small/medium slots and only a couple large mounts, so using 2 medium slots for explosive damage makes a lot of sense if you have a large slot you want to use for something else, like a Mjolnir or Mark IX. Furthermore, if you were to use the Hellbore or the Hephaestus in a large slot, you're giving up that mount for something that can more effectively be replaced by Maulers, light assault guns, or missiles. As for the devastator, I'd say it makes a ship practically untouchable against fighters and missiles. It's not meant to succeed in 1 vs. 1s against larger ships though since, as you mentioned, its projectiles don't travel max range.
@@paulrogersgaming the range don't really line up though. Mark IX have 900 range but Mauler have 1000. Yeah that means you don't need Ballistic Rangefinder but that means any small weapon would be useless for ship fight because it doesn't have that extra 200 range, which is really bad because small slot are really good for anti shield. And the Dual Flak is like the best point defense.
Devastator is a large HE machine gun that is useful on point blank fast capitals. It kills everything fast and reliable from point blank range. Bring three and watch shit burn. Kills fighters missiles, frigates, destroyers, cruisers and capitals too. This is not a stand off flak weapon despite the decent range. It's a close in assault weapon.
"i have a hard time imagining why on earth id be using an arbalest" They are cheap in every sense of the word. You can buy them everywhere, they dont cost much OP, and they dont cost much flux. It's the budget option. Are they part of optimized builds/fleets? Not really, but in the early and mid game before you can get the right ships or the right weapons they fill medium slots well, and are "good enough".
Agreed. They're a solid economy option that I didn't give enough credit. Thanks for sharing your thoughts! It's comments like this that help me better understand what I'm missing.
Key Notes: A - Area; Anti Fighter/Missile G - General S - Suppresion ST - Strike AS - Anti Shield AA - Anti Armor PD - Point Defense; Anti Fighter/Missile Range is more important on weaker ships Ballistic S - Hyper Velocity Driver (Medium; AS) A - Flak Cannon (Medium; A), Heavy Mauler (Medium; AA), Light Needler (Small; AS), Devastator Cannon (Large; A) B - Heavy Auto Cannon (Medium; AS), Mark 9 (Large; AS), Mjolnir Cannon (Large; G), Gauss Cannon (Large; AS), Vulcan Cannon (Small; PD), Light Machine Guns (Small; PD), Heavy Machine Guns (Medium; PD), Assault Chain Gun (Medium; AA) C - Autocannons (Small; AS), Light Mortar (Small; AA), Heavy Mortar (Medium; AA), Helbore (Large; AA), Thumper (Medium; G), Railgun (Small; AS), Heavy Needler (Medium; AS), Storm Needler (Large; AA), Light Assault Gun (Small; AA) D - Arbalest Auto Cannon (Medium; AS), Hafactus (Large; AA)
IMO the Hephaestus shines on ships like the Manticore who want to harass the enemy with constant volleys at long range. my personal Manticore build was one Hephaestus with triple Railguns(or those Gauss guns from the Knights of Ludd mod) so you would sit at 900 distance from the enemy and would just keep dishing lead on them until the shield goes down and they start getting the anti armor hits. It's not supposed to be an artillery nor is it supposed to be a a short range machine gun. it's more like an assault rifle or the like, it's gonna have a fairly constant rate of fire for its distance.
I don't use Hephaestus often but when I do it's on a conquest pair with x2 squalls and hyper velocity drivers. And I have to say that work great. For me, Squall are the only weapon that synergies greatly with Hephaestus.
I usually pair hephaestus with mjolnirs. That seems to be pretty okay. If there's like 3 large slots, it would be 2 mjolnirs with 1 hephaestus and a prayer that your flux sustains your sustained fire before it gives out. However, I don't play vanilla Starsector anymore so I tend to not interact with either the Mjolnir or the Hephaestus simply because the markets tend to get filled by random other large weapons.
Just a personal opinion. hellbore is in my opininon A-tier antianmor, in terms of antiarmor, damage per hit is super important because the armor reduction mechanism. Two shots onto an Onslaught front can remove the ~1400 armor in a large area. The high dph is also useful in disabling weapons. This has made it a very useful anti capital. No low tech ships would dare have the shield off tanking a hellbore shot.
Just started playing Starsector and your videos have been super helpful keep them coming!! Do you think you could make a video with your favorite ship builds after your tier list series?
I think you miss one important thing when talking about damage and efficiency. You want as high damage Per shot to destroy armour and overcome the damage reduction.
The only weapons i can see pairing with the hepthatus is the guass or the hypervelocity driver. But that generally leads to two types of expensive weapons being used together.
Lil' note: I don't think expanded mags help with needlers. I think they only apply to weapons with 'ammo capacity' rather than 'burst size' From another needler aficionado
Storm Needler, Thumper, and Mining Blaster can make for a devastating pressure combo given that thumpers are effective finisher weapons for midline and high tech ships due to lower minimum armor rating and the resulting armor calculation damage reduction that can be further reduced by focusing attacks on a specific area. Bonus here being that Mining Blasters won't shoot on shielded areas so it won't contribute to soft flux until it forces the ship to raise shields or the ship's armor is exposed.
Playing a luddic church inspired game, weapons like the arbalest gain in OP what they lose in raw effectiveness. I ended up with escort fighters on every destroyer, and also picked up derelict operations to make my fleet replicable and for D mods to matter very little. Heavy Moarters and Arbelests did much more work then you might expect with the luddic horde I managed to amass.
21:30 I actually prefer the heavy needler over the hypervelocity driver on my Paragon builds. Mostly for flux reasons. A quartet of autopulse lasers takes a big chunk out of that...
I generally.consider the Light Mortar mostly useless due to woeful accuracy. On small craft with low flux I'd rather fit for close-range point defense, give it light machine guns and/or vulcans and have it sweep. I feel the mark 9 was slightly underrated, though I can't be sure I'm ranking it in a vacuum, I always mount it alongside the hephaestos assault gun and as a pair they are excellent. That duo of large ballistics form the backbone of my ai-flown fleet. (Things like hyper velocity and railgun belong in player hands) Edit: oh wow, you really didn't like the Hag. I quite like it's extended range and rof, it's job is to force shields up early and hold them up so pressure can be applied by other weapons while punishing those who vent. Otherwise your extreme range shield pressure gets armour tanked. I mentioned using it with the mk ix, they are range matched so it's always the combo I deploy it in. I always aim to be delivering both damage sources in most range bands, shield pressure alone just lets them drop and vent
Gotta disagree some... S-Tier: Mauler (Range), HVD (Range, EMP, high base damage), Hellbore (efficient, 750 HE), Dual MG (very efficient), Heavy MG (efficient), Assault Chaingun (stronk), Vulcan (very efficient), Devastator with recoil reduction (strong burst, needs S-Mod AWM), Light Needler (strong burst), Light AC (Range, efficient), Railgun (perfect accuracy, strong, makes good PD) The Arbalest is pretty strong actually, just a bit short ranged. Arbalests deal a decent amount of shield burst (400/s) and the high base damage is effective against light armor. Take multiple with AAF and it pops shields pretty fast for 8 OP.
Have not played Starsector in a while but there's a bit I don't agree with in this tier list. HMG is a SO weapon like the assault chaingun with 450 range, you mentioned it about the chainguns but not the HMG and are using it as a PD gun, although dual chainguns is probably better than 1 each of HMG and chaingun. Also with the way armor works, larger damage per hit is at a premium for explosive weapons over DPS spread over multiple shots as you can strip away armor much better with high damage. This is why my design philosophy was to fit smaller slots with kinetic weapons, and larger slots with the explosives to finish enemies with higher damage per shots (excluding PD). For large slots, devastator is not a viable weapon for capital ship fights unless you're point blank, and that generally doesn't happen in a capital ship fight. It's like C or D tier in my books. Your remaining options for explosive damage in the large slot are HAG and hellbore. Hellbore is specialized for fighting large ships (heavy cruisers and above) and I'd put it in at least B tier, while HAG is more generalist and better for fighting smaller ships (cruisers and below) and is more or less the default option, it should also be at least B tier. You complain about their 900 range being too high, but that is literally the best number for pairing with S-tier medium slot kinetic damage HVDs at 1000 range for stand-off fights. I think there's also a new mod ballistic range finder that increases the small slot ranges (standard range of 700) to 900 matching the large slots as well, allowing you to throw tons of kinetic DPS in the form of small railguns or light needlers into a standoff capital fight and you'll almost always have a lot of small slots positioned ever so slightly ahead of your large ballistic slots on ships, meaning they hit first. You might prefer missiles for finishing enemies instead of using mounted guns which is why you rate both the hellbore and HAG so low. I prefer using missiles to pressure and overload enemies quickly allowing my guns to finish off enemies. The AI also prefers to use missiles to win flux wars instead of finishing enemies (unless that's been changed?). Gauss has its 1200 range, but 1.71 flux cost. It's a meme weapon that should be in D tier. I tried to make them work as a long range support weapon but they're just too flux inefficient to be useful. You'd need a dedicated ship with good flux stats to support it, large ballistic slots which aren't that common except on large ships, and then those ships can mount like 2 in a viable long range firing arc while costing too much deployment points to field. The one I tried was the pirate Atlas. It's so much more efficient just to field more cheaper smaller ships running HVD. I think I may tried it with the mudskipper Mk2 as well but the flux stats were too bad to be useful, firing a single volley then sitting around venting for a minute to recharge their flux. The railgun isn't competing with HVD or other precision weapons, it's competing with light needler and light auto-cannon for a 700 range small slot kinetic weapon. What sets it apart from the other options is the highest DPS among them, and being more consistent than the light needler's 5 second refire delay and more accurate too. It is the default general usage equipment for small ballistic slots and should be at least B tier if not higher.
HAH! Can't find a spot for mjolnir? Try an Atlas mk II. Two mjolnirs on an ammo feeder become FOUR mjolnirs for a few seconds and there's little that can shrug that off for long. It also works pretty well on a retribution where having three of it on alternating fire gives you a steady stream of thunder that can't be flickered and gets the job done against everything.
What a shitfest. Every weapon has its own niche, be it sustain or burst damage. Hephaestus is good now, Arbalest is a workhorse for ships with bad flux, HVD is really flux and OP-hungry but can punch armor alongside shields, and YOU PUT RAILGUN NEXT TO LIGHT MORTAR!!! The 100dmg shield and armor harasser next to the actual worst weapon in the game.
Pinning some corrections here:
+The Expanded Magazines hullmod does not affect the light or heavy needler
+The Hypervelocity Driver and the Heavy Mauler have the same range of 1,000
Other things I'd amend:
+My ranking for the railgun didn't account for its accuracy advantage so I'd say it deserves B-tier at the very least
+In the next tier list I'll change how I categorize the weapons so the order is more logical
Thank to all who tuned in to watch!
Good thing I checked the comments first, since when I heard you mention that Expanded Magazines helped Light Needler I had some whiplash since I remember seeing on the wiki that it explicitly did not help it. I double checked and memory rang tune. Thankfully you caught onto it and had a prompt correction (pity that it can't be edited into the video as well for those that don't look at the comment section). Of note is that Expanded Magazines does work with Storm Needler.
Regarding the Railgun, it was a surprising low rating. I had found them to be pretty solid and reliable. Good to see you amended the rating here to account for their amazing (perfect) accuracy, which is not inconsequential amongst weapons with worse accuracy that their otherwise seemingly superior stats might lead one to believe makes them outclass the railgun.
I'm uncertain if this ordering of weapons in this video or the one done in the following videos is better. The only thing I wish we had is the name of the weapon on top of the stats. For experienced players no doubt they can recognize the weapon based on the icon (if not the stats), and you ofcourse do mention the weapon names atleast a couple times. Still for newer players it would help ingrain the names of the weapons along with the icon and associated stats. It also would make it easier to quickly find the weapons if one is rewatching/revisiting the tierlist for input when they are deciding on a build and weapon slots (this can be largely solved by having timestamps of each weapon discussed in either the comments, or in the video timeline itself, allowing one to more easily scroll to the relevant part).
Still I have no complaints, this is an up to date and informative series that I feel has helped me gain more valuable game knowledge. Thanks alot for your work!
Weapons with low accuracy and a large spread during prolonged shooting can be placed in fixed slots, where they greatly lose their negative features. There are a lot of ships with fixed frontal weapon slots and they often lack flux to shoot energy-intensive weapons. This is where the Arbalest cannon comes to the rescue. The point is that you either play from the range on individual ships that are left to themselves, or from a massive simultaneous attack with the expectation that you have a more profitable general flux exchange.
In vanilla Starsector, there are only two ballistics weapons that don't suck: Vulcan cannons and Hyper Velocity Drivers. (This comment brought to you by the High-Tech gang.)
Those are both solid!
Haha ballistic rangefinder and omega weapon GO BRRRRRRR
I do like my non safety overrided Hyperion with a heavy nedler, mininglaser and pulsar. You let the needler magdump at range then you go in and dump anything else. If the ships survive you could even went right there especially if you went for the engine.
@@h4xorzist I was just memein', heavy needlers are niche, but great in that niche.
I like my non-SO, elite helmsmanship Hyperion is a chaingun and two heavy blasters. I haven't actually flew one in a long time though.
Objectively false. 🤷😁
As Arbalest enjoyer I want to note just how dirt cheap it is to both equip and use. And it does outperform Heavy Autocannon in a few categories too. Considering how most low-tech ships have limited flux and abundant medium slots, Arbalests fits in pretty well in my opinion.
Arbalest is better than HAC at flux efficiency and armor hit strength.
People are very emotional with (low tech) ballistics. In general you understand the concept well even if some builds are better with tier C and D weapons (Onslaught). You have to see it globally, as you do, and not on 1 or 2 ships.
My changes: both mortars D tier, railgun A tier, Mauler S tier, Storm Needler ... sometimes S tier and B tier.
When you face Remnants with Low Tech, the enemy AI rush at you and the range gap doesnt matter. It's only how fast you can overflux them, that's why Storm Needler is good. Against normal faction and for certain ships, it's another story. Like Gauss Manticore is pretty good with all its range bonus.
The Storm Needler is made for Mudskippers Mk. 2! The greatest ship in existence armed with the greatest pressure weapon available -> absolutely unstoppable combo.
my polarized armor pirate erradicator facetanking all rounds for 1 nugget worth of damage:
I gotta say, I love tierlists, hearing different opinions and learning about something you might've missed
Thanks ranger!
really looking forward to hear what you are going to say about energy weapons
Likewise! I enjoy all the testing
When in doubt, emp their ass
It would really help if you divided the Tier list in to columns by (small,medium, large mounts) and/or (kinetic,explosive,energy) -> it would give a much better overview of where each thing lies.
Wait I don't believe the light needler or heavy needler benefits from extended mags since neither have magazines just a long refire delay storm needler is affected since it has a magazine. One other point of consideration is using integrated point defense with railguns and having perfect accuracy point defense with a decent range to deal with missiles and fighters before they get near you also just decent pressure for shields at long range as an added bonus.
Light and heavy don't. They're burst weapons, not magazine weapons.
Yep, and the Storm Needler only got its interaction with Expanded Magazines in the latest release.
One of the great things about Starsector is that people can have vastly different opinions on specific weapons and yet make really strong arguments for said opinions at the same time. There are viable builds and situational uses for just about everything. Except HVD, that is. That being S-tier might be the only uncontroversial take here. 🤣
Agreed! Hard to label anything as "bad"
May i introduce you to the shield-shunted, fighter-less, broadside Astral?
I respect other people having different opinions, and utilising all kinds of strats, but oh boy this one has a bunch of things that don't make sense, or are just factually wrong.
First, Thumper and Storm Needler are the only 2 ballistic weapons that work with Expanded Mags, nothing else has magazines, they just fire normally on a cooldown. And s-modded Exp Mags is so strong, I'm surprised you haven't mentioned it on Storm Needler, it becomes broken good. Just put it on a ship that has a mobility system and you're good for kinetic damage on a single weapon.
So putting Storm Needler in C tier while Gauss is somehow B makes zero sense, Gauss has only one use case, Conquest kiting, everwhere else it's a huge waste of flux. You said you value flux efficiency but didn't even mention the horrendous 1.71 efficiency, the worst out of all ballistic weapons.
Railgun being in C tier together with Thumper and Mortar weapons is just criminal, it's the most versatile ballistic weapon in the game. Good DPS, good efficiency, good range, excellent precision (anti-fighter duty), and it's cheaper than the Light Needler. It can do just about anything unless you really really want burst damage of Needlers.
HAG and Devastator should've been swapped, Devastator is waaaay too situational for it to be in A tier. It's an afterthought weapon which deals with a problem that doesn't even exist. You'll never be so deep in fighters that you have to have a Devastator. It's a decent knife fighting weapon tho, since half of the shots won't be exploding on nothing.
It seems like you haven't experimented much with HAG, the claim that it doesn't deal enough damage is ludicrous, it's 480 HE DPS, where else are you going to get that power? And it does have a role, punching armor in literally everything and punishing dropping shields. Mauler can be shield flickered, HAG can't. I was also once a HAG hater but the buffs made it deadly, precision buff was huge. Constantly hitting the same spot on armor is enough to bring down everything in the game. Basically a ballistic High Intensity Laser.
Lastly, while you were critical of some weapons and their use cases, you were very favouring of the Assault Chaingun, basing it's performance on piloting an SO frigate. And that's pretty much the only place where AC is good, SO ships which are fast enough in the first place.
P.S. Minor nitpick: You were showing stats of the weapons on the side, but when you compared the 2 similar weapons the auxiliary data showed the stats of just one weapon, where I think in every situation the 2 weapons had different refire delay.
Railgun right next to light mortar 😵
Bro when you dropping your .97 tier lists? I go back and look at your .96 ones all the time!
@@lmelior I really appreciate it mate, buut I'm just going to wait for the next patch since the last one didn't shake things up too much. And it's already been a long while.
Thank you!
good assessment. ill add high single shot dmg to armor/hull is somewhat undervalued in the video
Helbore is way better than B, atleast mid A tier. It has the highers HE damage per shot which means it can quickly strip armor of heavy ships like onslaught or dominators, missiles and torpedoes arent as reliable, it also has low flux and ordinace points. you usualy dont need HE weapons after armor is striped so investing in something like Hepgiastus or HM is not worth it as they strip armor slower and cost more flux and OP.
Hellbore is good at where it is actually. More than 4 Maulers on Onslaught for example are way better.
Why put 4 HM when Helbore would do the job better, use the mediums for HVD's insted
I suppose the Hellbore is similar to an anti-armor missile on a cooldown, and it can 1-2 shot even the heaviest armors. It just depends on whether you're shooting a capital ship or something smaller, and my experience has been that anything smaller than a capital gets shredded quickly by maulers without the need to worry about all the shots landing.
@@paulrogersgaming
Bit of a delayed response, just stumbled upon the conversation. But it is also worth keeping in mind how higher armor is exponentially better at protecting against smaller instances of damage.
The formula is weapon damage divided by weapon damage+armor= percentage of weapon damage that goes through.
For example: Hellbore shot = 1500(750x2 for HE) damage, Heavy Mauler = 400(200x2 for HE) damage x3 for number of shots per volley, Paragon = 1500, assuming no pertinent hullmods or skills:
Hitting full armor with the hellbore will do 750 damage, 1500 cut exactly in half by the Paragon's damage reduction from armor.
A heavy mauler shot's damage is reduced to 21% of its full damage value by the Paragon's armor, which means 84 damage, x3 = 252.63.
So you almost exactly need three heavy maulers to match one hellbore shot in this instance, which is 36 OP versus only 16.
For the same reason of damage per shot, this substantially boosts the efficacy of HVDs against armor despite being kinetic damage, compared to say a heavy autocannon.
And anything with armor tougher than a paragon(god forbid an Onslaught with heavy armor) the difference will favour the hellbore cannon to eventually an insane degree.
Damage reduction goes down as you do damage to armor, but the highest raw damage values you can throw at armor will hurt it the most at full strength, lowering its strength quickest.
Flaks definetly are not A tier, for one reason: their lack of range. Yes, you can get some decent effective range if you mount them on capitals with range boosts and Point defence skill. But that's the only place where it becomes B tier for overall missile defence role, since burst pd lasers excel at it and fighter defence is much better by the Thumper thanks to its burst damage nature and range.
Why is their lack of range so important? Angular velocity and how weapons target in Starsector. When a target enters the range for a weapon, weapons go through a moment of aiming at the incoming and calculating where they need to shoot to lead into it. This is something that laser burst PD does not have to spend time on. Low range of flaks and high missile speeds means flak (without range upgrades) only gets a few shots in before the missiles impact. Sometimes only enough to kill 1-2 missiles out of a salvo of 12.
Another note: Expanded Magazines dont do anything for weapons that dont have magazines, like the Light Needler you mentioned. It doesnt increase the burst fire capability, only the depth of the magazines (like on the Storm Needler).
Ship speed is added to the projectile speed of any non-beam weapon, keep that in mind.
A volley of Orion Driver and Hell Cannon turns Retribution from a melee fighter into a sniper.
Literally, Hell Cannon projectiles fly a quarter of the entire battlefield, from one strategic point to another (like from a jamming point to a command point) at insane speeds.
This also works with the Fury and Energy Blaster combo, but the result is not as impressive. You can also try this with Odyssey and Giga Cannon.
Excellent presentation with clear visuals.
Can't thank you enough for the comment! I wanted to make sure the weapon stats were included for this one. Ended up looking alright 👍
@@paulrogersgaming
The statistics on the left of the screen were what was missing from the previous video on missiles. It provides all info with one look.
And sorting (and time stamping) the weapons by categories makes for an easier to navigate video.
And probably longer to edit too. Thank you for your hard work.
@@paulrogersgaming I agree that visuals look good, but I would love to suggest a small tweak.
The tierlist is pretty wide and a lot of that width is left unused on the screen. So you could decrease the width, increase the size of tierlist a bit and the leftover space on the screen you can use to increase the size of stats' window. Since the text there is quite small it can be a bit hard to read them on the phone.
@@lovegsup5449 Great idea! I can do that in the next tier list
I've been loving the devastator cannon more and more lately. It clears out entire fighter wings and missile barrages with ease. It's a heavy duty PD option that also deals respectable armor damage against larger targets that can't avoid the low accuracy spread, all while not breaking the flux bank.
As a side note, the highly recommended "ship/weapon Pack" mod ads my favorite fighter wing: the Drake Interceptor. They pack a mini devastator canon and tear though exposed armor as easily as they handle missiles/fighters.
Thank you for the video, excellent presentation. I simply can't imagine the flaks on A tier but, you made a strong case for them.
The way you go through the weapons is really bizarre. Because normally you would compare same size weapon that deals the same damage type, not different size weapon that have "same jobs". Like why are you talking about Hellbore vs 2 Maulers when they literally can't be mounted on the same slot? Doesn't it make more sense talking why use Hellbore instead of Assault Gun.
Also, I'm sorry but Devastator flak is absolutely terrible for capital ship fight. Because the shell randomly explode (because it's supposed to be a flak cannon), the effective damage on max range is like 30% of the raw number.
Considering almost every weapon of its size fits unique role this was the only reasonably good way to rank them in a single tier list.
Generally ships will have a more small/medium slots and only a couple large mounts, so using 2 medium slots for explosive damage makes a lot of sense if you have a large slot you want to use for something else, like a Mjolnir or Mark IX. Furthermore, if you were to use the Hellbore or the Hephaestus in a large slot, you're giving up that mount for something that can more effectively be replaced by Maulers, light assault guns, or missiles.
As for the devastator, I'd say it makes a ship practically untouchable against fighters and missiles. It's not meant to succeed in 1 vs. 1s against larger ships though since, as you mentioned, its projectiles don't travel max range.
@@paulrogersgaming the range don't really line up though. Mark IX have 900 range but Mauler have 1000. Yeah that means you don't need Ballistic Rangefinder but that means any small weapon would be useless for ship fight because it doesn't have that extra 200 range, which is really bad because small slot are really good for anti shield. And the Dual Flak is like the best point defense.
Devastator is a large HE machine gun that is useful on point blank fast capitals.
It kills everything fast and reliable from point blank range. Bring three and watch shit burn. Kills fighters missiles, frigates, destroyers, cruisers and capitals too. This is not a stand off flak weapon despite the decent range. It's a close in assault weapon.
"i have a hard time imagining why on earth id be using an arbalest"
They are cheap in every sense of the word. You can buy them everywhere, they dont cost much OP, and they dont cost much flux. It's the budget option.
Are they part of optimized builds/fleets? Not really, but in the early and mid game before you can get the right ships or the right weapons they fill medium slots well, and are "good enough".
Agreed. They're a solid economy option that I didn't give enough credit. Thanks for sharing your thoughts! It's comments like this that help me better understand what I'm missing.
Key Notes:
A - Area; Anti Fighter/Missile
G - General
S - Suppresion
ST - Strike
AS - Anti Shield
AA - Anti Armor
PD - Point Defense; Anti Fighter/Missile
Range is more important on weaker ships
Ballistic
S - Hyper Velocity Driver (Medium; AS)
A - Flak Cannon (Medium; A), Heavy Mauler (Medium; AA), Light Needler (Small; AS), Devastator Cannon (Large; A)
B - Heavy Auto Cannon (Medium; AS), Mark 9 (Large; AS), Mjolnir Cannon (Large; G), Gauss Cannon (Large; AS), Vulcan Cannon (Small; PD), Light Machine Guns (Small; PD), Heavy Machine Guns (Medium; PD), Assault Chain Gun (Medium; AA)
C - Autocannons (Small; AS), Light Mortar (Small; AA), Heavy Mortar (Medium; AA), Helbore (Large; AA), Thumper (Medium; G), Railgun (Small; AS), Heavy Needler (Medium; AS), Storm Needler (Large; AA), Light Assault Gun (Small; AA)
D - Arbalest Auto Cannon (Medium; AS), Hafactus (Large; AA)
IMO the Hephaestus shines on ships like the Manticore who want to harass the enemy with constant volleys at long range. my personal Manticore build was one Hephaestus with triple Railguns(or those Gauss guns from the Knights of Ludd mod) so you would sit at 900 distance from the enemy and would just keep dishing lead on them until the shield goes down and they start getting the anti armor hits.
It's not supposed to be an artillery nor is it supposed to be a a short range machine gun. it's more like an assault rifle or the like, it's gonna have a fairly constant rate of fire for its distance.
Pair that with Escort Package and Integrated Targeting Unit, and it can provide large ballistic HE pressure for your capitals.
I don't use Hephaestus often but when I do it's on a conquest pair with x2 squalls and hyper velocity drivers.
And I have to say that work great.
For me, Squall are the only weapon that synergies greatly with Hephaestus.
I usually pair hephaestus with mjolnirs. That seems to be pretty okay. If there's like 3 large slots, it would be 2 mjolnirs with 1 hephaestus and a prayer that your flux sustains your sustained fire before it gives out. However, I don't play vanilla Starsector anymore so I tend to not interact with either the Mjolnir or the Hephaestus simply because the markets tend to get filled by random other large weapons.
Keep it up man, great info.
Just a personal opinion. hellbore is in my opininon A-tier antianmor, in terms of antiarmor, damage per hit is super important because the armor reduction mechanism. Two shots onto an Onslaught front can remove the ~1400 armor in a large area. The high dph is also useful in disabling weapons. This has made it a very useful anti capital. No low tech ships would dare have the shield off tanking a hellbore shot.
Yet another banger
Good tier list
Just started playing Starsector and your videos have been super helpful keep them coming!! Do you think you could make a video with your favorite ship builds after your tier list series?
For sure! Later this month and in August we'll be doing more ship build stuff
I think you miss one important thing when talking about damage and efficiency. You want as high damage Per shot to destroy armour and overcome the damage reduction.
Haephestus is pure monster in my Legion Build. It's by far the best Large ballistic i can fit, and i have tested dozen of hours in legion building...
The only weapons i can see pairing with the hepthatus is the guass or the hypervelocity driver. But that generally leads to two types of expensive weapons being used together.
Ballistic Rangefinder. Heavy autocannon rangematches Hephaestus. There's always railguns and light autocannons that can rangematch with it aswell.
Lil' note: I don't think expanded mags help with needlers. I think they only apply to weapons with 'ammo capacity' rather than 'burst size'
From another needler aficionado
Expanded mags affect only Storm Needler and Thumper in ballistics. Onslaught's laser cannons also benefit from it.
Storm Needler, Thumper, and Mining Blaster can make for a devastating pressure combo given that thumpers are effective finisher weapons for midline and high tech ships due to lower minimum armor rating and the resulting armor calculation damage reduction that can be further reduced by focusing attacks on a specific area.
Bonus here being that Mining Blasters won't shoot on shielded areas so it won't contribute to soft flux until it forces the ship to raise shields or the ship's armor is exposed.
Are you planning on doing an analysis on mixed weapon sets? Like are there high tech options that have the range make the Haphestus a good pick?
Good point. Maybe the Hephaestus is better when combined with energy weapons
Playing a luddic church inspired game, weapons like the arbalest gain in OP what they lose in raw effectiveness. I ended up with escort fighters on every destroyer, and also picked up derelict operations to make my fleet replicable and for D mods to matter very little.
Heavy Moarters and Arbelests did much more work then you might expect with the luddic horde I managed to amass.
Seems like people don't enjoy mortars but I like how cheap/efficient they are compared to other weapons
21:30 I actually prefer the heavy needler over the hypervelocity driver on my Paragon builds. Mostly for flux reasons. A quartet of autopulse lasers takes a big chunk out of that...
I generally.consider the Light Mortar mostly useless due to woeful accuracy. On small craft with low flux I'd rather fit for close-range point defense, give it light machine guns and/or vulcans and have it sweep.
I feel the mark 9 was slightly underrated, though I can't be sure I'm ranking it in a vacuum, I always mount it alongside the hephaestos assault gun and as a pair they are excellent. That duo of large ballistics form the backbone of my ai-flown fleet. (Things like hyper velocity and railgun belong in player hands)
Edit: oh wow, you really didn't like the Hag. I quite like it's extended range and rof, it's job is to force shields up early and hold them up so pressure can be applied by other weapons while punishing those who vent. Otherwise your extreme range shield pressure gets armour tanked. I mentioned using it with the mk ix, they are range matched so it's always the combo I deploy it in. I always aim to be delivering both damage sources in most range bands, shield pressure alone just lets them drop and vent
Nice. It seems that we need a mod to set the distance of fire for weapons groups.
Gotta disagree some...
S-Tier:
Mauler (Range), HVD (Range, EMP, high base damage), Hellbore (efficient, 750 HE), Dual MG (very efficient), Heavy MG (efficient), Assault Chaingun (stronk), Vulcan (very efficient), Devastator with recoil reduction (strong burst, needs S-Mod AWM), Light Needler (strong burst), Light AC (Range, efficient), Railgun (perfect accuracy, strong, makes good PD)
The Arbalest is pretty strong actually, just a bit short ranged. Arbalests deal a decent amount of shield burst (400/s) and the high base damage is effective against light armor. Take multiple with AAF and it pops shields pretty fast for 8 OP.
Have not played Starsector in a while but there's a bit I don't agree with in this tier list.
HMG is a SO weapon like the assault chaingun with 450 range, you mentioned it about the chainguns but not the HMG and are using it as a PD gun, although dual chainguns is probably better than 1 each of HMG and chaingun.
Also with the way armor works, larger damage per hit is at a premium for explosive weapons over DPS spread over multiple shots as you can strip away armor much better with high damage. This is why my design philosophy was to fit smaller slots with kinetic weapons, and larger slots with the explosives to finish enemies with higher damage per shots (excluding PD).
For large slots, devastator is not a viable weapon for capital ship fights unless you're point blank, and that generally doesn't happen in a capital ship fight. It's like C or D tier in my books.
Your remaining options for explosive damage in the large slot are HAG and hellbore. Hellbore is specialized for fighting large ships (heavy cruisers and above) and I'd put it in at least B tier, while HAG is more generalist and better for fighting smaller ships (cruisers and below) and is more or less the default option, it should also be at least B tier. You complain about their 900 range being too high, but that is literally the best number for pairing with S-tier medium slot kinetic damage HVDs at 1000 range for stand-off fights. I think there's also a new mod ballistic range finder that increases the small slot ranges (standard range of 700) to 900 matching the large slots as well, allowing you to throw tons of kinetic DPS in the form of small railguns or light needlers into a standoff capital fight and you'll almost always have a lot of small slots positioned ever so slightly ahead of your large ballistic slots on ships, meaning they hit first.
You might prefer missiles for finishing enemies instead of using mounted guns which is why you rate both the hellbore and HAG so low. I prefer using missiles to pressure and overload enemies quickly allowing my guns to finish off enemies. The AI also prefers to use missiles to win flux wars instead of finishing enemies (unless that's been changed?).
Gauss has its 1200 range, but 1.71 flux cost. It's a meme weapon that should be in D tier. I tried to make them work as a long range support weapon but they're just too flux inefficient to be useful. You'd need a dedicated ship with good flux stats to support it, large ballistic slots which aren't that common except on large ships, and then those ships can mount like 2 in a viable long range firing arc while costing too much deployment points to field. The one I tried was the pirate Atlas. It's so much more efficient just to field more cheaper smaller ships running HVD. I think I may tried it with the mudskipper Mk2 as well but the flux stats were too bad to be useful, firing a single volley then sitting around venting for a minute to recharge their flux.
The railgun isn't competing with HVD or other precision weapons, it's competing with light needler and light auto-cannon for a 700 range small slot kinetic weapon. What sets it apart from the other options is the highest DPS among them, and being more consistent than the light needler's 5 second refire delay and more accurate too. It is the default general usage equipment for small ballistic slots and should be at least B tier if not higher.
Its worth noting that both the rail gun and gauss cannon seem to be affected by 'high energy focus' ship special
False, it's their charging animation.
actually doing God's work
Thank you docc!
when in doubt mount HVD
HAH! Can't find a spot for mjolnir? Try an Atlas mk II. Two mjolnirs on an ammo feeder become FOUR mjolnirs for a few seconds and there's little that can shrug that off for long. It also works pretty well on a retribution where having three of it on alternating fire gives you a steady stream of thunder that can't be flickered and gets the job done against everything.
Mauler and HVD both have the same range of 1000, the HVD doesn't out range the Mauler they are both 1000 range weapons
Thanks for the correction! I added a note to the pinned comment for this
*Dakka Dakka!* Indeed
bro this is just a terrible list
Thank you!
Hephaestus at D tier? No LOL
Mauler is S tier.
What a shitfest. Every weapon has its own niche, be it sustain or burst damage. Hephaestus is good now, Arbalest is a workhorse for ships with bad flux, HVD is really flux and OP-hungry but can punch armor alongside shields, and YOU PUT RAILGUN NEXT TO LIGHT MORTAR!!! The 100dmg shield and armor harasser next to the actual worst weapon in the game.
Thank you!
mining laser is the actual worst weapon. light mortar en masse will kill things.
you are incompetent
Thank you!