*Disclaimer for newer players:* This is based on MY play style, which is hyper aggressive and DPS focused. It is by no means an objective analysis, some skills will be better suited to your play style. Let me know how I massacred your favorite skill😅. Also The link to the tier list is in the description if you want to rank your own.
You didn't mention the modspecs each skill gives you; Elite field mod gives you hardened shields whenever you want, ballistic mastery gives you ITU whenever you want.
@@seniorbob2180 I think it's an unused asset, the character himself is a reference to Brigador where the paper plate mask guy is a fan favourite. I don't know if there is a mod to restore it unfortunately, I'd love to have him as a captain
hull restoration gives you 5% combat readiness for every builtin mod on your ship (if you aren''t using story points for this what else are you using them for, escaping patrols? Always upgrade your ships), which means you get 15% combat readiness per ship, which is the same as the fleet command skill. Which means, it always lets you recover ships reliably, repairs dmods saving you millions in restorations, and prevents ships from getting dmodded in the first place, plus 15% CR. Easily the best skill on the list. The only downside is needing to pick 4 other industry skills to get to it. Maybe they changed it in a patch?
Hull Restoration for myself is S tier, you just dont lose ships and rarely get d-mods. The new Vangard class is amazing ship and you can just throw these ships. They like a dangerous omen. 3 Needlers and 3 Atropos, and 2 Vulcan. My currently play through I dont allow myself to buy ships or weapons. And only fuel, supply, crew, marines, and heavy machine can be traded. but can sell items from the spoils of war. It has made the mid game a bit more interesting as I found its too easy when you can buy everything. so easy. Thanks for the videos enjoying your channel. keep up the good work.
The point of Hull Restoration is not the D-mod repair. Yes, that is an extremely nice feature, espacially in the front of the game, but the crux of the skill is that it gives all your ships the ability to be restored virtually all the time, and in an overwhelming amount of time, without needing to use SP, so it encourages building in mods and creating an fleet of high investment ships. That trumps the d-mod focused abilities it gives, many times over.
Its practically the penultimate weapon in starsector, coupled with field repairs, containment procedure and efficiency overhaul This basically means you are not gonna lose until your whole fleet is dead. Any ship can and will be repaired and the loss crew rescued and put back into action quickly
Yeah Hull Restoration is my favourite skill that I immediately rush to acquire, I actually find the industry skill tree mildly frustrating in the fact that so many of the skills are so good to have, that it makes me feel like it's wrong to invest in the other skill trees before at least getting up to hull restoration.
Damage Control is better than you think for player-driven armor tanking ships, as is impact mitigation. For the AI they aren't really good at abusing the strength of armor tanking so I would rank them at like C tier for the AI. However for player, B or C tier when used properly. If you never plan to ever pilot a ship with 1000 armor or higher (Any military capital besides Astral or Atlas Mk.2) then yeah, its value goes down yes. But so does field modulation's value change, though field modulation's got better value overall I agree. Damage Control's elite version, "reduce damage above 500 by 60% every 2 seconds" is massive for capital ships and cruisers, as is their -25% hull damage taken *when paired with armor tanking.* If you aren't armor tanking then damage control's D tier. Specifically, The armor value used in the damage reduction calculation cannot be less than 5% of its normal peak value. So the more armor your ship has in total, the more damage reduction you *always* have which is then also modified by all your skills. With the -25% hull damage plopped on as well, you get a REALLY tanky ship. Impact Mitigation has a great elite skill to pair with capital ships as well to make them more mobile, pretty nice but not really a dealmaker imo. That -50% weapon and engine damage taken is really useful for capitals, too. Your paragon (which has over 1000 armor already) has to drop its shields eventually. The less time its weapons spend damaged the more damage it's going to do to everything hitting it. Doubly so for an onslaught. Polarized Armor, same deal imo. Another thing, point defense's PD range increase is really good on some builds that use DLMGs. With ballistic mastery, ITU and point defense elite your DLMG will have decent range; good enough to pressure shields for SO builds like a SO hammerhead. Shields will absolutely melt. Only mentioning it since you didn't mention it.
Support Doctrine giving non-Elite Helmsmanship, Combat Endurance, and Damage Control to ships without an officer, and reduces the cost to deploy them by 20% up to 10 DP. That allows use of capital ships and cruisers for less if you really want a mobile kill fleet of frigates and destroyers with officers taking advantage of Wolfpack Tactics, Officer Management, and Coordinated Maneuvers. It makes losses of anchor ships less of a problem, but still need to be careful going past 240 DP of combat ships to avoid diminishing fleet skills with DP limits.
Ranking skills based on your challenge run is a very weird way of doing it. For example Salvaging and Bulk Transport are skills where you can easily save 2 skill points by just getting the ships that help with that. 15 point available is already pretty tight and it seems silly to suggest such skills are near must picks just because your run didn't include freighters/tankers/salvage rigs. There's a lot to discuss here but I'll just point out this. Cybernetic Augmentation is somehow above Systems Expertise. LOOOOOOL
systems expertise is pretty bad... there isnt a ship ability that has a long enough cooldown to warrant reducing the CD. Bulk transports effects are pretty bad due to the diminishing returns, but the +2 to civ ships is the saving grace for it. salvaging is just great and salvage gantry ships cant ever beat the flat 50% and 25% extra resources the skill provides, not to mention salvage ships take up a ship spot out of 30 which is cringe. Also you can save a load of points if you just dont pilot a ship yourself and ignore the combat skill tree. taking that into consideration this tier list is absolutely worthless. again the fact that there are such varying opinions is a testament to this games variety of choice.
so to clarify Sys Expertise isn't that bad of a skill, but the problem is that its not better than Missle Specialization. So if you want to take both Mil Spec and Sys Exp it's going to cost you SEVEN skill points. Sys Exp is definitely not worth seven points. You'd have to give up one of the 3 capstone abilities you could normally get.
@@GrumpyThumperGaming That is, if you like to use missiles. I don't like missiles that much, so yeah, Missile Specialization is kinda useless to me. It's just freaking amazing on officers, tho. But, as Selection said, this just proves that this game is amazing and gives you lots of options to play with.
Thinking about Systems Expertise in terms of Accelerated Ammo Feeder (Which just a DPS button and already has like a 50% uptime) is probably not the right way to go about it - Consider it in terms of the ships that can be played around their systems, like the mobility tools on an Aurora, Odyssey, Fury, Shrike, Dominator etc, where having it available more often lets you get of or into situations that you wouldn't have been able to otherwise. Or the Gryphon where (I think) it gives you another full missile refresh.
Why are people ignoring the use of Systems Expertise on damage systems? Having even more uptime on such systems is crazy good. Just get a couple of Eradicators, give them officers with Systems Expertise and tell me that's not busted. It's very strong for not only mobility systems, but everything that has cooldowns on charges. Off the top of my head I can only think of Fortress shield, Flares and the Tempest's ability to suicide its drones as situations where it's not useful. I'd argue it's not that important on Gryphon, it has built in EMR and with the system you really want Missile spec which also double the ammo. No one needs that many missiles.
Yes for officers, System Expertise is definitely a consideration, but I just can't justify it for the player. IMO, it cost way too much investment for too little reward.
I disagree about it being situational. All combat ships in the game have missile slots and having more missiles is always beneficial. Even on something as small as a Lasher or a Wolf, Missile Specialization allows you to bring 6 more sabots to the fight. That's enough to make a serious difference in combat.
How you're able to see such benefits in that example yet completely disregard Systems Expertise is beyond me. It's like you tried out one ship with that skill and immediately decided it's trash. Not to mention that half of the comments are talking about it.
Systems Expertise on an Odyssey makes it become such a mobile Capital that you can bait and drag half of the enemy fleet after you to a corner of the map and then just murder them with your superior and directed firepower. It's basically a Capital sized Monitor (if you are piloting it, the AI will just kill itself faster...) It is a F or S tier skill depending on the ship mostly and the incoming Luddic ships that got teased will likely LOVE using System Expertise.
also noteworthy is the Doom epseically if you also have phase coil tuning make the doom the deadliest player piloted cruiser and if given to a proper officer(and kept away from your own front line) it can suprise pop a lot of ships
Those armor skills like polarized armor are kind meh in a vacuum but shine once combined with each other in addition to ships armor mod because how they stack together making them way better in combination. There was a forum post calculating those increases in depth. But yeah its still quite an investment compared to just throw in a monitor and let him tank the whole game.
I'm playing against the UAF mod right now. The cornerstone of my fleet is a Legion 14 (heavy armor s-mod) captained by an officer with polarized armor, impact mitigation, and damage control and I saw that thing tank 6 semibreves simultaneously (nuclear missiles for those who don't know) and come out damaged but still fight worthy. I havent seen any other ship survive 2.
Ships lose 0.25 CR per second so going from the standard 70% maximum to 100% is an extra 2 minutes of performance. The more important detail though is that below 50% CR, the ship starts gaining the opposite penalties to the benefits of being above 70% and below 40% you get malfunctions.
Systems Expertise plus Missle Specialization and running a Gryphon Missle Cruiser as a flagship/player ship means you get to restock your missles TWICE. and this is restocking twice with double missles. 207 Reapers or a crapton of Harpoons and Hammer Torpedos for your large launcher , my favorite ship!
Doom with system expertise benefits heavily, reducing the cooldown makes you a mine laying madman. Same thing with the afflictor with antimatter cannons, getting more uptime with the entropy amplifier is killer.
Coming to this recently, I think hull restoration has moved up a fair bit because of the potential +15% combat readiness modifier that got added. That stacking with crew training can really get you a lot of performance.
Fighter uplink also directly increases the survivability of very fast fighters such as wasps and most notably thunders. Thunders can become so fast that enemy PD actually has a problem leading them well enough to hit them. Since thunders are already fast and very long range, that makes them EXCEPTIONAL for anti-frigate duty, and in my opinion, having something reliably able to kill frigates will also reliably swing battles in your balance due to how lanchester’s law works. You can kill frigates with minimal investment, increasing the relative importance of your own surviving ships at that point. These boosted thunders on a XIV legion are actually busted, building the legion with reapers, chain guns, and heavy machine guns to bully destroyers and larger while not having to worry about being outmaneuvered by frigates. Adding the PD skill for even stronger thunders and extra range on Vulcan and HMGs is insane. Combining this build with the next thing I mention below arguably makes the legion XIV the strongest and most versatile capital in the game, it can solo anything in simulation easily and it can 2v1 onslaughts with a bit of focus. ___ Best of the best can be CRACKED when used in conjunction with elite ordinance expertise and the fleet dmod repair perk; you already get the free S mod which can increase combat readiness to 15% total after 3. Additionally, since you are investing fewer points into hull mods, you can spend more points on expensive weapons (and doubly so for expensive fighters and missiles since they have no flux requirement) and get TONS of free flux, again further freeing you up to invest in more expensive weapons. It becomes a positive feedback loop of free points from the hull mods, and free points from expensive weapons/fighters so not needing to invest as much in vents/caps. As in the legion example; the 4 Thunders and 2 reapers give you 184 vent and 1840 cap ABSOLUTELY FREE since those are the weapons you would want anyways and they do not use any flux at all. Similar deal with how efficient the Vulcans and HMG are, and then at that point you are nearly done for flux vents without having had to invest much of anything.
hull restoration is a bit better than you give it credit for but not that much better if you don't want to raid merchant convoys which is arguably the best way to earn money then its okay otherwise you kinda need to save money to buy ships/save for colony investment but after you get a good income coming in and more money than you know what to do with its completely useless. also i think automated ships is a bit high on this list considering that its a tier 4 skill which means it needs alot of skill point investment.
Would be great with a tier list depending on playstyle like. I feel that going the "support fleet" approach is the way endgame if you plan to do large battles. If you want to do small skirmish it might be better to go the "piloted ship" route.
I tried to experiment with neural link, and had most success with having a big ship - little ship pair. Like an eagle that's job it to basically put pressuring fire on, then your smaller ship is like a harbinger or brawler or something to flank the target, or to basically escort yourself with a monitor. The problem with it is the ship you're not currently controlling just acts like any other AI piloted ship, so it might wander off or get itself overwhelmed and need you to micro it
yeah that's exactly the problem I had too. I think a change that would help Neural Link is allowing you to command your second ship without costing command points.
Does the ship remember its last command when you swap away command? And how does it really compare to just doing the regular taking over command with that tiny shuttle?
@GrumpyThumperGaming I mean you're technically connected to both ships why would it cost a command point to just yell at them to back off they're getting surrounded
Systems Expertise is great for the Astral just to lower the cooldown on it recall ability but I always use an officer for this. Tactical Drills is up to +5% damage to the entire fleet (on every weapon type) not just your ship so compared to piloted perks that give % damage it's a massive potential amount of damage with the minor added effect of buffing marines. So it could easily be S tier as a damage perk in medium to large fleets. Hull Restoration has quite a few more functions then the video states as it has 5 functions so it's probably B - A tier.
I did these off the top of my head, I haven't taken hull restoration in so long, so I forgot all the additional things it does. Maybe it should be ranked higher 🤔
@@GrumpyThumperGaming was a great video just wanted to add some info I saw was missing and answer the question about were systems expertise is usually used. Ty for the reply.
Indeed. Hull Restoration counters D-Mods over time (but tested that it won't remove ones that are typically built-in like the ones in most Luddic Path variants). All ships including officerless ships are near guaranteed recoverable that replaces reinforced bulkheads. And throws in bonus 5% Max Readiness for every Story hullmods built into a ship. That makes Crew Training more or less a supplement when Best of the Best (adds 1 more S-mod max) is not picked, and option to have a combat fleet beyond 240 DP (while staying within 30 ship count).
I think systems expertise is pretty sweet on ships like hammerhead and champion, that 33% more frequency is pretty noticeable and I can alpha in my champion 1 more time before needing the pull back
I wouldn't take Support doctrine with Officer Management since you want more of your fleet to not have officers in order to take advantage of DP reduction/free skills. And then having better officers in the ships that do have officers would work out better. Even 8 frigates is a lot of ships already and adding on your flagship as well as potential Redacted ships, its hard to go wide enough to make use of 2 more officers imo with Support Doctrine at the standard 400 battle size. Definitely disagree with Wolfpack Tactics as niche, it's basically a better Target Analysis if you pilot frigates (strictly better) since it also gives PPT. Since you'll probably wanna have a few frigates in your fleet (LP Brawlers, Hyperions, Glimmers, Scarabs), I think it always provides a lot of value, essentially giving all your officered frigates/Destroyers an extra skill. I also would not value Combat Endurance as highly as a skill to take with Support Doctrine since for your flagship you can always just not start off in it, deploy it, then take command of it at the beginning of the fight and still hit 100% CR from Support Doctrine and Crew Training. Would definitely disagree with Salvaging being in S... you can just do more convoy raiding or smuggling to make money. And in the long run your colonies are what's going to be the bulk of your income. Going along with that, the Industrial planning skill also should not be so high up since you can have administrators and Redacted to do that for you... the latter of which is going to be way better than what you can do anyways due to Hypercognition. Hull Restoration should be higher up (probably B or even A) but I will agree it's overrated. But building in S mods also increases your CR (so again helping you skip on combat Endurance). For the Redacted Capital ship, it can use all the CR it can get so makes sense there. And the QoL is good. Derelict Operations on the other hand is the opposite and should be S tier with a very strong effect. Support Doctrine reduces DP costs by 20% while DO goes up to 30%. Like you said, a lot of D mods just don't really matter for combat and DO turns them into a buff. In addition, the secondary effect lowers your monthly supply costs based on how many Dmods you have (20% per Dmod!) with no cap on fleet size so it becomes significantly better than Makeshift Equipment later on (makes Increased Maintenance a net buff). The only issue is farming specific Dmods is a chore to do and a few are actually crippling, so poor QoL.
Yeah I don't think I did a good enough job explaining that Sys Ex isn't necessarily bad, it just costs waaaaaay too much if you want both Mil Spec and Sys Ex.
I raid, every time I bust a base, also every save I take all domain items from everyone. It really messes with the economy. Eventide starts getting surpluses because lowered accessibility and sindria becomes dependent on you for supplies because no one can match their demand. The weapons raids at bases is kinda funny to me... roll up, but fuel,supplies, and marines, then raid and destroy... I think they'd learn sooner or later, but nope.
I've found depending on the ship I like systems expertise on my officers, but I would also never take it for myself thanks to the investment required for it.
Point Defense with Elite Perk becomes S Tier in some configurations... The Heavy Machine Gun (HMG) Turret will go from 450 range to 650 range and it becomes a real cheap shield eater! An eradicator with 2 HMG's and a Gatling.... this combo will snack on anything small like they are gummie bears. And it will hold up well against a capital ship. Fit vulcans for the rest... you have a battlefield menace... oh.... do this with the Pirate variant cause burn drive to close the gap is what makes this configuration shine! If you go Standard variant I do something different.
Hull Restoration has 2 other benefits that I love as far as Quality of Life improvements outside the free d-mod repairs. 1) It makes your ships almost always recoverable after being lost in combat and usually with no d-mods attained meaning its basically the important part of Reinforced Bulkheads for the entire fleet with no OP cost. 2) each s-mod fitted to your ship increases the CR of that ship by 5% per s-mod, meaning any triple s-mod ships you steal from IBB or elite defence fleet ships salvaged from combat come with +15% CR on top of their s-mods
Systems Expertise is barely belonging to this list, or rather, there should be a category named SITUATIONAL. While most systems are not majorly affecting the damage output or sink/avoidance of their ship, there are some ships that benefit from this on a whole other level, sometimes even with additional conditions met. The best example is Scarab. Scarab has its time warp system that basically cracks up their damage output and avoidance capability to a ridiculous level, and it is an endlessly repeatable skill, that benefits from both the cooldown and duration bonus, which all directly translates to its performance during battles. Additionally, with the elite bonus, scarab gains additional 30s of combat readiness; added to all other possible boosts, it usually makes a well build Scarab field ready for as long as the best destroyers or more.
For the virgin Safety Override sweaty users Point Defense sucks it's true, but for chad Carrier piloting gentlemen, it is one of the few skills which applies to your fighters. That's a must pick, my good sir ;) And those fighters need all the help they can get now..
Fighter replacement rate does not work that way. The replacement rate is a modifier on the speed at which you can replace fighters. At 100%, a ship that takes 5 seconds to replace will only take 5 seconds. At 50% replacement rate, it will take 10 seconds. It ticks down in 1% increments when your carrier is replacing fighters. Whether you're missing one or all of them makes no difference. It ticks back up when you are no longer replacing fighters, and it ticks up faster (and down slower) when your fighters are set to regroup. You're really sleeping on Officer Training, and to a lesser extent Cybernetic Augmentations. If you take Officer Management, you get two more officers: that's ten skills and two elite skills, and you're right that this is great. Now add Officer Training and you get another skill and another elite skill for each of your officers; that's ten more skills and ten more elite skills. Cybernetic Augmentations gives up to 20 elite skills. Officer Management makes Officer Training better, and vice versa. I take both, starting with Officer Management. Impact Mitigation doubles the health of your engines and weapons. That's a big deal. The elite version gives your cruisers and capital ships another +50% mobility that stacks with Helmsmanship. Polarized Armor's increase in maximum damage reduction from 85 to 90 only matters if you've got ~10 times as much armor as the incoming hit is dealing in the first place, so it's really only helping against hits from autocannons, needlers, machine guns, etc. It'll help a well armored capital ship withstand more Assault Chaingun fire, but cruisers aren't going to reach the 85% reduction cap. Polarized Armor and Impact Mitigation stack with each other; take both on an Onslaught and you'll shrug off a ridiculous amount of fire instead of fluxing yourself out trying to keep your shields up. Sensors gives you +3 burn speed to "moving slowly." If your slowest ship has a burn speed of 9 (as in, an Atlas with Augmented Drive Field and Militarized Subsystems), your top speed is 20 with sustained burn and 8 while going dark. If you're being pursued, you can shoot into an asteroid field and go dark; not only do you instantly drop off of their radar, you're fast enough to get away while they're searching instead of hoping their search pattern doesn't find you. You can easily bait defending fleets into chasing you into an asteroid field and then hitting the undefended station while they're still out looking for you.
I think the point of neural link is to go ham with combat skills and then have two ships with essentially an apha core instead of one. This is conjecture, I never tried it, but I can imagine that if you run a couple of ships that can make use of most combat skills (Doom, Conquest...), this would be worthwhile. There are definitely 4 good blue skills and the other capstone is meh, so it's not a huge investment. I almost never go for combat skills on my char, but I might respec into it once I get into the dicking around part of the game.
Elite PD should be a S tier skill, +200 base range for all PD weapon is crazily good honestly. Especially for the HMG, which has the best anti-shield capability in a medium slot at the moment, this make their base range to 650 and let them completely replace the auto cannons and niddler. What more crazy thing is, If you install IPDAI hullmod in your ship this bonus will also apply to all small weapons too and make their range +200. Yeah, now we can have 900 base range railgun and light assault gun, which are much better then HVD or heavy mauler in terms of dps, OP cost, dmg/flux and can do PD job at the same time. Probably this is the only reason of using a low tech vessels in current meta.
@@ewanlee6337 Yes, you end up with Atlas 6 Bulk Transport +2 Navigation +1 and need to use an Ox tug to get to 10. Speed 7 or 6 military ships need more Ox tugs.
Neurolink grants all of your skills and benefits to the other ship. And I disagree with comments bout Radiant, it behaves like a dumbass with its fearless behavior. I was having fun with the Paragon-Radiant pair. This pair is able to beat almost any fleet as 5 tachyons from radiant overload almost anything really fast and paragon with guardians able to deter the rest. But the radiant side module is quite expensive, like 50 OP or something.
Bulk transport over helmsmanship. Come on dude... Salvaging S-tier.... it gives you more money effectively and money is an unlimited resource. Everyone has their own opinion of course but for me salvaging is F-tier.
Combat endurance : C tier, really not using it at all, hardened subsystem S-mod is more than enough. You have better way to increase min-max with another skill. Impact mitigation : C tier, you only need this one when you pilot a cruiser or a capital ship. The 50% maneuvrability bonus on a Paragon / Dominator is insane. It's a useful niche. Point defense: A tier, really useful to elite for close combat ship, combine with SO you cap your 450 range and you need it. Not for fighters and missiles but for using your PD to do the highest dps for low flux/ordnance point (ie: dual heavy machine gun). Really good combine with Shock Repeaters. Range = DPS. Coordinated Maneuvers : B tier, really depend on your fleet composition. If you use cruisers and capitals, it doesn't worth it. Wolfpack tactics : A-B tier, frigates can do a lot of damages with this. ALSO, this perk is good for Monitor using SO. If you pilot your own Monitor, always pick this. Do your test but Wolfpack will have higher peak seconds than Combat endurance (when using SO). Support Doctrine : A tier, if you plan to use below 11 ships (to max 240 deployment points) then this skill is useless if you use officer management. Using officers on your ships prevent permanent destruction if they die; they are always recoverable. Meaning you dont put Reinforced Bulkhead hullmod on them or Hull restoration skill. it's A tier because that skill is powerful, but situational. Salvage : D tier, smuggling and doing bounties provides enough credit to make colonies, colonies generate goods... so why bother. Field repair : D tier, repairing a ship doesnt really take time without this skill. Another 1 skill you can skip. You can only pick 15 skills and this one is not game changer. For mid-end game, having 1500-2000 supplies is common for multiple bounties. Ordonnance expertise : S tier, totaly busted skill. Save a LOT of ordnance points to min-max a ship. Makeshift Equipment : D tier, Supplies are not a problem at mid-end game. Why bother? Survey planets bonus is not that great, you can slap Surveying Equipment hullmod on your tanker or cargo ships and you have your bonus that way. Easy counter. Industrial Planning : C tier, money is easy to make with colonies. Yes you will earn more, but what will you buy when you will get $500k credits by month and have your final fleet. Nothing! You can hire 3 administrators at the bar with this skill by the way. Hull Restoration : F tier with Neural link. Why on earth you will spend 5 skills points to have this. Use Reinforced Bulkhead hullmod on your ship without officer and you will always recover it. Great job Grumpy!
You're sleeping on Neural Link. I find it useful for its intended purpose, but even if you don't, like you said having more officers is key. If you have Neural Link, the ship you're linked with has all your skills, so at the very least (assuming you have a few combat skills) it gives you the equivalent of another officer at the cost of some OP. And if you do use to pilot the Radiant you can pretty much steamroll through anything. I'd put it more around C or B, with the only problems being that it requires so much skill point investment to use to its full potential and you can pilot the Zig in late game instead, but honestly a player Radiant is nearly as broken as a Zig.
@@GrumpyThumperGaming lol good answer. BUT this does bring up a deeper discussion regarding the mechanics of raiding and how useful (fun/brutal) it is. I think raiding is kinda the way to go for getting a faction off a planet you don't want. I mean, yeah exterminatus is dope and all. But so is raiding a place for weeks, or couple months; pickin em clean. Not to mention you can stack disabled for x days by repeatedly raiding to disable. Shut that megaport down for a full cycle They'll decivilize in just that long, AND you can get loot! Everyone loves loot; Arrrr! Edit: been playing modded for a while now. Can you remove the ruins in vanilla? I seem to remember doing so. I've gotten nanoforges and other such goodies galore in doin the "raid em into the ground" method.
*Disclaimer for newer players:* This is based on MY play style, which is hyper aggressive and DPS focused. It is by no means an objective analysis, some skills will be better suited to your play style.
Let me know how I massacred your favorite skill😅. Also The link to the tier list is in the description if you want to rank your own.
You didn't mention the modspecs each skill gives you; Elite field mod gives you hardened shields whenever you want, ballistic mastery gives you ITU whenever you want.
I take impact mitigation cuz of the elite bonus +50% maneuverability on the capitals so my odyssey could go bang bang caboom
@@Bronimin Modspecs are easy to find just playing the game. Definitely not worth a skill point.
First a ship tier list, now a skills tier list. The next logical progression would clearly be a captain's portrait tier list
smash or pass list, when? 🤔
@@GrumpyThumperGaming it's been 3 months already, where is the portrait tier list on smash or pass?!?!?
love your content bro :)
Disposable paper plate mask captain is best!
I wish i knew what mod it came from, havn't seen it in a long time. =(
@@seniorbob2180 I think it's an unused asset, the character himself is a reference to Brigador where the paper plate mask guy is a fan favourite. I don't know if there is a mod to restore it unfortunately, I'd love to have him as a captain
@@GrumpyThumperGaming2 years bro, when we getting that smash n pass?
hull restoration gives you 5% combat readiness for every builtin mod on your ship (if you aren''t using story points for this what else are you using them for, escaping patrols? Always upgrade your ships), which means you get 15% combat readiness per ship, which is the same as the fleet command skill.
Which means, it always lets you recover ships reliably, repairs dmods saving you millions in restorations, and prevents ships from getting dmodded in the first place, plus 15% CR. Easily the best skill on the list. The only downside is needing to pick 4 other industry skills to get to it. Maybe they changed it in a patch?
Hull Restoration for myself is S tier, you just dont lose ships and rarely get d-mods. The new Vangard class is amazing ship and you can just throw these ships. They like a dangerous omen. 3 Needlers and 3 Atropos, and 2 Vulcan.
My currently play through I dont allow myself to buy ships or weapons. And only fuel, supply, crew, marines, and heavy machine can be traded. but can sell items from the spoils of war. It has made the mid game a bit more interesting as I found its too easy when you can buy everything. so easy.
Thanks for the videos enjoying your channel. keep up the good work.
Maybe you should try starpocalypse.
Never played it myself, but I find the idea so interesting.
The point of Hull Restoration is not the D-mod repair. Yes, that is an extremely nice feature, espacially in the front of the game, but the crux of the skill is that it gives all your ships the ability to be restored virtually all the time, and in an overwhelming amount of time, without needing to use SP, so it encourages building in mods and creating an fleet of high investment ships. That trumps the d-mod focused abilities it gives, many times over.
also provides `+5% maximum combat readiness per s-mod built into the hull` which obviously combos well with `best of the best`
Those who know, know.
It’s also super clutch for any wolf pack style play through.
Huge pain if you’re constantly having to rebuild your frigates and dessies
Its practically the penultimate weapon in starsector, coupled with field repairs, containment procedure and efficiency overhaul
This basically means you are not gonna lose until your whole fleet is dead. Any ship can and will be repaired and the loss crew rescued and put back into action quickly
Yeah Hull Restoration is my favourite skill that I immediately rush to acquire, I actually find the industry skill tree mildly frustrating in the fact that so many of the skills are so good to have, that it makes me feel like it's wrong to invest in the other skill trees before at least getting up to hull restoration.
Damage Control is better than you think for player-driven armor tanking ships, as is impact mitigation. For the AI they aren't really good at abusing the strength of armor tanking so I would rank them at like C tier for the AI. However for player, B or C tier when used properly. If you never plan to ever pilot a ship with 1000 armor or higher (Any military capital besides Astral or Atlas Mk.2) then yeah, its value goes down yes. But so does field modulation's value change, though field modulation's got better value overall I agree.
Damage Control's elite version, "reduce damage above 500 by 60% every 2 seconds" is massive for capital ships and cruisers, as is their -25% hull damage taken *when paired with armor tanking.* If you aren't armor tanking then damage control's D tier.
Specifically, The armor value used in the damage reduction calculation cannot be less than 5% of its normal peak value. So the more armor your ship has in total, the more damage reduction you *always* have which is then also modified by all your skills. With the -25% hull damage plopped on as well, you get a REALLY tanky ship. Impact Mitigation has a great elite skill to pair with capital ships as well to make them more mobile, pretty nice but not really a dealmaker imo.
That -50% weapon and engine damage taken is really useful for capitals, too. Your paragon (which has over 1000 armor already) has to drop its shields eventually. The less time its weapons spend damaged the more damage it's going to do to everything hitting it. Doubly so for an onslaught.
Polarized Armor, same deal imo.
Another thing, point defense's PD range increase is really good on some builds that use DLMGs. With ballistic mastery, ITU and point defense elite your DLMG will have decent range; good enough to pressure shields for SO builds like a SO hammerhead. Shields will absolutely melt. Only mentioning it since you didn't mention it.
Support Doctrine giving non-Elite Helmsmanship, Combat Endurance, and Damage Control to ships without an officer, and reduces the cost to deploy them by 20% up to 10 DP. That allows use of capital ships and cruisers for less if you really want a mobile kill fleet of frigates and destroyers with officers taking advantage of Wolfpack Tactics, Officer Management, and Coordinated Maneuvers. It makes losses of anchor ships less of a problem, but still need to be careful going past 240 DP of combat ships to avoid diminishing fleet skills with DP limits.
Ranking skills based on your challenge run is a very weird way of doing it. For example Salvaging and Bulk Transport are skills where you can easily save 2 skill points by just getting the ships that help with that. 15 point available is already pretty tight and it seems silly to suggest such skills are near must picks just because your run didn't include freighters/tankers/salvage rigs.
There's a lot to discuss here but I'll just point out this. Cybernetic Augmentation is somehow above Systems Expertise. LOOOOOOL
Cyber Augments are good if you want more elite skills out of officers, but that has its trade off
systems expertise is pretty bad... there isnt a ship ability that has a long enough cooldown to warrant reducing the CD. Bulk transports effects are pretty bad due to the diminishing returns, but the +2 to civ ships is the saving grace for it. salvaging is just great and salvage gantry ships cant ever beat the flat 50% and 25% extra resources the skill provides, not to mention salvage ships take up a ship spot out of 30 which is cringe.
Also you can save a load of points if you just dont pilot a ship yourself and ignore the combat skill tree. taking that into consideration this tier list is absolutely worthless. again the fact that there are such varying opinions is a testament to this games variety of choice.
so to clarify Sys Expertise isn't that bad of a skill, but the problem is that its not better than Missle Specialization. So if you want to take both Mil Spec and Sys Exp it's going to cost you SEVEN skill points. Sys Exp is definitely not worth seven points. You'd have to give up one of the 3 capstone abilities you could normally get.
@@GrumpyThumperGaming That is, if you like to use missiles.
I don't like missiles that much, so yeah, Missile Specialization is kinda useless to me. It's just freaking amazing on officers, tho.
But, as Selection said, this just proves that this game is amazing and gives you lots of options to play with.
Thinking about Systems Expertise in terms of Accelerated Ammo Feeder (Which just a DPS button and already has like a 50% uptime) is probably not the right way to go about it - Consider it in terms of the ships that can be played around their systems, like the mobility tools on an Aurora, Odyssey, Fury, Shrike, Dominator etc, where having it available more often lets you get of or into situations that you wouldn't have been able to otherwise.
Or the Gryphon where (I think) it gives you another full missile refresh.
Why are people ignoring the use of Systems Expertise on damage systems? Having even more uptime on such systems is crazy good. Just get a couple of Eradicators, give them officers with Systems Expertise and tell me that's not busted. It's very strong for not only mobility systems, but everything that has cooldowns on charges. Off the top of my head I can only think of Fortress shield, Flares and the Tempest's ability to suicide its drones as situations where it's not useful.
I'd argue it's not that important on Gryphon, it has built in EMR and with the system you really want Missile spec which also double the ammo. No one needs that many missiles.
Yes for officers, System Expertise is definitely a consideration, but I just can't justify it for the player. IMO, it cost way too much investment for too little reward.
Why isn't Missile spec lower then? You also need 5 points in Combat to get it, and it's even more situational.
I disagree about it being situational. All combat ships in the game have missile slots and having more missiles is always beneficial. Even on something as small as a Lasher or a Wolf, Missile Specialization allows you to bring 6 more sabots to the fight. That's enough to make a serious difference in combat.
How you're able to see such benefits in that example yet completely disregard Systems Expertise is beyond me. It's like you tried out one ship with that skill and immediately decided it's trash.
Not to mention that half of the comments are talking about it.
Systems Expertise on an Odyssey makes it become such a mobile Capital that you can bait and drag half of the enemy fleet after you to a corner of the map and then just murder them with your superior and directed firepower.
It's basically a Capital sized Monitor (if you are piloting it, the AI will just kill itself faster...)
It is a F or S tier skill depending on the ship mostly and the incoming Luddic ships that got teased will likely LOVE using System Expertise.
also noteworthy is the Doom epseically if you also have phase coil tuning
make the doom the deadliest player piloted cruiser and if given to a proper officer(and kept away from your own front line) it can suprise pop a lot of ships
Bless you grumpy. This is exactly what I've been looking for. Btw your channel is great man really enjoy your videos.
Thanks for all your Starsector Content, they helped me quite a lot!
Those armor skills like polarized armor are kind meh in a vacuum but shine once combined with each other in addition to ships armor mod because how they stack together making them way better in combination. There was a forum post calculating those increases in depth. But yeah its still quite an investment compared to just throw in a monitor and let him tank the whole game.
I'm playing against the UAF mod right now. The cornerstone of my fleet is a Legion 14 (heavy armor s-mod) captained by an officer with polarized armor, impact mitigation, and damage control and I saw that thing tank 6 semibreves simultaneously (nuclear missiles for those who don't know) and come out damaged but still fight worthy. I havent seen any other ship survive 2.
Ships lose 0.25 CR per second so going from the standard 70% maximum to 100% is an extra 2 minutes of performance.
The more important detail though is that below 50% CR, the ship starts gaining the opposite penalties to the benefits of being above 70% and below 40% you get malfunctions.
Like always, great explaination and insight. Thx
Systems Expertise plus Missle Specialization and running a Gryphon Missle Cruiser as a flagship/player ship means you get to restock your missles TWICE. and this is restocking twice with double missles. 207 Reapers or a crapton of Harpoons and Hammer Torpedos for your large launcher , my favorite ship!
Doom with system expertise benefits heavily, reducing the cooldown makes you a mine laying madman. Same thing with the afflictor with antimatter cannons, getting more uptime with the entropy amplifier is killer.
So many good skills for phase ships.
Coming to this recently, I think hull restoration has moved up a fair bit because of the potential +15% combat readiness modifier that got added. That stacking with crew training can really get you a lot of performance.
Fighter uplink also directly increases the survivability of very fast fighters such as wasps and most notably thunders. Thunders can become so fast that enemy PD actually has a problem leading them well enough to hit them. Since thunders are already fast and very long range, that makes them EXCEPTIONAL for anti-frigate duty, and in my opinion, having something reliably able to kill frigates will also reliably swing battles in your balance due to how lanchester’s law works. You can kill frigates with minimal investment, increasing the relative importance of your own surviving ships at that point.
These boosted thunders on a XIV legion are actually busted, building the legion with reapers, chain guns, and heavy machine guns to bully destroyers and larger while not having to worry about being outmaneuvered by frigates. Adding the PD skill for even stronger thunders and extra range on Vulcan and HMGs is insane. Combining this build with the next thing I mention below arguably makes the legion XIV the strongest and most versatile capital in the game, it can solo anything in simulation easily and it can 2v1 onslaughts with a bit of focus.
___
Best of the best can be CRACKED when used in conjunction with elite ordinance expertise and the fleet dmod repair perk; you already get the free S mod which can increase combat readiness to 15% total after 3. Additionally, since you are investing fewer points into hull mods, you can spend more points on expensive weapons (and doubly so for expensive fighters and missiles since they have no flux requirement) and get TONS of free flux, again further freeing you up to invest in more expensive weapons. It becomes a positive feedback loop of free points from the hull mods, and free points from expensive weapons/fighters so not needing to invest as much in vents/caps.
As in the legion example; the 4 Thunders and 2 reapers give you 184 vent and 1840 cap ABSOLUTELY FREE since those are the weapons you would want anyways and they do not use any flux at all. Similar deal with how efficient the Vulcans and HMG are, and then at that point you are nearly done for flux vents without having had to invest much of anything.
Your vid is gold, i just saw, after a few days of game, that i never assigned any of my elite points for my character ^^
hull restoration is a bit better than you give it credit for but not that much better if you don't want to raid merchant convoys which is arguably the best way to earn money then its okay otherwise you kinda need to save money to buy ships/save for colony investment but after you get a good income coming in and more money than you know what to do with its completely useless.
also i think automated ships is a bit high on this list considering that its a tier 4 skill which means it needs alot of skill point investment.
Would be great with a tier list depending on playstyle like. I feel that going the "support fleet" approach is the way endgame if you plan to do large battles. If you want to do small skirmish it might be better to go the "piloted ship" route.
I tried to experiment with neural link, and had most success with having a big ship - little ship pair. Like an eagle that's job it to basically put pressuring fire on, then your smaller ship is like a harbinger or brawler or something to flank the target, or to basically escort yourself with a monitor.
The problem with it is the ship you're not currently controlling just acts like any other AI piloted ship, so it might wander off or get itself overwhelmed and need you to micro it
yeah that's exactly the problem I had too. I think a change that would help Neural Link is allowing you to command your second ship without costing command points.
@@GrumpyThumperGaming Maybe being able to order it to engage or hang back like you do with fighters would be an option as well
@@GrumpyThumperGaming that's actually a fantastic idea
Does the ship remember its last command when you swap away command? And how does it really compare to just doing the regular taking over command with that tiny shuttle?
@GrumpyThumperGaming I mean you're technically connected to both ships why would it cost a command point to just yell at them to back off they're getting surrounded
It's like you read my mind, ty GTG
the ship ability skill is hella good on something like a doom
Systems Expertise is great for the Astral just to lower the cooldown on it recall ability but I always use an officer for this. Tactical Drills is up to +5% damage to the entire fleet (on every weapon type) not just your ship so compared to piloted perks that give % damage it's a massive potential amount of damage with the minor added effect of buffing marines. So it could easily be S tier as a damage perk in medium to large fleets. Hull Restoration has quite a few more functions then the video states as it has 5 functions so it's probably B - A tier.
I did these off the top of my head, I haven't taken hull restoration in so long, so I forgot all the additional things it does. Maybe it should be ranked higher 🤔
@@GrumpyThumperGaming was a great video just wanted to add some info I saw was missing and answer the question about were systems expertise is usually used. Ty for the reply.
Indeed. Hull Restoration counters D-Mods over time (but tested that it won't remove ones that are typically built-in like the ones in most Luddic Path variants). All ships including officerless ships are near guaranteed recoverable that replaces reinforced bulkheads. And throws in bonus 5% Max Readiness for every Story hullmods built into a ship.
That makes Crew Training more or less a supplement when Best of the Best (adds 1 more S-mod max) is not picked, and option to have a combat fleet beyond 240 DP (while staying within 30 ship count).
I think systems expertise is pretty sweet on ships like hammerhead and champion, that 33% more frequency is pretty noticeable and I can alpha in my champion 1 more time before needing the pull back
I wouldn't take Support doctrine with Officer Management since you want more of your fleet to not have officers in order to take advantage of DP reduction/free skills. And then having better officers in the ships that do have officers would work out better. Even 8 frigates is a lot of ships already and adding on your flagship as well as potential Redacted ships, its hard to go wide enough to make use of 2 more officers imo with Support Doctrine at the standard 400 battle size. Definitely disagree with Wolfpack Tactics as niche, it's basically a better Target Analysis if you pilot frigates (strictly better) since it also gives PPT. Since you'll probably wanna have a few frigates in your fleet (LP Brawlers, Hyperions, Glimmers, Scarabs), I think it always provides a lot of value, essentially giving all your officered frigates/Destroyers an extra skill.
I also would not value Combat Endurance as highly as a skill to take with Support Doctrine since for your flagship you can always just not start off in it, deploy it, then take command of it at the beginning of the fight and still hit 100% CR from Support Doctrine and Crew Training.
Would definitely disagree with Salvaging being in S... you can just do more convoy raiding or smuggling to make money. And in the long run your colonies are what's going to be the bulk of your income. Going along with that, the Industrial planning skill also should not be so high up since you can have administrators and Redacted to do that for you... the latter of which is going to be way better than what you can do anyways due to Hypercognition.
Hull Restoration should be higher up (probably B or even A) but I will agree it's overrated. But building in S mods also increases your CR (so again helping you skip on combat Endurance). For the Redacted Capital ship, it can use all the CR it can get so makes sense there. And the QoL is good.
Derelict Operations on the other hand is the opposite and should be S tier with a very strong effect. Support Doctrine reduces DP costs by 20% while DO goes up to 30%. Like you said, a lot of D mods just don't really matter for combat and DO turns them into a buff. In addition, the secondary effect lowers your monthly supply costs based on how many Dmods you have (20% per Dmod!) with no cap on fleet size so it becomes significantly better than Makeshift Equipment later on (makes Increased Maintenance a net buff). The only issue is farming specific Dmods is a chore to do and a few are actually crippling, so poor QoL.
Systems expertise is very good with fury as flagship to go in and out of engagements fast but the investments at 15 skillpoints is indeed very steep.
Yeah I don't think I did a good enough job explaining that Sys Ex isn't necessarily bad, it just costs waaaaaay too much if you want both Mil Spec and Sys Ex.
Hull mods next?
Duuude how is balistic mastery on C tier the hell???
Increase range, fire speed and project speed, its insane to use with large cannons
Systems expertise is almost a requirement if you want to run a doom ship. It is pretty much buffs your dps.
Also greatly improves the hyperon especially in the ai’s hands
I raid, every time I bust a base, also every save I take all domain items from everyone. It really messes with the economy. Eventide starts getting surpluses because lowered accessibility and sindria becomes dependent on you for supplies because no one can match their demand.
The weapons raids at bases is kinda funny to me... roll up, but fuel,supplies, and marines, then raid and destroy... I think they'd learn sooner or later, but nope.
I've found depending on the ship I like systems expertise on my officers, but I would also never take it for myself thanks to the investment required for it.
Point Defense with Elite Perk becomes S Tier in some configurations... The Heavy Machine Gun (HMG) Turret will go from 450 range to 650 range and it becomes a real cheap shield eater! An eradicator with 2 HMG's and a Gatling.... this combo will snack on anything small like they are gummie bears. And it will hold up well against a capital ship. Fit vulcans for the rest... you have a battlefield menace... oh.... do this with the Pirate variant cause burn drive to close the gap is what makes this configuration shine! If you go Standard variant I do something different.
25:30
Grumpy, grumpy, grumpy...
You are forgetting command center as an S-mod.
Also, increased deployment points.
Hull Restoration has 2 other benefits that I love as far as Quality of Life improvements outside the free d-mod repairs.
1) It makes your ships almost always recoverable after being lost in combat and usually with no d-mods attained meaning its basically the important part of Reinforced Bulkheads for the entire fleet with no OP cost.
2) each s-mod fitted to your ship increases the CR of that ship by 5% per s-mod, meaning any triple s-mod ships you steal from IBB or elite defence fleet ships salvaged from combat come with +15% CR on top of their s-mods
Systems expertise is great on an astral. Full bomb runs, system, and do it again. With flash bombers it's lethar.
Hull restoration in D? Scandalous!
Systems Expertise is barely belonging to this list, or rather, there should be a category named SITUATIONAL. While most systems are not majorly affecting the damage output or sink/avoidance of their ship, there are some ships that benefit from this on a whole other level, sometimes even with additional conditions met. The best example is Scarab. Scarab has its time warp system that basically cracks up their damage output and avoidance capability to a ridiculous level, and it is an endlessly repeatable skill, that benefits from both the cooldown and duration bonus, which all directly translates to its performance during battles. Additionally, with the elite bonus, scarab gains additional 30s of combat readiness; added to all other possible boosts, it usually makes a well build Scarab field ready for as long as the best destroyers or more.
For the virgin Safety Override sweaty users Point Defense sucks it's true, but for chad Carrier piloting gentlemen, it is one of the few skills which applies to your fighters. That's a must pick, my good sir ;) And those fighters need all the help they can get now..
I'm not sure if virgin and SO belong in the same sentence. SO ships (especially ballistic) definitely fuck 😂
Fighter replacement rate does not work that way. The replacement rate is a modifier on the speed at which you can replace fighters. At 100%, a ship that takes 5 seconds to replace will only take 5 seconds. At 50% replacement rate, it will take 10 seconds. It ticks down in 1% increments when your carrier is replacing fighters. Whether you're missing one or all of them makes no difference. It ticks back up when you are no longer replacing fighters, and it ticks up faster (and down slower) when your fighters are set to regroup.
You're really sleeping on Officer Training, and to a lesser extent Cybernetic Augmentations. If you take Officer Management, you get two more officers: that's ten skills and two elite skills, and you're right that this is great. Now add Officer Training and you get another skill and another elite skill for each of your officers; that's ten more skills and ten more elite skills. Cybernetic Augmentations gives up to 20 elite skills. Officer Management makes Officer Training better, and vice versa. I take both, starting with Officer Management.
Impact Mitigation doubles the health of your engines and weapons. That's a big deal. The elite version gives your cruisers and capital ships another +50% mobility that stacks with Helmsmanship. Polarized Armor's increase in maximum damage reduction from 85 to 90 only matters if you've got ~10 times as much armor as the incoming hit is dealing in the first place, so it's really only helping against hits from autocannons, needlers, machine guns, etc. It'll help a well armored capital ship withstand more Assault Chaingun fire, but cruisers aren't going to reach the 85% reduction cap. Polarized Armor and Impact Mitigation stack with each other; take both on an Onslaught and you'll shrug off a ridiculous amount of fire instead of fluxing yourself out trying to keep your shields up.
Sensors gives you +3 burn speed to "moving slowly." If your slowest ship has a burn speed of 9 (as in, an Atlas with Augmented Drive Field and Militarized Subsystems), your top speed is 20 with sustained burn and 8 while going dark. If you're being pursued, you can shoot into an asteroid field and go dark; not only do you instantly drop off of their radar, you're fast enough to get away while they're searching instead of hoping their search pattern doesn't find you. You can easily bait defending fleets into chasing you into an asteroid field and then hitting the undefended station while they're still out looking for you.
I think the point of neural link is to go ham with combat skills and then have two ships with essentially an apha core instead of one. This is conjecture, I never tried it, but I can imagine that if you run a couple of ships that can make use of most combat skills (Doom, Conquest...), this would be worthwhile. There are definitely 4 good blue skills and the other capstone is meh, so it's not a huge investment. I almost never go for combat skills on my char, but I might respec into it once I get into the dicking around part of the game.
Bulk transport with pirate ships are a great combination, allowing the crappy 6 burn atlas mk.2 to get 8 burn
15:15
Tactical drill gives 5% damage on all combat ships, why is it a C Tier if it gives a fleet wide 5% damage buff ?
It`s S Tier, if you ask me.
If you like small ships, point defence is bad. If you like big ships, point defence is good.
Elite PD should be a S tier skill, +200 base range for all PD weapon is crazily good honestly. Especially for the HMG, which has the best anti-shield capability in a medium slot at the moment, this make their base range to 650 and let them completely replace the auto cannons and niddler. What more crazy thing is, If you install IPDAI hullmod in your ship this bonus will also apply to all small weapons too and make their range +200. Yeah, now we can have 900 base range railgun and light assault gun, which are much better then HVD or heavy mauler in terms of dps, OP cost, dmg/flux and can do PD job at the same time. Probably this is the only reason of using a low tech vessels in current meta.
44:00 The Atlas has a base burn speed of 6, not 7, so +2 from Bulk Transport alone isn't enough to get a sustained burn speed of 20.
Militarised subsystems hullmod or the navigation skill increases burn by 1 and so brings the base burn to 10.
@@ewanlee6337 Militarised Subsystems means that you no longer have a Civilian Hull to qualify for the speed increase of Bulk Transport.
@@vholes2803 that is true. My mistake sorry. Just the navigation skill then.
@@ewanlee6337 Yes, you end up with
Atlas 6
Bulk Transport +2
Navigation +1
and need to use an Ox tug to get to 10.
Speed 7 or 6 military ships need more Ox tugs.
for me i would take the d mod restoration above everything else
i feel like hull restoration is a good thing to have earlier on the game and them remove it for something else when you get easy money
Can you categorize this as a text list and post it in the description of your video?
Neurolink grants all of your skills and benefits to the other ship. And I disagree with comments bout Radiant, it behaves like a dumbass with its fearless behavior. I was having fun with the Paragon-Radiant pair. This pair is able to beat almost any fleet as 5 tachyons from radiant overload almost anything really fast and paragon with guardians able to deter the rest.
But the radiant side module is quite expensive, like 50 OP or something.
Most sane tier list maker
Bulk transport also increases burn speed of pirate Atlas and pather Prometheus to 9.
Buy Ox instead.
Updated version for 0.96 when?
👏🙂
it's photoshopped
next do ship model including the models that are exclusive to ships.
a tier list based on aesthetics?
@@GrumpyThumperGaming i mean hull features & mod...i don't know why i type model hahaha
Bulk transport over helmsmanship. Come on dude...
Salvaging S-tier.... it gives you more money effectively and money is an unlimited resource. Everyone has their own opinion of course but for me salvaging is F-tier.
Yes
Combat endurance : C tier, really not using it at all, hardened subsystem S-mod is more than enough. You have better way to increase min-max with another skill.
Impact mitigation : C tier, you only need this one when you pilot a cruiser or a capital ship. The 50% maneuvrability bonus on a Paragon / Dominator is insane. It's a useful niche.
Point defense: A tier, really useful to elite for close combat ship, combine with SO you cap your 450 range and you need it. Not for fighters and missiles but for using your PD to do the highest dps for low flux/ordnance point (ie: dual heavy machine gun). Really good combine with Shock Repeaters. Range = DPS.
Coordinated Maneuvers : B tier, really depend on your fleet composition. If you use cruisers and capitals, it doesn't worth it.
Wolfpack tactics : A-B tier, frigates can do a lot of damages with this. ALSO, this perk is good for Monitor using SO. If you pilot your own Monitor, always pick this. Do your test but Wolfpack will have higher peak seconds than Combat endurance (when using SO).
Support Doctrine : A tier, if you plan to use below 11 ships (to max 240 deployment points) then this skill is useless if you use officer management. Using officers on your ships prevent permanent destruction if they die; they are always recoverable. Meaning you dont put Reinforced Bulkhead hullmod on them or Hull restoration skill. it's A tier because that skill is powerful, but situational.
Salvage : D tier, smuggling and doing bounties provides enough credit to make colonies, colonies generate goods... so why bother.
Field repair : D tier, repairing a ship doesnt really take time without this skill. Another 1 skill you can skip. You can only pick 15 skills and this one is not game changer. For mid-end game, having 1500-2000 supplies is common for multiple bounties.
Ordonnance expertise : S tier, totaly busted skill. Save a LOT of ordnance points to min-max a ship.
Makeshift Equipment : D tier, Supplies are not a problem at mid-end game. Why bother? Survey planets bonus is not that great, you can slap Surveying Equipment hullmod on your tanker or cargo ships and you have your bonus that way. Easy counter.
Industrial Planning : C tier, money is easy to make with colonies. Yes you will earn more, but what will you buy when you will get $500k credits by month and have your final fleet. Nothing!
You can hire 3 administrators at the bar with this skill by the way.
Hull Restoration : F tier with Neural link. Why on earth you will spend 5 skills points to have this. Use Reinforced Bulkhead hullmod on your ship without officer and you will always recover it.
Great job Grumpy!
You're sleeping on Neural Link. I find it useful for its intended purpose, but even if you don't, like you said having more officers is key. If you have Neural Link, the ship you're linked with has all your skills, so at the very least (assuming you have a few combat skills) it gives you the equivalent of another officer at the cost of some OP. And if you do use to pilot the Radiant you can pretty much steamroll through anything. I'd put it more around C or B, with the only problems being that it requires so much skill point investment to use to its full potential and you can pilot the Zig in late game instead, but honestly a player Radiant is nearly as broken as a Zig.
a fucken hour?
>Doesn't raid
Your playstyle is junk then.
nothing to raid when the planets are all made of glass 🤷♂️
@@GrumpyThumperGaming lol good answer. BUT this does bring up a deeper discussion regarding the mechanics of raiding and how useful (fun/brutal) it is. I think raiding is kinda the way to go for getting a faction off a planet you don't want. I mean, yeah exterminatus is dope and all. But so is raiding a place for weeks, or couple months; pickin em clean. Not to mention you can stack disabled for x days by repeatedly raiding to disable. Shut that megaport down for a full cycle They'll decivilize in just that long, AND you can get loot! Everyone loves loot; Arrrr!
Edit: been playing modded for a while now. Can you remove the ruins in vanilla? I seem to remember doing so. I've gotten nanoforges and other such goodies galore in doin the "raid em into the ground" method.