![]() Two Herons beat out an Astral for raw damage, two Moras beat it out for staying power, and both alternatives are still cheaper. *: Modifier indicating that the rank can fluctuate up or down depending on circumstances. : Modifier indicating that the rank can decrease under certain circumstances. +: Modifier indicating that the rank can increase under certain circumstances. Best as a starter option or last resort.ĮX: Unique entity that cannot be evaluated comparatively. Generally serviceable, but not exceptional.ĭ: Mediocre, either by being sub-par at everything or by being overshadowed at its own specialty. A solid choice throughout the game.Ĭ: Either a jack-of-all-trades but master-of-none, or an ultra-specialized option that excels in one area but sucks at most everything else. Typically the best option for a given role.ī: Generally competent might be specialized, but remains useful outside of its specialty. ![]() Extremely OP clearly better than everything else.Ī: Unambiguously powerful, enough that it can be considered best-in-class. S: Powerful to the point that it breaks the game. The purpose of this experiment is to illustrate how well the current set of ships stacks up in the grand scheme of things, which might be a resource for players, but also serves to give insight to modders pertaining to how powerful their ships ought to be in order to avoid being too weak or too strong. For most cases, an unbiased player would choose a higher-tier ship over a lower one for the same role. A very carefully positioned defend order will do the job but its obnoxious and trial and error based on how far away it needs to be.Here, I categorize the ships of Starsector in terms of their general usefulness. This one is really annoying and I agree with you! I think its a problem with the AI with regards to stations, it always gets WAY too close. Otoh, both the 'fighter strike' and 'eliminate' commands exist, so you could try giving the battle carriers more specific orders (but that doesn't help if there are other ships you're trying to direct at the same time, though right click commands can help). This is a weakness of the 'engage' command though I agree with you - its a very weak 'attack towards this target' and doesn't make things close aggressively. What personality are you using for your battlecarriers? I want them to engage with guns so I always use aggressive and sometimes reckless. ![]() You just put 2 or 3 defend orders in a line and assign command groups of ships to them and they will form a line (unless they are overwhelmed, in which case they fall back). I would love to see the whole thing get a thorough overhaul.īattle lines are fine in my opinion. The AI's behavior for many orders leaves a lot to be desired as well. The UI/UX for managing orders is clunky, opaque, and generally not easy to use. Personally, I agree with you that the current system leaves a lot to be desired. Personally I find that argument to be both counterproductive (as it's usually used in an attempt to simply shut down discussion) and quite silly, as Starsector is most certainly a strategy game that plays out in real time, whether or not it follows most RTS genre conventions. ![]() One thing that I've seen crop up a lot is a sentiment that Starsector "isn't supposed to be an RTS," to the point that it seems to be a kneejerk reaction to almost any suggestion to change/improve the order system or how the AI responds to certain orders. I'm also fairly new to the game, but it's come up in often the last few months (I even started a thread about escort orders myself), and I've seen much older threads on the subject too. Battle orders appear to be a perennial topic of discussion, yeah.
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