What would you rank each obtainable spaceship and why?

Ambrosia

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Jul 21, 2021
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I know a lot of people like the Sidewinder, but I don't have a sense of what people think of the other ships.
 

Theron

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Nov 8, 2018
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Sidewinder is undoubtedly the best, but it's also extreme overkill right now. The Aegis MS-XI can win the optional fight to get into Zheng Shi completely unmodified. Back when you could fight Dr. Teyaal in something other than the Sidewinder, the MS-XI could be modified to always win.

Clydesdale used to lose to the Z7. It's been buffed since I tried it though.
Ova'LEK is a great sacrificial ship when you need to 'acquire' a new ship and don't want to give up the Casstech.
 
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Baggrin

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May 16, 2019
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Ova'LEK is the best of the inexpensive ships in terms of their stats. Among the shortcomings, I can note the absence of built-in modules (almost none of the ships have really good ones, however) and low energy production (overlapped by a high maximum of energy, due to which the core capacitors will work very well for this ship).

Colt XLR. Large enough storage, good power generation, high armor. Of the shortcomings, I note bad shields, generally low stats (really, you should pay attention ONLY to accuracy and evasion, the rest of the stats are generally unimportant... if we are not talking about Systems and one specific enemy) and a maximum of three weapons (which is also unimportant, because even two shots each turn will consume more energy than the ship is able to recover).

Spearhead SS. I do not really respect this ship, it seems to me that it does not justify its price. Although some use can still be found for it, this is a ship that is initially ready for battle, which allows you to install fewer upgrades and leave more space for the crew members (they take up space not occupied by upgrades, if you did not pay attention). I would prefer the Colt to this ship, nevertheless...


Moondast Gruss. Did I seem to say that I don't have much respect for the previous ship? Scratch that. At first glance, the ship is interesting: high energy output, high armor, built-in repair module and a relatively good cannon. A few "little things", however, spoil everything - the lack of shields (that is, you need to repair the ship after each battle), low accuracy and evasion (that is, the ship will be slower to destroy opponents and receive more damage from their attacks), only 4 slots for upgrades/crew and and a VERY small storage.
The WORST ship among all if you forget about the starting rusty bucket.


MS-XI (I can't understand all the time or just forget, are these Roman numerals or an abbreviation?). Good stats, 9 slots for upgrades, useful built-in equipment. A very good ship, the disadvantages of which I will attribute only to the not very remarkable storage and the inability to take on board the entire crew at the same time.

Clydesdale K7. The advantages of this ship are easier to list than the disadvantages: better storage, the best number of slots for upgrades, and a +2 bonus to the maximum crew. Of the shortcomings, I will separately note the maximum of 2 guns with one already installed (that is, you can install only ONE gun!).
This ship, however, is quite capable of winning, with a maximum crew of 18 (Missile Turret, Shield Booster, 2XPower Core Tuner, Sensor Suite, Thrust Vectoring System, 8XAdvanced Quarters) has combat capabilities close to MS-XI with 9 Advanced Quarters (the same 18 crew maximum).
The main thing is not to forget to turn off the fixed EM Turret after you destroy the enemy's shields.

Sledgehammer. Not a very good ship, this model does not live up to its name. Yes, the stats are good. But the highest price, only 7 slots for upgrades, poor fixed equipment and less storage space than competing ships. As far as I remember the results of my checks, MS-XI can outperform Sledgehammer due to 11 effective upgrades against 7.

Sidewinder. The best ship in the game. Of the shortcomings, I can only note "only" 10 slots for upgrades (there is practically no fixed equipment) and the storage is average enough for a top ship.
Oh yeah, one more thing! The maximum number of guns is only 3, but this is disdainful, because even the Sidewinder is not able to continuously maintain the rate of fire of three shots (top guns of course) per turn.

Blade. I almost never used this ship, but according to my rough estimates, she is about a rank higher than MS-XI due to better stats and storage + 9 effective upgrades versus 11 for MS-XI with lower stats.

Back when you could fight Dr. Teyaal in something other than the Sidewinder, the MS-XI could be modified to always win.

When I first fought her, her tactics seemed to me not very smart (acted as if it was she who fought on the most powerful ship in the game, not me.) and the ship was rather weak (although, of course, she is a loner and is not able to use the crew turrets). But when in version 0.8.012 I fought it myself using MS-XI - she turned out to be quite powerful! I have never lost, but taking into account the fact that I specially adjusted the ship to fight personally with her...
 
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Rocketman

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Jul 16, 2017
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What would be the Weapon(s) & upgrades/gadgets would be best or the most useful for each ship currently? I found you choice of equipment for the Clydesdale K7 interesting.
 

Theron

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Nov 8, 2018
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When I first fought her, her tactics seemed to me not very smart (acted as if it was she who fought on the most powerful ship in the game, not me.) and the ship was rather weak (although, of course, she is a loner and is not able to use the crew turrets). But when in version 0.8.012 I fought it myself using MS-XI - she turned out to be quite powerful! I have never lost, but taking into account the fact that I specially adjusted the ship to fight personally with her...
Dr. Teyaal's tactics are tailored for the Sidewinder. It has high extremely high Evasion and Shields but relatively low Systems*, so she targets it with a Shield Disruptor and Vampire, which are an opposed Systems check and ignore Evasion.
*While the Sidewinder's Systems are the highest of the playable ships (55), Dr. Teyaal has boosted hers to 70.
What would be the Weapon(s) & upgrades/gadgets would be best or the most useful for each ship currently? I found you choice of equipment for the Clydesdale K7 interesting.
I find 2 Missile Turrets sufficient for everything. They do good damage vs both Shields and Armor, they're Energy efficient and their Accuracy boosts stack. If you've boosted Systems/Sensors high enough, you effectively ignore the Star Viper Spearhead's Cloaking Field.
 

Baggrin

Well-Known Member
May 16, 2019
193
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What would be the Weapon(s) & upgrades/gadgets would be best or the most useful for each ship currently?

I ignore any non-turret weapon as inferior to the turret.

The missile turret proves to be the best weapon available. Equally good damage to shields and armor, excellent damage, relatively low energy costs per shot (volley), bonus to accuracy.

I seemed to be trying to mount a machine gun turret, but in the end I decided that the reduced accuracy did not justify the reduced energy costs and additional damage to armor.
Thermal and electric weapons do not show themselves very well due to the small number of shields at the enemies, and the damage is not too high for my taste.

Of the gadgets, I mostly respect only the Repair Module / Shield Booster; on a ship with a high maximum energy, you can also put a Capacitor Bank instead of a Power Core Tuner.



Ship upgrades ... The increase in the maximum shields/armor for my taste is inferior in usefulness to the Repair Module/Shield Booster. Increasing the defence on check also did not appear to be very useful.
The systems are only useful in combat with Dr. Teyaal's MS-XI (defensive checks are useless with other opponents, offensive checks are not worth it, it's easier to destroy opponents right away). Accuracy? Install Sensors, not Systems.
Thrust is useful ... but increasing the chance to escape is not very useful and Agility doubles the amount of evasion.


Casstech Z14. Instead of this useless Laser Cannon, I installed a Missile Turret, added a Power Core Tuner, and one Advanced Quarters gave a little more crew space. What have I installed in the last slot? I don’t remember, but either Sensor Suite to increase accuracy or Shield Booster to increase survivability in battle. It seems to me that I won the fight with the Star Viper Spearhead SS in this way, but the victory was more a fortunate coincidence than tactics and a set of upgrades.

Ova'LEK, Colt XLR and Spearhead SS. Missile Turret as a weapon, Shield Booster (for Colt, of course, the Repair Module) for healing, 2X Power Core Tuner provide acceptable energy capabilities, 2X Advanced Quarters will give a maximum crew of 4.

Ova'LEK can also be used in another way: 2x Missile turret for huge damage per turn, 2X core capacitor for energy recovery (in my experience, the third capacitor is not needed, two should be enough for a random encounter) and of course 2X Advanced Quarters will give a maximum crew of 4.
Ova'LEK.pngHP 3.png
Unfortunately, I cannot find screenshots of the battle with Star Viper Spearhead SS.


Moondast Gruss. Like Casstech Z14: Missile Turret, added a Power Core Tuner, and one Advanced Quarters gave a little more crew space. And be sure to Sensor Suite to increase accuracy.

Although who is interested in low-middle class ships, when by the time you access a full set of upgrades you can already try to save up for an expensive ship?
Aegis MS-XI. In the fight against Doctor Teyaal, I seemed to win with a set of upgrades Missile Turret, 2X Power Core Tuner, 2X Hardened Systems, 2X Thrust Vectoring System, 2X Advanced Quarters.
0.8.012 MS-XI.png0.8.012 MS-XI_2.png0.8.012 MS-XI_3.png0.8.012 MS-XI_4.png
Since this is unnecessary in casual encounters, you can replace 2X Hardened Systems and 2X Thrust Vectoring System with Sensor Suite and 3 more Advanced Quarters in this set.
Or even put 9 Advanced Quarters, you don't need a lot of power for the current battles.

I already talked about the Clydesdale K7 earlier, if you wish, you can install fewer Advanced Quarters and more Sensor Suite and Thrust Vectoring System.


Sledgehammer. I don't even know what to install. Maybe 2 Missile Turrets, 2 Power Core Tuners and 3 Advanced Quarters?

Sidewinder. Two Missile turrets, for the fight with Dr. Teyaal 1 Shield Booster and 2 Hardened System (one is not enough, damn it seems that even two is not a guarantee!), Advanced Quarters in all remaining slots.

Blade. Perhaps a Missile Turret, Shield Booster and 6 Advanced Quarters?


I found you choice of equipment for the Clydesdale K7 interesting.

It seems to me that in this case the idea is not mine, the infamous Meadow Steele flies on a ship with a similar set. It is possible that I spied on her idea and improved the set, but it was so long ago that I don't even remember.


Dr. Teyaal's tactics are tailored for the Sidewinder.

I still find her tactics somewhat odd. She just shoots from all the guns without making out whether you have shields or not.
Compare this to the Star Viper Spearhead SS, which destroys your shields using the Laser Cannon, destroys your armor using the Coil Cannon and switches back to the Laser Cannon if you restore your shields.
Although, of course, the matter may be that Doctor Teyaal appeared in version 0.8.010, and Star Viper Spearhead SS later, in version 0.8.014...

P.S. I have checked and rechecked what I have written, but I still think that I could have missed some mistakes or formulated strangely. If you see something like that, you can write to me in the PM.