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Gemini- Yeah you'll rotate this out eventually, but like the condor I think this doesn't get a fair shake. I think ships like this should matter more, and for longer (cargo and money should really be more limiting than they are imo), because as is everyone overlooks how powerful something like this can be when kitted out properly. I generally have one or two in the early/mid game as support missile platforms to help lob sabot's/harpoons wherever is needed, and the salvage bonus doesn't hurt at all. Treat it as if it was a destroyer sized gryphon with cruiser armor. It's a missile platform, plain and simple. I usually throw missile racks on it and just load it to the brim with missiles and then whatever supporting weaponry fits. Burn drive in player hands can get you quick kills on critical targets, and while arming one is not easy, it can still fit a multitude of roles and be a constant threat. Onslaught is hindered by its flux/op issues, but I'd still rather have it than a lot of the ships mentioned. Onslaught- more burnspeed being whatever. Throw whatever the hell you want on it and watch it wreck shop. It's not that hard to get around, and for a legion it's 100% worth it. Legion- again people overhype burn speed. Granted you don't NEED to because you can also faceroll everything flying only destroyers and up, but I always like having frigates in my end game fleet, especially disposable ones (i don't like risking tempests given they're so insanely good). People vastly underrate mobility becuase it's not as useful in AI hands as it could be, but with just a little effort you can get pretty big rewards out of them. You lose them, oh well, they aren't tempests, and as the enemy fleet stretches you can send them in and snipe off carriers. Group them up and send them to harass on the flanks and keep the AI worried about letting them behind. Having a small squad of 4ish lashers/wolfs is crazy useful for the mobility alone. Lasher- Totally disagree they're early game only. Once i start getting better capitals it rotates out of use usually, but even then as an artillery platform there's very few options that compare.
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It's not something I want to be lugging around all the time (and sometimes i'll spend OP to get the burn rate up or get a tug) but it has uses. If you're going pirate base/bounty hunting and need some damage the Atlas is more than fine. Easily one of my favorite ships in the game in that it feels very powerful but not absurdly so.Ītlas- I modify my fleet depending on my mission.People worry about burn rate too much. They're obviously slow so they're not great at escorting faster ships, but I will ALWAYS take more mora's. The AI is stupid good with damper fields, so you can also make them walking PD platforms that will just not die. You can load it up as a backline, shoving all the OP into high cost fighters/bombers, or you can give it some basic fighters (vulture/khopesh sort of thing), a few half decent guns, and let it brawl like a god on the front lines.
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Mora's stats/slots make it flexible as hell, and it's a ship I don't mind piloting and throwing in AI hands. In general i think people sleep on a lot of the hulls because there really isn't any in game reason to experiment with them, but things like the venture/condor pull a lot more weight than given credit. I should add than anything down to C tier i'll usually play with in a themed run where i try to impose rules on myself to make things more interesting.
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Clearly too good/designed to end the game.Ī tier- never ever sad to have in my fleetī tier- more than happy to have at any point, but might drop for an A tier if i feel like trying harder.Ĭ tier- serviceable but probably not in a late game fleet.ĭ tier- the only ship i have in here is an afflictor that I don't recognize.so if i did have one i'd say "ship that could use some work"Į tier- Stuff that seems meant to be in a player fleet that probably should never be in the player fleet.į tier- Arguably a waste of asset work/target practice only.
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