Augmenter Setups

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Revision as of 15:16, 15 February 2020 by Xanu (talk | contribs) (Engineer Class)

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This page is a list of Augmenter setups that others have found useful or that have worked well IN THE PAST. (These are from C1 mostly.)

Also see: Ship Calculator http://www.andsimo.com/StarSonata/

Skill Class

Tech Category

Ship Name

  • Tech: Tech of ship.
  • Type: Type of ship. (HF, LF etc.)
  • Augs: The augs the player suggests.
  • Cost: Cost of the augs, unless stated otherwise.
  • Notes: Why this setup is good, and info about it.
  • Bonuses: Percent bonus the augmenters do, not including AT or anything else that may affect it.
    • Organized so that Damage is left-most, anything related to damage (Recoil, range etc.) is just to the right of that, then shields and regen, then energy and regen, then anything to do with your ship. (Capacity then speed then turn/thrust/radar etc.)
  • Negatives: Percent negative the augmenters do, not including AT or anything else that may affect it.
    • Organized so that Damage is left-most, anything related to damage (Recoil, range etc.) is just to the right of that, then shields and regen, then energy and regen, then anything to do with your ship. (Capacity then speed then turn/thrust/radar etc.)

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  • Another Setup

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  • Bolded Stats are top 3 bonuses
  • Italic stats are unimportant stats, but higher % than top 3 bolded

Low tech ships (Tech 10 to Tech 15)

Low tech setups are generally designed around low end players

Seer Class

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Speed Demon Class

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Berserker Class

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Sniper Class

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Engineer Class

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Shield Monkey Class

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Fleet Commander Class

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Gunner Class

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Mid tech ships (Tech 15 to Tech 20)

Tech 20 setups are aimed at low to mid end players

Seer Class

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Speed Demon Class

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Berserker Class

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Sniper Class

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Engineer Class

Rhino

  • Tech: 20
  • Type: Support Freighter
  • Augs: 2 General Ops Mastery Augmenter, 1 Offensive Ops Mastery Augmenter
  • Cost: Less than 5 billion credits
  • Notes: All purpose basic Engineer setup. Has some capacity, speed, and a mixture of General Drone Ops and Offensive Drone Ops (the different stats multiply their raw stats) without being too stingy on shields and energy.
  • Bonuses:
  • Negatives:

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  • Augs: 3 General Ops Mastery Augmenters
  • Cost: Less than 5 billion credits
  • Notes: All purpose basic Engineer setup. Trades some firepower for better overall stats with an emphasis on Speed and Capacity. May have some energy recharge problems owing to lack of an augmenter that boosts those stats. Can use Solar Panels to compensate somewhat.
  • Bonuses:
  • Negatives:

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  • Augs: 2 General Ops Mastery Augmenter, 1 Engineer Mastery Augmenter or The Art of Engineering Augmenter
  • Cost: 5 to 10 billion credits
  • Notes: The preference of the Mastery aug or the Art aug is up to the player, the difference is that the Art aug has more overall Drone Ops and better tractor stats, but has slightly less electricity bonus and misses the rare Inertia Dampening stat, which can be useful if the player is being pushed around a lot by explosions.
  • Bonuses:
  • Negatives:

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  • Augs: General Ops Mastery Augmenter, The Art of Engineering Augmenter, Offensive Ops Mastery Augmenter
  • Cost: 5 to 10 billion credits
  • Notes: This is similar to 2 Gen, 1 Off, trading some capacity and speed for more sustain and tractor stats, for people that want to use tractors more often but do not want to give up the overall drone power.
  • Bonuses:
  • Negatives:

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  • Augs: 2 The Art of Engineering Augmenters, Offensive Ops Mastery Augmenter
  • Cost: 10 to 15 billion credits
  • Notes: This is primarily a squad oriented setup from the absence of the Gen Ops augs, for when you need all the energy you can get for powering tractors both support and displacement. It's not really meant to move a lot and has less capacity than a 1 or 2 Gen build.
  • Bonuses:
  • Negatives:

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  • Augs: 2 General Ops Mastery Augmenters, Everlasting Ops Mastery Augmenter
  • Cost: Less than 5 billion credits
  • Notes: 2 Gen, 1 Ever is a niche setup intended for kiting without a range controller, or supporting drones that burn out of energy fast. It also has a ton of electricity, which is handy for players that don't want to deal with recharging as often. It has inferior damage output compared to most setups.
  • Bonuses:
  • Negatives:

Shield Monkey Class

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Fleet Commander Class

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Gunner Class

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High tech ships (Tech 20 to Tech 22)

Tech 20 setups are aimed at higher end players

Seer Class

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Speed Demon Class

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Berserker Class

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Sniper Class

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Engineer Class

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Shield Monkey Class

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Fleet Commander Class

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Gunner Class

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