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The Meta


Current multiplayer META below.

As long as competitive Cosmoteer has existed the meta has always been changing; new updates are released and new strategies are discovered. The meta has a few core trends though, and these heavily affect how ships are designed.
These trends are:

  • Speed
  • Durability
  • Range
    A meta ship will ideally use all of these trends, being fast, durable, and outranging other ships. Most of the time though that is not possible and you will have to pick two of them. A ship using only one will be easily countered, for example, a ship that uses only speed like a fragile but fast wall type will be destroyed by one that uses durability and range such as a railfan.

Note: If you have not read my main guide, please do so first. I mention topics and ship types here that you may not know about if you have not read it. You can find it here.

Speed

Speed allows ships to fight on their own terms, to engage and disengage when they want. Speed also allows for ramming, kiting, pivoting, avoiding, bombing, and orbiting, all strategies to use the speed of a ship to the player’s advantage. Meta ships use one or a number of these strategies to make use of their shape, weapon choice, and speed.

There is no practical ship type that does not benefit from being faster, this can sometimes make for an “arms race” between ship types. For example, a railfan benefits from being faster because it can kite ion and missile barges that try to get in range, whereas ion and missile barges benefit from being faster because they can catch railfans.

There are different levels of “Fast.” Orbiters are currently the fastest competitive ship types, they usually combine speed with either durability or both durability and range, meaning that they are currently the top of the meta. The speed of orbiters comes at a cost though, they only have one direction of travel, so they are hard to pilot effectively. Railfans and missile barges are usually the slowest ship types right now, although there are variants of both that trade some durability or firepower for speed. Railfans and missile barges are slow due to the large amounts of armor they use to protect themselves.

A ship that is fast needs to either have enough range to outrange other ship types or enough durability to take on other ship types in close range. So, that means either using max length railguns or lots of armor. Keep in mind that a ship using max length railguns will need to be able to take hits from other max length rails, so it will need at least that much durability.

Durability

I have already talked about damage control, also known as durability, in my main guide however I will go more into how it is used here.

All ships need some amount of durability. Durability almost always comes in the form of armor since it is much more cost-effective than shielding at absorbing damage. While you could theoretically get more cost-efficiency out of shields by regenning them after getting hit it does not work unless your ship is extremely fast, and even then is weak to railguns.

Weapons in Cosmoteer are much more effective at dealing damage than defenses are at tanking damage. So, a ship using only shielding will find itself weak to the burst damage of railguns that can pierce and destroy shields before they can regenerate. Flak and PD defense systems should not be used as the main source of defensive ability since they are both countered by certain weapons, whereas shields and armor are universally effective. Missiles, however, require flak to be properly defended against, or extreme speed.

Durability in combination with speed is good against many things, especially ships that rely on range. Currently, ships that use durability and speed are ion barges, orbiters, and spinners. Ships using durability and range are ones like railfans and missile barges, these are also quite practical.

Durability in the form of armor “caps” on barges is highly effective against anything coming from the front, but will not help against multiple ships such as traps (a duo of fast , usually cannon, walls that flank) so side and rear armor is required too. Much of the time missile barges will still be counted by traps and splitter walls because there is no way to place missile that provides the required protection.
It is important to keep in mind that speed can be a form of protection, but only against weapons that are not railguns.

Currently, railfans, missile barges, and ion barges are the most durable competitive ship types. As you can see ships that are durable usually trade speed for armor and turret weapons for more defensible ones.

Range

Kiters are one of the oldest ship types in Cosmoteer. Although almost non-existent now due to the ROD they are an example of a ship that uses range and speed to gain an advantage. Railfans are an example of a ship type that uses range and durability to gain an advantage by countering ships that would try to use speed but no durability (like traps).

Having range will grant an advantage over ships that do not have enough speed to get into shooting range before dying, or ships that don’t have enough durability to survive getting in range. Ships with range are weakest to ships that have both durability and speed since neither kiting or being durable will work. For example, railfans are countered by ion and missile barges, and rail kiters are countered by them too since they can’t fully kill one before getting pushed into the ROD.

Currently, railfans and rail orbiters are the only effective ships that use range to their advantage, and specifically the burst damage that comes from rails. An ideal railfan would be fast as I mentioned in the speed section (able to kite missile or ion barges), durable (able to kill speedy traps that try to flank), and have the range to kite barges and kill walls (or other turret ships) from afar. Rail orbiters, on the other hand, can use their speed to defend from most ships. The issue with them comes when facing the burst damage of rails, so they still need to be durable as well.

There have been many older metas that centered around range, specifically boosting it with momentum. Sadly, the targeting AI had to be updated to no longer take momentum into account when firing due to all the extremely powerful ships and metas based on it.

Conclusion

When building your ships try to focus on a core strategy to use. Do you want your ship to be fast, durable, or long-range? Some combination of two is usually a good idea. The most advanced ship designs out there manage to use all three, and that is through careful thinking and planning.

Always be thinking of what ship type your ship could be weak against and how to fix that weakness. For example, most ships have some amount of flak on them, otherwise, they would be easy prey for a missile barge. Also, be aware of direct counters. There is a lot of "Rock, Paper, Scissors" that goes on and sometimes you just can't do anything about it.

I hope this has helped with planning your ships. If you have any comments or questions you may post them below.

These are actually universal laws that apply to any combat system or game.

The only difference is instead of "Durability" I'm using "Endurance" because often there are perishable resources like fuel or ammunition. In this case it's just Cosmoteer still has infinite resources. This will change once they become no longer free and infinite. "Range" is also somewhat limited due to really being short in Cosmoteer and isn't as important as in some other system.

    a month later

    Hi,
    Very fine thread pointing out what's going on with ship design in compeditive but also aesthetic or RP games!

    I woudl like to add to the Topic "Durability" that:

    It is substantial a ship does not chain explode or damage nearby areas much when explosions happen.
    Mostly this applies to reactor placement and iON-Prism arrangements but also all types of ammo storage.
    Many otherwise greatly built ion-core vessels have the design choice (not to say flaw): when any loaded prism explodes the whole ship disintegrates or is at least disarmed.
    In mind that iON-Prisms are much more explosive the more they are "loaded" with ions.

    Further: good crew access across a ship helps with durability once the ship is damaged because remaining crew from a disfunctional area can go and help elsewhere + if reactors only are destroyed some "modules" can still be powered from another area on the ship. (see: interconnected ships VS seperate module ships; Centralized reactor powered ships.)

    Fireextinguishing systems are also something not to forget when it comes to surviving long time.

    In short: a ship that still functions in endgame when heavily damaged is Durable!

    regards,

    6 months later
    10 months later

    State of the Meta | June 2021

    (State of the Meta Addendum/Updates were approved by @Oneye)

    Currently, the best competitive ship archtypes are:
    S-Tier: Orbital Wall, Missile Orbiter, Railfankite
    A-Tier: TB-Rail, Railtraps.
    B-Tier: Nuke barge (diag), other Trap types, Nuke bombers.

    Today, I will cover the S-Tier ships in detail. Depending on feedback/comments/recognition received in the next three days, I may cover the A/B tiers in detail too.

    The common feature of S-tier ships is they must use Direct Control (or sometimes thruster hotkey/control group piloting) to achieve even a fraction of their potential, and they have very high Thrust-Weight-Ratios. Even very bricky Missile orbiters have around 90m/s top speed (over 100 after purging excess armor)

    | Orbital Wall: One of the most common S-tier ship archtypes, the orbital wall combines orbital (almost purely one-way) thrust with batteries of Heavy Lasers/EB/Flak; many carry some cannons now for an advantage during the clinch (frontal ram) between orbital walls.


    Harbringer by Oneye, Paramour by Vilda. Actual .ship files available on Clan Excelsior Discord server.

    Common Variants:
    -Alternating Boost: Uses very large amounts of boosters set to different hotkeys, allowing a tremendously extended high speed/agility state.
    -Flakwall: Exchanges more or even all the conventional turret weapons for more flaks, sometimes only keeping a few EBs.

    Matchups: (Favorability is indicated in brackets with +/- signs, with ++ being very advantaged and -- being very disadvantaged in the matchup)
    S-tier

    [++] Missile Orbiter (especially for higher flak count Orbital Walls); both ships are moving fast enough to dodge 50-90% of missiles (and most projectiles for that matter) but the wall has flaks to deal with the remaining missiles, and they also serve as hitscan high DPS weapons. Then, with it's massively higher TWR the Orbital Wall can flank or Ram/Pivot to the weakly protected rear of the Missile Orbiter and gut it's internals. Overly aggressive play, especially against mines or not respecting missile streams can get you killed, but overall the matchup is solidly in your favor.
    [--] Railfankite; proper Railfankites have a sufficient speed they can at least fan twice against an incoming Orbital Wall before the wall is even in range to think about clinging/ramming. This guarantees destruction of an Large Reactor, as the Orbital Wall can only armor it's Large Reactor so much before blocking it's arcs of fire/interfering with Logistics/Excessively increasing ship Mass.
    [|] Mirror Match; As always, a piloting skill duel, though excessively high Flak counts are problematic in a clinch, while adding more Cannons increases the odds of victory in a clinch.

    A-tier

    [--] TB Rail; Automatic loss vs high TB count designs as they can prevent you from effectively concentrating damage on them while setting you up to be hit with full rail salvos.
    [-] Railtrap; Usually a loss vs high rail count builds as they have sufficient firepower to core a LR on the approach, greatly decreasing the Orbital Wall's active components even before the wall opens fire. Can win vs low railcount builds if the Orbital Wall player does not allow either of the traps to backstab or successfully ram-kidnaps one of the traps.

    B-tier

    [++] Nuke Barge; if well-piloted, automatic win vs Nuke Barges, you can simply dodge the nukes with your obscenely high acceleration, and they usually cannot turn fast enough to keep their armored nose between the Orbital Wall's guns and their squishy sides. TB-variants are hairier to pilot against, but their Alpha (as well as sustained DPS) is significantly smaller and you might decide to eat a few nukes to deal a few salvos to their sides.
    [++] Traps; usually a win against Traps, as you have enough Alpha to rapidly kill a Trap and nearly the same TWR, as well as being easier to pilot a single ship than 3 separate ships.
    [++] Nuke Bomber; almost always a win if well piloted, Orbital Wall speed and acceleration is so high it is almost impossible to lead them correctly, and your boost speed is very close to their cruise speed, so it becomes absurdly dangerous to attempt shorter-ranged bombing shots. With good shield architecture, getting hit by a nuke or two won't mean much either.

    | Missile Orbiter: Another very common S-tier ship archtype, the missile orbiter features heavy-duty armor on 3 facings, only leaving it's rear vulnerable, which is combined with orbital thrust. Due to missile's ability to fire no matter the facing, the pilot can focus on defensive maneuvering.

    They are currently the only major ship type that often uses massive amounts of Huge Thrusters; HT builds are more cost efficient and buy you more speed per $ spent, but are much less forgiving of piloting mistakes and harder to recover from being tilted by TBs. Large/Standard builds are more expensive per unit of thrust, but allow quicker reactions (for same top thrust rating) compared to HT.


    Yava by Vilda, Icarus Drifter by Cosmic. Actual .ship files available on Team Excelsior Discord server.

    Common Variants:
    -Brick: Employs extreme amounts of armor. Some exceed 6000t of mass.
    -Mine/EMP: Adds a few minelayers or EMP launchers.

    Matchups:
    S-tier

    [--] Orbital Wall; especially higher Flak count Orbital Walls for reasons described above.
    [+] Railkite; Missile Orbiters can zone them out of the Ring Of Death, especially Brick types. Be careful of not having enough frontal armor (will get drilled through the front) or enough speed (cannot force them into RoD before you die, or they can fly sideways and use more volume inside the RoD to continue kiting you)
    [|] Mirror Match; Minelaying adds a significant advantage in the mirror match as high speed = more mine damage taken, while low speed = less missiles evaded. If other factors and skill are equal, sheer armor mass is the determining factor.

    A-tier

    [+] TB rail; with perfect piloting you can stay out of TB range and just circlestrafe the TB rail to death. Low-TB count designs cannot tilt you unless you approach very short range or stay at the edge of TB range. If the Missile Orbiter uses lots of standard/large thrusters you can resist being tilted by higher TB-count designs.
    [++] Railtraps; with good piloting almost always an automatic win vs slow railtraps, becomes a piloting skill challenge vs faster railtraps. As always, one of your win-conditions vs any trap type is to Ram-Kidnap one of the ships without taking excessive damage from it's companion(s)

    B-tier

    [++] Nuke Barge; like the Orbital Wall, you are fast enough to dodge nukes and your sides/front can facetank multiple hits. On the other hand, the Missile Orbiter's rear is significantly more fragile (and massively less redundant) than the front of an Orbital Wall, so this can result in a loss if you are not a very skilled pilot. Beware TB variants as you do not have as much instantaneous acceleration as an Orbital wall, so you are much more vulnerable to TB manipulation. It's still an automatic win if you pilot perfectly by circle-strafing and staying out of their TB range.
    [+] Traps; your ship is easier to pilot and is really only threatened from a single facing, and have the option of Ram-Abducting one of the opponents. An extremely skilled multiship pilot (i.e. @oem) using fast flaktraps may have an advantage, but it's a favorable matchup versus pretty much everyone else. Mines and EMP usually make this match even easier.
    [++] Nuke Bombers; you are hard to hit, especially at long range and your weapons fire requires considerable skill to reliably dodge. You can survive multiple nuke hits on multiple facings without serious damage, while even a few missiles hitting their bombers can cripple/destroy it. With Mines and/or EMP this becomes a cakewalk.

    | Railfankite: The modern Railkite features a bank of 4-6 full-length railguns mounted on a reversed Orbiter chassis, and requires actual fanning to maximize damage performance.They are very vulnerable when chasing an opponent because of the need to reverse direction and chase with fragile rear exposed.

    Due to counterintuitive piloting (completely reversed from previous competitive player's ram-centric instincts), high fragility (completely exposed and unprotected sides/rear, even frontal face isn't fully covered) and extremely tight design margins (requiring the most skilled ship architects to extract sufficient performance) this ship archtype is rarely seen, but probably the most powerful in the meta.


    Wynn by Vilda, What Even is This Again by I Am Slowking (FC). Actual .ship files available on Cult of Excelsior Discord server.

    Common Variants:
    -Mine/EMP: Adds a few minelayers or EMP launchers.

    Matchups:
    S-tier

    [++] Orbital Wall; as described previously
    [-] Missile Orbiter; as described previously
    [|] Mirror Match; These are actually rare enough I have not seen two modern railfankites duel each other. From Vilda, regarding duels between Railfankites:
    "Kite mirrors seem mostly decided by front armor, or range in the case of super greedy kites that cut down on accelerators for more firepower. The biggest mistake people seem to make (besides not bringing enough armor) is trying to get fancy with piloting to outmaneuver the other kite. It's way too easy to misjudge your distance and get reactor sniped while trying to get in position.
    Playing super conservatively by always keeping your armor front facing your opponent and avoiding over-turns during fans feel like the best ways to win the mirror."

    A-tier

    [++] TB Rail; You have more speed and (usually) more range. Modern TB-fans usually employ shieldless architecture to maximize firepower which makes them extremely vulnerable to frontal burst damage as well..
    [++] Railtrap; you have (almost always) more speed and (almost always) more range. If they stay joined you can blow them up like vs TB fans, if they split you can manouver out of range of one of the traps and obliterate the other.

    B-tier

    [++] Nuke Barge; Theoretically, a very fast nuke barge can do the same trick as the Missile Orbiter, but due to their requirement for Diag design a they will need non-trivially more $ invested into propulsion than a Missile Orbiter while the shorter range of nukes means the Railfankite has considerably more room to kite and turn back into safe volume (within the Ring of Death).
    [+] Traps; Like with the Orbital Wall matchup, a 6x Railfankite can usually 1-2 shot an incoming trap before the partners come into range, is approaching their speed/acceleration, and usually has significant frontal protection. Theoretically a very centrally protected trap built for speed in the hands of a great multiship pilot could abuse Railfankite's total lack of Side/Rear protection to win, but I haven't seen it happen yet.
    [++] Nuke Bombers; though you are not as well protected as the Missile orbiter and even weaker on the sides than the Orbital Wall, your own weapons have range almost equal to their max practical nuke fling distance while being approximately 80% the speed of an Orbital Wall. Mines/EMP make this matchup a cakewalk.

    newageofpower I'd like to add that rail kites can have trouble with things running away from them since they have to turn around to reach their top speed. It's also extremely hard to pilot them against a ship with mines, although the only ship type that usually has them is the missile orbiter, which already has an advantage as you said.

      Oneye Yes, of course, you need extremely good DC control and know when to switch facing/swap to RTS etc to maximize the utility of a Railfankite; I've only seen Vilda do it consistently and even they've messed and got killed switching from chase-mode to kite-mode occaisionally, which is why I've emphasized their difficult-to-pilot nature.

      Minelayer ships would have to be significantly faster than you to trap you with them, but yeah it can force out more errors even without perfectly positioned mines, especially on favorable backgrounds.

      Fort_Master_Gustav Modern nuke bombers are mini/less potent nuke flingers, due to manual aiming/manual target leading requirement they're currently only useful against slower ships and worthless vs anything fast.

      However, slower ships don't really have an answer to nukes flying in over railgun range at over 150 m/s (rendering even multi-flak emplacements impotent) so they'll always have some viability as long as people play slow ships.

        but it's a favorable matchup versus pretty much everyone else.

        sad kinda killed some paragons piloting missile orbiters with flaktrap noises
        I should get back into the game and build some ships again lol

        Anyway, NAOP good job on writing this, like, details of the s-tiers, can't wait to see the other ones!

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