Research Ranking S Tier to A Tier

  • Hello All,


    Was pondering this the other day and wanted to see if this is a 'idiots seldom differ situation'.

    I want to hear how people rank the Researches (not LF research the OG ones)

    16 researches, 7 levels, no more than 3 per level and have to have a minimum of 1 in each level.


    S Tier

    Astro : Multiple good uses for it, no upper limit, has tie in with LF, no notes.

    Nrg: Makes sense in game for applications, has tie in with LF research no upper limit

    Comp: Critical to Fleet style of game for all three classes really, No upper limit


    A Tier

    Plasma: Multiple uses, no upper limit,

    Hyper tech: More storage makes everyone happy, no upper limit

    Armour : No upper limit, good way of using up excess metal or saving it without a fleet.


    B Tier

    Hyper Drive: Fastest of the drives, No upper limit but diminishing returns

    IRN: Good for early research reduction and mid game as well, but in the end most researches are going to get DM completed so less useful. Technically no upper limit but obviously no level needed if above your colony amount.


    C Tier

    Impulse: No upper limit but diminishing returns, just Mid

    Weapon: No upper limit but diminishing returns, just Mid


    D Tier

    Shielding: No upper limit but diminishing returns, the crystal to metal ratio make it a loser for resource saving as crystal is often already a limit factor.

    Combustion: No upper limit but diminishing returns, loses relevance as ships advance out of it. Not great for resource saving because it saves something you get a lot of (metal) with something that is needed all the time (deut)


    E Tier

    Espionage: Technically no upper limit, but after a while it just is cheaper to send more probes than research to a higher level.

    Ion: Again, technically no upper limit but really what is the point after level 25, next cheapest to max out.


    F Tier

    Laser: Dead end tech (level 12), cheap to max out, needs an overhaul bad

    Graviton: 1 and done, and with speed universes not really a challenge. Needs a overhaul bad.

  • Impulse Drive also speeds up LF exploration and extends IPM range... both pretty niche, but still something

    and I must say I'm surprised to see energy so high, surely any energy shortage can be easily corrected with either satellites or even the almost always useless boosters

    Good point on the LF exploration but for me at my point I have max out my LF bonus so I only do more missions when the artefact shop is in town.


    I like Nrg because I am try to limit the amount of debris I can make per planet, so adding satellites goes against that.


    And boosters are really only useful during the building phase of a colony IMO since there isn't enough on DM ways to run every planet long term on them and I think there are better ways to spend DM. I mean if you try with 15 planets to buy silver boosters for a single week that is 112.5k of DM, double and then some what a Command staff costs (which gets you an nrg boost and other benefits.


    1 research level of Nrg tech can usually save you 1 slot on a planet that doesn't need to be solar or fusion and that is for every planet you have. a major plus on older planets.


    But again that is just my playstyle and at the point of my accounts age.

  • Of course, who'd be dumb enough to buy energy boosters? You get enough of them from import/export, tend to be unpopular in actions, and there's usually a 90 day purple one in extra rewards lately ^.^




    S Tier: Astro, Computer, Plasma

    Everything good and useful for anyone. Fleet slots are always valuable, and there's free plasma every year.


    A Tier: Hypertech, Energy, Armour

    Always need more cargo space, more energy, and armour makes IPMs weaker alongside being a good way to hide excess metal.


    B Tier: Combustion, Impulse

    Despite diminishing returns these are the drives pushing cargos forward, and those are always the slowest ships. Gotta go fast!


    C Tier: IRN, Espionage, Hyperdrive

    IRN has been powercreeped by LF tech but still important early game. Increasing hyperdrive level is not strictly a benefit as it makes fleetsaves faster, which usually isn't wanted.


    D Tier: Weapons, Shields

    Important for fleeters, but otherwise unremarkable.


    F Tier: Laser, Ion, Graviton

    Need more love and new functions.