I recommend you use the quick navigation thing on the right side over there, if you want to skip over parts of this guide
Gear up! Make sure that your ship doesn't have any weak spots, and has the armaments and equipment that works best on its respective class and niche.
Use the space arenas on /server Creative to practice; this will greatly increase your chances of survival in the main game. Try fighting a multitude of opponents both in size and skill; push your limits!
Sun Tzu once said: "If you know your enemy and you know yourself, you need not fear the result of a thousand battles." The "/listships ai" command and the dynmap can show you what you're going up against; use this to see if engaging an AI ship is worth it or not.
Prepare yourself for defeat. Nobody plans to lose a battle on accident; make sure that you're not bankrupted and ruined if your ship is destroyed.
AI ships do not have gravity wells. If you feel apprehensive about a fight, don't hesitate; jump out! Most AI are specifically tuned to generally be faster than player ships.
Your main objective is to survive. Don't rush into a battle you may not win, if you can help it.
If all else fails, combat releasing is a possibilty when it comes to AI ships. AI will shoot at players within a short range and will target unpiloted ships; as a last resort, you can /release your ship and log out of the game until the threat despawns.
Just like player warships, every class of AI vessel on Horizon's End behaves in a pattern respective to its class. For instance, enemy fighter pilots will attempt to match your Y level in order to attack you with their static primary weapons, while gunships and corvettes will try to keep a close range in order to fully utilize their turrets and pulse cannons. And just like player warships, every opponent has a foil.
Starfighters of all types are defined as nimble skirmishers with limited arcs of fire. Constricted primarily by the poor firing angles of their laser and/or much more potent plasma cannons (which do 12x more shield damage per shot!), fighter pilots will always attempt to match your altitude in order to employ their weapons. Don't let this happen.
Starfighters are small, agile strike craft that can be deadly. Don't use them.
This is going to sound counterintuitive, but it is HIGHLY recommended not to use starfighters for AI combat! Starfighters have low health and poor firing arcs, which force you to expose yourself to all manner of enemy weaponry in order to actually shoot.
Starfighters can only reliably destroy Very Easy or Easy targets, and even then, you'll need training for the latter. If you're skilled enough to take out Moderate and above: You Do Not Need This Guide. Get outta here!
Gunships are versatile, agile skirmishers which have access to a large variety of weaponry, making them lethal at close range. The backbone ship of any novice AI hunter. Level 10 is required to detect and pilot a ship of this class.
When people think "Gunship" on Horizon's End, this is the class they imagine: a fast, manuverable vessel sporting pulse cannons, light turrets, heavy lasers, and torpedoes, not to mention three shields that make it much more tanky than its smaller siblings. It remains small enough to dodge most enemy fire, take it when necessary, and stay out of the reach of those pesky fighters, all while raining hell upon its adversaries with missile and cannon fire alike.
Heavy Gunships (usually simply referred to Gunships or GS; assume that gunships are of this subclass unless otherwise noted) are the industry standard for AI hunting beyond opportunistic ambushes: they're easily capable of defeating enemy fighters by staying far above or below the Y level of their target, avoiding plasma cannon fire, while also being able to easily destroy larger targets thanks to the firepower their manual and automatic weapons can put out.
A standard gunship has a front-mounted fighter-style combat bridge, three shields, and clocks in at precisely 2,000 blocks. It's armed with pulse cannons clustered in groups of 2-3, light turrets on the top and bottom (usually 1-3), and two torpedo launchers.
Many pilots opt to add heavy lasers and a starship magazine for increased lethality. It is worth mentioning that only one heavy weapon can be charged and ready at a time; noding weapons properly is key to gunship operation.
AI examples of this subclass include the Contractor privateer and the Mantis pirate.
Gunships tend to be of this heavy "2k" variant for AI hunting. Other less significant subclasses are listed below.
At 1000 blocks, gunships get access to their make-or-break feature: Pulse Cannons. These omnidirectional weapons have nearly unlimited firing arcs to make up for their underwhelming DPS, and pair up nicely with Heavy Lasers and Torpedo Launchers to absolutely ruin starfighters. Medium gunships tend to be at least 1012 blocks in order to properly benefit from two shields. However, they're not as durable as their larger cousin, the Heavy Gunship.
Basically a large, easier-to-hit Starfighter. Not useful for AI hunting; the only reason people bother with this class is for the gravity well feature.
Corvettes are multipurpose ships that can be fielded as solo operatives or even at the head of a small strike squadron. Highly versatile, fitted with all manner of weaponry, these ships are the workhorse for players who want to be taken seriously. Level 20 is required to detect and pilot ships of this class.
If there was a single class of warship that could be considered a "jack of all trades," it'd be the Corvette. These ships act in a similar manner as Gunships, allowing players to transition relatively smoothly into a class that amounts to a Gunship with more shields, more firepower, and a little less manuverability.
Heavy Corvettes (usually simply referred to Corvettes or Corvs; assume that corvettes are of this subclass unless otherwise noted) in particular have access to powerful, long-range Tri-Turrets (range of 500m, and can be autofired if noded to a proper weapon set) as well as the same pulse cannons and light turrets as their predecessor, except they just have more of them. They're also equipped with six shields, making them much more durable, able to stay in the fight for a lot longer.
A standard corvette will generally be equipped with a front-mounted fighter-style combat bridge, six shields, and measure up to precisely 4000 blocks. It's armed with pulse cannons clustered in groups of 3-4, light turrets on the top and bottom (usually 2-3), and a tri-turret on the top and bottom positioned in a way that they aren't blocked by light turrets.
Although the triple turret is a heavy weapon, experienced pilots may opt to include a heavy laser and/or torpedo launchers as anti-fighter/gunship armaments, or simply as backup weapons. Noding these weapons properly is crucial, since only one category of heavy can be charged and ready at a time.
It's worth noting that what sets this class apart from the later-mentioned tri-turret-wielding Medium Corvette, apart from more health, is the ability to mount and utilize a Tier 1 Mining Laser. This allows Corvettes to salvage wrecks, granting the class much more independence.
AI examples of this subclass include the Privateer Bulwark, Pirate Bloodstar, and Alien Mianbao.
Corvettes tend to be of this heavy "4k" variant for AI hunting. Other less significant subclasses are listed below.
Effectively a Heavy Corvette with a little less health and no mining laser capabilities. Same armaments and general strategy. This subclass isn't bad, per se; many players just like having an even 4,000 blocks because, well, why not?
Light corvettes are basically just large gunships. The only reason to use this instead of a regular heavy gunship (which is significantly faster and harder to hit) is for a larger gravity well radius. They're still not very durable. Don't use this for AI hunting if you can help it.
Frigates are powerful, capable ships that can be fitted out for a number of roles. The ability to mount incredibly potent Phasers, quick-firing twin barrel Heavy Turrets, and enhanced Chetherite Shields allow this class to be anything from a swift skirmisher to a hulking beast of a capital ship; while Corvettes are versatile ships, Frigates are a versatile class. Level 40 (NOT LEVEL 30) is required to detect and pilot this class.
Heavy Frigates (usually simply referred to Frigates or Frigs; assume that frigates are of this subclass unless otherwise noted) are the smallest capital ship class in the game- but that's not to say they're at all weak. These ships pass up their accurate but low-damage Pulse Cannons in exchange for a new primary armament: Heavy Turrets, which fire fast and far. With a range of 500m, they can match Tri-Turrets in kiting, and are capable of working in tandem with the incredibly powerful Phasers at close range.
Probably the most important aspect of a Heavy Frigate is its defensive capabilities. At 7,500 blocks, ships unlock the ability to have an 0.8i Chetherite Shield: an enhanced, incredibly durable variant of the classic 0.8 class particle shield. The gimmick of this shield is that while the shield health is above 80%, the shield takes 90% less damage from all sources- basically, this triples the shield's total health while also increasing overall shipwide shield regeneration rate, making these "chethies" highly suitable as bridge shields.
A standard frigate will generally consist of 8,000 blocks, a top-mounted bridge near the center of the ship (specifically defended by the oh-so-important Chetherite Shield), and be equipped with 11 other shield systems for a total of 12 shields. Armaments rely on Heavy Turrets as the main primary weapon. Frigates generally do away with torpedo launchers and heavy lasers entirely; more emphasis is placed on the Tri-Turrets (which fire twice as fast on frigates as corvettes, making them competitive for DPS) and most especialy Phasers.
Phasers are extremely powerful, magazine-fed, delayed-hitscan projectors with great arcs and absurdly high shield damage. Think of them as Pulse Cannons, except they're anti-shield sniper rifles that need one second to fire with infinite velocity at their target and use 4 primarine crystals per shot, and are situated in the Heavy weapon cateogry. As is standard for multiple heavy weapon systems, you can't fire both at the same time; pilots will usually disengage their tri-turret target locks before charging phasers and closing the distance with their adversaty.
The Alien Teralith is an AI example of this subclass; except they aren't known to fire phasers. They're still tanky and their HTs can pack a punch over time.
Frigates tend to be of this heavy "8k" variant for AI hunting. Other less significant subclasses are listed below.
A high-skill subcapital vessel with the firepower of a heavy frigate, armed with HTs and Phasers, but the tankiness of a not-heavy frigate. Generally this is only used for PVP, and shouldn't be considered an equal to the heavy frigate in terms of PVE in the slightest.
A unique, agile assault ship that relies on speed and manuverability to punch above its weight. Armed with Phasers primarily (as well as light turrets, tri-turrets for long range, and Plasma Cannons as the main primary weapon for close-up), these ships have the speed of a corvette but all the lethality that comes with having a Phaser. Usually these are considered to be PVP ships.
Literally nobody even uses this subclass, and for good reason. It's just bad. There's no advantages.
Destroyers are massive, beefy capital ships capable of both dealing out punishment and taking it too. Destroyers of all sizes generally perform as upsized Heavy Frigates; as the largest non-supercapital ships in the game, this is the go-to class for most high-level AI hunters. Level 60 is required to detect and pilot ships of this class.
Heavy Destroyers (usually simply referred to Destroyers or Dessies; assume that destroyers are of this subclass unless otherwise noted) are the galactic standard for heavy-duty AI hunting. Boasting an impressive seventeen shield generators (including the vital Chetherite one), the ability to fire up to four Heavy Turrets simultaneously, and being able to fully utilize any heavy armament makes these ships absolute beasts. Notably, these destroyers can fire either two heavy lasers, a tri-turret, or a phaser as their main heavy weapon of choice.
As mentioned before, destroyers of all sizes play like comically large frigates. Heavy destroyers emphasize this mentality; they're much more tanky, much more lethal, and significantly slower than their 8k cousins. Just like gunships and corvettes, the same general strategies apply between heavy frigates and destroyers: lock Tri-Turrets while far away, use Phasers while close up, and spam Heavy Turrets at all times.
A standard destroyer will generally have a nice even 12,000 blocks, a top-mounted bridge near the center of the ship (specifically defended by enhanced Chetherite Shield), and be equipped with 16 other shield systems for a total of 17 shields. Heavy Turrets are, again, the mainstay primary weapon; Tri-Turrets are advantageous heavy weapons at long range, while Phasers remain just as lethal as ever within visual range. However, being able to fire two Heavy Lasers at a time gives destroyers additional options for quickly finishing off a damaged opponent; Heavy Lasers have a high explosion power but low shield damage multiplier, unlike Phasers which are the exact opposite.
Some destroyers make use of the concept of "Core Shields" to hold excess concrete and prevent unneccesary damage; these shields are specially designed to cover blocks specifically under the hull, keeping them safe from damage even if the outer shell of the ship is breached.
Attack destroyers have the same firepower as heavy destroyers, but also possess increased mobility at the cost of durability. While they're usually envisioned as PVP ships, they can still be lethal to even the toughest AI adversaries. Usually players build these to be between 9,750 and 10,000 blocks.
Light destroyers are, for all intents and purposes, superheavy frigates. They have the same firepower, significantly less mobility, and slightly more health. Generally this subclass isn't one people bother to use.
There are numerous AI ship types and AI factions in Horizon's End, which will be not-so-briefly summarized here:
Very Easy: Can be reliably eliminated by any armed ship.
Easy: Can be reliably eliminated by gunships.
Moderate: Can be reliably eliminated by corvettes.
Hard: Can be reliably eliminated by frigates.
Very Hard: Can be reliably eliminated by destroyers.
Horizon Transit ships are the bicylclists of the galaxy; slow, flimsy, and susceptible to ramming. Transit vessels do not fire weapons and as such are by far the easiest AI to destroy.
A light exploration shuttle. As its name suggests, it's fast enough to outrun large adversaries, but its low durability makes it an easy kill for anything that can keep up.
Rewards: 250c
A small cargo vessel carrying either Chetherite, Redstone, or Titanium. Small, squishy, and so so easy to blow up.
Rewards: 250c and 314 XP
A medium exploration shuttle. Allegedly, these ships are armed with plasma cannons, but nobody has actual proof of this.
Rewards: 250c
A medium exploration transport. Looks cool, but personally I think it looks better in a lot of tiny pieces.
Rewards: 400c
A heavy exploration transport. Resembles a large Vesta. About as tanky as two put together, which isn't saying much. Have fun salvaging the sticky pistons from the wreck.
Rewards: 400c
A light cargo freighter. Sleek and futuristic, and equipped with aesthetically pleasing but non-functional light turrets. Make sure to get the ore!
Rewards: 550c
A light ore freighter. Unfortunately they don't seem to have any actual ore these days, unless you consider orange terracotta to be a rare mineral.
Rewards: 550c
Unlike player pirates, these guys aren't particularly dangerous, as long as you know what you're doing. If you don't, enjoy getting sent to your latest cryopod. Pirates have an engagement range of 750m.
A former privateer light fighter with a shiny new coat of red paint. Armed with two laser cannons and a torpedo launcher. Flimsy, and easily annihilated by any pilot worth their salt.
Rewards: 950c
If you thought the Iskat sounded underwhelming, this ship will surprise you. It's a rusty mining shuttle with a whole ONE laser cannon. If it wasn't for the fact that laser cannons do actual damage, I'd almost put this in the "Very Easy" category.
Rewards: 950c
An old light shuttle with an equally old coat of red paint. Armed with a laser cannon and a torpedo launcher.
Rewards: 950c
There goes my Hiro! A modification of the Iskat, this fighter trades one of its two laser cannons for a second potent torpedo launcher. Still not particularly hard to take out.
Rewards: 950c
A rusty shuttle with guns bolted on. Armed with a laser cannon and a torpedo launcher.
Rewards: 950c
An agile, powerful starfighter. Armed with a laser cannons and two torpedo launchers.
Rewards: 950c and 299 XP
A hefty strike fighter. Armed with a pair of powerful plasma cannons and two torpedo launchers.
Rewards: 950c
A swift, heavy assault fighter. Equipped with no less than three plasma cannons and dual torpedo launchers. Because killing you once just wasn't enough.
Rewards: 950c
A planetary hauler converted into a light gunship. Armed with a plasma cannon and two torpedo launchers.
Rewards: 1,250c
This is a funny one, because as far as anyone knows, as of June 26 2024, these are the only pirate ships that don't have functioning weapons. If you can deal hull damage to the rear of the hull, you can actually just break into the ship and steal two stacks of redstone dust from the heavy laser magazine, before finishing the whole thing off.
Rewards: 1,250c
A medium attack gunship. Armed with pulse cannons and numerous torpedo launchers. Often the companion to Bloodstar corvettes.
Rewards: 1250c
A heavy attack gunship manufactured by pirates, for pirates. Armed with pulse cannons, light turrets, and powerful heavy lasers.
Rewards: 1,250c
A medium assault gunship. Armed with pulse cannons and a powerful heavy laser.
Rewards: 1,250c and 1,556 XP
A heavy assault gunship, armed to the teeth. Equipped with plasma cannons, light turrets, and a powerful heavy laser.
Rewards: 1,250c
A heavy assault corvette. Equipped with pulse cannons and lethal triple turrets. Usually escorted by a Cormorant or Vendetta.
Rewards: 2,650c
Privateers are well-trained soldiers of fortune. Skilled in combat, they regularly patrol star systems and attack interlopers on sight. Their engagement range is usually 650m; corvettes, Contractor gunships, and Dagger fighters are the exception, at 1250m.
A privateer light fighter with a shiny new coat of green paint. Armed with two laser cannons and a torpedo launcher. Slowly being phased out by more advanced starfighters.
Rewards: 950c
A tough, powerful starfighter. Armed with a potent plasma cannon and two torpedo launchers. Stay frosty when these guys are on patrol.
Rewards: 950c
A hefty strike fighter. Armed with a pair of powerful plasma cannons and two torpedo launchers. Deadly on paper and in the field.
Rewards: 950c
A medium attack gunship. Equipped with two shields, pulse cannons, and two torpedo launchers. Rookie starfighters beware.
Rewards: 1,850c and 1,809 XP
Apparently this thing spawns in as a Vesta. We don't know why. What we do know is that numerous players think "oh it's a shuttle, easy peasy" and get cooked in like three seconds.
Rewards: 1,850c
Another vesta-psuedo-gunship. Don't underestimate those plasma cannons.
Rewards: 950c
A light attack corvette. Armed with pulse cannons, light turrets, and heavy lasers. Looks cool as hell, too.
Rewards: 2,650c and 3,988 XP
A heavy assault fighter. Armed with two plasma cannons, two torpedo launchers, and the will to chase you to the ends of the earth to shoot you down. Often found escorting Mining Guild shuttles, transports, and freighters.
Rewards: 2,650c and 967 XP
A heavy assault gunship. Armed with pulse cannons, light turrets, and heavy lasers. Occasionally found escorting Mining Guild transports and freighters, as well as patrolling deepspace alone. Lethal at close range.
Rewards: 3,750c
A heavy assault corvette. Armed with pulse cannons, light turrets, and triple turrets. Occasionally found escorting Mining Guild transports and freighters, as well as patrolling deepspace alone. Highly capable and deadly.
Rewards: 5,750c and 4,785 XP
If you guessed that the "Mining Guild" is a bunch of civilians with ships suitable for mining and not so much for combat, you'd be correct! If you thought that made then easy pickings, guess again.
Guild ships are always escorted by privateers. Just because you don't see them, doesn't mean they're not there, watching...waiting.
Guild ships have an engagement range of 500m.
An old, rusty light fighter, retired and handed down by security forces. Armed with two laser cannons and a torpedo launcher.
Rewards: 650c
A shoddy old spacecraft, frequently used by novice miners. Armed with one laser cannon.
Rewards: 650c
A converted passenger shuttle, equipped with a small mining beam. Armed with one laser cannon.
Rewards: 650c and 881 XP
An armored scout shuttle, armed with two torpedo launchers.
Rewards: 650c
A simple mining transport. Armed with plasma cannons and heavy lasers.
Rewards: 1,850c and 2,121 XP
A hefty light mining freighter. Armed with light turrets, plasma cannons, and heavy lasers.
Rewards: 2,560c
A peculiar-looking light mining freighter. Armed with light turrets and plasma cannons.
Rewards: 2,650c and 3,588 XP
The Tsaii are a fearsome race of piglin-like humanoids that will only spawn in Wild space regions: Horizon, Trench, and AU-0821. Their vessels and behavior both behave like pirates on steroids; highly dangerous, aggressive, and lethal, the Tsaii are a force to be reckoned with.
Tsaii ships have an engagement range of 1,000m.
Small and agile light scout craft. Armaments unknown, but not particularly dangerous.
Rewards: 1,550c
The standard starfighter of the Tsaii fleets. Equipped with plasma cannons and torpedo launchers.
Rewards: 1,550c
A workhorse Tsaii attack gunship. Armed with pulse cannons and heavy lasers, capable of packing a punch no matter what it faces.
Rewards: 2,500c
An imposing, intimidating attack frigate. Fitted with heavy turrets and Phasers, along with other automatic weaponry.
Rewards: 6,500c
All we know about the Aliens is their tenaciousness. Highly dangerous, highly aggressive, and never alone, Aliens are the most powerful AI ships on the server. They will always attempt to call backup, and they will never stop shooting until one of you is dead.
Alien ship loot and kill rewards alike are incredibly lucrative; players will often team up in fleets of combat and salvager ships alike in order to reap the full profit a wild space raid provides. Aliens are also unique in that they have a chance to drop Superconductors; this is the only method of acquiring these rare supercapital items.
Aliens have an engagement range of 2,500m. They will commonly spawn, immediately lock onto you, and move to engage. Be aware of your map and contacts- or you may find yourself turned into space dust in mere seconds.
A crescent-shaped, agile, heavy attack corvette. This ship is armed with the standard array of pulse cannons, triple turrets on the top and bottom, and is exceptionally fast. It's incredibly deadly towards targeted subcapital ships, and maintains that lethality against capital ships too.
Mianbaos spawned as reiforcements will always drop a Superconductor upon death.
Rewards: 9,000c and 5,383 XP
A light phaser frigate. Not particularly tanky, but incredibly dangerous up close, where its phasers and plasma cannons alike fire with perfect accuracy. Very dangerous towards inexperienced capital ship pilots, and capable of doing incredible damage to subcapitals with a single well-placed shot.
Malingshus spawned as reiforcements will always drop a Superconductor upon death.
Rewards: 9,000c and 6,263 XP
A medium assault frigate, primarily armed with heavy turrets and phasers. Even without a chetherite shield, this ship alone is extremely powerful and very tanky.
Verdoliths will always drop a Superconductor upon death.
Rewards: 9,000c
A heavy assault frigate. As of July 2 2024, the phasers and reinforcement mechanic are both inoperable, but that doesn't do much to reduce the incredible desctructiveness this ship has. Equipped with an 0.8i chetherite shield, it's very durable, and it's sure to be worrisome for even the most experienced pilots with its perfect accuracy and inhuman manuverability.
Teraliths will always drop a Superconductor upon death.
Rewards: 18,000c and 9,052 XP