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Stasie's Galactic Starfighter Guide (Ships, Components, Crew, Tips)

STAR WARS: The Old Republic > English > Galactic Starfighter
Stasie's Galactic Starfighter Guide (Ships, Components, Crew, Tips)
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Arnianor's Avatar


Arnianor
09.14.2014 , 05:18 AM | #291
Just wanted to say thanks for this wonderful guide which helped me a lot to pass from 0 understanding in GSF and 0 (1 when really lucky) medals a match (thus not liking it) to way more fun. Now I'm playing a Decimus which I love (but still have a lot to learn about it).

Ramalina's Avatar


Ramalina
09.18.2014 , 04:13 PM | #292
So a strike fighter build update. I switched GSF mains, the game has changed quite a bit since December 2013, and I'm a lot better with blaster accuracy than I was when I first started playing GSF. These builds are what I'm currently using most of the time.

F-T6 RYCER // TZ-24 GLADIATOR // FT-8 STAR GUARD // TZ-24 ENFORCER

The Ion Cannon and Heavy Laser Cannon strike fighter is one of those things that seems like it shouldn't work, but done well turns out to be surprisingly good. Sort of like a Strawberry-Jalapeno smoothie.

:: COMPONENTS

Primary Weapon: Ion Cannon (T4 Drain Engine Power, T5 Drain Shield Power)
This started as a 'silly' experiment, and I found that I really like them. They instantly and utterly destroy shields. In order to be really good though, you need to be able to hit with a strong cannon to finish the kill. Now that I can do that with HLCs at point blank range I really appreciate Ion Cannons. If you aren't an elite GSF marksman they're still an option. Instead of trying to get the kill yourself, just rip the shields off of as many ships as you can and let someone else worry about getting the kill.

Primary Weapon: Heavy Laser Cannon (T4 Ignore Armor, T5 Shield Piercing)
This is the bread and butter of this build, if you have the option, kill it with heavies.
Shield piercing and Armor ignore for the upgrades.

Secondary Weapon: Concussion Missiles (T4 Increased Ammo, T5 Ignore armor)
Mid range and high power option. If you don't care about hurting bombers and the rare charged plating strike fighter engine targeting is actually a better dogfighting choice.

Engine: Retro Thrusters (T3 Increased Turning Rate)
More time for blaster fire and missile locks and a defensive missile lock break. The clear offensive dogfighting pick.

Shields: Quick Charge Shields (T3 Reduced Cooldown)
Engine boost, rapid recharge, and recharge on cooldown. Together it adds up to a very powerful component choice.

Reactor: Large Reactor
With quick charge shields this is by far the best choice.

Thruster: Regeneration Thrusters
Having become a more skilled pilot, I've dropped Turning for Regeneration. It's a trade of tactical maneuverability for strategic maneuverability. The overall balance of GSF has also shifted substantially, and with scouts less dominant than they used to be I find turning thrusters no longer worth the loss of mobility they impose.

Capacitor: Range Capacitor
Heavy Lasers at 6.9 km are absolutely devastating. The way their accuracy works firing at max range is a good thing and to be exploited as much as possible.

Magazine: Regeneration Extender
The all-around best choice for sustained fire. More regeneration means more laser shots means more damage.

:: CREW ABILITES

Copilot: Bypass (Republic) Wingman or Running Interference (Imperial)
Gearing up new ships I really noticed and really missed shield piercing on HLCs and Concussion Missiles. This was a way to get it back before I had the weapons fully upgraded. On the Imperial side this is impossible due to a critical shortage of annoying Trandoshans. Since you can't sacrifice the pinpointing and accuracy passives, that leaves you with a choice of Wingman for hitting annoying scouts and gunships or Running Interfererence for maybe not getting hit by them.

Offensive: Improved Kill Zone 2 degrees to firing arc & Pinpointing 6% accuracy
These crew members provide the best offensive power to your weaponry. Having an extra 6% accuracy for your primary weapon helps overcome evasion-stacking and allows you to take more glancing shots.

Defensive: Shield Power, Evasion
Standard choices.

Tactical: sensor radius & communication
Strikes need all the detection help they can get. Radius is better than focus as you get to see the gunships to the side and behind you. Imperials might take sensor focus instead in order to get the Wingman active ability.

Engineering: Efficient Maneuvers & Efficient Fire

You want speed and ammo for dogfighting the this give both of those. Efficient maneuvers and Power to Engines is also a decent option.



F-T2 QUELL // FT-6 PIKE

I still run the Pike as a longish medium range missile platform. It centers on getting to a position where it's out of blaster range to lock on with missiles, which means there's a need for speed. I'll spend most of a match with power to engines. At the higher skill levels, you can boost in after getting a missile lock and launch long range missiles from short range. At 500m it doesn't matter if a target has two missile breaks ready to go, they won't have enough time to use them. That's an extremely hard trick to pull off with something like a Proton Torpedo though, boosting in to around 3-5 km greatly reduces missile flight time and the locks are not insanely difficult to maintain on a maneuvering target.

:: COMPONENTS

Primary Weapon: Heavy Laser Cannon (T4 Armor Penetration, T5 Shield Piercing)
I used to run Quads, but now that my aim has improved enough so that I consider trying to take a shot at a maneuvering target at 500m reasonable, I find HLCs to be superior in just about all respects.

Secondary Weapon: Proton Torpedoes (T4 Increased Speed, T5 Increased Range)
I use the first slot so that in default configuration my longest range missile is selected when I start a battle. Silly little quality of life thing. Long range, hard hitting, damage to hulls. Good stuff. If launched at over 5 km you really need to make sure that the target just used a missile lock break or you need to plan on the torpedo being wasted. Once you learn to boost in from a solid lock at 8+ km to release the missile at 3 km or less, the proton torpedo becomes a rather terrifying weapon.

Cluster Missiles could reasonably be substituted into this build based on pilot preference/flying style.

Secondary Weapon: Concussion Missiles (T4 Increased Ammo, T5 varies )
The spammy short range missile. Well for this build. Against a target with missile lock breaks that are on cooldown a proton torpedo + concussion missile combo is fatal to all but the tankiest ships, and even they will be in trouble if you hit them with HLCs afterwards. With a quicker lock on time and a wider firing arc, these are the missile of choice if you loose separation between yourself and your targets. They also hurt a lot. So it's nice to have a lot of them to fire, thus the extra ammo. For T5 against scouts, strikes, and gunships you want engine targeting, against bombers you want ignore armor. If there are ever PvE elements tougher than turrets you might want ignore armor for them, assuming that destroying them isn't a waste of missiles.

Cluster Missiles could reasonably be substituted into this build based on pilot preference/flying style.


Engine: Barrel Roll (T3 Increased Turn Rate)
Creates a gap fast, very valuable in a long range missile platform. Now that I'm using HLCs and consequently firing blasters more often (I can start shooting when I start a Concussion Missile lock) I find that having at least a little bit of upgrade to turn rate is nice.

Shields: Quick Charge Shield (T3 Regen During Damage)
This shield gets taken for the engine benefits. You shouldn't be under fire for long periods of time, so the quick recharge ability should be enough to tide you over until you can disengage. The regen makes up a bit for the smaller size and you really shouldn't be sticking around long enough for it to come off of cooldown even with the reduction.


Armor: Lightweight Armor
Having messed around with the Binomial Distribution, and other black arts of mathematical modelling, I can say with confidence that for short encounters evasion beats the heck out of similar quantities of any other option, and it's more likely to make the difference between living and dying when it really matters.


Thruster: Speed Thrusters

To get in a missile launch position you need to be able to get to the right place in space, and boosting is by far the best way to do this quickly enough to take advantage of good tactical situations. Strike fighters are not especially efficient at boosting, and despite a larger size, don't seem to get much in the way of bigger fuel tanks. So getting a build that can always boost to where it wants to be is tricky. I find that the key to success is in the boost mechanic. It multiplies base engine speed by 3.2. The other thruster options give a roughly 20% increase in boost ability, speed thrusters appear to be worse at a mere 10%, but that 10% then gets multiplied by 3.2. It is very, very good.

Capacitor: Ranged capacitor
I love 6.9 km of range on HLCs. So if I have HLCs equipped I refuse to even consider any other type of capacitor.

Magazine: Munitions Capacity Extender
I've left this stock, but may soon shift to Power Pool Extender. If I can get ammo refills from teammates the extra missiles aren't that useful, and with good power management you don't really need the regeneration extender if you're flying a hit and run style of fight. That leaves Power Pool as the option the lets you get off an extra shot or two before you run dry.

:: CREW ABILITES

Copilot: Bypass (Republic) Wingman or Running Interference (Imperial)
Gearing up new ships I really noticed and really missed shield piercing on HLCs and Concussion Missiles. This was a way to get it back before I had the weapons fully upgraded. On the Imperial side this is impossible due to a critical shortage of annoying Trandoshans. Since you can't sacrifice the pinpointing and accuracy passives, that leaves you with a choice of Wingman for hitting annoying scouts and gunships or Running Interfererence for maybe not getting hit by them.

Offensive: Improved Kill zone& Pinpointing
The increased firing arc for proton torpedoes makes a world of difference. Pinpointing buffs laser damage, you could go for rapid reload instead if you'd rather.

Defensive: Power to Shields & Response Tuning(10% shield power pool, 5% evasion)
The ideal defensive options. Republic gets a choice of running interference or bypass if you take co-pilot ability from this category.

Tactical: sensor radius & communication
Strikes need all the detection help they can get. Radius is better than focus as you get to see the gunships to the side and behind you. Imperials might take sensor focus instead in order to get the Wingman active ability.

Engineering: Power to Engines and Efficient Maneuvers
Pikes do love their boost when working off of a speed thrusters based build, so I'm still running with C2-N2 or Blizz here.


Haven't really changed up my Clarion build at all.
"A padawan's master sets their Jedi trial, Rajivari set mine."
- Zhe Lian, Sage.

Twitch

Verain's Avatar


Verain
09.24.2014 , 08:08 AM | #293
@Ramalina:

I'm a pretty big fan of heavy lasers myself. While I do miss the extra damage when I pull to a bead that quads can bring, the extra range, generally constant dps over the long range and versus armor, makes the shots, while less powerful, feel more under control. While I don't think that any strike is bad with quads (it appears to be their iconic choice), I definitely like heavies.

Quick Charge Shield on a Pike is just such a beating. I agree that the advantages of movement are very nice, but without a reactor the shield just feels so insubstantial. You explicitly mention playing the short game multiple times, and I definitely agree it would play into that.


My gripe is that you list a bunch of red ship names but you don't really mean them. You have an Starguard (or Enforcer) build on top, and a Pike build on the bottom.

I would recommend either stating that they are Republic side only, or offer Empire alternatives in the crewman section- no one on Empire, for instance, can get Pinpointing (+6% Accuracy) AND Bypass, so special case the Empire recommendations (ex, recommending Bypass at the cost of Pinpointing, which IMO is terrible, or taking Wingman on Empire side and keeping Pinpointing and Firing Arc, which IMO is the better call). You should also name the crewmembers- saying "Get Bypass and get Pinpointing and get Extra Firing Arc" means "have Qyzen Fess as your offensive and Nadia Grell as your defensive", and it means nothing besides that, so say it!
"The most despicable person on the GSF forum."

Gavin_Kelvar's Avatar


Gavin_Kelvar
09.24.2014 , 04:59 PM | #294
So just a question for you number crunchers out there: when it comes to Thermites what's the difference in total damage it does the left T5 increased duration and the right T5 Plasma Warheads?

I know that, in terms of overall group utility, the left T5 is the way to go. But if you're looking more for which makes a Thermite do the most damage by itself does the T5 right upgrade pull way ahead of T5 left? Or is the difference fairly small?

I'm asking mainly because since the mine nerfs there seems less of a pressing need to weaken their defenses for as long as possible to give my team a chance to bring down a bomber. So I've been thinking that increasing the total damage Thermites do on their own so as to be more lethal to non-bomber targets might be the way to go since it might make a difference between the DoT killing a strike/scout and them having just enough hull to limp away.
Aodhán Guilhem
Republic Strike Fighter Pilot
Jedi Covenant

Ryuku-sama's Avatar


Ryuku-sama
09.24.2014 , 05:44 PM | #295
Quote: Originally Posted by Gavin_Kelvar View Post
So just a question for you number crunchers out there: when it comes to Thermites what's the difference in total damage it does the left T5 increased duration and the right T5 Plasma Warheads?

I know that, in terms of overall group utility, the left T5 is the way to go. But if you're looking more for which makes a Thermite do the most damage by itself does the T5 right upgrade pull way ahead of T5 left? Or is the difference fairly small?

I'm asking mainly because since the mine nerfs there seems less of a pressing need to weaken their defenses for as long as possible to give my team a chance to bring down a bomber. So I've been thinking that increasing the total damage Thermites do on their own so as to be more lethal to non-bomber targets might be the way to go since it might make a difference between the DoT killing a strike/scout and them having just enough hull to limp away.
Get the duration. More time under the debuff is better.
"If it wasn't broken, we shall break it. If it is balanced, we shall beat it until slow and painful death follows. If it is overpowered, it is working as intended." - Bioware 2015

Magira's Avatar


Magira
09.25.2014 , 12:46 AM | #296
Quote: Originally Posted by Gavin_Kelvar View Post
So just a question for you number crunchers out there: when it comes to Thermites what's the difference in total damage it does the left T5 increased duration and the right T5 Plasma Warheads?
If you can carry on using lasers, then left. If not, then right. My Clarion has left, my Spearpoint, which sits below the satellite, right. Without laser does more damage right. With subsequent lasers left. Darn.
The Red Eclipse: Ynaxi, Thamari, Shakrj , Lorilee, Maedu
Guild: The Wookiees Legacy:Shockwaverider
https://en.wikipedia.org/wiki/The_Shockwave_Rider

Verain's Avatar


Verain
09.26.2014 , 09:50 AM | #297
Quote: Originally Posted by Ryuku-sama View Post
Get the duration. More time under the debuff is better.
Generally correct.

The question was SPECIFICALLY about damage, however. And your choice there is between damage and dps.

Baseline, the thermite deals half the damage upfront and half as damage.

The final upgrade gives you a choice- a 6th tick, at second 18, yielding 20% extra dot damage, or 15% extra dot damage?
(it is 5 to 6, right, not 6 to 7? If it were 6 to 7 it wouldn't change anything, it would be 17% more damage)


So, the lower left option is technically better. As a note, however: If the target lives 17 or less seconds after being struck, the lower left option was the same as choosing nothing at all. Each of the 5 ticks you get with the right option is boosted, after all, and at second 15 your dot has dealt 15% extra damage, while the extra duration dot has dealt 0% extra damage.

I strongly and without hesitation recommend the lower left upgrade- extra duration- because of these reasons, none of which are the extra 5% damage.

> If a target was going to die within those 15 seconds, the magnitude of the dot is not even relevant. Your goal is not to maximize YOUR damage, it's to maximize team points, which are largely based on deaths when discussing the merits of weapons, and the extra 15% dot damage will not make a meaningful impact on that for, say, a target whom it ticks thrice on, killing them, instead of the kill happening at tick 4. Again- the scoreboard is not the game. If your ally gets the kill, that's the same for the team as you getting the kill.
> If a target was NOT going to die within those 15 seconds, an extra three seconds of thermite debuff is impactful. Enemies will often run and stay hidden during a thermite debuff, or get splattered. The 20% shield piercing and 100% armor ignore that the debuff grants are frankly absurd, and I've seen several bombers with charged plating up (thermite totally negates CP during its duration, for everyone) die in the last few seconds of a thermite debuff- without that debuff, they could have stayed alive. The extra duration gets kills and controls enemies- it would be the better option even if the right option were 25% extra damage, and a reasonable choice at around 40%.
"The most despicable person on the GSF forum."

Gavin_Kelvar's Avatar


Gavin_Kelvar
09.26.2014 , 03:38 PM | #298
Quote: Originally Posted by Verain View Post
Generally correct.

The question was SPECIFICALLY about damage, however. And your choice there is between damage and dps.

Baseline, the thermite deals half the damage upfront and half as damage.

The final upgrade gives you a choice- a 6th tick, at second 18, yielding 20% extra dot damage, or 15% extra dot damage?
(it is 5 to 6, right, not 6 to 7? If it were 6 to 7 it wouldn't change anything, it would be 17% more damage)


So, the lower left option is technically better. As a note, however: If the target lives 17 or less seconds after being struck, the lower left option was the same as choosing nothing at all. Each of the 5 ticks you get with the right option is boosted, after all, and at second 15 your dot has dealt 15% extra damage, while the extra duration dot has dealt 0% extra damage.

I strongly and without hesitation recommend the lower left upgrade- extra duration- because of these reasons, none of which are the extra 5% damage.

> If a target was going to die within those 15 seconds, the magnitude of the dot is not even relevant. Your goal is not to maximize YOUR damage, it's to maximize team points, which are largely based on deaths when discussing the merits of weapons, and the extra 15% dot damage will not make a meaningful impact on that for, say, a target whom it ticks thrice on, killing them, instead of the kill happening at tick 4. Again- the scoreboard is not the game. If your ally gets the kill, that's the same for the team as you getting the kill.
> If a target was NOT going to die within those 15 seconds, an extra three seconds of thermite debuff is impactful. Enemies will often run and stay hidden during a thermite debuff, or get splattered. The 20% shield piercing and 100% armor ignore that the debuff grants are frankly absurd, and I've seen several bombers with charged plating up (thermite totally negates CP during its duration, for everyone) die in the last few seconds of a thermite debuff- without that debuff, they could have stayed alive. The extra duration gets kills and controls enemies- it would be the better option even if the right option were 25% extra damage, and a reasonable choice at around 40%.
Thanks! The reason I asked is because lately I've been noticing that, in close matches, I'm sometimes the only one able to make attack runs against bombers hit by thermites. Sometimes that's because my team's scouts have their hands full taking care of the escort fighters (but if the bomber is left alone they inevitably get decimated by mines/drones), other times it's because JC's meta can be very GS heavy so allied fighters are not in range of the bomber because they're engaging enemy GSes 10K+ meters away. Either way I've felt that using an upgrade that would either improve the missiles ability to kill enemy fighters through increased total damage or increase the damage while I set up for another attack run might be more beneficial to my team.

That has gotten me wondering though if protorps might be better since, during reloads, I could focus on helping allied scouts bring down escort fighters and just attempt to kill the bomber with repeated protorp runs (unfortunately in a few matches the escort fighters/GSes were good enough to prevent me from making attack runs during thermite's debuff time so I had to kill a bomber almost solely with thermites; friendly scouts just kept getting blown to pieces because the escort fighters would lure them into the minefield, it seemed at the time that killing the bomber was the only way to give my team's scouts a chance to clear away the escort fighters).
Aodhán Guilhem
Republic Strike Fighter Pilot
Jedi Covenant

Ramalina's Avatar


Ramalina
09.27.2014 , 08:04 PM | #299
Quote: Originally Posted by Verain View Post
@Ramalina:

My gripe is that you list a bunch of red ship names but you don't really mean them. You have an Starguard (or Enforcer) build on top, and a Pike build on the bottom.

I would recommend either stating that they are Republic side only, or offer Empire alternatives in the crewman section- no one on Empire, for instance, can get Pinpointing (+6% Accuracy) AND Bypass, so special case the Empire recommendations (ex, recommending Bypass at the cost of Pinpointing, which IMO is terrible, or taking Wingman on Empire side and keeping Pinpointing and Firing Arc, which IMO is the better call). You should also name the crewmembers- saying "Get Bypass and get Pinpointing and get Extra Firing Arc" means "have Qyzen Fess as your offensive and Nadia Grell as your defensive", and it means nothing besides that, so say it!
Correct you are. I was lazy and based this off of an old template I had lying around on the hard drive. Reducing the Copilot options from 2-3 down to one created faction specific crew combos/impossibilities. I'll go fix it.
"A padawan's master sets their Jedi trial, Rajivari set mine."
- Zhe Lian, Sage.

Twitch

Verain's Avatar


Verain
10.02.2014 , 01:12 AM | #300
Quote: Originally Posted by Gavin_Kelvar View Post
That has gotten me wondering though if protorps might be better since, during reloads, I could focus on helping allied scouts bring down escort fighters and just attempt to kill the bomber with repeated protorp runs (unfortunately in a few matches the escort fighters/GSes were good enough to prevent me from making attack runs during thermite's debuff time so I had to kill a bomber almost solely with thermites; friendly scouts just kept getting blown to pieces because the escort fighters would lure them into the minefield, it seemed at the time that killing the bomber was the only way to give my team's scouts a chance to clear away the escort fighters).
1- If your target is a charged plating bomber, a thermite will deal more damage than a proton, unless the bomber is killed before the dot ticks (in which case, who cares). Even if the bomber has a full shield and turns on charged plating and nullify (the latter two of which don't matter). The only exception is the proton critting, of course.

The proton deals 916 on average (872 normal, 1308 crit). This is versus any target, of course.

Versus a charged plating bomber, there is a passive shield bleedthrough of 20%. You initially deal 362 to hull (and 362 to shield, but we aren't counting that), then 109 to hull six times in 18 seconds (and like 48 to shield). The net hull damage to the charged plating bomber? 1015.

So, obviously this is a lot of damage, and it's more than the proton on average. Note also that if you can actually remove some shielding and land that versus hull, it's just DUMB amounts of damage, and it also lets the bomber be shot at by nubs for the duration- nubs who will have 40% shield piercing and 100% armor piercing.


2- Versus an overcharged shield bomber:

In this case, the proton is more damage if that's all that happens. But the difference is not large. 794 total damage happens to the bomber's hull, assuming no one bothers him whilst the dot ticks and his shield never falls.


This means that in general, the thermite is very similar to the proton, but lacks:
> The extra range of proton (via talent)
> The ability to crit
> Higher average damage if the shield never falls and is not charged plating.
> The damage can't be healed over by a repair probe unless the target survives the initial hit.

Meanwhile, the thermite gains:
> Higher average hull damage versus charged plating.
> Actually deals some damage to shields, which can be helpful if the hull damage alone won't win.
> Powerful shield debuff
> Complete armor ignore (not just from the torp, all damage done to the target is not reduced)
> Ability to be a LOT of damage if the target doesn't have shields.
> If you play with Anastasie, he is like a shark smelling blood. Put a thermite dot on something, and he'll pop out from behind a satellite and just end that guy.
"The most despicable person on the GSF forum."