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Drakkolich's Avatar


Drakkolich
06.29.2017 , 01:58 PM | #821
I've been seeing more new pilots on the forums lately and since I'm back to the game I wanted to put this back up.

So feel free to keep your questions coming and I will get to them as fast as I can!
DrakolichDrakolích
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LordTurin's Avatar


LordTurin
06.29.2017 , 06:26 PM | #822
This has almost certainly been answered in the 83 pages of this thread, so sorry if you have answered this, but what is the best Gunship and Bomber, and what are the best weapons/defensives to use? (I believe scout is sting). Obviously I understand that there are time & places as well (what works for death match may not work for satellites) but a noob friendly TLDR version would be something I greatly appreciate.
Dragonslayer Mitthendil the Revanchist - Mercenary ||
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Drakkolich's Avatar


Drakkolich
06.29.2017 , 11:20 PM | #823
Quote: Originally Posted by LordTurin View Post
This has almost certainly been answered in the 83 pages of this thread, so sorry if you have answered this, but what is the best Gunship and Bomber, and what are the best weapons/defensives to use? (I believe scout is sting). Obviously I understand that there are time & places as well (what works for death match may not work for satellites) but a noob friendly TLDR version would be something I greatly appreciate.
Oh man were starting off heavy I like it!

Thanks for the question LordTurin. I'm pretty sure too we've covered this question alot but since I've been at this for awhile I don't expect anyone to go through all those questions just to make sure it hasn't been asked before. With that said to anyone not sure if they should ask a question for that fear seriously just ask!

Let's start with Best Gunship, let's all keep in mind this is my personal opinion!

I think the Mangler/Quarrel T1 Gunship is the best one. My favorite loadout is Burst lasers, Slug Rails, Ion Rails, Distortion field, Barrel Roll, Regeneration extender, Lightweight armor, Large reactor, Dampening sensors.

This ship is great at dueling other Gunships since it has all the evasion you can get. It's also great in Domination to clear nodes of Mines for your teammates since Ion has an AoE upgrade that will sweep all those pesky mines away. It is a little weak when pressured but that's easily remedied by playing with some friends or just hanging out near teammates in game.


On to the Bombers. This ones a little harder as they have very different roles based on map type. So I'm going to give you a 2 for 1 and tell you one for each map type.

Team Death Match: In this type I prefer the Legion/Warcarrier T2 Bomber. The usefulness of a Bomber in Death match is area denial. Which primarily is used to stop enemy Scouts since they're usually the only ones actually moving into your teams space.

The build I use is Heavy lasers, Seeker mines, Railgun drone, Repair drone, Shield power converter, Regeneration extender, Communication sensors, Large Reactor, Lightweight armor.

This build lets me setup what we call a "nest" somewhere on the map. This nest lets my teammates have an area to retreat too if they are being followed or are in need of repairs. In Team death match much of the game resolves around controlling the all powerful Damage Overcharge power ups. So setting up a nest that controls many of the spawn points, or dissuades the enemy from going that direction to go get one is really important.

Domination: In this type I prefer the Razorwire/Rampart T1 Bomber. This Bomber is really well setup to not only take nodes away from the enemy but also hold them. Also and perhaps more importantly it brings Hyperspace beacon, spawning in close to the objectives is invaluable in Domination!

The build I use is Heavy lasers, Interdiction mines, Seismic mines, Charged plating, Hyperspace beacon, Large Reactor, Deflection armor, Communication sensors, Regeneration extender.

This build lets us take down turrets fast since we have Armor penetration on our lasers. It lets us tank enemy mines and non armor penetration weapons like cluster missiles by using Charged plating to get a whopping 99% damage reduction to our hull. The Interdiction mines let us actually compete with Scouts on the satellite since once they get hit by one we are actually more maneuverable then they are. Seismic mines raw damage will eliminate threats for you quickly.

It also lets us put down the all important Hyperspace beacon which can win games on it's own. Allowing other friendly bomber to arrive to satellites faster and maintaining more engine energy is just so good.


I hope that answered your question! I hope I didn't make it too long for ya.

If you'd like more information on what I play you can find all my ship builds here, I'm pretty sure they are up to date maybe missing some very minor changes.

If you like videos you should check out my YouTube channel link is in my signature. I actually have tutorial videos up for the both the Mangler and the Razorwire.
DrakolichDrakolích
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Flusssaeure's Avatar


Flusssaeure
07.02.2017 , 04:01 AM | #824
Before getting to business I would like to say thank you Drakkolich for coming back and bringing this thread back to life. So I hope nobody is to angry that I start with an "user testimonial". People who follow this thread can pinpoint when I started flying, December 2015, because I put a question there after around 10 games of flying. Drakkolich answer I revisited during January this year. Why? The answer that Drakkolich gave me went miles further than what I was asking. In fact after at that point I just had finished around 10 games and was still trying to figure out why the scouts I fly don't fly in a straight line but instead look like I am riding a bull which didn't happened on other ship typs and I was also fighting why I always lose missile locks so the part of Drakkolich answer that went beyond my original question I didn't understand what he was talking about at that point of time. Anyway after I got what I wanted at that point of time I was still happy and decided to continue working on the basics until I get there that I understand what he was talking about. And yes what I wanted to say with that after one year of flying I finally reached the point that I came up with the question that Drakkolich already answered when I was asking my original question. So he didn't only answered not only my original question but he also figured out the inevitable follow up question even when I needed one year to get there. But than all I needed was to reread his original answer because he already had me covered. So one year later I was even more impressed with Drakkolich answer than original.

And because Drakkolich is Drakkolich he also answered Lord Turin innocent question in a way that he was already talking about the topics I wanted to ask to advertice Drakkolich other resources for the target audience of this thread.

But after I want details lets go anyway.

1) Drakkolich already mentoined his shipbuild thread and that it is mostly up to date (that was the first part of my question). For the cartel market which are copies of other regular ships what would be your alternative build including upgrades and crew members if someone would want to use the cartel ships to explore a different build of the ship builds you posted in your thread?

2) Drakkolich also mentoined the damage overcharge clusters, which are power up spawnpoints in team deathmatches who only spawn damage overcharge and nothing else. What he didn't mentoined is his damage overcharge spawnpoint location guide where you can see screenshots and maps where you can find this spawnpoints. And yes my question was if you see the need to set up a gunship nest in a TDM how much do you consider the location of the super clusters to decide where to set up the nest?
I recently PUGed into a TDM imperial side no wargame where someone decided that the bombers should set up a nest in the B4 grid of the Lost Shipyard Map. Not only was that awfull close to the friendly spawnpoints which opened up B2 for the enemy scouts to attack our own spawn points it also sacrifieced the entire C row of the map where most of the superclusters on the map are located so that the enemy gunships could sit close to the superclusters and pick apart who was sitting inside the nest because they could ignore the bombers who didn't post a thread to them. After in addition to the location before I complained 4 bombers where building a nest for a single gunship and after I complained 3 bombers where building a nest for 2 gunships to say that that game was a beating was an understatement. And in my opinion the location of the nest was as much to blame as the ship composition.

Drakkolich's Avatar


Drakkolich
07.02.2017 , 02:35 PM | #825
Thank you for the very kind words Flussaeure! I'm so glad my answer was that helpful!

On to your questions!

1: So there are only 2 Cartel ships I would actually use and those the Ocula/Skybolt (Alternate Sting/Flashfire T2 Scout) and the Onslaught/Firehauler (Alternate Legion/Warcarrier T2 Bomber)

For the Ocula I usually keep it setup as a Quads and Pods setup for hunter Gunships. (Lately I've been trying my friend Micals build which is a very close setup just using Burst instead of Quads)

The build
Primary: Quad Laser Cannon (Crit/Shield damage)
Secondary: Rocket Pods (Ammo/Range)
System: Targeting Telemetry (Evasion/Crit Magnitude)
Shield: Distortion Field (Missile break)
Engine: Retro Thrusters (Engine power)
Armor: Lightweight Armor
Capacitor: Damage Capacitor
Thruster: Regeneration Thruster
Reactor: Large Reactor
Copilot Ability: Salana Rok/Akaavi Spar Wingman
Crew: Empire: Offensive: Lieutenant Pierce 6% Accuracy/25% Ammo Defensive: Vector 5% Evasion/10% Shield max Tactical: Salana Rok 5000m Communication/3500m Focus Engineering: 2V-R8 13% Engine efficiency/ 13% Blaster efficiency
Republic: Offensive: Kira Carsen 6% Accuracy/25% Ammo Defensive: Nadia Grell 5% Evasion/10% Shield max Tactical: Akaavi Spar 2000m Dampening/5000m Communication Engineering: Yuun 13% Engine efficiency/ 13% Blaster efficiency

The differences for Micals build I've been using have been Burst lasers, Range Capacitor and Blizz/C2-N2 engineering crew.


As for the Onslaught/Firehauler the advantage here would be to have both a Domination setup and a Death match setup on your bar. So if you were using my Legion/Warcarrier Death match setup for instance, you could bring an Onslaught/Firehauler to get a Domination setup. They would look fairly similar except for minor differences. (Slight note while checking my ship builds I realized my Warcarrier one wasn't up to date so I'll be changing that to my current Deathmatch setup)

You might want something like this for Domination. The difference to my other build is very minor but the playstyle does change. The differences are Interdiction drone instead of Railgun drone and Seeker mines AoE instead of the extra mine. Since you really like the AoE stuff in domination since everyone is clumped up and it helps clear enemy mines.

Primary: Heavy Laser Cannon (Armor pen/Shield Pen)
Secondary: Seeker Mine (Speed/Radius)
System: Interdiction Drone (Slow/Extra Drone)
Shield: Repair Drone (Ammo)
Engine: Shield Power Converter (Max Engine Pool)
Sensor: Communication Sensor
Magazine: Regeneration Extender
Reactor: Large Reactor
Armor: Reinforced Armor
Copilot Ability:Scorpio/Lord Scourge Suppression
Crew: Empire: Offensive: Jaesa Willsam 6% Accuracy/2 Degrees arc Defensive: Xalek 9% Damage Reduction/10% Shield max Tactical: Scorpio 3000m Radius/3500m Focus Engineering: Blizz 13% Engine efficiency/ 10% Engine Pool
Republic: Offensive: Qyzen Fess 6% Accuracy/2 Degrees arc Defensive: M1-4X 9% Damage Reduction/10% Shield max Tactical: Lord Scourge 3000m Radius/5000m Communication Engineering: C2-N2 13% Engine efficiency/ 10% Engine Pool


On to question 2!

Controlling the map is pretty much the whole game in Death match, Damage overcharge is so important that it will single handedly decide matches for which team gets a lot more of them. Controlling the map is also important for gathering the other power ups as well most notably the Engine power up (Purple one) since it gives you extra evasion as well as engine regeneration rate it's highly sought after to counter enemy Gunships.

Now with that in mind setting up a nest where you can control as much of the map as possible is super important. Choosing a location for your team to defend the powers ups is probably the highest factor. However blindly charging to an area your team hasn't pushed too isn't a good idea. So when you start the game it's best to put up your first nest a little closer to home and once your team gets a small foothold slowly push up to your "ideal" location. Usually you can do this with your second rotation of cooldowns.

So to use your game as an example Starting the game by setting up a nest in the B4 grid is great, it gives your team a spot to retreat to if the first engagement doesn't go well, be it they got the first Damage overcharge or maybe someone just got a string of lucky hits/crits. But once your cooldowns come back up if your team has pushed out even a little passed where you are currently it means it's time to move up, hopefully you can push up to your "ideal" spot at this point, but if not inch forward a little.

In Lost shipyards the controlling the absolute middle of the map is super important since there are a whopping 5 Damage overcharge spawn points there. Also if you control the middle it's usually easy to head north or south to pick up those two spawn points as well. Completely conceding the map in general is a terrible idea, there are a few edge cases where you might get an advantage from doing so, I won't go super in details about those since this is getting pretty long already.


So I hope that was helpful! If you have more questions or I didn't answer something satisfactorily let me know!
DrakolichDrakolích
The BastionTwitch Stream

Flusssaeure's Avatar


Flusssaeure
07.08.2017 , 03:50 AM | #826
Well after no one else stepped in to keep this alive:

In regards of the shipbuilds:
1) Your TDM Legion / Warcarrier with a Railgun drone is using shield piercing over armor piercing. These seems to be against the conventional wisdom of how useful armor piercing is. Would you might to explain that? While I think I know the short answer, you want to protect your gunships from scouts and scouts don't have armor I am of course interessted in the Drakkolich answer not the short answer.

2) The increased crit chance versus increased base damage debate on the Slug Railgun of the Mangler / Quarrel. When asked why you chanced from increased crit chance to increased base damage you explained the impact of the damage overcharge in killing specific ship build and after you get around 5+ damage overcharge per game that was your decision maker. However there was a discussion a few month ago if the frequency of the DO spawn rate was reduced. I am not sure if it is the reduced spawn rate or just my server but I rarelly see TDM now where both sides combined get more than 5 DOs. So the question is what do you think how many DOs per game do you need to justify running increased base damage over increased crit changes and what was your experience if this number of DOs is still available or not?

3) The cartel ships. While I more or less expected your answer and right now the thread is a little bit slow I pulled a Gladiator out of one grand Starfighter Packs where I have no idea what to do with it. Any suggestions?

And not a question but something I noticed the links to the individual DO spawn point screenshots in your DO super cluster guide seem to be broken in some of the Lost shipyard locations for example #2 B2-low, #4 Asteroid, #6 Asteroid, #7 Space debris. The rest seems to be fine.

Drakkolich's Avatar


Drakkolich
07.09.2017 , 08:25 PM | #827
Quote: Originally Posted by Flusssaeure View Post
Well after no one else stepped in to keep this alive:

In regards of the shipbuilds:
1) Your TDM Legion / Warcarrier with a Railgun drone is using shield piercing over armor piercing. These seems to be against the conventional wisdom of how useful armor piercing is. Would you might to explain that? While I think I know the short answer, you want to protect your gunships from scouts and scouts don't have armor I am of course interessted in the Drakkolich answer not the short answer.

2) The increased crit chance versus increased base damage debate on the Slug Railgun of the Mangler / Quarrel. When asked why you chanced from increased crit chance to increased base damage you explained the impact of the damage overcharge in killing specific ship build and after you get around 5+ damage overcharge per game that was your decision maker. However there was a discussion a few month ago if the frequency of the DO spawn rate was reduced. I am not sure if it is the reduced spawn rate or just my server but I rarelly see TDM now where both sides combined get more than 5 DOs. So the question is what do you think how many DOs per game do you need to justify running increased base damage over increased crit changes and what was your experience if this number of DOs is still available or not?

3) The cartel ships. While I more or less expected your answer and right now the thread is a little bit slow I pulled a Gladiator out of one grand Starfighter Packs where I have no idea what to do with it. Any suggestions?

And not a question but something I noticed the links to the individual DO spawn point screenshots in your DO super cluster guide seem to be broken in some of the Lost shipyard locations for example #2 B2-low, #4 Asteroid, #6 Asteroid, #7 Space debris. The rest seems to be fine.

Thank for more questions!

1: You nailed it, I use Shield piercing because the entire build is designed to keep Scouts off my teammates. If suddenly armored targets started charging my teammates I might consider changing it but for now being able to kill a 2% health Scout that has full shields is super useful.

2: So the first part is do I think the DO's spawn rates have slowed down and no I don't at all. I think they are exactly the same as they have always been, I still see upwards of 10 DO's gotten throughout longer TDM games. As for how many DO's I think you need to get to make the extra damage vs the Crit worthwhile I'd say 1-2 is enough to justtify it, because the talent change is so minor in what it changes in matches already.

3: Honestly I usually only run one fun ship on my bar for blow out games so I might replace my current one with that one just to fly something different? I don't really think there is anything super constructive you could do with it in the current meta.

Ya I'm aware some of my links have fallen off sadly that is due to the program/website I used to upload the pictures. I'd have to get all new pictures and upload them again. Which I guess I can work towards now that I'm streaming again. Thanks for bringing it to my attention.

I hope that helped!
DrakolichDrakolích
The BastionTwitch Stream

Loadsamonie's Avatar


Loadsamonie
04.01.2018 , 02:19 PM | #828
Do you or anyone know of any good GSF guilds on Satele Shan? I see guilds recruiting for HM/NM Ops and PvP, but never for GSF, and I play GSF more than anything. Not enough love for GSF in Fleet General.

Drakkolich's Avatar


Drakkolich
04.01.2018 , 05:35 PM | #829
Quote: Originally Posted by Loadsamonie View Post
Do you or anyone know of any good GSF guilds on Satele Shan? I see guilds recruiting for HM/NM Ops and PvP, but never for GSF, and I play GSF more than anything. Not enough love for GSF in Fleet General.
There aren't really GSF guilds, there more like GSF groups. People that hang out together and just play GSF.

So no I don't know of any sorry.
DrakolichDrakolích
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Lendul's Avatar


Lendul
04.01.2018 , 06:44 PM | #830
Quote: Originally Posted by Drakkolich View Post
There aren't really GSF guilds, there more like GSF groups. People that hang out together and just play GSF.

So no I don't know of any sorry.
There is one I know of on Satele, the (Warbird Squadron) http://warbirdsquadron.shivtr.com/ https://www.facebook.com/pg/SWTORWar...=page_internal

I am not a member nor involved with them in any way, so I can only speak to their existence.