Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

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)
First BioWare Post First BioWare Post

Ryuku-sama's Avatar


Ryuku-sama
05.21.2014 , 12:20 AM | #221
So far I've introduced 2 people on TEH to GSF.... Miraluna and Windrota....
The first is currently gearing up her T1 strike for long range assault. She does pitiful damage but she can fly and survive rather well, more than most newbie can say. She will buy a bomber soon since she prefer support flying. Flying the stock ships and mastering one (She is only 2 or 3 upgrades shy from her mastered starguard) taught her how to fly. Sure she made poor decision with her Strike components but she is a fine pilot.
Wind is a more aggressive pilot perfectly suited for scouts. He is now trying to fly a Novadive and does rather well. When I first saw him he was whining how much impossible this game was, how ****** the baance were et ceatera. Now he is doing well.


My point is simple. Newbies must learn to fly the stck ships. They are well balanced and teach the basic. Beginning on a bomber will keep a new pilot from learning how to actually be evasive and begining on a gunship will keep a newbie from developping a good spatial awareness.
"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

tunewalker's Avatar


tunewalker
05.21.2014 , 01:07 AM | #222
Quote: Originally Posted by Ryuku-sama View Post
So far I've introduced 2 people on TEH to GSF.... Miraluna and Windrota....
The first is currently gearing up her T1 strike for long range assault. She does pitiful damage but she can fly and survive rather well, more than most newbie can say. She will buy a bomber soon since she prefer support flying. Flying the stock ships and mastering one (She is only 2 or 3 upgrades shy from her mastered starguard) taught her how to fly. Sure she made poor decision with her Strike components but she is a fine pilot.
Wind is a more aggressive pilot perfectly suited for scouts. He is now trying to fly a Novadive and does rather well. When I first saw him he was whining how much impossible this game was, how ****** the baance were et ceatera. Now he is doing well.


My point is simple. Newbies must learn to fly the stck ships. They are well balanced and teach the basic. Beginning on a bomber will keep a new pilot from learning how to actually be evasive and begining on a gunship will keep a newbie from developping a good spatial awareness.
they need to get 5k fleet req or 50k ship req before they can even purchase the 2 ships I am talking about.

That req they would have to get on the starter Stock ships. They will learn to fly there. The people you are talking about it stuck with it which is good, now they are branching out to new ship types which is good and exactly what I am suggesting. I never said "dont fly T1 Scout or Strike after you get the bomber or the GS" clearly that would be counter productive. The idea would be fly the scout and the strike by the time you have 50k req you have 1 ship with the minors mastered and the first 2 or 3 upgrades in everythign else, or 2 ships with with a couple upgrades in everything.


If you dont hold onto the grants you will find you have even more then this on ship req. The suggestion I am making has some one nearly master the stock ships before they purchase the 2 others and even then I again, am NOT telling people not to fly the original ships.


I just dont think its a bad suggestion to tell new players to buy the GS and then the Bomber when they can and get a feel for all 4 types of game play. Not "dont touch T1 strike or scout" but use all 4. And the people you are talking about it wouldnt matter what they bought.

They are willing to learn they are asking questions they are getting awnsers. Whether they did this on a bomber, a GS, a scout or a strike the ship they flew they would become good at simply because they have the drive to become good.

The drive matters more then what they fly. Flying a scout doesnt make some one all of a sudden amazing at GS or vice versa.


Edit: I think this is our impass, you seem to think that getting good at the first 2 ships will make you good in other ships, or that I am telling people to buy the GS and the BOMBER and fly nothing but the GS and the bomber. I do not believe flying the first 2 ships makes you better in a GS or in a bomber the play style is different. I am also NOT telling people 2 purchase these ships and then never fly anything else. The suggestion is for a feel for all 4 ship types. A scout that has played a GS has greater knowledge of how to shut down a GS same with a Strike. A GS pilot that has played a scout knows what to look for when they are closing on them. A Bomber that has played a strike gets the idea of how to avoid being locked on by a missile and vice versa a strike that has played a bomber has a better idea of how to finish that lock on the bomber.

The idea is to play all 4 not one exclusively master all 4 of them while working up comms to buy other ships like the T2 scout or T3 Strike while learning what all 4 types of ships are capable of and how to shut them down. A T1 scout of instance with Rocket pods having issues with a T1 Bomber, after playing one.... you may just see how in that T1 Scout you can take that bomber down.

Just know this isnt some "only fly GS or bomber" suggestion. Its learn to fly all the ships so that you know how to counter all the ships regardless of what you are flying suggestion.

Ryuku-sama's Avatar


Ryuku-sama
05.21.2014 , 08:05 AM | #223
Actually, If you are willing to sacrifice around 100 cc, it takes 2 or 3 matches to get 2500 fleet req

And this is the problem, if you say to someone what to fly, they will try to get on that ship as fast as possible.
"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

tunewalker's Avatar


tunewalker
05.23.2014 , 04:36 AM | #224
Quote: Originally Posted by Ryuku-sama View Post
Actually, If you are willing to sacrifice around 100 cc, it takes 2 or 3 matches to get 2500 fleet req

And this is the problem, if you say to someone what to fly, they will try to get on that ship as fast as possible.
Remember, didnt tell them to fly, told them to purchase once they EARNED the fleet req .

Ryuku-sama's Avatar


Ryuku-sama
05.23.2014 , 05:38 AM | #225
Quote: Originally Posted by tunewalker View Post
Remember, didnt tell them to fly, told them to purchase once they EARNED the fleet req .
and beside... getting 1500 fleet (2500 - 500 from weekly - 500 form intro) take about 10 matches.... hardly enough to be good enough IMO... but yeah... once they earned their skills....
"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

Verain's Avatar


Verain
05.23.2014 , 08:08 AM | #226
Quote: Originally Posted by Ryuku-sama View Post
My point is simple. Newbies must learn to fly the stck ships. They are well balanced and teach the basic. Beginning on a bomber will keep a new pilot from learning how to actually be evasive and begining on a gunship will keep a newbie from developping a good spatial awareness.
Given that maneuvering is clutch to not dying on a bomber and situational awareness is clutch to being a gunship, I don't see how.


I actually disagree with you quite profoundly- I think Bioware should make it much easier to acquire the ships, but even with no changes at all, I recommend newer players be willing to throw a few cartel coins at the task of unlocking other ships. Given that the tokens provide requisition to ALL ships in your stable, this should be common sense, and in fact a new player will probably be torn between spending his tokens immediately, to purchase very basic quality of life upgrades such as engine component and tier 1 of everything, and instead holding tokens until all ships have been unlocked.


In any event, I strongly recommend the use of cartel coins to convert to fleet requisition to unlock one or more ships. To convert 10k ship to fleet is 400 coins, and 450 coins is $5 (and that is the worst deal). I also strongly feel that the type 1 gunship and either bomber should be something that all players are trying out and playing.


Quote:
Agreed. I also kinda feel that the Type 1 stock ships are underestimated because they're stock (going with the traditional gamer assumption that if it's default equipment it's inherently worse than all the unlockable equipment).
Cautiously agree, but I will point this out:

The novadive actually IS worse at most scout jobs than the flashfire. The ones that it is better at require some rather deep familiarity with the game. This ship is definitely not a trap or anything, but many pilots would be served well by unlocking a flashfire and trying out burst lasers and clusters. If your desired playstyle was anything like that, the Type 1 scout is a distraction.

The starguard, on the other hand, is very frustrating to upgrade. While the stock version is not terrible, the core power of this ship is swapping between weapons, and as you upgrade one weapon, you find the other lagging behind. Much like a stock scout can't burst nearly as hard as an upgraded one, and a stock gunship can't rely on two rails, the stock Starguard is fundamentally bad at his one supposed strength.

That's not to say expert players can't get some use. Swapping between unupgraded rapids and unupgraded heavies still provides some strength, but nowhere near what swapping between upgraded ones does.


It's hard to say how much of this is just the fact that upgrading your gun costs twice as much as in another ship, and how much of this is the tuning on starguards.



In any event: I recommend to absolutely no new players that they stick with the stock ships. They should buy as many ships as they intend or want to play as soon as they can, and the novadive is generally the weaker of the two scouts, and the starguard generally not very strong, while the meta is dominated by flashfires, quarrels, and ramparts. Recommending anyone avoid these strong ships is being dishonest with them- that's not the right advice.


What you should do is point them to this thread!

Ryuku-sama's Avatar


Ryuku-sama
05.23.2014 , 08:38 AM | #227
I strongly disagree with you.... Yes. Nova is generally less powerful than a CattleScout. Yes. StarrGuard is hard to use in an even remotely useful way. But learning to not do bad on the worst ship should make one a better pilot overall. At least I think so...
"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

Verain's Avatar


Verain
05.26.2014 , 12:14 PM | #228
I would recommend everyone play every ship. But steering them away from the good ones won't make them a better player, definitely not- you just limit what roles you are able to play correctly.

In any event, this thread has several builds that are more or less standard, as well as tips for playing them and what roles they will provide. This should prevent a lot of confusion new players have, as many of the options here are traps!

Ramalina's Avatar


Ramalina
05.26.2014 , 10:13 PM | #229
For a newer player with a Starguard I'd say the key component swaps are to get Large Reactor, Qyzen, C2-N2 or Yuun, and possibly consider swapping to cluster missiles.

For guns swapping the Rapids to Quads or Ions is o.k. but I'd also say that in terms of effective firepower you could just run Heavies full time and not worry about the second gun slot. At least as long as you don't plan on doing a lot of close range turning fights.

Other than that the stock build is fairly decent.

I do endorse using req. conversion to speed up crew and ship purchases, but the concept of wanting to buy a type 2 scout, type 1 gunship, or any bomber before getting the type 2 and type 3 strike fighters does somewhat baffle me.
Of course, I'm known for a bit of bias when it comes to favoring strikes.

As general advice, getting one ship in each category (and getting ones that represent the category well) as early as possible is pretty smart. If you decide that you strongly favor one ship class, it's nice to know early on so that you can concentrate req, and more importantly, flying time, on ships in that class.
"A padawan's master sets their Jedi trial, Rajivari set mine."
- Zhe Lian, Sage.

Twitch

TrinityLyre's Avatar


TrinityLyre
05.29.2014 , 08:02 AM | #230
Quote: Originally Posted by Ramalina View Post
in terms of effective firepower you could just run Heavies full time and not worry about the second gun slot.
I think that's a fair assessment, but I'd want to teach the newer player the differences between laser cannons (and rapids/heavies are great for that). Also, I think I'd recommend Directional Shields simply so that they live longer - TTK with Quick-Charge is definitely much lower when you're a slow target and rewards more manual evasion/movement.

Quote: Originally Posted by Ramalina View Post
I do endorse using req. conversion to speed up crew and ship purchases, but the concept of wanting to buy a type 2 scout, type 1 gunship, or any bomber before getting the type 2 and type 3 strike fighters does somewhat baffle me.
Interestingly, I seem to have the best overall strike fighter stats on both my Rycer and Star Guard so I'm not sure I would tell anyone to immediately rush to purchase the other strike fighters. Either way, my recommendation is to find a play style and ship class you like and go with it - everyone else be damned. Some veterans still run only one primary ship to this day, and that ship appears to vary wildly (though much more concentrated on the type 2 scout, or "battle" scout, than any other).

Quote: Originally Posted by Ramalina View Post
As general advice, getting one ship in each category (and getting ones that represent the category well) as early as possible is pretty smart.
Totally. As far as specific ships: Sting/Flashfire, Mangler/Quarrel, Razorwire/Rampart, Rycer/Star Guard. One you start with, the others are cheap and can be picked up quickly. Using requisition tokens after you get these few ships will let you dabble wherever you please in the current "meta" and have a large variety of useful components and ship types to choose from.
Anastasie / Phytia The Bastion
Respected and Despised & Insert Guild Name Here
Check out my Galactic Starfighter Compendium and contribute!