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


TrinityLyre

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Hey guys!

 

(Lengthy intro - essential information further down. ;))

I would like some input on an anti-bomber strike fighter build. A little background as to why I am thinking about such a thing: I love to play my Sting, and I think I am a formidable scout pilot. However, I feel pretty helpless in domination matches in which the other team consists of several bombers defending two satellites. I lack the staying power and the tools in my scout to take on a holed-up bomber, and as team-play seems not to be the Empire's strong point on T3-M4, I usually end up flying loopings between satellites hoping to catch the one or other strike fighter or scout which strays from the flock. I have tried to play a gunship, but sniping is just not for me - thus, I am looking for an alternative in these matches.

 

In short: Looking for a ship (not a gunship) and build to free satellites from bombers with minimal help from my team.

 

My idea: Build a missile carrier (Quell) to damage bombers from far away, disable mines/drones and then finish them with blasters as needed.

 

Build proposal: Dulfy's calculator

The build focuses on optimising missile use (large payload, slightly shorter reload times, etc.), with heavy lasers for shield piercing and armour ignore to finish off damaged enemies. Increased turning rate and lightweight armour to not be too easy a target in dogfights. I am not totally sold on the armour though, as the other options seem better in surviving mines.

 

What do you pros think of this idea? Feasible? Worthless? Any input is highly appreciated. :)

 

Happy flying!

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Yes, this indeed poses a problem. My idea was to come from way below the satellite, at least forcing the bomber to switch to the more open top side. It still is not ideal, but as long as I can see the mines/drones, I can use the EMP missile on those. This (at least in my naive world) strongly reduces the damage potential of any bomber.
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Yes, this indeed poses a problem. My idea was to come from way below the satellite, at least forcing the bomber to switch to the more open top side. It still is not ideal, but as long as I can see the mines/drones, I can use the EMP missile on those. This (at least in my naive world) strongly reduces the damage potential of any bomber.

 

I've been testing out such a build, just for fun. A CP pike with EMPs, concussions and heavies is actually a better bomber killer than bombers, in my opinion. Landing concussions on bombers is possible (even if it's hard), and every time they drop a mine or drone you EMP it. Free hull damage and you can disable their shield ability for pretty much ever, making them food for your team.

 

The only (and sizable) downside is that you're scout food. Against any team that knows what it's doing, you'll be dead in a minute, and the only thing you can do against scouts is avoid them and hope someone kills them.

 

Still, it's a fun build. Try it out!

 

Edit: In regards to your build, torps are useless under a satellite. 2.7 seconds is more than enough time for any competent bomber to LoS you. Disabling engine abilities is useless against bombers too., so disabling shields is much more useful. Also, if you intend to fight bombers, CP is much better than directionals. You can get up to 94% DR, and don't forget if you eat a seismic or concussion mine, it's gonna hurt a lot with directionals.

 

Barrel roll will be less useful than koiogran turn, since it means that the first lock you break you have to leave the node. With koiogran turn, you can stay on it while avoiding missiles.

 

If you want to lock torps anyway, I'd suggest the firing arc is better than the speed for clearing nodes.

Edited by Greezt
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[...]Edit: In regards to your build, torps are useless under a satellite. 2.7 seconds is more than enough time for any competent bomber to LoS you. Disabling engine abilities is useless against bombers too., so disabling shields is much more useful. Also, if you intend to fight bombers, CP is much better than directionals. You can get up to 94% DR, and don't forget if you eat a seismic or concussion mine, it's gonna hurt a lot with directionals.

 

Barrel roll will be less useful than koiogran turn, since it means that the first lock you break you have to leave the node. With koiogran turn, you can stay on it while avoiding missiles.[...]

 

That's some good input, thank you! Coming from a scout, I am not experienced with the more difficult to lock-on missiles. What I liked about the torpedoes is that they ignore damage-reduction and shields, but locking on will be tough. I might give them a try, but will keep the concussion missiles in mind. I agree that disabling the shield ability is more important - beginner mistake on my side. CP is more difficult for me - I see its great value against concussion and seismic mines, but I feel it makes me even easier to kill for scouts, especially for those bastards with burst cannons like myself. ;) Directional shields were my compromise between bomber-killing and general survivability - which I will need without a coordinated team. But I will try deflection armour to be a bit safer from mines.

I chose Barrel roll for mobility, but you are right about staying close to the node. I will give Koiogarn turn a try!

 

Thanks again for the feedback - I will try the now adapted build in game and will report back. It might take a while until I have scraped together the necessary requisition points, though.

Edited by _Anonymous
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That's some good input, thank you! Coming from a scout, I am not experienced with the more difficult to lock-on missiles. What I liked about the torpedoes is that they ignore damage-reduction and shields, but locking on will be tough. I might give them a try, but will keep the concussion missiles in mind. I agree that disabling the shield ability is more important - beginner mistake on my side. CP is more difficult for me - I see its great value against concussion and seismic mines, but I feel it makes me even easier to kill for scouts, especially for those bastards with burst cannons like myself. ;) Directional shields were my compromise between bomber-killing and general survivability - which I will need without a coordinated team. But I will try deflection armour to be a bit safer from mines.

I chose Barrel roll for mobility, but you are right about staying close to the node. I will give Koiogarn turn a try!

 

Thanks again for the feedback - I will try the now adapted build in game and will report back. It might take a while until I have scraped together the necessary requisition points, though.

 

Make sure you take charged plating with deflection, otherwise it's worthless - it won't reduce enough damage from mines, and it won't help you against gunships and scouts (not to mention bombers).

 

If you want better scout survivability, your best bet is replacing EMP (which is more of a team utility anyway) with clusters. You'll still pack a punch against any bomber, and you'll have a better chance against scouts. You could also consider replacing heavies with quads, which have better accuracy close range and a smaller tracking penalty. I wouldn't recommend it, but it could work quite well. The downside will be that on a node your only use for blasters will be removing shields from CP bombers.

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Oh, one more question: Can mines disabled by the EMP missile be detonated manually by the bomber?

 

EDIT: Did not read your new post before submitting mine - thanks for the input again! I liked bringing the EMPs because disabling mines, drones and bomber abilities sounds like a really sweet deal. I will see how badly I fare against scouts and alter the build accordingly.

Edited by _Anonymous
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Oh, one more question: Can mines disabled by the EMP missile be detonated manually by the bomber?

EMPs destroy mines without detonating them. So no, they can't be detonated by the bomber. That being said, EMP is a utility because mines, drones and turrets aren't a threat to you with CP (except for interdiction effects and a very rare armor pen railgun drone on the node), and you have heavy lasers and concussions to deal with CP (so you don't need the shield disable).

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EMPs destroy mines without detonating them. So no, they can't be detonated by the bomber. That being said, EMP is a utility because mines, drones and turrets aren't a threat to you with CP (except for interdiction effects and a very rare armor pen railgun drone on the node), and you have heavy lasers and concussions to deal with CP (so you don't need the shield disable).

 

Should have read the description of the EMP missile more carefully - once, it claims that the missile "deactivates mines and drones", but then it says "destroys mines". Well! :rolleyes:

 

I have bought the Quell yesterday and am currently upgrading it. I plan to try both a highly specialised anti-bomber build with all the damage reduction I can get (CP, Deflection armour, Structural support - aka the mine-eater), with Concussion and Cluster missiles to have a little defence against scouts and strike fighters, and a more mutli-purpose version without damage reduction but with EMP missiles, which I hope still makes a bomber's life hard but is not as much fodder for the scouts as the mine-eater. Let's see how they compare!

 

Thanks again for your help, Greezt - your input made me think about the build a lot, and I cannot wait to try it out!

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Should have read the description of the EMP missile more carefully - once, it claims that the missile "deactivates mines and drones", but then it says "destroys mines". Well! :rolleyes:

 

I have bought the Quell yesterday and am currently upgrading it. I plan to try both a highly specialised anti-bomber build with all the damage reduction I can get (CP, Deflection armour, Structural support - aka the mine-eater), with Concussion and Cluster missiles to have a little defence against scouts and strike fighters, and a more mutli-purpose version without damage reduction but with EMP missiles, which I hope still makes a bomber's life hard but is not as much fodder for the scouts as the mine-eater. Let's see how they compare!

 

Thanks again for your help, Greezt - your input made me think about the build a lot, and I cannot wait to try it out!

 

Have fun, and update with results!

 

Maybe on a new thread, though:)

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The Scout system EMP just deactivates deployables while the EMP missile deactivates them and deals 335 hull damage to everything it hits, destroying mines in the process. As far as I know deactivated mines don't explode when destroyed/ replaced.

 

If you have any further questions, use this thread.

 

@_Anonymous

I'm also playing on T3-M4, both factions. Send me a forum pm if you want to fly together.

Edited by Danalon
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  • 2 weeks later...

I find this datacron of GSF really useful. Thank you for your knowledge ;)

Also, I found the reduction on the lockdown time more useful on early stages of the rycer or sting, I guess I might change that as I fully upgrade them

 

Edit: well, I moved my question as suggested.

Edited by LanEX
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I find this datacron of GSF really useful, but now I'm kind of looking for a personal opinion. I'm mostly a scout pilot, and maybe because of that I do not really feel comfy playing with rampart/razorwire. Should I give a try to warcarrier and become a support? I do not see the point of playing the sledge if I can play my strikes. thank you for your knowledge ;)

 

Try asking questions here.

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I don't think Stasie is updating the guide right now, but remember that the suggested ships are just the ones that he likes- it was never meant as a fully up to date meta guide. Frankly the T3 section could be updated some, but it is worth pointing out that you can still put builds right here!
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  • 9 months later...

The thread offers good suggestions. But is very Premade and Pro heavy. As a solo player, the correct configuration of the entire hangar is much more important. In addition, there are several builds that are weak against strong opponents, but OP against weaker ones. An example is the Fortress shield. Therefore, a start for a hangar discussion. My looks like this:

 

Quarrel / Mangler, Condor / Jurgoran, Flashfire / Sting, Spearpoint / Bloodmark and Rampart / Razorwire

 

The configuration is different depending on the opponents who are on the road.

 

Example Quarrel / Mangler:

 

I like to use Fortress, Ion, Plasma, and Rotational Thrusters, when Premades are on the other side, I switch to Distortion, Slug and Barrel Roll.

 

Oh yes, I play ONLY on Win%, not a comparison with the best pilots.

 

* Translation from the German with the help of Google Translate ^^

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  • 3 months later...

Reposting this guide here, because its worthwhile and important for any new pilot:

 

If I'm in a group, I can easily be competitive with 7 GSF matches and the weekly. Assuming you lose all 7 games, if you do the daily every day and get the 2x bonus on your ship, that's roughly:

 

4x - 1400 for 2x bonus = 5600

3x - 700 for the normal 1x games = 2100

3x - 938 daily = 2814

1x - 3125 weekly

 

That totals 13,639 requisition or more realistically 15,277 if you do 1 extra game and get the 4th daily. You'll also have enough fleet requisition at this point to get a crew member.

 

So what can you do with 13,639 requisition?

 

T1 Bomber Rampart/Razorwire:

http://dulfy.net/2013/11/16/swtor-galactic-starfighter/?link=dGEAAAADAwYDBQAAAACAAgABgACAAAACAAHgAgA=

1500 beacon

2500 charged plating to level 1

6000 full deflection armor

1000 seismic mine to level 1

1000 concussion mine to level 1

 

(1250) fleet to get structural support defense crewman

 

So with only 12,000 ship req and 1250 fleet req you already have a nearly full meta charged plating Razorwire/Rampart that can DOMINATE as part of a TEAM. Really the only important upgrade missing here is armor penetration on heavy laser cannons, but you are at probably 80% strength compared to a mastered version. This is the best domination support ship. Get a team and go win.

 

 

T2 Bomber Legion/Warcarrier

http://dulfy.net/2013/11/16/swtor-galactic-starfighter/?link=dGEAAAAAAwYDAwABAAKAAAAAgAEAAgACAAEAAQA=

2000 seeker mines to level 1

3000 railgun drone to level 1

 

With only 5000 requistion you already have the best TDM support ship. You've still got 10,000 requisition to play with to your heart's content. You will eventually want level 4 seeker mines for the extra speed upgrade, but this ship is about 80% strength compared to the mastered ship. Get a team and go win.

 

 

T1 Gunship Mangler/Quarrel:

http://dulfy.net/2013/11/16/swtor-galactic-starfighter/?link=dGEAAAAIAgYDBBEAAAHgAgABwAAAAQACAAAAAcA=

3500 barrel roll to level 2

2500 regeneration extender 2

8500 slug railgun to level 3

 

13,500 requisition and you can be a sniper for your team, with the ability to kill turrets for your teammate T1 Bomber Rampart/Razowire (since he won't have the upgrade for heavy laser cannon armor pen yet). Again, get a team.

 

You can even req this up at the same time as a T1 Bomber Rampart/Razorwire since you can use your 5000 fleet req intro mission to buy both of these 2500 ships.

 

 

T1 Novadive/Blackbolt

http://dulfy.net/2013/11/16/swtor-galactic-starfighter/?link=dGEAAAEMAAECBQsBAACAAsABgAIAAAAAwAIAAAA=

1000 rocket pod to level 1

3500 barrel roll to level 2

3000 target telemetry to level 1

2000 regular lasers to level 0

1500 distortion field to level 0

2500 lighweight armor to level 2

 

13,500 requisition for a ship with crazy high DPS and 31% evasion. Scouts take a bit longer to hit their gear ceiling, but this ship is still about 60% as strong as mastered. If you are part of a team, this will do a terrific job at hunting gunships to take pressure off your team, especially your T1 Bomber Rampart/Razorwire (domination).

 

 

If you had a team of 4 mastered ships against my team with 4 of these "weak 1 weekly" ships, I am very confident we would still win.

 

This is especially nice in light of the new changes to requisition coming in 5.2.2!

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Stasiepedia is outdated. Update 5.5 made a lot of changes. Components were tweaked. Ships have different choices. Strikes are more powerful now. The meta has changed and as a result the viable builds have too. The prevalence of Proton Torpedoes, nerfs to evasion, Distortion Field, and Ion Railgun have also encouraged a different play style and mentality.

 

Community members are updating Stasiepedia. Stay tuned.

Edited by cheese_cake
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  • 5 months later...
Stasiepedia is outdated. Update 5.5 made a lot of changes. Components were tweaked. Ships have different choices. Strikes are more powerful now. The meta has changed and as a result the viable builds have too. The prevalence of Proton Torpedoes, nerfs to evasion, Distortion Field, and Ion Railgun have also encouraged a different play style and mentality.

 

Community members are updating Stasiepedia. Stay tuned.

 

An update would be great alot of great material here even if some is outdated. Alot of work went into this for sure! Respect!

GBNF/Act-Right

Starforge

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  • 3 months later...
honestly GSF isn't worth playing atm, they force you to do them with the daily and weekly stuff for the season tokens. but theres no real incentive to try. just get the points. get the token points. move on. there's no reason to play otherwise imo... and before you argue, that's my opinion, not fact. kudos to those who enjoy it without cheating.
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