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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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Ramalina's Avatar


Ramalina
03.28.2014 , 06:16 PM | #81
Quote: Originally Posted by TrinityLyre View Post
I was thinking something along the lines of spending a match testing with this:

Scout 1:
Rapid-fire Laser Cannons (75% accuracy @ 4000m + 6% from offensive crew member = 81% @ 4000m)
Frequency Capacitor (more shots = less ambiguity?)

fires on this stationary target...

Scout 2:
Scout Passive (10% evasion)
Lightweight Armor (9% evasion)
Distortion Field (9% passive + 35% active for 9 seconds)
Defensive Copilot (5% evasion)
Running Interference (15% evasion popped right before the first shot)

Which totals to 83% evasion with cooldowns active. If Running Interference is a flat 15% the first scout will not land a single shot for 9 seconds straight (in any number of trials) because 81% accuracy < 83% evasion. Right?

Yeah, that'd probably work. You get some possibility of still having straight misses without the 15% RI buff, but if I'm doing the math right it's in the ballpark of 10-15% chance per trial of having all misses without the 15% evasion.

So with 5 - 10 trials you'd probably still have a pretty reliable idea of how it worked, and it has the benefit of working with fighters that are mastered, since we can't un-equip component the way we can gear in the ground game.
"A padawan's master sets their Jedi trial, Rajivari set mine."
- Zhe Lian, Sage.

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TrinityLyre's Avatar


TrinityLyre
03.29.2014 , 11:17 PM | #82
So I tested this with Drakolich in a Domination match very far away from enemies/allies. Somewhere around 7 trials. I could not hit him a single time using the outline I laid above. This leads me to believe (as had I originally thought) that Running Interference really is just "15% evasion for 20 seconds." I fraps'd some of the trials, I may upload it but I haven't done any sort of even basic editing/compression in quite a while.

Edit: Another thing to note: The buffs stack when two different people use them next to each other. I'll see if I can arrange a session to test whether or not it actually does anything.
Anastasie / Phytia The Bastion
Respected and Despised & Insert Guild Name Here
Check out my Galactic Starfighter Compendium and contribute!

tunewalker's Avatar


tunewalker
03.30.2014 , 04:16 AM | #83
Tune's (Aquilon's) alternate (excentric) Pike build:

Primary Weapon: Heavy Lasers (ignore armor, Shield peirce)
Its quite obvious as has been stated having armor pen is really good. If some one is running with an armor stacking build they can cripple you if you dont have armor pen. While many dont you will be glad you have it for those that do. Not to mention Range or turrets having armor.

Secondary Weapon: Proton Torp (increased speed, Increased Range)
again fairly obvious and standard for a Pike build, bread and butter so to speak.

Secondary weapon: Concussive Missiles (Increase range, Target engines.)
You already have armor pen in the lasers, its not needed hear having target engines means its easier to chase down targets who dont dodge this missile making the Proton easier. This build is not for Dog fighting. You are a long range missile boat for peeling enemies, allow allies to peel them from you while you peel from them.

Shields: Charged Plating. (Engine power shunt)
With the new ships none have armor peircing options. Further more many choose not to take armor peircing in their weapons. Those that do can kill this shield slightly faster, but not as fast as one may think with the change to only allow 20% through. They now need to take down your shields to bring you from full to dead, and with shields that are the same strength all round as Directionals are in one front when they are set to double front or back this build can be quite hardy, especially for those that dont have great situational awareness, a gunship will always take at least 2 shots to kill you while if you have your directional facing the wrong way they will only need 1. Obviously engines are much better then weapons for energy regen. Also with the more healing ships coming in, it will be much easier to heal the bleed through with allies. With this be warry of targets you try to head to head, try to recongize armor peircing weapons (slug gun, Burst lasers, Heavy lasers, rocket pods, others dont commonly use)


Alternate shield: Directional (reduced regen delay)
Obvious alternative. This is for those with better situational awareness. Those that can manage their abilities well and keep the shield always facing where it needs to be. The back when no one is in front of you and the front when some one is in front of you.

Engines: With the changes its an either or. Either Barrel Roll or Koigran turn with both take Speed bonus. The speed bonus allows you to take advantage of your range by chasing down enemies or getting distance on them. The changes barrel roll will be much more difficult to reliably use, but still has its benefits. Same with Koigran. Take the one you are most comfortable with.

Armor: Deflection armor

Obvious fitting with the theme of Charge plating. While again can be bypassed by Armor peircing this armor isnt for countering those people. Armor is much better for dealing with mines and missile lock-ons like the ever favorite cluster missiles as evasion does not effect them. While also stacking supremely well with charge plating. Also many people will run lasers that dont armor peirce and that will become even more prevalent with the patch as more ships are incapable of grabbing and armor piercing weapon.

Capacitor: Damage Capacitor.

Another obvious one, while Frequency garners more DPS this is better for short bursts times when you know you are unlikely to get more then a few shots off. I find myself in those situations a lot thus prefer these to frequency.


Magazine: Munitions capacitor extender


Again obvious choice for the missile boat. While its rare to run out of missiles, it sucks when you do and you are running a pike.


Thrusters: Regeneration thrusters.

Fitting with the idea of speed over Maneuverability in this build as you wish to engage long range targets and run from those that wish to get in a turning fight with you want thrusters that can be used often. You will constantly be chasing some one down or short boosting into LoS and then boosting out of it. You want thrusters that compliment this.


Crew:

Offensive: Improved accuracy and kill zone

This makes getting these longer range missiles off a little easier by improving their kill zone and the extra accuracy is a must

Defensive: +10% shields and +9% damage reduction
Again this is an armor build, as such playing to its strengths is the goal 5% evasion and 9% DR is also viable

Tactical: your prefrence wont change much but I prefer Depth of field and periphrial vision. Longer range senors are a good gaurd against gunships. Allowing you to see them coming before they are in range of you.

Engineering: Power to engines, and efficient maneuvers.

This should be obvious again, we are going for speed and long range here. Your lasers dont cost much, but you will likely be trying to either get in range or running away a lot. The easier you can make it the better off you will be. Obviously you could go Quick charge shields for more engine efficiency, but at that point its just getting to levels of rediculous engine energy that its unneccisary to have it here. This in combination with Charged plating normally keeps engines at a very healthy level.


Co-pilot ability: Lock down

This is one most think of as just offensive, but its much more then that. While it can be used offensively to disable engines right before sending a missile up some ones tail pipe. It also works as a great defense. With all the engine efficiency taken using lock down as you run away from a persueing target usually allows you to get away pretty easily. If you are running koigran turn and use this ability as lock down as you run away then use Koigran to turn around and dodge a missile you will often find the person in perfect range of your lasers and concussive missiles with no energy to dodge with allowing you to take them down.


The build is a bit ecentric. If your server is littered with people using armor peircing weapons and not using many bombers or all of the scouts are using burst lasers and/or rocket pods. This will likely not be ideal. But those that have a balance of aces using armor peircing and none armor peircing weapons this is a very good build.

For those that think its no good I used it and got 18 kills with 1 death in a TDM and then immediately after wards 13 kills with 4 deaths in another against 4 pilots that are considered republic aces on the opposing team. I did have back up from another ace gunship pilot, but so did they. We also ironically did NOT have any one running repair drones so any damage I took was permanent if there was one it would have been far more efficienct and deadly build.

Ramalina's Avatar


Ramalina
03.30.2014 , 07:58 AM | #84
Quote: Originally Posted by TrinityLyre View Post
So I tested this with Drakolich in a Domination match very far away from enemies/allies. Somewhere around 7 trials. I could not hit him a single time using the outline I laid above. This leads me to believe (as had I originally thought) that Running Interference really is just "15% evasion for 20 seconds." I fraps'd some of the trials, I may upload it but I haven't done any sort of even basic editing/compression in quite a while.

Edit: Another thing to note: The buffs stack when two different people use them next to each other. I'll see if I can arrange a session to test whether or not it actually does anything.
If it stacks you should be seeing 3 or more RI icons. It'll give you two even if you're alone. One is the guaranteed buff on your ship, the second indicates that the AOE portion is active. I haven't tested stacking, yet, but it would be good to know.

It already approaches, "what were they smoking when they designed this," good as a flat buff, if it also stacks it would be the most brokenly imbalanced defensive cooldown in the game.

I'm not absolutely convinced, because it's so much more powerful than the other defensive crew abilities if it's a flat buff, but I'll go back and and edit the balance of evidence bit in the RI entry.

Also edited Suppression's entry, as if RI is a flat buff in most cases it'll be quite a bit better than suppression. Acutally it'll be better than just about every non-missile break defensive CD.
"A padawan's master sets their Jedi trial, Rajivari set mine."
- Zhe Lian, Sage.

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Verain's Avatar


Verain
03.30.2014 , 01:20 PM | #85
Quote: Originally Posted by Ramalina View Post
If it stacks you should be seeing 3 or more RI icons.
You definitely see multiple icons, the question is, do they actually add up or not? And to that I don't know the definitive answer.

Quote:
It already approaches, "what were they smoking when they designed this," good as a flat buff, if it also stacks it would be the most brokenly imbalanced defensive cooldown in the game.
Why do you feel this at all?

You can nail a 25% accuracy debuff on a single target. That is very significant, and much larger than the 15% dodge- albeit just for a single target. Meanwhile, you can put a 20% evasion debuff on a single enemy, and you can buff everyone's accuracy in a group by 20%.

So we have:
Self + Friendly buff evasion 15%
Target debuff accuracy by 25%
Self + Friendly buff accuracy 20%
Target debuff evasion by 20%

These all look VERY similar in total budget. You are correct that running interference is generally the best, of course, but it is more than countered by other copilot abilities.

Quote:
I'm not absolutely convinced, because it's so much more powerful than the other defensive crew abilities if it's a flat buff, but I'll go back and and edit the balance of evidence bit in the RI entry.
RI is recommended in this very guide, because it is good and works. This doesn't make it some ludicrous thing, or out of line with other copilot abilities.

The weakest copilot ability is Lingering Effect, with Hydro Spanner right behind. Once you get out of that land, everything has SOME role, though several are weaker than ideal.

Ramalina's Avatar


Ramalina
03.30.2014 , 04:04 PM | #86
The single target abilities are, well, single target, and in most cases if the pilot gets good use out of it, the engagement will end well before the buff does.

Evasion works against every opponent shooting at you, or you're flying in a group of above average pilots it works against everyone shooting at all three of you. Not to mention the nature of the mechanic protects you against heavy lasers and railguns. It seems to me to have a better chance of being in effect for the entire duration, though that's most pronounced in ships with high evasion.

It's not that it can't be countered, it's just that the payoff is extremely high. I don't know that crew abilities need to be an area for balancing, because the general population certainly doesn't seem fully utilize them and the cooldowns are very long, but the spread in terms of power seems pretty wide to me.
"A padawan's master sets their Jedi trial, Rajivari set mine."
- Zhe Lian, Sage.

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Ramalina's Avatar


Ramalina
03.30.2014 , 04:36 PM | #87
One other thing I should mention Verain. I AM being really bloody stubborn about this, but I really like the peer review that the discussion is producing, including the actual testing that folks are helping out with. You'll probably wind up reasonably happy with the final state of the crew abilities guide, but there's a little more experimentation/confirmation left to do before it's there.

Another reason for all of this lobbying the devs for perfect tooltip clarity, is that the vast majority of GSF players probably never visit the forums, and who knows how many of the forum visitors read this thread. Their primary reference for GSF is the tooltips in the hangar, so it's partly that I think that being a minor nuisance about tooltips is potentially of some service to them. Of course they probably also mostly just glance at the tooltips and don't think about the implications, so maybe it's a futile effort on my part.
"A padawan's master sets their Jedi trial, Rajivari set mine."
- Zhe Lian, Sage.

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Verain's Avatar


Verain
03.30.2014 , 05:01 PM | #88
Quote: Originally Posted by Ramalina View Post
The single target abilities are, well, single target, and in most cases if the pilot gets good use out of it, the engagement will end well before the buff does.
The "reduce accuracy by 25%" is the largest magnitude because it makes the least difference- because it only effects one guy. That could be important, but yes, the buffs are more powerful. They aren't limited by range, they can even effect allies etc.

Quote:
Evasion works against every opponent shooting at you,
Alternatively, they can change targets and not face increased accuracy, etc.

Quote:
or you're flying in a group of above average pilots it works against everyone shooting at all three of you. Not to mention the nature of the mechanic protects you against heavy lasers and railguns.
Of course. You'll hear no arguments from me that RI is great. The issue is that it's not like it's out of the blue. They clearly have a stat budget for evasion, miss chance, accuracy, and minus evasion, as demonstrated by those four. They even understand that RI is the best in that- it's only 15%, the others are 20 or 25.

Your initial confusion was "over". Ex: 15% over X seconds. If I have a hot that heals 1000 damage over 10 seconds, you don't know whether that's 100 damage each second, 200 damage every two seconds, or 10 damage every tenth of a second. You don't really care either- the damage is healing at a pretty good rate, that's all that matters.

Percents do not, and can not work like this. The very few effects that grant a stacking buff are worded just for this.
They don't work like this because it doesn't make sense. They can't work like this because it doesn't make much sense to get "1% evasion a second" or anything. Does it stack? Do you have 2% after 2 seconds, or did you just have the evasion at those intervals? It's comparing two unlike things.

tunewalker's Avatar


tunewalker
03.30.2014 , 08:37 PM | #89
Ok stasie posted my eccentric Pike build for you .

Gavin_Kelvar's Avatar


Gavin_Kelvar
03.31.2014 , 12:44 AM | #90
Quote: Originally Posted by tunewalker View Post
Shields: Charged Plating. (Engine power shunt)
With the new ships none have armor peircing options. Further more many choose not to take armor peircing in their weapons. Those that do can kill this shield slightly faster, but not as fast as one may think with the change to only allow 20% through. They now need to take down your shields to bring you from full to dead, and with shields that are the same strength all round as Directionals are in one front when they are set to double front or back this build can be quite hardy, especially for those that dont have great situational awareness, a gunship will always take at least 2 shots to kill you while if you have your directional facing the wrong way they will only need 1. Obviously engines are much better then weapons for energy regen. Also with the more healing ships coming in, it will be much easier to heal the bleed through with allies. With this be warry of targets you try to head to head, try to recongize armor peircing weapons (slug gun, Burst lasers, Heavy lasers, rocket pods, others dont commonly use)
Just an observation but if Dulfy is right both Type 3s only hull damaging missile options have 100% armor penetration standard (protons and thermites). So while they might not have blasters that pierce armor they still have armor piercing weapons.