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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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Ryuku-sama's Avatar


Ryuku-sama
08.18.2014 , 09:07 AM | #271
Quote: Originally Posted by StealthNerf View Post
Clarion Dive Bomber (not actually a bomber)

Quad lasers (level 2): Seems like the best short-medium range weapon for this ship. Don't expect to get many kills with them, but you can occasionally land a lucky shot and are fun to spam. The first two upgrades are useful for getting these to a point where you might actually hit something.
Quad are nice. LLCs do a nice job too but are so much harder to use. RFL are thrash. Point.

Quote: Originally Posted by StealthNerf View Post
Proton Torpedos (level 2): Better for a newbie than the Thermite that are often recommended, these give you a large whack of damage that will finish something by themselves, rather than expect you to close in with quads (which is really really hard after just a week of play). The first upgrade is mandatory for reducing lock on times, and the second upgrade is still cheap and gives the chance of a lucky shot.
Nothing to say here. If you can lock and deliver, protorps are amazing.

Quote: Originally Posted by StealthNerf View Post
Repair Probes (level 1): If you're trying to draw fire while minimizing deaths, you can't get pecked to death by shots that get through your shields but don't kill. The tier 2-3 upgrades aren't that fantastic for this build so just get the reduced cooldown and forget about spending more points on them for now.
T3 Repair is awesome.. Not for you since you shouldn't run out of protorps easily. But for your team's scouts. An ammo refill for a pod build scout is the best thing ever

Quote: Originally Posted by StealthNerf View Post
Directional Shield (level 2): Bit more tanky than the Shield Projector. These let you throw all shields to aft while you power dive all over the map, bringing us to...
Charged Plating (T2). Harder to use but with Repair Probe you can basicly neglect the bleedthrough. And with DR Armor and DR crew you can get 99% DR 19 sec out of 30. It's just awesome. HLCs, BLCs, slug and most missiles tear through DR tho. So using it correctly isn't that easy.

Quote: Originally Posted by StealthNerf View Post
POWER DIVE (level 2, but level 3 is great too if you can get it): In caps as it is the core of this build. Power Dive speeds you off at a right angle downwards, so if you use it wrong you'll troll yourself with a controlled flight into asteroid.

However, once you get the hang of pointing your nose directly up first, then power diving, this is the greatest thing since sliced bread. With the tier 2 reduced cooldown, you'll have more mobility than many ships. I've managed to lead more experienced scouts around in a huge circle on TDM maps just power diving all over the place. Eventually most players give up in favour of a less annoying target, letting you go back to locking on torpedoes.

Bonus points if you can power dive lead people in front of a line of friendly gunships, so always try to have a plan for getting in, getting attention, and having a destination.

Power Dive is also handy for satellite rushes in domination. When you spawn, hit F3 for more engine power, then point your nose up and power dive, then afterburner as you come out of the dive. You'll be upside down, but also ahead of other ships. A 10 second cooldown means you'll have it free to use again as you approach the sat, and two power dives and afterburner can let you contest a sat even at the same time as an opposing scout. Then you can fly in a circle around the sat with all power to shields and repair probes, and they typically won't have the firepower to dislodge you by themselves.
Most awesome engine. I was using it before it was cool. +1000 Just for PDie

Quote: Originally Posted by StealthNerf View Post
Lightweight Armor (level 2): Evasion is pretty good as it reduces the damage that gets through the shield, meaning less need for hull repairs.
I go with DR armor. 15% more DR is awesome when running CP.

Quote: Originally Posted by StealthNerf View Post
Range capacitor (level 2): Helps you actually hit stuff with Quads, since you have a longer range window and hence less tracking penalties.
Good choice.. Damage is good if you're using a short range build with quad (like ion/quad/cluster on the StarGuard). Frequency is only good with burst build so LLC/quad'n'pod or BLC. The added power draw keep you from using Frequency in long fights.

Quote: Originally Posted by StealthNerf View Post
Large Reactor (level 2): More shields means less hull damage. Between these and other bonuses, your repair probes can cope with their workload.
True. There is only a handfulof good build to use Turbo or Regen and even with those, Large still perform well enough.

Quote: Originally Posted by StealthNerf View Post
Sensor: Doesn't matter at this low level so leave it stock. Later on I'm thinking communication range to help support the role as a rabbit.
Sensor is a wasted component. Upgrade it last to master your ship but doing it before is just unuseful.

Quote: Originally Posted by StealthNerf View Post
Crew

Offensive as pinpointing/Field of Fire: Standard offensive crew choice here that means you might hit the broad side of an asteroid with your quads. While you're using torpedoes to get kills mostly, a blaster-oriented crew is still useful as it turns your quads from "pointless" to "might get lucky". I like those odds.
Yoour choice of passive is good but not for the good reason. Field of Fire is bad. completely and utterly bad for laser (except for BLCs). Sure you get more firing arc, but you shouldn't use it. with quad, firing at more than 10 off center at mid range means you'll miss more than 15% of your shots. It can get at more than 40% against an evasion scout (without DField up). So with quad and every weapon with 1.50% tracking penality you shouldn't fire at more than 8 off center. Field of Fire is useful here for another reason. Your protorps. You give it 4 more to lock in which is huge. Pinpointing is mandatory on about every single build (except some troll build with cluster and Ion Cannons or a double torpedoes build).

Quote: Originally Posted by StealthNerf View Post
Defensive as power to shields/response turning/Bypass: More shields and more evasion means less hull damage in a prolonged fight. Bypass is an interesting ability that means your quads might kill something once in a while if you get a good attack run in. Plus Nadia seems to really enjoy power diving, judging by her cheers. It's a real party.
Bypass is nice but not that much. DR crew is better when you're using CP. Regen is better when you are using Direct. But Evasion crew isn't a bad choice. 5% evasion is still useful with Evasion Armor. Power to Shield is mandatory whatever build you are using tho I'll talk about actives later

Quote: Originally Posted by StealthNerf View Post
B]Tactical as crew with Wingman or Running Interference:[/B] At low levels not sure if the tactical passives do anything (maybe communication would help the rabbit role), but right now I spent points unlocking a crew with Wingman for a great offensive buff as an alternative to Bypass that help you actually hit stuff with Quads. Not sure which one is better - either way your blasters are mostly entertainment value, so is good to try both.
Running Interference is another fine choice since you're actually trying to get shot at, but I prefer the offensive options as I'd rather have the option to make my blasters useful than completely forget about them. At low gear and experience, a buff is really helpful to making blasters work.
Tactical. Your crew here doesn't really matter. Use one with both Peripheral Vision and Depth of Field (Comm Boost if you plan to use Comm Sensor) if you don't need an active. If you do. Just forget that and take it.

Quote: Originally Posted by StealthNerf View Post
Engineering with efficient manuevers and power to engines: C2-N2 is a big fan of power diving so enthusiastically tunes your engines so you can power dive all day.
Yup. Efficent Maneuvers and Power to Engine. Both are the best component if you plan to run a lot.

About actives.
Bypass is nice but really good with HLC since it stack with its Shield pen at T3. With Quad it's good but not that much. With Quad and Protorp it becomes really good for one reason. It gives you enough shield pen to actually finish someone that got hit by a protorp.
Wingman is a must. WIth wingman up, you can basicly go spray'n'pray. It's one of the best active.
RI is good if you're stacking evasion (which you are as much as you can or a strike, so not much ).
Personally I would go with Wingman on an imp since you can't get Bypass. And for a Pub I would go with either Bypass or WIngman with a Protorp/Quad build.
"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

StealthNerf's Avatar


StealthNerf
08.18.2014 , 04:12 PM | #272
Thanks for the comments! I know this build works cause I just die so less than on my other strikes with it, but it's always nice to read feedback by more experienced players.

Yeah I'm sure many options like the T3 ammo refill is pretty great eventually, but problem is more that don't have enough req to get that for a while, so am just looking for what gives the most immediate benefit right now.

Verain's Avatar


Verain
08.19.2014 , 08:55 AM | #273
For whatever reason, Stasie, Drako, and I really really like the Clarion, and so did Sheep back when he played. Tune also likes the Clarion. I think the initial big draw is that both the Clarion and Imperium are clearly excellent models ("clearly clarion"!) in their classes, and the Clarion is arguably the nicest looking ship in the game, and once you play the ship you just find it has so many damned playmodes.

I think StealthNerf's post is one I haven't seen- "this is good for newbies". And that has a lot of merit, because even if an individual player isn't new for long, there are a lot of players who don't become vets. Increasing retention is, in practice, a community problem (in theory it's a dev problem, but when you phrase it like that it just becomes class nerfers swearing they won't play unless some part of a game they don't understand is deleted).

But, I think that should actually be its own thread, with some fast rundown on which ships should be bought, etc. A new player has a lot to gain from this thread- it's the most valuable guide to GSF period IMO- but I think that something explicitly saying "yea, you're gonna have a hard time shooting opponents at first, there's a lot of practice to be able to really tear stuff up" and making recommendations based on that is solid.



As to your suggestions, I agree with all of them. Rapid Fire Lasers are worthless for noobs and poor for vets. Stasie talked us all into running mastered rapids on scouts for one game, and I still hate him for making me have an Ocula with mastered rapid fire lasers. It felt very close to stock ships when it came to scoring kills. I made a post titled "Rapid Fire Lasers are a Shocking Embarrassment" and it is still true today:
http://www.swtor.com/community/showthread.php?p=7213927

Quads are friendly and make sense. If your target is in the center and you shoot at the reticule, you score a hit. The hit is for damage that matters. If you can do it multiple times, you will kill your enemy. It also will train you on which targets have damage reduction and which do not.

Protons are easier to land that thermites, and do their damage right away. There is also something about the targeting on thermites versus protons (in theory identical) that makes thermites drop lock more often than protons- I am absolutely convinced they are coded differently. I still prefer (and recommend) thermites, but for a new player the proton will be superior. The team aspect of a thermite is also big. I love landing a thermite on a bomber that has a scout approaching him- I know nothing he does will save him, so I'm safe to go target something else. But a proton does damage, right now, that hurts.

Directional I wholeheartedly recommend for new players and veterans. Shield Projector requires a bunch of work for it to actually excel, because in order for it to matter the shields you deliver to your allies have to be important. If an ally killed an opponent and got to red one shield arc, your shield projector is probably not going to help unless another enemy attacks his front in those few seconds. It's also a tight area, making it mostly only good on domination, leaving you without a potent defense on TDM. Charged Plating is not for new players period- the entire trick is that you are utterly invincible to some foes, and ludicrously vulnerable to others. Specifically, you will get totally waxed by railguns and scouts, while having little to fear from bombers.

The guy recommending charged plating is absolutely incorrect for a new player recommendation. His build- which has 20% from armor, not 15%, and a DR crewmember- has 95% damage reduction during charged plating, essentially invulnerable- to certain attacks. That's a solid build, but to go through piecemeal and be like "oh hey, you should get this crewmember who is only good if you have charged plating, and this armor that is only good if you have charged plating" is just silly, and definitely not for a new player. Also note that these numbers are nowhere near this good if you don't have full upgrades (if you lack even the final upgrade on deflection armor, it DOUBLES the damage you take under charged plating), and a new player shouldn't waste their time with the DR crewmember right away.


I actually run Bypass on my Clarion, with Thermites. I think that Wingman would probably be a bit better, but the power of a bypassed thermite is frankly absurd. I will point out that this is NOT something empire should consider- while they have superior access to several copilot abilities, there's nothing admirable about their bypass companions. Empire should be running Wingman (which they even start with, though you have to change off some garbage-butt ability like slicer's loop or hydrospanner) or Running Interference.

The big reason to recommend Wingman for Empire (or both) is that it gets a new player used to the realities of shooting, and how quads become able to fire effectively across their whole arc during wingman, but normally shouldn't be used much except for the center. Most lasers are like this, in fact.


I also strong recommend the blaster passive- I certainly get kills off of the edge of firing arc in some situations, but the real reason is, as Ryuku says, is that thermites and protons benefit immensely from the extra targeting range. I consider this to be mandatory for the ship.



Repair probes are the standard build on this ship, and a good recommendation for players of all levels. I definitely enjoy the remote slicing playstyle, especially for landing thermites that players assume they will engine maneuver out of. Nothing is more fun on this ship- NOTHING- than swapping to a scout that blows disto, getting a lock, pressing slicing, and letting the missile fire. Enjoy that, little guy! Such conquest! But it is, in truth, not as powerful as the other two options, and combat command is generally weaker than repair probes.

Note also that you (correctly) point out that the T2 and T3 upgrades aren't that good. Ryuku thinks that T3 is ammo, when in fact that is T5. T3 is a solid boost to total healing (it's an extra tick, 20%), but does nothing in the short term. T4 is a larger boost to healing (27% to all ticks), and T5 is the mightiest, allowing your team to basically run quads and pods and never go OOM if they like.


It's also important because repair probes scale with the player. Newbs use them for effective and real heals, something that the game doesn't give you very easily. More advanced newbs begin popping them with allies around, assuming that some will get healed. Coordinated players heal hull and ammo on cooldown almost. It has great synergy with any bomber (tons of hull, not much shield), any scout (they always run out of ammo), and other strikes (who always end up spending much of the game with progressively lowering hull).




Anyway, solid post. But you might want to emphasize the challenges a new player faces, and map the clarion to those. For instance, you might to address how a clarion should detect and act around gunships, nodes, bombers, and scouts that want to attack you.
"The most despicable person on the GSF forum."

Ryuku-sama's Avatar


Ryuku-sama
08.19.2014 , 10:16 AM | #274
Quote: Originally Posted by Verain View Post
'snip'
I mixed Repair Drone and Probes My bad on that.
Charged Plating isn't newbies friendly. I don't know. With Repair you can easily recover from Armor Pen. And PDie can help you LoS your opponent. It doesn't make CP in itself better but it synergizes rather well with it. Sure CP on a bomber, a Pike or a StarGuard is hard to use. On a Clarion tho. I wouldn't say it's as hard.

And Bypass + Thermite looks fun I will have to try it out someday... Probably on my EMP/Thermite Nova. Or on my double torpedoes HLC Comet.
"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
08.25.2014 , 08:35 AM | #275
Bypass Thermite is a nice trick, but it's mostly just for the Clarion. It's definitely really fun to land though.
"The most despicable person on the GSF forum."

Kuciwalker's Avatar


Kuciwalker
08.25.2014 , 08:48 AM | #276
Quote: Originally Posted by Verain View Post
Bypass Thermite is a nice trick, but it's mostly just for the Clarion. It's definitely really fun to land though.
Totally works on Spearpoint too.

Verain's Avatar


Verain
08.25.2014 , 09:10 AM | #277
Quote: Originally Posted by Kuciwalker View Post
Totally works on Spearpoint too.
Aha, good point. I gotta switch all them over to thermites. After all, the ion missile nerf has finally abated this swarm of Pikes and Spearpoints.
"The most despicable person on the GSF forum."

Kuciwalker's Avatar


Kuciwalker
08.25.2014 , 11:37 AM | #278
Quote: Originally Posted by Verain View Post
Aha, good point. I gotta switch all them over to thermites. After all, the ion missile nerf has finally abated this swarm of Pikes and Spearpoints.
I never used ion much on my spearpoint because it was mostly my "dick around and go WHEEEE" ship. I pull it out when there are a lot of bombers in TDM because thermiting bombers fills me with sadistic glee.

zaskar's Avatar


zaskar
08.26.2014 , 05:00 AM | #279
I fly the imperium with LLC, Remote Slicing, Themites. I'll get my lock, boost in to slicing range, let the missile go, open up with LLC. Sometimes, when I want to make them wet their pants I'll just hold the lock until the shields are gone from rSlicing and LLC. This will kill a bomber in under 10 seconds. Other things, much much faster.

Verain's Avatar


Verain
08.26.2014 , 08:01 AM | #280
Quote: Originally Posted by zaskar View Post
I fly the imperium with LLC, Remote Slicing, Themites. I'll get my lock, boost in to slicing range, let the missile go, open up with LLC. Sometimes, when I want to make them wet their pants I'll just hold the lock until the shields are gone from rSlicing and LLC. This will kill a bomber in under 10 seconds. Other things, much much faster.
We have an archer clarion build in this thread. The remote slicing's shield reduction is decent, but IMO not worth waiting for on a bomber, and not worth pushing on a bomber anyway. If the bomber will be in LOS for a thermite, then I just do that and wail with quads. LLCs seem an interesting and powerful take on that, however.

What I use the slicing for is to press it while a lock is almost acquired versus a target with a remaining missile break, then launch missile when it is, OR by pressing it simultaneous with the launch versus a ship with multiple breaks. Disabling the break is just so excellent.
"The most despicable person on the GSF forum."