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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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Drakkolich's Avatar


Drakkolich
10.19.2014 , 01:01 PM | #311
Quote: Originally Posted by Verain View Post
F3:
-5% blaster damage
-10% base capacity to shield max
+20% base speed to speed
-25% base regen to Blasters regen
-25% base shield regen to shield regen
-25% base engine regen to engine regen.
I'm pretty sure F3's positive effect isn't that your shields regen less, I believe this is just a copy paste error. It should read +50% base engine regen to engine regen.
DrakolichDrakolνch
The BastionTwitch Stream

Verain's Avatar


Verain
10.19.2014 , 01:32 PM | #312
Yea, sorry, fixed.


Though hey, who knows, it isn't like we get patch notes...
"The most despicable person on the GSF forum."

TrinityLyre's Avatar


TrinityLyre
10.19.2014 , 01:57 PM | #313
Quote: Originally Posted by Verain View Post
Yea, sorry, fixed.


Though hey, who knows, it isn't like we get patch notes...
• Fixed a bug where Galactic Starfighter was a part of Star Wars: The Old Republic.
• Fixed an issue where players thought content updates or balance changes for Galactic Starfighter would occur any time soon.
• Repaired a few broken lights in the Republic Fleet Hangar Bay.
• Increased crying about railguns.
• Type 2 scouts now offer quadruple requisition when using Burst Laser Cannons.
• Decreased odds of Star Wars: Battlefront offering serious starfighter gameplay to rival Galactic Starfighter in order to raise overall subscription levels.
• Fixed a bug where Drakolich thought consoles had value outside of being paperweights.
• Corrected an issue where Verain thought he was going to do something else besides post on the Starfighter forum.


Dunno man, those are pretty solid notes.
Anastasie / Phytia The Bastion
Respected and Despised & Insert Guild Name Here
Check out my Galactic Starfighter Compendium and contribute!

Ryuku-sama's Avatar


Ryuku-sama
10.19.2014 , 02:20 PM | #314
Quote: Originally Posted by TrinityLyre View Post
• Fixed a bug where Galactic Starfighter was a part of Star Wars: The Old Republic.
• Fixed an issue where players thought content updates or balance changes for Galactic Starfighter would occur any time soon.
• Repaired a few broken lights in the Republic Fleet Hangar Bay.
• Increased crying about railguns.
• Type 2 scouts now offer quadruple requisition when using Burst Laser Cannons.
• Decreased odds of Star Wars: Battlefront offering serious starfighter gameplay to rival Galactic Starfighter in order to raise overall subscription levels.
• Fixed a bug where Drakolich thought consoles had value outside of being paperweights.
• Corrected an issue where Verain thought he was going to do something else besides post on the Starfighter forum.


Dunno man, those are pretty solid notes.
Seems pretty solid. Ryuku approves.
"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

TrinityLyre's Avatar


TrinityLyre
10.21.2014 , 09:15 PM | #315
All builds updated, relevant information added. Further reinforced the idea that Wingman is ridiculously good and you are crazy for not using it. Ensured links to the already awesome tutorials are functioning. Annihilated some poor people on the Blackened Chicken.

... so in other words, more work has been done in this thread than GSF has received on its own in the past few months.

Addressing a comment made a while ago: No, I am not posting every permutation of every build in existence. You are welcome to do that and I will happily link it under "if you have a desire to bore yourself reading pages and pages of text without any logic or purpose behind them, click here." If you ask me, there's really only 3-4 solid ship options in serious matches anyway (which is a shame). Oh, before I forget...























... Hydrospanner.
Anastasie / Phytia The Bastion
Respected and Despised & Insert Guild Name Here
Check out my Galactic Starfighter Compendium and contribute!

Loadsamunny's Avatar


Loadsamunny
10.26.2014 , 09:26 PM | #316
Not enough love for Quads.

Verain's Avatar


Verain
10.27.2014 , 02:03 AM | #317
Quote: Originally Posted by Loadsamunny View Post
Not enough love for Quads.
No, there's exactly the right amount of love for Quads.

Quad lasers are available on: The type 3 bomber, all strike fighters, the type 2 scout. Five of the twelve ships.

The type 3 bomber can go either way with its weapon. Stasie recommends heavy lasers, and I generally agree- neither weapon is good at high deflection, and as a bomber you can't often get a good bead on anyone. His other reasons are very solid, and the ability to ignore armor on enemy bombers is very important.

The type 2 scout build is a very solid one. It is arguably the strongest build in the game for that ship. But, since the type 2 scout has like every good component, other builds are available, such as the devastating "quads and pods" build. This build is not as general purpose, but it is absolutely linked to at the bottom.

The type 3 strike has quads recommended. The type 1 and 2 do not, and the reasoning is sound, given the roles recommended.



No one is claiming that quads are trash, however.








But there's quite the appropriate amount of love, and no further.
"The most despicable person on the GSF forum."

RickDagles's Avatar


RickDagles
11.02.2014 , 01:13 PM | #318
Lately I've been spending a lot of time flying the Sledgehammer/Decimus. This thing can really be a dangerous ship in both TDM and Domination. While overall not quite as OP as T1/T2 Scout and T1/T3 Gunship, it can certainly hold its own. It may not surive as long as a T3 Strike, but it certainly has more firepower.

The way I set it up -- it feels the way a Strike Fighter was meant to feel, albeit a bit slower. It has the same turning rate as a default Strike. It has tons of firepower far and close range. It can both avoid and absorb plenty of hits. With Powerdive, its mobility is actually not as huge of a weakness as you might expect. It still has terrible passive mobility but you can dart around quickly every 10 seconds and be a really annoying turtle to kill.

Additionally, this ship is actually very good at "bomber busting" -- which is what the ship tooltip actually states is its purpose. The HLC is great at quickly clearing turrets, mines, and drones at a safe range. Then once you get close to the bomber you can really slow him down by dropping an interdiction drone. This makes it actually viable to land HLC shots (which are terrific even against charged plating deflection armor builds). And your 2000 armor hull can survive plenty of his mine drops.


Using Stasie's format here, hope that's ok...

B-5 DECIMUS // SLEDGEHAMMER

:: COMPONENTS

Primary Weapon: Heavy Laser Cannon (T4 Ignore Armor, T5 Shield Piercing)
Paired with Wingman and range capacitors, this gives you a super accurate medium-long range weapon that can be used to "snipe" shots by centering the target and tapping the button. The ignore enemy armor upgrade allows you to clear a node from turrets/drones extremely quickly and easily. Shield piercing lets you play clean-up to finish off enemies that have low hull with full shields.

Secondary Weapon: Cluster Missiles (T4 Increased Range, T5 Double Volley)
This is your medium-short range option since slow ship turning rate and high tracking penalty of the HLC makes them less useful when enemies are up close.

Engine: Power Dive (T3 Increased Turning Rate)
With practice you can use this move to travel huge distances, even with 0 engine power available. This effectively lets you get behind a wall and out of line of sight (LoS). This makes it very difficult for Gunships to kill you. You will laugh when a Gunship nails you with a full Ion Railgun because you can usually get out of his 15000m range as well as LoS. And if a Scout is chasing you, drop an Interdiction Drone (more on that later) and spam cluster missiles. This Engine really offers a massive boost to the ship's mobility and removes the "sitting duck" weakness associated with bombers. If you want to kill this T3 bomber then be prepared for a long annoying chase. The increased turning rate combined with the turning capacitors (more on that later) effectively gives this ship the same turning as a default Strike.

Systems: Interdiction Drone (T4 Increased Interdiction Effect, T5 Additional Active Drone)
As stated earlier, this can be very effective in combination with crafty use of powerdive. When getting focused by a Scout, find a good nook to hide behind, and drop the drone. Spam a bunch of cluster missiles and you will likely kill him or at least put a nice dent in him.

The drone can also be used offensively. Let's say you're trying to cap a satellite and you're cycling through enemies with the tab button. A gunship is 14000m away. Do you hide? You would have to as a T1 or T2 bomber. But what I like to do with the T3 bomber is to powerdive toward the gunship, get in 3000m range, drop the drone and pound him with HLC and clusters. The beauty here is that you can survive a lot of hits point blank and/or hits from supporting teamates.

Shields: Overcharged Shield (T3 Right Side)
This shield brings your base up to 2700 shield and 2000 armor for a total of 4700 hit points. And with the T3 upgrade you can instantly regenerate 450 shield (thanks Verain), so effectively this ship has 5150 hit points. That means 4 slug railguns, 7 close up BLC shots, 6 double volley cluster missiles. Obviously crits will change these values but the point is that it's not easy to take down.

Thruster: Turning Thrusters
The 10% boost here combined with the 10% boost on Power Dive gives this bomber the same turning as a default Strikefighter. This is extremely useful in keeping the enemy in your sites for cluster missiles. It is also somewhat important for centering your HLC shots.

Reactor: Large Reactor
More shields to protect yourself with. Most kills are done through high damage in a short period.

Capacitor: Range Capacitor
PowerDive makes the active mobility very good. However, this bomber's passive mobility is still very very slow. So the more range you have, the better. A lot of times you will find yourself almost stationary while lining up and "sniping" targets with HLC in the 6000-6900m range.

Magazine: Regeneration Extender OR Munitions
I think this selection is personal preference. If you find yourself using more HLC than clusters, then select the Regen Extender. If you find yourself running out of clusters a lot, pick Munitions. I personally pick Regen Extender because I can usually resupply cluster missiles from a friendly drone.

:: CREW

Copilot: Salana Rok / Akaavi Spar (Wingman)
Gives you a higher chance of hitting enemies that are off-center (heavy lasers have a huge tracking penalty) and targets with evasion. Hitting Wingman will get you more kills on high-evasion targets (like gunships and scouts) at a medium to long range.

Offensive: Jaesa Willsaam / Qyzen Fess (2 degrees to firing arc, 6% accuracy)
Most of the other offensive crew choices are very lackluster and do not contribute anything to bomber damage. Accuracy and firing arc help your heavy lasers and cluster missiles out.

Defensive: Xalek / M1-4X (10% shield power pool, 9% damage reduction)
More hitpoints.

Tactical: Salana Rok / Akaavi Spar (sensor focus range & communication / communication & dampening)
Increased sensor focus range for finding enemies across the battlefield and communication range for a better view of the battlefield. Primarily chosen for the active ability, Wingman. Unfortunately, the Republic only has two options for Wingman, neither of which are all that great.

Engineering: Blizz / C2-N2 (10% engine power pool, 13% engine efficiency) or Yuun / 2V-R8 (13% weapon power efficiency, 13% engine efficiency)
Personal preference. I use Yuun/2V-R8 for more HLC shots.

Overall I find this ship is a lot more fun to play than the T3 Strike. And this build is very effective in both Domination and TDM -- whereas with the T3 Strike you are better off building the ship specifically for one of the two match types

armpatara's Avatar


armpatara
11.11.2014 , 02:29 AM | #319
This should always be on first page!

I wonder if we could have one post that always on first page of the forum and keep all the useful guide posts and links.
Imperial "Carrier" Service : Scout Division
"Never in the field of Intergalactic conflict was so much carried by so few to so many"

btbarrett's Avatar


btbarrett
11.17.2014 , 02:28 PM | #320
Quote: Originally Posted by armpatara View Post
This should always be on first page!

I wonder if we could have one post that always on first page of the forum and keep all the useful guide posts and links.
I agree. If only there were some way to integrate this guide into the game like how DotA does with some of their guides. How many terrible builds could be avoided by making this guide required reading?
Trivers/Riste - Shadowlands
Riste/Carranog - Harbinger