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Do Plasma Warheads have any affect on shield regen?

STAR WARS: The Old Republic > English > Galactic Starfighter
Do Plasma Warheads have any affect on shield regen?

Loadsamonie's Avatar


Loadsamonie
05.09.2019 , 06:45 PM | #1
Pods are quite nice while I'm able to use them, but they run out of ammo far too quickly, and though ammo isn't as big of a problem with Clusters, even Double Volley doesn't put out a lot of damage. So I'm content to make my secondaries more about utility than raw damage.

To that end, I'm curious about Plasma Warheads on both Pods and Clusters. Does the damage over time do anything to stop shield regen? That's my biggest problem in dealing with Strike Fighters, is overcoming their Quick-Charge Shields and getting to their Hull. Bombers and Gunships I don't have too much problem with, either secondary works well against them (though I favor Pods for Gunships since it gives them less time to boost away), but I still have problems against Strike Fighters as a Flashfire,with either secondary or just about any laser, Burst included. I've fully upgraded Rapids, Lights and Bursts at this point, and while Bursts have their moments, I still favor Rapids for their consistency and ease of use (easy to aim, big firing arc, less power drain even with Freq Capacitor).

I need some way of overcoming their Quick-Charge shields and preventing them from regenerating so quickly, hence why I'm asking about Plasma Warheads. Does the dot do anything to prevent shield regen?

Drakkolich's Avatar


Drakkolich
05.09.2019 , 07:55 PM | #2
Quote: Originally Posted by Loadsamonie View Post
Pods are quite nice while I'm able to use them, but they run out of ammo far too quickly, and though ammo isn't as big of a problem with Clusters, even Double Volley doesn't put out a lot of damage. So I'm content to make my secondaries more about utility than raw damage.

To that end, I'm curious about Plasma Warheads on both Pods and Clusters. Does the damage over time do anything to stop shield regen? That's my biggest problem in dealing with Strike Fighters, is overcoming their Quick-Charge Shields and getting to their Hull. Bombers and Gunships I don't have too much problem with, either secondary works well against them (though I favor Pods for Gunships since it gives them less time to boost away), but I still have problems against Strike Fighters as a Flashfire,with either secondary or just about any laser, Burst included. I've fully upgraded Rapids, Lights and Bursts at this point, and while Bursts have their moments, I still favor Rapids for their consistency and ease of use (easy to aim, big firing arc, less power drain even with Freq Capacitor).

I need some way of overcoming their Quick-Charge shields and preventing them from regenerating so quickly, hence why I'm asking about Plasma Warheads. Does the dot do anything to prevent shield regen?
Hey Loads in this thread http://www.swtor.com/community/showthread.php?t=959219 we explored some stuff we could finally test easily using the Custom games. One of the things we tested was which damage over time effects stop shield regeneration, or rather put the shields into regen delay anyways.

While many dots do trigger the shield regeneration delay what makes Quick Charge shield so powerful is that it has innate regeneration during that delay unlike most other shields. This means that even if they do take damage and their delay is triggered, they'll continue regenerating shields just at a slower pace. There is a tier 3 upgrade on Quick charge shield that further enhances this effect by giving them even more regeneration when they're in their delay. Quick charge shield also has a powerful activated ability that not only gives back a decent chunk of shields when activated but improves shields regeneration for 4 seconds in both the delay and no delay regeneration cycles of the ship.

What I'm trying to get at with all this text is that while using a utility dot to stop shields from regenerating can be a good choice, it is a very poor choice vs Quick Charge shields since that's exactly what they are good at countering.

To actually counter Quick Charge shields what you want is high burst damage, since it's actual maximum shields are much lower then other shields. You want do deal as much damage as you can in a short window.

I hope that helps and if you need more information on how shield power works you can find that in my Power management guide here. http://www.swtor.com/community/showthread.php?t=956127
DrakolichDrakolích
The BastionTwitch Stream

Loadsamonie's Avatar


Loadsamonie
05.09.2019 , 08:30 PM | #3
Quote: Originally Posted by Drakkolich View Post
Hey Loads in this thread http://www.swtor.com/community/showthread.php?t=959219 we explored some stuff we could finally test easily using the Custom games. One of the things we tested was which damage over time effects stop shield regeneration, or rather put the shields into regen delay anyways.

While many dots do trigger the shield regeneration delay what makes Quick Charge shield so powerful is that it has innate regeneration during that delay unlike most other shields. This means that even if they do take damage and their delay is triggered, they'll continue regenerating shields just at a slower pace. There is a tier 3 upgrade on Quick charge shield that further enhances this effect by giving them even more regeneration when they're in their delay. Quick charge shield also has a powerful activated ability that not only gives back a decent chunk of shields when activated but improves shields regeneration for 4 seconds in both the delay and no delay regeneration cycles of the ship.

What I'm trying to get at with all this text is that while using a utility dot to stop shields from regenerating can be a good choice, it is a very poor choice vs Quick Charge shields since that's exactly what they are good at countering.

To actually counter Quick Charge shields what you want is high burst damage, since it's actual maximum shields are much lower then other shields. You want do deal as much damage as you can in a short window.

I hope that helps and if you need more information on how shield power works you can find that in my Power management guide here. http://www.swtor.com/community/showthread.php?t=956127
That does help, actually. In general, I make it a point to try and avoid Strikes when I can, but everyone and their mother is running them now. I swear, there weren't nearly this many Strikes pre 5.5.

I thought it was a question of poor aim, but my accuracy is around 25-28% with Rapids,and 35-40% with Bursts now, so I know I'm lining up shots better than I was a week ago. Flying with Carlose over the last week has honed my skills a bit, I feel. Still, if Quick-Charge negates the dot, then I may as well just stick to Double Volley and get comfortable using Bursts. I find Rapids easier to use, but when the opportunity for a kill opens up, Bursts get it done better.

I've tried Lights, and I have them fully upgraded now, but they seem like a weak medium between the spike damage of Bursts and the sustained damage of Rapids, without the armor penetration of either. I switch on and off between Pods and Clusters, but the problem with Pods is that, if our team doesn't have someone with Ammo Probes, I'm gonna run out after two or three engagements. 32 Pods doesn't last long at all, and I can't give up Qyzen Fess on Offense or the Firing Arc passive on Pods to get more ammo; Firing Arc is too important for this weapon.

But now I know beyond any doubt to not engage a Strike unless it's busy fighting something else. If I'm the Strikes target, stay the hell away from it.

phalczen's Avatar


phalczen
05.09.2019 , 08:39 PM | #4
Quote: Originally Posted by Loadsamonie View Post
I swear, there weren't nearly this many Strikes pre 5.5.
Of course, that's when they were buffed.
If you think I've made a good contribution with this post, I kindly ask that you use my Refer a Friend link! Here is more information about the program.

Drakkolich's Avatar


Drakkolich
05.09.2019 , 09:02 PM | #5
You really don't want to take extra firing arc on pods themselves definitely pick the ammo there, you shouldn't even be firing anywhere near the side of the arcs with pods only on centered shots. So that will give you 40 pods as a starting point.

While the choice between firing arc or extra ammo on the crew passive is an interesting one, if you aren't an absolutely dedicated dog fighting ship you should probably grab the extra ammo to bring you up to 52 pods over the arc.

It sounds like you might be valueing firing arc a little bit too high in your builds. I'm not sure if you know how tracking penalties work on weapons, but basically the further from center you are in your firing arc you get a penalty to your accuracy. Most lasers penalties aren't too bad, but some are high, like Quads and Heavies have high penalties. However Rocket pods and Railguns have really really high penalties, they lose a whopping 5% accuracy every single degree off center you are when you fire them.
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Loadsamonie's Avatar


Loadsamonie
05.09.2019 , 09:08 PM | #6
Quote: Originally Posted by Drakkolich View Post
You really don't want to take extra firing arc on pods themselves definitely pick the ammo there, you shouldn't even be firing anywhere near the side of the arcs with pods only on centered shots. So that will give you 40 pods as a starting point.

While the choice between firing arc or extra ammo on the crew passive is an interesting one, if you aren't an absolutely dedicated dog fighting ship you should probably grab the extra ammo to bring you up to 52 pods over the arc.

It sounds like you might be valueing firing arc a little bit too high in your builds. I'm not sure if you know how tracking penalties work on weapons, but basically the further from center you are in your firing arc you get a penalty to your accuracy. Most lasers penalties aren't too bad, but some are high, like Quads and Heavies have high penalties. However Rocket pods and Railguns have really really high penalties, they lose a whopping 5% accuracy every single degree off center you are when you fire them.

That's probably my problem then, I'm being too liberal with my Pods and using them when I'm off center too much. I should probably stick to Clusters in that case. 12 Clusters is workable, and since they're lock-based, Firing Arc only helps them.

Just had my best game yet, first time I've topped the scoreboard.

https://i.imgur.com/bUD45Vf.jpg

Using Rapids and Clusters.

Still stand by what I said though, I got tilted tonight. Strike Fighters crush my soul as a Flashfire main. Are they designed to be a hard counter to Scouts or something? Or did Scouts just get the nerf stick when Strikes got buffed?

Drakkolich's Avatar


Drakkolich
05.10.2019 , 12:21 AM | #7
Quote: Originally Posted by Loadsamonie View Post
That's probably my problem then, I'm being too liberal with my Pods and using them when I'm off center too much. I should probably stick to Clusters in that case. 12 Clusters is workable, and since they're lock-based, Firing Arc only helps them.

Just had my best game yet, first time I've topped the scoreboard.

https://i.imgur.com/bUD45Vf.jpg

Using Rapids and Clusters.

Still stand by what I said though, I got tilted tonight. Strike Fighters crush my soul as a Flashfire main. Are they designed to be a hard counter to Scouts or something? Or did Scouts just get the nerf stick when Strikes got buffed?
That's a great game well done!

Scouts have to be near line of sight now to be effective because of how fragile they are to missiles since their evasion defences don't work against them. Because of this they kind of lack a job in Deathmatch and just aren't at the top of the meta anymore, they're not like completely useless or anything they just are trying to do the same job Strikes are they're just worse at it.

Where Scouts do shine right now is in Domination, their extra turning and evasion really shines while doing on satellite play.

So when you're playing Deathmatch and out in the open it's not the Strikes that are "hard countering" you it's the missiles they wield. While in Domination a good Scout can really mess up Strikes by constantly dealing damage to them with the Strike not being able to ever fire man shots at the Scout. It's important to never try to joust a Strike if you're shooting them and they're shooting you, you almost always lose unless you get a really big string of evasion misses. You want to boost pass them and then out turn them to get behind them and just stay there.

If you're planing to "main" the flashfire you're just always going to struggle in Deathmatch the ship just isn't a top contender in that game mode. This doesn't mean you won't get games like the screenshot you posted, it just means when you play against players of equal skill or higher you'll always be at a disadvantage there.
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Loadsamonie
05.10.2019 , 10:26 AM | #8
Quote: Originally Posted by Drakkolich View Post
That's a great game well done!

Scouts have to be near line of sight now to be effective because of how fragile they are to missiles since their evasion defences don't work against them. Because of this they kind of lack a job in Deathmatch and just aren't at the top of the meta anymore, they're not like completely useless or anything they just are trying to do the same job Strikes are they're just worse at it.

Where Scouts do shine right now is in Domination, their extra turning and evasion really shines while doing on satellite play.

So when you're playing Deathmatch and out in the open it's not the Strikes that are "hard countering" you it's the missiles they wield. While in Domination a good Scout can really mess up Strikes by constantly dealing damage to them with the Strike not being able to ever fire man shots at the Scout. It's important to never try to joust a Strike if you're shooting them and they're shooting you, you almost always lose unless you get a really big string of evasion misses. You want to boost pass them and then out turn them to get behind them and just stay there.

If you're planing to "main" the flashfire you're just always going to struggle in Deathmatch the ship just isn't a top contender in that game mode. This doesn't mean you won't get games like the screenshot you posted, it just means when you play against players of equal skill or higher you'll always be at a disadvantage there.
Okay, cool. I've been slowly progressing a Quarrel and Warcarrier on the side, so if things start going badly in Deathmatch, maybe I'll swap to Bomber and run a nest for my team instead. Or snipe. I've got to learn how to play Gunship eventually.

I run Novadive too, it uses Lights and Pods with EMP Field, so that might be an option in Deathmatch as well.

Drakkolich's Avatar


Drakkolich
05.11.2019 , 09:55 PM | #9
@Loadsamonie

I made some new videos and a couple of the Sting/Flashfire, I thought you might be interested in them since we've been talking so much about that ship in this thread.

Here they are:
1: https://www.youtube.com/watch?v=vArCRi_aigY
2: https://www.youtube.com/watch?v=3YQfhPJkuCw
DrakolichDrakolích
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Loadsamonie
05.12.2019 , 11:47 AM | #10
Quote: Originally Posted by Drakkolich View Post
@Loadsamonie

I made some new videos and a couple of the Sting/Flashfire, I thought you might be interested in them since we've been talking so much about that ship in this thread.

Here they are:
1: https://www.youtube.com/watch?v=vArCRi_aigY
2: https://www.youtube.com/watch?v=3YQfhPJkuCw
Awesome, thanks. I'll give em a watch later today when I get on.

I've actually dropped Novadive and taken up Spearpoint as an alternative. I seriously underestimated the utility of Spearpoint, particularly as a support ship. EMP's with Disable Engine makes for such easy team assists, and having Tensor and Repair Probe helps the team with holding Satellites and reinforcing Bombers Nests. It's not great in a 1v1, but it provides amazing team support. Basically the Scout version of a Clarion, IMO. I've set it to Rapids and EMP, and switched Flashfire to Lights and Pods with extra ammo and Kira Carsen.

They still require upgrading, but my current Ship lineup is: Flashfire, Spearpoint, Pike, Quarrel, Warcarrier.