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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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Armonddd's Avatar


Armonddd
04.09.2014 , 08:44 PM | #131
Just a quick note: since the devs have confirmed that damage scales linearly with range, even across breakpoints, I've been using range capacitor.

Range capacitor increases your range from x to 1.1x. This means that at any given range with range capacitors, your damage is calculated as though you were at range x/1.1 and had no capacitor at all. This comes out to slightly more than a 9% damage boost, which is definitely comparable to damage capacitor while providing extra utility. Notably, for scouts, this gives you an option to handle seeker mines without resorting to quad lasers.

I've edited this into the post on flashfire components, but I figured I'd give people a heads up.
Space Ace of <Death Squadron>, <Black Squadron>, <Eclipse Squadron>, and <solo da>

TrinityLyre's Avatar


TrinityLyre
04.10.2014 , 11:58 AM | #132
Quote: Originally Posted by tunewalker View Post
Oh i have figured out how to find out where power dive sends you every time so i know where it goes now.... also I might post a new Pike build with the changes after more testing.
Sweet. I still hate Power Dive! I'm excited to see what else you've come up with on the Pike/Quell, as I haven't had much time with it since 2.7 launched.

Quote: Originally Posted by TheRampage View Post
Is there any way to know who needs your healing and shield refiling? Because atm I just fly around and guessing "oh you may need heal" "oh, you are chased"
Go ammo refilling! That being said, there isn't a way to easily see what a friendly target's health is at. I use something along these lines:

  • Is there a friendly running Charged Plating (pretty obvious visual) and near the battle area? They probably could use heals.
  • When you tab spam through targets, are one or two names coming up as friendly targets frequently in your targeting computer? They could probably use heals (and/or Tensor Field, which I realize the new strike fighter does not have).
  • Is the friendly leaving a trail of smoke and flame? Heal plx!
  • Is there a bunch of allies within fairly close proximity of each other? Go in and toss some Repair Probes. At the very least you'll be providing them with a bunch of free ammo. I do love my free ammo. Nomnom.
  • Mention that you'll bring an ally heals upon request at the start of a battle. Does communication ever hurt (unless you're working at a customer service counter, in which case I offer you my sympathy)?


And that's only some off the top of my head. You can see how much you've healed at the end of a battle so you can get some idea of how effective the ability is. That isn't even counting ammunition replenishment (please, please, please, on behalf of those of us who slay a great number of players: give us more ammunition!).

Quote: Originally Posted by Magira View Post
Only for premades with TS. For PUGs the new ships are largely useless.
I disagree. Even a PUG can coordinate and utilize these abilities effectively, it all depends on who you're matched up with. It obviously benefits those on voice comm far more, but it isn't useless in a PUG environment.

Quote: Originally Posted by Gavin_Kelvar View Post
I will say that I think HLC would've synergized much better with the missile options than RFL/LLC. Especially with thermites and their shield pierce effect after a hit. I have found running a co-pilot with bypass works out very well to increase the amount of shield pierce you have against tough targets.
Totally agree. I don't mind using Quad Laser Cannons, but I do love Heavy Lasers. Armor piercing, shield piercing, extended range... *Homer Simpson drool*... wait, where was I? Oh, right, Bypass is still a good copilot ability, especially when you can use it with other shield piercing effects (as you mentioned).

Quote: Originally Posted by Gavin_Kelvar View Post
Thanks to the engine nerfs long lock on time missiles are actually fairly viable against targets other than bombers now. I was kinda worried that thermites/protons would be useless due to too easily being evaded.
I think Proton Torpedoes are starting to feel a bit overshadowed by the mighty Thermite Torpedoes now. It's a good thing they're not a choice on the Pike/Quell because I'd be sorely tempted to try them there. I'm finding I can lock on and land a lot more heavy missiles and torpedoes thanks to the engine nerfs, though I feel the Barrel Roll nerf was slightly overdone. Strike fighter mobility (specifically, the Pike/Quell, since I run Retro Thrusters on my Star Guard/Rycer) has dropped a tremendous amount.

Quote: Originally Posted by Armonddd View Post
This comes out to slightly more than a 9% damage boost, which is definitely comparable to damage capacitor while providing extra utility.
What kind of math are you using to justify this? The general concept seems correct right up until you come out with that 9% number. I have no idea how you came to 9%. That seems absurdly high and if those figures are accurate, the increased range more than compensates for the 1% damage loss of Damage Capacitor, making DC feel like garbage.

Quote: Originally Posted by Armonddd View Post
Notably, for scouts, this gives you an option to handle seeker mines without resorting to quad lasers.
I can't argue that it doesn't make it easier, but you could always use Distortion Field/Retro Thrusters to disable Seeker Mines. I mean, you are blessed with two missile breaks. The other (deadlier) mines are 3500m detonation radius or smaller, so you'd be able to plink them off with BLC. In either situation, I typically try and coordinate busting minefields with friendlies who are better equipped to deal with the threat. Clear the mines and the Flashfire/Sting will tear the bomber apart in seconds.
Anastasie / Phytia The Bastion
Respected and Despised & Insert Guild Name Here
Check out my Galactic Starfighter Compendium and contribute!

Altheran's Avatar


Altheran
04.10.2014 , 01:47 PM | #133
Quote: Originally Posted by TrinityLyre View Post
What kind of math are you using to justify this? The general concept seems correct right up until you come out with that 9% number. I have no idea how you came to 9%. That seems absurdly high and if those figures are accurate, the increased range more than compensates for the 1% damage loss of Damage Capacitor, making DC feel like garbage.
Its bonus is actually impossible to predict. It depends on the weapon, the range you're standing, the angle you're firing at, ennemy evasion... but it's probably not that impossible to attain +9% in power.

Examples :
- BLC has its DPS and accuracy increasing drastically under 3000m. So, if you're standing at these 3000m or at 2500m, the damage bonus induced by Range capacitor is probably formidable.
- On the contrary, if you take HLC, the accuracy and damage as very little variation... so the damage increase the capacitor will give is probably much less noticable. But in the other hand, the more the weapon has range, the more range capacitor will give extra range, so...

Kuciwalker's Avatar


Kuciwalker
04.10.2014 , 01:51 PM | #134
Quote: Originally Posted by Armonddd View Post
Just a quick note: since the devs have confirmed that damage scales linearly with range, even across breakpoints, I've been using range capacitor.

Range capacitor increases your range from x to 1.1x. This means that at any given range with range capacitors, your damage is calculated as though you were at range x/1.1 and had no capacitor at all. This comes out to slightly more than a 9% damage boost, which is definitely comparable to damage capacitor while providing extra utility. Notably, for scouts, this gives you an option to handle seeker mines without resorting to quad lasers.

I've edited this into the post on flashfire components, but I figured I'd give people a heads up.
I already corrected you on this; stop repeating it elsewhere. A 10% range boost is not a 9% damage boost, it's closer to 1-2%.

As I showed in the other thread:

Quote:
For example, consider LLC at 2000m (ignore talents for simplicity). It does 975 dps at 500m and 770dps at 3000m. At 2000m this works out to 852dps.

Buff range by 10% and those threshholds become 550m and 3300m. Now at 2000m you do 867dps, an increase of 1.75%.

The true dps buff is slighty more than 1.75%, because accuracy is also buffed, but that increase is also small: 1.455 percentage points.
Don't try to theorycraft if you can't get the basic math right.

Magira's Avatar


Magira
04.10.2014 , 02:37 PM | #135
Quote: Originally Posted by TrinityLyre View Post
I disagree. Even a PUG can coordinate and utilize these abilities effectively, it all depends on who you're matched up with. It obviously benefits those on voice comm far more, but it isn't useless in a PUG environment.
Well, take a closer look:

I can take only 5 ships and must choose a combination that is as meaningful.
For Domination are set fixed for me:

Blackbolt (Max Speed​​, Quick Charge, EMP, Sabotage Probe, Barell Roll)
- At the beginning satellite capture and hold

Razorwire (such as from your guide, except Charged Plating)
- Capture and hold satellite

Furthermore, set:

Mangler (Ion railgun, slug railgun)
- Jack of all trades

There are two remaining only for TDM. Sting, Quell or even Dustmaker are certainly better than Empire and Bloodmark for TDM as a pug, I think.

(translated by Google, sorry for errors)
The Red Eclipse: Ynaxi, Thamari, Shakrj , Lorilee, Maedu
Guild: The Wookiees Legacy:Shockwaverider
https://en.wikipedia.org/wiki/The_Shockwave_Rider

Armonddd's Avatar


Armonddd
04.10.2014 , 07:03 PM | #136
Quote: Originally Posted by Kuciwalker View Post
I already corrected you on this; stop repeating it elsewhere.
If you took your hand off your head for a moment, you might consider that I missed that post.

Thanks for the correction, though that's not how I understood Chris to have explained how it works.
Space Ace of <Death Squadron>, <Black Squadron>, <Eclipse Squadron>, and <solo da>

Verain's Avatar


Verain
04.10.2014 , 10:22 PM | #137
Quote: Originally Posted by Magira View Post
Well, take a closer look:

I can take only 5 ships and must choose a combination that is as meaningful.
Not everyone on your team needs every ship.

Quote:
For Domination are set fixed for me:

Blackbolt (Max Speed​​, Quick Charge, EMP, Sabotage Probe, Barell Roll)
- At the beginning satellite capture and hold
This right here is by no means mandatory, and if you bring a bloodmark, the rest of your team can get there even faster. In fact, if you are on a bloodmark and anyone else on a blackbolt, they will get to the node MUCH faster than if you were on a black bolt and so is he.

Many ships are nice, but you don't need a fixed set.

TrinityLyre's Avatar


TrinityLyre
04.11.2014 , 11:38 AM | #138
Quote: Originally Posted by Altheran View Post
Its bonus is actually impossible to predict. It depends on the weapon, the range you're standing, the angle you're firing at, ennemy evasion... but it's probably not that impossible to attain +9% in power.
I'm going to run with this on a few ships for a while to see how it feels. I haven't really ever felt the need for Range Capacitor but I'm willing to give it a run on a few of my ships to see if it introduces anything new (and useful) to gameplay.

Quote: Originally Posted by Magira View Post
Well, take a closer look:

I can take only 5 ships and must choose a combination that is as meaningful.
If you're going for sheer power I suppose, but I think all the ships you listed and the Bloodmark offer something unique and interesting to TDM. Get your team to PowerUps faster. Decide the general battle area. Rescue teammates and close in on gunships, etc.

In Domination, it seems that if you're not running a bomber (or getting the bombers to nodes faster) you're probably doing something wrong. I don't like the idea myself, but at least it's a far cry from the old days of battle scouts flying circles around nodes with BLC trying to hunt each other down. I think it's generally agreed that bombers tie down and decide Domination matches (especially the minelayer variant). Every other ship choice seems ancillary, and Bloodmarks definitely qualify here just as much as a Sting or Blackbolt would.
Anastasie / Phytia The Bastion
Respected and Despised & Insert Guild Name Here
Check out my Galactic Starfighter Compendium and contribute!

Magira's Avatar


Magira
04.11.2014 , 12:21 PM | #139
Quote: Originally Posted by TrinityLyre View Post

If you're going for sheer power I suppose, but I think all the ships you listed and the Bloodmark offer something unique and interesting to TDM...
Not in the optimized version of me for Domination. I would like a second Blackbolt with targeting Telemetry and Rocket Pods for TDM. Unfortunately no chance. For this, the Sting has to serve. The unfortunately, the S2E Converter is missing.

But yes, it is true: The new ships have their strengths and can be quite useful. I had probably not looked at closely enough.

Today I am flown with the Imperium and was quite impressed. It may be that he gets a firm favorite with me.
The Red Eclipse: Ynaxi, Thamari, Shakrj , Lorilee, Maedu
Guild: The Wookiees Legacy:Shockwaverider
https://en.wikipedia.org/wiki/The_Shockwave_Rider

TheRampage's Avatar


TheRampage
04.11.2014 , 02:04 PM | #140
I'm playing new scout mostly in domination and I get to satelite usualy first, while caping it and holding it entire match if my support is here. Hell, I'm not even dying on him, if under too much pressure I just space the hell out I even attack enemys satelite just to draw them out for fun. It isnt bomber, but it can be really good if played corectly.

New striker is beast on other hand. Esp with reduced rolls, missles are great now + quads and self heals. I top damage charts with him in most TDM matches, over 50k in each, and that is with 0 weapon upgrades bought (buying armor/shield/repair first).
Raph‚el - Not Good Enough