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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)
First BioWare Post First BioWare Post

phalczen's Avatar


phalczen
06.20.2014 , 08:24 AM | #251
Quote: Originally Posted by JAMESCHRIS View Post
Thanks! Should be stickied
For the love of the Maker, please sticky this Tait.

TrinityLyre's Avatar


TrinityLyre
06.23.2014 , 05:32 PM | #252
Thanks! I've fixed a few broken links, added some more content and links elsewhere and am working on adding additional builds. Here's a rendition of the popular BLC battle scout, feel free to use this or adapt as you please. I am adding this to my Additional Scout Builds section, since it is a very popular (and effective) build. I'll be adding many more variants over time, now that I have "completed" (maxed out and tested every component on) almost six different ships. I've also managed to dump over 250,000 requisition into both the new ships on both factions (and have now mastered 30+ ships), so there's definitely more to come!

S-13 STING // IL-5 OCULA // FLASHFIRE // IL-5 SKYBOLT

The "OP" but often-fielded battle scout, able to vape any enemy target (including bombers and gunships) almost instantly. Posting this variant because it was the traditional build in the past but Burst/Pods and Burst/Cluster are more popular now. Combine Concentrated Fire (or Wingman) with Targeting Telemetry (or Blaster Overcharge) for devastating laser and missile hits.

:: COMPONENTS

Primary Weapon: Quad Laser Cannon (T4 Increased Critical Hit Chance, T5 Increased Shield Damage)
Almost perfectly matches the range of Cluster Missiles. I built this scout to do considerable damage for any range up to 5000m. Quad Lasers deal a great amount of damage. Increased Critical Hit for more damage and Increased Shield Damage again for the same reason listed above.

Secondary Weapon: Cluster Missiles (T4 Increased Ammo Capacity, T5 Double Volley)
Solid close range damage to offset the long range weaponry you are rocking. Increased ammo in T4 helps to offset the consumption of T5ís double volley, which does considerably more damage than Plasma Warheads. Double Volley also allows you to win an attrition war, though both volleys will be able to be broken by a single maneuver.

Engine: Retro Thrusters (T3 Increased Turning Rate)
These are amazing for head-to-head fights, giving you a huge edge with the additional evasion and damage time on the opponent. Retro Thrusters require practice but are quite fun to play with.

Systems: Targeting Telemetry (T4 Threat Evaluation, T5 Precision Targeting)
Increases your burst damage capability substantially. I go with Threat Evaluation to boost my scoutís already extremely high evasion, making it both a defensive and offensive cooldown. Precision Targeting means your Cluster Missile and Quad Laser Cannon criticals will absolutely devastate anyone hit by them.

Shields: Distortion Field (T3 Disable Enemy Missile Lock)
Stacking evasion is still incredibly worthwhile and still the best defense you can get. Since Distortion Field has a base 6 second duration and likely wonít need to use the additional 3 seconds I opted for a second missile break.

Reactor: Large Reactor
More shields to protect yourself with. I find most kills are done through high damage in a short period, which is why I tend to favor Large Reactor over the others.

Armor: Lightweight Armor
Being near obstacles you will typically be able to avoid the deadlier missile locks. Lightweight Armor does a better job of negating blaster, railgun and rocket pod fire than the other alternatives. Too many players utilize armor penetrating weapons, so I opt out of Deflection Armor in all my builds save the Razorwire/Rampart. This stacks with the crew passive, Targeting Telemetry, Distortion Field and Running Interference if you choose to go with it.

Thruster: Regeneration Thrusters
With all the boosting around evading enemies and closing in to targets and objectives, having a quickly replenishing engine pool is mandatory. I go with Regeneration Thrusters to give myself more staying power in the match.

Capacitor: Damage Capacitor
Quad Laser Cannons suck a bit more power than other lasers I use, and I tend to be dogfighting in Team Deathmatch for quite a while so I opt for Damage Capacitor here.


:: CREW

Copilot: Mako / Kendra Novar (Running Interference)
A great defensive ability to complement your already ridiculously high evasion. Can be used in conjunction with Distortion Field and/or Targeting Telemetry for a nice boost in head-to-head fights and for more damage time while being fired on.

Offensive: Lieutenant Pierce / Kira Carsen (25% ammo capacity, 6% accuracy)
These crew members provide the best offensive power to your weaponry. Having an extra 6% accuracy for your primary weapon helps overcome evasion-stacking and allows you to take better glancing shots. 25% ammo capacity allows you to carry additional missiles, partially compensating for the capacity loss from the Double Volley upgrade. If ammunition is not an issue, you can switch this crew member to Jaesa Willsaam / Qyzen Fess for the extra 2 degrees to your firing arc.

Defensive: Vector / Nadia Grell (10% shield power pool, 5% evasion)
I am always a fan of a larger renewable source of defense, and evasion is too good to pass up.

Tactical: Mako / Kendra Novar (sensor radius & communication / sensor focus & communication)
The tactical crew is different because of the copilot ability (Running Interference) not being available with identical passives. The Sith Empire gets the better end of this bargain with increased sensor radius and communication range, although the difference feels minimal at best.

Engineering: Yuun / 2V-R8 (13% weapon power efficiency, 13% engine efficiency)
Anastasie / Phytia The Bastion
Respected and Despised & Insert Guild Name Here
Check out my Galactic Starfighter Compendium and contribute!

Verain's Avatar


Verain
06.23.2014 , 08:27 PM | #253
Personally with that build I greatly prefer the extra arc. Allies can resupply me with missiles, after all, but extra arc on that cluster is just SO huge. It's actually pretty great for BLC too, the only cannon that really makes use of it.
"The most despicable person on the GSF forum."

Drakkolich's Avatar


Drakkolich
06.25.2014 , 05:13 PM | #254
If you're interested in GSF podcasts ootinicast is going to be having a GSF round table tonight and Anastasie is going to be a guest on it. It starts at 4:30pm PDT (Thursday 12:30am BST, 9:30am AEST) at http://ootinicast.com/live/.
DrakolichDrakolŪch
The BastionTwitch Stream

TrinityLyre's Avatar


TrinityLyre
06.29.2014 , 02:57 PM | #255
Quote: Originally Posted by Drakkolich View Post
Thanks for the plug. It was fun!
Anastasie / Phytia The Bastion
Respected and Despised & Insert Guild Name Here
Check out my Galactic Starfighter Compendium and contribute!

Verain's Avatar


Verain
07.03.2014 , 08:54 AM | #256
Since I missed it live, can you link to the actual page of that specific podcast?
"The most despicable person on the GSF forum."

phoenixjon's Avatar


phoenixjon
07.04.2014 , 12:20 AM | #257
Quote: Originally Posted by Verain View Post
Since I missed it live, can you link to the actual page of that specific podcast?
http://ootinicast.com/2014/06/ootinicast-episode-148/
Jennipher - The Bastion - Insert Guild Name Here
Rehpinnej - The Bastion - Obsidian Squadron
Gunsheep - The Ebon Hawk - VOIP Bomber Premade

TrinityLyre's Avatar


TrinityLyre
07.07.2014 , 11:15 PM | #258
Thank you kindly.
Anastasie / Phytia The Bastion
Respected and Despised & Insert Guild Name Here
Check out my Galactic Starfighter Compendium and contribute!

TrinityLyre's Avatar


TrinityLyre
07.16.2014 , 04:46 PM | #260
B-4D LEGION // WARCARRIER // SITTING DUCK

Support your allies through snares! This build works exceedingly well if allies are also running their own snares (like Ion Railgun, Ion Missile, etc.). Snares (slows, turning reduction) stack additively in GSF, allowing you to debuff an enemy so that they can't move or turn. Sometimes it's just fun to see your enemies weep (while stationary ). I use this as a fun build from time to time - have to keep the game fresh and exciting! All that being said, here's the sitting duck (friendly Ion Railgun recommended but not included with purchase):

:: COMPONENTS

Primary Weapon: Heavy Laser Cannon (T4 Ignore Armor, T5 Increased Shield Damage)
I use heavy lasers over the other alternatives for the armor piercing and range. They are great for clearing turrets, drones, mines, killing other bombers and attacking enemies coming in to your area. Bypassing enemy bomber damage reduction is immensely useful. I go with the shield damage upgrade to weaken enemies for my missiles, drones and other allies.

Secondary Weapon: Concussion Missiles (T4 Increased Range, T5 Engine Targeting)
Snare #1! Allows you to get some heavy damage in at long range and apply the first of your four snares (30% slow with a 15 second duration)!

Engine: Interdiction Drive (T3 Improved Interdiction)
Snare #2! Enemy speed and turning rate is slowed 30% for 6 seconds, giving you a speed boost and making it tough for an enemy to get anywhere.

Systems: Interdiction Sentry Drone (T4 Increased Interdiction Effect, T5 Additional Active Drone)
Snare #3! Two drones slowing 50% within 3,500m. Separate the drones so that an enemy is perpetually snared around a friendly gunship camping spot or a satellite! This is your most powerful slow: use it wisely. Combining this with an Ion Railgun snare prevents an opponent from going anywhere. This leaves them at your mercy, wahaha!

Shields: Repair Drone (T3 Refill Ammunition)
Group utility, heal and most importantly an ammo refill for those other pilots you are running with (and yourself)! Be careful to place this in a protected area and alert teammates once you have the Refill Ammunition option in T3. Giving allied ships a renewable source of ammunition on a satellite is a wonderful thing to have. If you're selfish and/or only planning on supporting gunships, you can switch the T3 upgrade to Shield Restoration as you'll have a large amount of Concussion Missiles available to fire.

Sensor: Communication Sensors
Being under satellites you will typically be visible to almost all enemies, and since a bomber is relatively stationary (fighting only under/over satellites and other obstacles) they do an excellent job of communicating data to friendly players, including the location of gunships and other bombers.

Reactor: Large Reactor
More shields to protect yourself with. I find most kills are done through high damage in a short period, which is why I tend to favor Large Reactor over the others.

Armor: Lightweight Armor
Use what you please, they all have valid uses on this ship. I listed Lightweight Armor because the evasion will stack with Vector. Again, up to you.

Magazine: Regeneration Extender
Blaster power really isnít an issue with this build, but the regeneration extender allows you to maintain heavy laser fire for quite some time. With a higher rate of weapon power regeneration you can fire on multiple targets or wail on a snared enemy for a longer period of time.

:: CREW

Copilot: Vector / Oro Wogawa (Servo Jammer)
Snare #4! 20% turning debuff for 20 seconds, throw this up when an enemy's hit by one of your other snares. Works very effectively to prevent practically anything (save someone with Tensor Field) from turning around and engaging you. Unfortunately, Republic players have to listen to Oro Wogawa. I'm sorry.

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 out.

Defensive: Vector / Oro Wogawa (10% shield power pool, 5% evasion or 15% Shield Regen, 5% evasion)
Chosen for the Copilot ability, Servo Jammer.

Tactical: Mako / Kendra Novar (sensor radius & communication / sensor focus & communication)
The tactical crew is different because of the copilot ability (Running Interference) not being available with identical passives. The Sith Empire gets the better end of this bargain with increased sensor radius and communication range, although the difference feels minimal at best.

Engineering: Blizz / C2-N2 (10% engine power pool, 13% engine efficiency)
With regeneration extender itís unlikely youíll be running out of power to your heavy lasers. Bomber engines donít last worth a damn, though. I chose the companion that would give the largest bonus to mobility, allowing you to respond more quickly and evade longer when your snares are down.


-------------------------------
More builds to come! The month leading up to Galactic Housing Decorator will surely give me more time to post silly/interesting builds. Here's some I haven't yet added, but I'm sure you can imagine what they're like just based off the names:

-Interdiction Drone Decimus (similar to the trolly Legion above)
-Double Missile Jurgoran (RIP railgun)
-Tanky Mangler (when the odds of dying are so low, but you have a neverending wave of targets)
-Bomberball Legion (sit on a gunship, read a book and give it Wingman from time to time)
-Quads&Pods Sting (lolfair)
-Dogfighting Rycer (want to play an inferior scout? Hi!)
-Missileboat Quell (Cluster/Concussion variant)

Have fun and good shooting!
Anastasie / Phytia The Bastion
Respected and Despised & Insert Guild Name Here
Check out my Galactic Starfighter Compendium and contribute!