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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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Greezt's Avatar


Greezt
02.05.2016 , 03:41 AM | #381
Quote: Originally Posted by _Anonymous View Post
That's some good input, thank you! Coming from a scout, I am not experienced with the more difficult to lock-on missiles. What I liked about the torpedoes is that they ignore damage-reduction and shields, but locking on will be tough. I might give them a try, but will keep the concussion missiles in mind. I agree that disabling the shield ability is more important - beginner mistake on my side. CP is more difficult for me - I see its great value against concussion and seismic mines, but I feel it makes me even easier to kill for scouts, especially for those bastards with burst cannons like myself. Directional shields were my compromise between bomber-killing and general survivability - which I will need without a coordinated team. But I will try deflection armour to be a bit safer from mines.
I chose Barrel roll for mobility, but you are right about staying close to the node. I will give Koiogarn turn a try!

Thanks again for the feedback - I will try the now adapted build in game and will report back. It might take a while until I have scraped together the necessary requisition points, though.
Make sure you take charged plating with deflection, otherwise it's worthless - it won't reduce enough damage from mines, and it won't help you against gunships and scouts (not to mention bombers).

If you want better scout survivability, your best bet is replacing EMP (which is more of a team utility anyway) with clusters. You'll still pack a punch against any bomber, and you'll have a better chance against scouts. You could also consider replacing heavies with quads, which have better accuracy close range and a smaller tracking penalty. I wouldn't recommend it, but it could work quite well. The downside will be that on a node your only use for blasters will be removing shields from CP bombers.

_Anonymous's Avatar


_Anonymous
02.05.2016 , 04:02 AM | #382
Oh, one more question: Can mines disabled by the EMP missile be detonated manually by the bomber?

EDIT: Did not read your new post before submitting mine - thanks for the input again! I liked bringing the EMPs because disabling mines, drones and bomber abilities sounds like a really sweet deal. I will see how badly I fare against scouts and alter the build accordingly.

Greezt's Avatar


Greezt
02.05.2016 , 04:15 AM | #383
Quote: Originally Posted by _Anonymous View Post
Oh, one more question: Can mines disabled by the EMP missile be detonated manually by the bomber?
EMPs destroy mines without detonating them. So no, they can't be detonated by the bomber. That being said, EMP is a utility because mines, drones and turrets aren't a threat to you with CP (except for interdiction effects and a very rare armor pen railgun drone on the node), and you have heavy lasers and concussions to deal with CP (so you don't need the shield disable).

_Anonymous's Avatar


_Anonymous
02.07.2016 , 11:20 AM | #384
Quote: Originally Posted by Greezt View Post
EMPs destroy mines without detonating them. So no, they can't be detonated by the bomber. That being said, EMP is a utility because mines, drones and turrets aren't a threat to you with CP (except for interdiction effects and a very rare armor pen railgun drone on the node), and you have heavy lasers and concussions to deal with CP (so you don't need the shield disable).
Should have read the description of the EMP missile more carefully - once, it claims that the missile "deactivates mines and drones", but then it says "destroys mines". Well!

I have bought the Quell yesterday and am currently upgrading it. I plan to try both a highly specialised anti-bomber build with all the damage reduction I can get (CP, Deflection armour, Structural support - aka the mine-eater), with Concussion and Cluster missiles to have a little defence against scouts and strike fighters, and a more mutli-purpose version without damage reduction but with EMP missiles, which I hope still makes a bomber's life hard but is not as much fodder for the scouts as the mine-eater. Let's see how they compare!

Thanks again for your help, Greezt - your input made me think about the build a lot, and I cannot wait to try it out!

Greezt's Avatar


Greezt
02.07.2016 , 01:35 PM | #385
Quote: Originally Posted by _Anonymous View Post
Should have read the description of the EMP missile more carefully - once, it claims that the missile "deactivates mines and drones", but then it says "destroys mines". Well!

I have bought the Quell yesterday and am currently upgrading it. I plan to try both a highly specialised anti-bomber build with all the damage reduction I can get (CP, Deflection armour, Structural support - aka the mine-eater), with Concussion and Cluster missiles to have a little defence against scouts and strike fighters, and a more mutli-purpose version without damage reduction but with EMP missiles, which I hope still makes a bomber's life hard but is not as much fodder for the scouts as the mine-eater. Let's see how they compare!

Thanks again for your help, Greezt - your input made me think about the build a lot, and I cannot wait to try it out!
Have fun, and update with results!

Maybe on a new thread, though

Danalon's Avatar


Danalon
02.08.2016 , 02:29 PM | #386
The Scout system EMP just deactivates deployables while the EMP missile deactivates them and deals 335 hull damage to everything it hits, destroying mines in the process. As far as I know deactivated mines don't explode when destroyed/ replaced.

If you have any further questions, use this thread.

@_Anonymous
I'm also playing on T3-M4, both factions. Send me a forum pm if you want to fly together.

LanEX's Avatar


LanEX
02.23.2016 , 09:05 AM | #387
I find this datacron of GSF really useful. Thank you for your knowledge
Also, I found the reduction on the lockdown time more useful on early stages of the rycer or sting, I guess I might change that as I fully upgrade them

Edit: well, I moved my question as suggested.
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Greezt's Avatar


Greezt
02.23.2016 , 11:30 AM | #388
Quote: Originally Posted by LanEX View Post
I find this datacron of GSF really useful, but now I'm kind of looking for a personal opinion. I'm mostly a scout pilot, and maybe because of that I do not really feel comfy playing with rampart/razorwire. Should I give a try to warcarrier and become a support? I do not see the point of playing the sledge if I can play my strikes. thank you for your knowledge
Try asking questions here.

Dixarcs's Avatar


Dixarcs
03.18.2016 , 12:46 AM | #389
good guide please update T2 GS and T3 GS to reflect the obvious meta changes
Dixarcs THE GREAT

March SkyKaptain

Verain's Avatar


Verain
04.01.2016 , 08:08 PM | #390
I don't think Stasie is updating the guide right now, but remember that the suggested ships are just the ones that he likes- it was never meant as a fully up to date meta guide. Frankly the T3 section could be updated some, but it is worth pointing out that you can still put builds right here!
"The most despicable person on the GSF forum."