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PILE DRIVER - Type 1 Strike Fighter Burst Damage Build

STAR WARS: The Old Republic > English > Galactic Starfighter
PILE DRIVER - Type 1 Strike Fighter Burst Damage Build

Erurainon's Avatar


Erurainon
02.21.2018 , 02:14 AM | #1
Here is a cool weapon configuration I figured out and have been working on it since the patch came out. It evolved from a once-in-while burst damage to continual burst damage.

Heavy Laser Cannons, Quad Laser Cannons, and Weapon Swap Rotation.

Below is a short (1 minute) video showing the build and rotation.

https://youtu.be/j022_MKlMcg

Narrative of the video:
Pile Driver is a burst damage build that utilizes quads and heavies in a specific rotation. In patch 5.5 the primary weapon cannons on the type 1 strike fighter can now be fired holding down left and pressing 1 (weapon swap ability) without having to re-click. This allows you to do a continual barrage of primary weapon damage on your target.

What I discovered while doing this weapons swap, is that if you time it correctly you can have a heavy shot and a quad shot fire at nearly the exact same time. This lead to figuring out a specific rotation to get the highest amount of burst damage in the least amount of time.

Here is the rotation we figured out:
Set your primaries to heavy laser cannon.
Fire one heavy shot and then immediately press 1. When you do a heavy and quad will fire at nearly the exact same time. Once the second quad shot fires, swap your weapons again.
Continue to press 1 off of cooldown and you will get the maximum burst damage.

Strike Fighter Ship builds (Starguard/Rycer)

DOM
Primary Weapon #1: Heavy Laser Cannon (Armor pen/Shield Pen)
Primary Weapon #2: Quad Laser Cannon (Reduced cost/Hull damage)
Secondary Weapon: Concussion Missiles (Range/Slow)
Shield: Quick-Change Shield (10s less Cooldown)
Engine: Retro Thruster (turning)
Thruster: Turning Thrusters
Capacitor: Damage Capacitor
Magazine: Regeneration Extender
Reactor: Large Reactor
Copilot Ability: Salana Rok/Akaavi Spar (Wingman)
Crew (Republic)
Offensive: Qyzen Fess (6% Accuracy/2 Degrees arc)
Defensive: Nadia Grell or Tanno Vik (5% Evasion/10% Shield max)
Tactical: Akaavi Spar (2000m Dampening/5000m Communication)
Engineering: Yuun (13% Blaster efficiency/13% Engine efficiency)
Crew (Empire)
Offensive: Jaesa Willsam (6% Accuracy/2 Degrees arc)
Defensive: Vector (5% Evasion/10% Shield max)
Tactical: Salana Rok (5000m Communication/3500m Focus)
Engineering: 2V-R8 (13% Blaster efficiency/13% Engine efficiency)

TDM
Primary Weapon #1: Heavy Laser Cannon (Armor pen/Shield Pen)
Primary Weapon #2: Quad Laser Cannon (Reduced cost/Hull damage)
Secondary Weapon: Proton Torpedo (Arc/Range)
Shield: Quick-Change Shield (10s less Cooldown)
Engine: Barrel Roll (Speed)
Thruster: Turning Thrusters
Capacitor: Damage Capacitor
Magazine: Regeneration Extender
Reactor: Large Reactor
Copilot Ability: Qyzen Fess/Gault (Concentrated Fire)
Crew (Republic)
Offensive: Qyzen Fess (6% Accuracy/2 Degrees arc)
Defensive: Nadia Grell or Tanno Vik (5% Evasion/10% Shield max)
Tactical: Lord Scourge (3000m Radius/5000m Communication)
Engineering: Yuun (13% Blaster efficiency/13% Engine efficiency)
Crew (Empire)
Offensive: Gault (6% Accuracy/12% Reload Cooldown)
Defensive: Vector (5% Evasion/10% Shield max)
Tactical: Mako (3000m Radius/5000m Communication)
Engineering: 2V-R8 (13% Blaster efficiency/13% Engine efficiency)

Enjoy
-Audson

Verain's Avatar


Verain
02.21.2018 , 02:41 AM | #2
piledriver ees bestdriver
"The most despicable person on the GSF forum."

OscarDivine's Avatar


OscarDivine
02.21.2018 , 06:45 AM | #3
This is fascinating can’t wait to try it!
Oscar Obviously
Star Forget - Satele Shan - Darth Malgus

phalczen's Avatar


phalczen
02.21.2018 , 10:07 AM | #4
I am often holding down S with my left hand and controlling the mouse with my right, to get better turning when dogfighting. I'm guessing you just let it ride at default throttle?

Do you keep power in F1 because you are continuallly firing, or F4 so you can turn better?

With the amount of sustained left mouse button pressing, have you tried or noticed a difference using Freq Cap instead of Damage Cap?
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OscarDivine's Avatar


OscarDivine
02.21.2018 , 11:11 AM | #5
I'm interested in seeing this done with two different laser colors to really accentuate the combo visually. I'll try it tonight maybe
Oscar Obviously
Star Forget - Satele Shan - Darth Malgus

Verain's Avatar


Verain
02.21.2018 , 11:13 AM | #6
Quote: Originally Posted by phalczen View Post
I am often holding down S with my left hand and controlling the mouse with my right, to get better turning when dogfighting. I'm guessing you just let it ride at default throttle?
The game will accept unlimited key inputs at once: in my case, my "decelerate" button is one of my mouse buttons under my thumb. I'm not sure how Audson rolls on this topic. I will say that you are NOT doing this while you are in some tight turn fight. The speed of a heavy laser is different from that of a quad laser, which means that the reticule will leap in position quite dramatically when you swap between weapons, if you aren't lined up correctly. It is pretty much impossible to meaningfully piledrive under that kind of tight turning situation.

Quote:
Do you keep power in F1 because you are continuallly firing, or F4 so you can turn better?
During the portion where you are shooting, you definitely want to be in F1. When you line up for a run on this, you are playing like quads and pods for a bit, and you have to be pretty straight. I will offer this: the turning gain from F4 versus F1 or F2 is really hard to measure in a strike fighter, and I don't recommend it. We are still gathering data on this, but on one of Drako's recent streams he actually times this. The older data was for the battle scout, which at the time basically everyone had to play- we have a bunch of ships and builds to test out. After all, F4 never made any sense for this purpose- it seems like it is some effect of whatever the movement equations are or something.

Quote:
With the amount of sustained left mouse button pressing, have you tried or noticed a difference using Freq Cap instead of Damage Cap?
This build uses damage capacitor. Math (and a little bit of experimention) show that the frequency capacitor doesn't reduce the rates to below the quad laser swap point, and I think it will take a bit longer for a piledriver rotation to benefit from frequency capacitor versus damage capacitor.
"The most despicable person on the GSF forum."

OscarDivine's Avatar


OscarDivine
02.21.2018 , 12:15 PM | #7
Re: Frequency Capacitor

My thoughts exactly it wouldn't hit any "break points" so it would gain no real advantage, in fact, it may actually reduce the potential number of double laser shots you can achieve in a short period of time. Moar testing
Oscar Obviously
Star Forget - Satele Shan - Darth Malgus

Drakkolich's Avatar


Drakkolich
02.21.2018 , 04:05 PM | #8
All those poor Gunships that don't have spacial awareness are about to get absolutely melted. More burst then Quads and Pods with no cooldown requirements!

Also after my testing of the difference between F4 and F1 turning I'll never use F4 again. The difference is so minor it's never worth losing the regeneration of the correct type of power imo.
DrakolichDrakolích
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Verain's Avatar


Verain
02.21.2018 , 05:26 PM | #9
As far as frequency- kinda in theory but not really.

The regular (non-piledriver) case for frequency capacitor over damage capacitor has always been that you need to be on target for quite awhile before you pull ahead for real. For heavy lasers dealing N, for instance, which shoot every half second, fcap opens up at .1N underneath dcap. Then, at 0.435 you suddenly pull ahead by .9N. Then 65 milliseconds later, at .5s, damage pulls ahead again by .2N. Then at .87s, frequency is again in the lead by .8N. Then 130 milliseconds after that damage is again ahead .3N. This cycle continues until around 3.5 constant seconds of firing, at which point fcap is ahead of dcap all of the time, though for some time after the amount of time fcap spends ahead of dcap by an entire shot is very small.

Here's the dcap piledriver, with a rotation that seems to be possible much of the time:
0: Heavy1
0+small: swap, Quad1 (at this point you are waiting with your finger over 1)
0.37 Quad2, swap, begin spamming 1
0.5 Heavy2
0.67ish, the spammed swap happens
0.74, Quad3
.97ish, the spammed swap happens
1.00, Heavy3. This is the end of the normal piledriver burst window. But if we continue following:
1.11 - quad comes off cooldown, but you are stuck on heavies.
1.27, the spammed swap happens, firing Quad4
1.50 - heavy comes off cooldown, but you are stuck on quads
1.57, the spammed swap happens, firing Heavy4

In theory, with frequencies, you could pull this stunt:
0: Heavy1
0+small: swap, Quad1 (at this point you are waiting with your finger over 1)
0.32 Quad2, swap, start spamming 1 so you don't miss your window
0.43 Heavy2
0.62 the spammed swap happens, stop spamming 1
0.64 Quad3
0.87 heavy comes off cooldown, but don't swap yet
0.96 Quad4,swap when you see it
0.96+small Heavy 3 - in theory here you have woven an extra quad in, maybe


In theory this does 4 Quads and 3 Heavies in about a second, whereas the dcap case does 3 Quads and 3 Heavies (which have a 1.1 boost). There's a lot of reasons to think that this won't really help. In the dcap case, you wait for the second quad shot and start spamming 1. There's reaction time there: if you miss it by more than 30 milliseconds (basically guaranteed) you are cutting into your Heavy3 time. But honestly, you won't miss it by that much, and you will still be landing Heavy 2 and Quad 3 at exactly the same times.

If you try this trick with fcap, however, you have two failure points- you could induce a delay after quad 2, just as in the normal case, but also after quad 4. Your potential gain is .7Q - .3H, which is not much, and you pay more energy for it. You will go out of energy with this build.

There's another issue: you could want to continue piledriving. In the dcap case above, you can see how the swaps don't line up quite as nicely, even though they still add dps at the cost of your totally hosed energy pool. In the fcap case it gets goofy, because you start with heavies selected and the following ideal situation if you somehow had no lag or reaction time to worry about:
1.26 swap comes off cooldown
1.28 quad comes off cooldown
1.39 heavy comes off cooldown
So you need to wait for the 1.39 heavy, again visually, then spam swap which will fire the quad that was waiting, and then you are at 1.39 with 5 Quads and 4 Heavies. The dcap case gets you to 4 Quads and 4 Heavies by 1.5 seconds in, and you spent most of that time hammering 1. Your fcap case is ahead by a tenth of a second if a robot living in Reston, Virginia was doing it, but in practice you are probably at greater than 1.5 seconds when you get here, and have one extra quad to show for yourself, versus 8 other shots with a 10% bonus. Because half of those shots are heavies, which are more damaging than quads on a per-shot basis, I suspect you are actually either behind or basically tied on damage- but you had to land a bunch of timed button presses and paid more energy to be here.

If frequency lowered quads to below the cooldown of the swap, it would make the rotation easier to run. Instead, you either run the same rotation, but with less damage in the same time, or you run a hard rotation that I don't think is practical, in exchange for a negligible amount more damage that you pay a lot for. Frequency capacitor doesn't seem to reduce the cooldown of swap, which we are pretty sure is 0.3 seconds.

By all means experiment, but I'm pretty sure you'll get the best results by a lot with damage capacitor. This assumes an opponent sits around for a full second: many will simply not. In many cases, the value is in the first swap, or at most, the second, and being less reliant on precise server timings will serve you much better than hoping that they sit around until some breakpoint in time where you've done a fraction of one more laser in power's worth of damage
"The most despicable person on the GSF forum."

Ramalina's Avatar


Ramalina
02.22.2018 , 09:42 AM | #10
Also worth noting that at least for the initial two shots this should work with any cannon comb to get a "bonus" first shot.

With the timing Ion cannon should also be a usable substitute for Quads, though you'd want to stick with HLCs once the target's shield arc got down to the damage done by one HLC shot.
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