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Question for the more experienced Pike pilots.

STAR WARS: The Old Republic > English > Galactic Starfighter
Question for the more experienced Pike pilots.

Jandi's Avatar


Jandi
02.22.2014 , 03:40 PM | #1
So, I've been running with Quads, Clusters and Protorps and I was wondering if anyone has experience with Heavies coupled with Ion missiles and clusters? What I'm currently running with works very well, but I was curious how people find Ion Missiles coupled with heavies. So, any comments?

Slivovidze's Avatar


Slivovidze
02.22.2014 , 03:51 PM | #2
Won't tell you that I tried that stuff, but I can encourage you to go and do it.

Once your ship is mastered and you have all the habits and maybe get a little bit bored, a tiny bit of experiments will bring a whole new perspective to your old ship.

The combination you speak of isn't used much because Ion missiles were sub-par at best before last patch. They had a range of Quads. Now their stats are more balanced and I see no reason why it shouldn't work, especially against bombers.

I myself didn't try it yet because I am still somehow blindly looking for a second missile type to bring with Clusters. Have tried Concs, EMPs, Protorps, but no Ions yet. I shall change that soon, thanks for idea

Jandi's Avatar


Jandi
02.22.2014 , 03:59 PM | #3
I've mastered everything except Quads and Protorps, which are both sitting at 4/5. It just seems like a good combo to try out.

Zharik's Avatar


Zharik
02.22.2014 , 04:00 PM | #4
Quote: Originally Posted by Jandi View Post
...I was curious how people find Ion Missiles coupled with heavies. So, any comments?
I don't know anyone who put ship reqs into ion missiles. Now that they extended the range to 7km, I suppose they could be useful, but I don't want to give up my EMPs for them and concussions are my "heavy hitter".
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Jandi's Avatar


Jandi
02.22.2014 , 04:06 PM | #5
The range is irrelevant since I'm using clusters anyways with 5k range. It's the effect the missile does that I'm curious about coupled with the shield destroying effect. They draw engine/weapon power like Ion railguns, that's what I'm curious about.

I'll just give it a shot and see how they work. Will have to up them before actually tryin them though as you need to up the heavies to get the armour ignore and to maximize the effect of the Ion.

Slivovidze's Avatar


Slivovidze
02.22.2014 , 04:11 PM | #6
Quote: Originally Posted by Jandi View Post
The range is irrelevant since I'm using clusters anyways with 5k range. It's the effect the missile does that I'm curious about coupled with the shield destroying effect. They draw engine/weapon power like Ion railguns, that's what I'm curious about.
Actually the range is very relevant. With 5k range on Ions, you are already in Clusters and blaster range, and since Ions have 3s lock-on, you could just shread the shield "like a savage" with Cluster volley and blaster fire in about the same time, if not faster and more reliably.
Now, when Ions have 7k range, you can actually start off with Ion lock-on from distance, start firing Heavies once you get in 6k, you'd prolly have the Ions locked and delivered at about 4,5 - 5k, switch to Clusters, Cluster hit delivered in 2s, all while firing the Heavy laser. If everyhing goes as smooth as I just described, I don't see how the enemy could survive.

Jandi's Avatar


Jandi
02.22.2014 , 04:28 PM | #7
The difference between 7 and 5k is a tiny amount of boost power. The reaosn why I'm interested in the Ions is the fact that they drain the enemys power in addition to slowing them down when upgraded. Dropping a scouts speed by 40% is a death sentence for them.

Verain's Avatar


Verain
02.22.2014 , 04:37 PM | #8
The ion missiles are about the shield damage and the snare. The power loss is nothing at all, and they will simply use engine components happily.

Verain's Avatar


Verain
02.22.2014 , 04:41 PM | #9
Quote: Originally Posted by Slivovidze View Post
Now, when Ions have 7k range,
They have 7700 range, meaning any enemy displaying 7600 or less can be locked on to.

The thing is, you will often be able to heavy them while they have too much later movement to be ion locked, or ion lock them while they have too much wiggle to be shot. Both have merit.


I've played a few dozen games with mastered ions and mastered clusters, and I do believe it is effective, but not as much as you think. The problem is that an enemy who is hurt is the one who won't be able to boost away from the ion missile, and the ion missile only offers a snare there, and 400 hull damage (800 if you have to deal with a bit of shielding). An enemy who isn't hurt will frequently have an escape for the missile. It's VERY rare to see the 1600ish pop onscreen that this missile is capable of.


Remember concussions have a snare too.

Verain's Avatar


Verain
02.22.2014 , 04:46 PM | #10
Quote: Originally Posted by Slivovidze View Post
especially against bombers.
What is it about bombers that makes everyone want to recommend sub par missiles?

Ions are the LEAST useful against bombers. Connect with an ion versus a scout, strike, or gunship, and you have exposed bare metal and can just put your blasters there. But a bomber has tissue thin shields with a ludicrous amount of hull. You can lock ANY damned missile onto a bomber, but everyone is all "oh, use a thermite torp!", "hey, proton torpedo!".

Just like... protons are ok. Concussions are your best bet, as they snare and actually hit for a lot of damage, unlike every other missile. Thermites are niche, and not normally worth the drama given the danger of flying close to a bomber. Protons whole trick- ignoring shields- doesn't even matter, because the bomber isn't really gonna die without his shields being stripped, so it just becomes a longer range, slower lockon, less damage version of concussion.


Oh, also concussion has a short reload time. Just use that.


Ions? Those are for anything BUT bombers, really!