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Thread: Pilot mission HELL!!! in dathomir ...need some help:-(

NoStyleGuy
Wed Feb 09, 2005 8:01 pm
#14

well guess what im in exactly the same spot you are, but i can actually get the lamabada+escorts no problem. the real trouble starts after you escort it outa the system and have to deliver the something-or-other to the gunship or something. then theres like never ending tie-ints and tier 3 ties.. realy hard stuff.



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Erahth
Thu Feb 10, 2005 6:40 am
#15



thor777xj wrote:
Hi,
I just bought swg and jtls and have to say I really like it....well to a point:-).
To get to my problem ......basically I am at rebel pilot 2222 and have xp to train another skill ....anyway I after quite a few missions have been posted to a guy a dathomir ....mining outpost. The first mission he sent me on I have to disable a lambda shuttle, then esxort it back under heavy fire ....then I need to go to the rendezvous coordinates with some cargo or something .....the thing is I get near the point of the delivery and my ship is a wreck then bang! Im dead ......the thing is ....the whole reason I grinded xp was to get trained for difficult missions like this...... hell ive failed it 3 times and the stupid trainer wont train me even though I have the xp.....he just keeps sending me out in a bucket of a y-wing longprobe to get blown up! Is there anywhere I could train other than this goon of a npc lol as Its virtually immpossible in the ship I have. To be honest if I had maybe did some of the initial missions quicker I reckon I could have had my x wing and would not be having this hassle. Could anyone tell me if theres away to get my goon trainer to train me .....or even some other npc?? without having to keep doing a mission with tier 3s in a bucket :-)
Thanks
David :-)





First of all, the Longprobe is an *awesome* ship for that level. Sure it doesn't have the manouverability of the Xwing or Headhunter..but with 140K mass, you can easily compensate. I used the Longprobe all the way to master, as I found it's mass more than made up for it's deficiencies. Secondly, the Y-wing LONGPROBE is a single-seater...the 2nd gun is tied to the pilot. The Y-wing, however, is a 2 seater.
However, to make the most of this mass, you need good equipment.

I'd hunt around for a 12000 energy reactor. It's all you need with a Reactor Overload 3 chip.

Personally, I'd ditch the engine for a slower, more manoeverable one. Look for one with 55-60+ for the roll/pitch/yaw modifiers. Top speed doesn't matter that much...you should be dogfighting at 50% throttle or a little bit more in the Y-wing LP anyway.

DEFINATELY need a new sheild. Look for one with a regen rate of 7+ if you can find one, but definately over 5. You'd be looking at 700+ shields front/back from memory, but I'm not too sure.

Front/rear armour's pretty good.





Capacitor Energy: 1350.0/548.5





This would suggest you're using a capacitor overload chip? If so, good. This cap is enough at this stage, unless you find that it can't keep up. Then upgrade.

Boosters are good, although if you can find some with a higher accelleration rate and top speed maybe, that'd be a bonus. They're great for shooting your ship to top speed, without having to wait for the delay if you use throttle alone.

Droid interface is great...don't touch it

The guns you have two of, Starcraft, are near the top for Level 5 stuff. They'll do nicely, and with a more powerful reactor, it should be able to handle it.
Try a weapon overload chip too, if you're astromech has enough spare space.

Ok, things that I never fly without:

Droid chips.
Coffee.

As for the droid chips, I consider a Reactor Overload 3 and capacitor overload 3 almost essential. This will let you keep firing, long after you're blasters barrels have melted. The reactor overload chip will make sure that your ship can divert extra power to the capacitor, and have some left over for the guns themselves.

I also highly recommend an Engine overload chip, of some description. Not only does it boost top speed, but also the pitch/roll/yaw modifiers. You'll notice it.

A Nice-to-have-but-not-essential chip is a Weapon overload chip. The faster you destroy a ship, the less time his buddies have to nail you, before you start pounding one of them.


I know it's a big read, but if you follow it, you shouldn't have too much trouble



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thor777xj
Thu Feb 10, 2005 9:49 am
#16


Yahooo ....I completed the mission ......firstly I would like to respond to noStyle guy .....yeah after the lamba is really difficult ...I managed to scrape through it last night and got 15k for completing it + training ...... Im now flying an x wing but want to buy all level 5 gear. In reference to your mission .....basically the way I scraped through was by disabling the lamda quick ....... then the hard parts ....... basically I started disabling ships and comming bak to them when less bullets were flying .... anyway the key momments are when you have to dock after rendezvous basically planes will keep spawning until you complete the dock , What I did was boosted to the dock locations while i was taking heavy fire (dont get distracted into fight) and docked with the gunboat...... after which you will be heavily damaged .......what you then need to do is disbale the fighters(as per the GOOD advice here in this thread) .......once you have done this .....if your flying a bucket :-) you need to go to a location and pick up a final friendly lamda and escort it to safety ....... after which the mission is complete.......on top of all the problems I got attacked by 2 clan leader teir 4 craft when I was trying to get to a location .....keep trying you will get there :-)


In reference to what server Im on ......it is european chrimera, and now that I have a x wing and level 5 certification Im looking to buy the following (all level 5s) listed by priority


lvl 5:

Reactor

Capacitor

Shields

Weapons.... 3 off ...also i recently bought a weapon called a starcraft which seems ok



thor777xj
Thu Feb 10, 2005 10:00 am
#17

Erahth .......that some great info ....... whats an overload chip:-) ...sounds interesting also ....how can I see whats in my astromech space??? Another thing is ...I have disabled and docked with freighters then it has said transfered cargo but I cant see it in my inventory??? whys that?


Im no im asking alot but I scrapped through that last mission and I need to start getting serious about getting top range components ....... also where can i buy overload chips :-) ....You see I purchased this ship of a guild member.....so is there a way i can see what overload chips are fitted.


Also ...theres no problem with the long read ....I really appreciate the advice and replys of everyone here....and it is thanks to all the main points given that I have managed to complete my mission and get a x wing ....... I must also say I managed it on my own with a 80% loot ship ....so im quite chuffed :-))) although I wouldnt like to have to do it again lol

Iawalein
Thu Feb 10, 2005 11:07 am
#18

Anyone needing help as a rebel/freelance on Bria give me an ingame tell or email. I'd be happy to help if I'm not helping someone on ground.

As a master pilot, I'd say that the above comments are correct (though I've NEVER used the overload chips). Get good reverse engineered items and you'll be much more effective. Shield regen is more important that hitpoints. When you get high enough on equipment use, go for 12 to 15 if you can. You hopefully won't need the full hitpoints if you can maneuver and allow the shields to regen. This makes the shield many times more effective.

Learn to use the /iffscramble and /eshields, as well as your favorit shield reinforcement. If you are getting pounded mostly on the rear shield, reinforcement can give you essentially double the hitpoints AND regen (if you take damage on the rear only, ONLY the rear regens, where you can get front and rear regen by reinforcing).

I'd also say get the best firing rate/low energy cost guns possible. Don't always look only at damage, but look at the "vs." mods. A fast, energy efficient gun may fire six times in the time that your slower, energy guzzler can fire four or five, and use less capacitor energy.

As far as capacitors go, like shields REGEN is the important issue. A 1500 cap with 20 regen will run dry quickly, where a 900 with regen 50 should allow you perhaps 50 shots depending upon your weapon draw. Think regen.

Many rebel pilots stay with the Longprobe (which SHOULD have 170k mass rather than 140k-that's the Ywing) since it's the only platform that we have with decent mass and ANY turning capability (For Bwing, think Garbage truck for handling). It's a great platform if upgraded with the correct parts.

I am willing to help any privateer or rebel on Bria (sorry, Imps, nothing against you, but I can't even target the targets that you need to kill, let alone help to shoot them). I have well-appointed KSE that can help you to finish pretty much any mission. (and 42 million prestige to go along with the help that I've provided over the past few months)

Colonel Iawalein Atwy,
Bria



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Iawalein
Thu Feb 10, 2005 11:17 am
#19

I've never really noticed the modifiers on the engines making much difference BECAUSE you usually dogfight at partial throttle.

I have 92 and 103.8 speed engines. In order to keep pace with ships in a dogfight, I can run at 40 to 50% throttle and stay up, whereas with a 60 or so speed engine, I'd have to run at about 80to 90% and suffer turning rates relative to speed.

Try to find an engine that has a good combination of speed and turn rates, and experiment for yourself. Keep in mind, there's nothing like a 103.8 speed engine when you've got four angry tier V aggressors and four tier V oppressors on the Corvette mission (or while parts shopping in Kessel and drawing a little too much attention). With anything less, these ships can gain on you when you turn and disengage....LOL



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Major Iawalein Atwy, Zabrak Elder Jedi & Rebel Ace
Makabukk, Wookie Elder Bounty Hunter & Freelance Ace
Mayum'I, Human Elder Shipwright, Imperial Pilot


125 badges and counting

Remember the fate of the mantis, or you too shall suffer it's destiny.
Master Paper. Nerf scissors! Scissors is unbalanced, I can't beat them!
Leave paper alone; paper is ok, so is rock.

thor777xj
Mon Feb 14, 2005 10:01 am
#20

Hi people,

I hear what your saying about weapons guzzling energy ....... also I am now pilot 3333 in a x wing with mostly lvl 7 equipment .....I needed energy so I bought a mark IV lvl 7 reactor .....the only problem is its very mass heavy with a mass of 15614.6 and a reactor generation rate of 14165.0 .....this means when i want to equip 3 decent weapons it overloads the mass...... I also have a capacitor (lvl 7) but that gets drained very quickly with 3 weapons ......the lvl 7 capacitor stats are:


Mass:14492.3

Reactor Energy Drain:1257.7

Capacitor Energy: 1000/711

Recharge Rate: 24.5


anyway I have a not so high level capacitor that I looted .....and I was wandering which is best .....the looted capacitor stats are as follows:


Mass:9512.0

Reactor Energy Drain:1205.4

Capacitor Energy:974.0/974.0

Recharge Rate:32.9


I have done this because of what was said above as it makes me wander if the 1st stats of the reactor I have installed is the best of the two??


Thanks

David



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