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Thread: How are you guys building out your jedi fighters?
Message Edited by Banshe on 06-17-2005 01:31 PM
Hold off on trying to use the lower mass ships until you get a real hang for how things work in space. I got my JSF about a month back and can barely fit anything into it. At 90k max mass, you are very limited on what equipment you can use. Luckily for me, I know a good SW and hade him go thru my entire collection of space loot to reverse engineer all my equipment into light, better stuff. I would reccomend reading up on RE'ing because it is the way to go. But as for how I fit my stuff into my JSF, I have a very powerful shield gen and dont have armor.
http://forums.station.sony.com/swg/board/message?board.id=profshipwright&message.id=15472&highlight=guide+to+reverse+engineering#M15472 target=_blank>Everything you need to know about RE'ing Clicky
Since there are no SW crafted items in the tier 4 box, only loot, you won't have much to upgrade, unless you have several RE'd level8 components standing by (new pilots never do, so you're almost better off getting a different box to be honest).
It's time to learn the law of minimums. You install the smallest least heavy part you can find that will do the job you need.
The simplest example is a reactor. Next time you login, look at how much extra power that level5 reactor probably has. In a ship like a JSF there is no need for it, especially once you get a droid and run reactor overload. Thus, the law of minimums says you find a smaller reactor. To cut to the chase, you will probably find you can get away with a Lvl 1 crafted reactor, and save yourself 4000 mass or so (if I recall correctly).
Going down each part in turn will each have its own lesson. A lvl2 reverse engineered capacitor will be superior in probably every way to the L5 you have, at the very least it will do the job you need it to, for 1/3 the mass.
Also, you learn how to install parts in order of importance, not the order on the listing. The first 3 things in are Engine, Shield and Guns. Then you install subsytems to support and run them, then you install armor into the space remaining.
I've deliberatly left many steps out, but pointed you in the right direction. I also left info out because many many of the decisions are up to personal taste. Linear speed vs maneuverability, Shields vs firepower, it's all up to what you like, and I don't know that. A high end ship requires more advanced knowledge of parts, and simply telling you everything you should do won't learn ya much. ![]()
Examine crafted parts, examine loots, learn what's important in each system, and how best to shave mass. The best ships are a fusion of crafted and looted parts, and take advantage of everything out there to make them superior.
Finally went out and got a droid and all the important chips last night and what a difference. Have a tier 3 engine with 102 speed and 59 or 60 on all ypr settings at like 20k mass, and with engine overload it screams and the turning is now phenomanal compared to how it was... cap I downgraded to one that has like 800 max on it but 35 recharge rate once thats overloaded again no problems on firing, reactor I found a really great tier2 reactor with 13k energy only 8k mass so I am golden there, shields have a tier 3 crafted sheild with 1811 hp front and rear though the mass is higher like 20k I think, weaps both are 1600 to 2500 dmgat like 15k mass each..... I now have everything in ship and with droid commands I am doing very well not just barely holding my own anymore and still have like 800 mass left. Now just to find people to go to Kessel with and kill those gunships for the 30k exp each one lol.
Thanks for all the pointers in the right direction.
I use:
A MkIII reactor that produces about 14.8k energy
MkIII shield (1900-ish front and back)
MkIV engine experimented for PYR - I can pump speed with the booster, engine overload and Pump Reactor
MkIII Armor (1200 front and back)
RE capacitor (around 1180 energy) comparable in mass to a MkIII but lower energy cost
MkIII Booster with an 11-second burn and about +40 to Accel and Speed
MkIII Droid Interface - 17.6 speed
2 Advanced Green Blasters
MkII Proton Torpedo
Chaff Launcher - I'd like a better countermeasure but there just isn't the mass!
I think that's about it. I'm just about pushing the engineering limits of most of the components, I could load on even more if a MkIII reactor was capable of producing more power (had to experiment many components for energy rather than mass). Overall it's a satisfactory loadout, but if I could, I'd upgrade to a MkIII Proton and a Sensor Decoy.
Darth-Malus wrote:
A MkIII reactor that produces about 14.8k energy
Is this an engine overload 4 loadout or something? That's an awefully big reactor.
I am a little shocked that all that stuff fits. If your shield is 1900 f/r, it's a Mark IV, not Mark III.
RE'edreactor @ 14k ish
RE'ed sheild @ 1899/1899 11.98 regen
MkIV engine PYR @ 65-67 with 99.9 speed
RE'ed armor 1100+ front and back with very low mass
RE capacitor 1200 energy with 40+ regen
RE'ed booster with 2000 energy with insane regen ![]()
RE'ed Droid Interface -14.1 speed
RE'ed level 7 blaster 3200 damage
RE'ed level 7 blaster 3100 damage
Cant remember the full stats off hand but the above is pretty close. Have enough room to fit a level II proton launcher as well.
Chaff Launcher - I'd like a better countermeasure but there just isn't the mass!
Here is what I am running in mine.
Mark I reactor (crafted) 12436 energy generation, 1286 mass
pre-nerf Reward engine 68 ypr, 95.9 speed, 9668 mass
Mark IV shield (crafted) 1950 f/b 11.5 recharge 16932 mass
Mark I armor 220 armor, 958 mass (front and back armor)
Mark I cap(crafted) 829 energy storage, 35.1 recharge rate, 985 mass
Mark I booster (crafted) 26.7 top speed, 15 seconds burn time, 1025 mass
Mark I Droid Interface (pre nerf) 14.7 speed, 496 mass
Weapon 1 (re) 2507-3876 damage, .68 vs. armor/shield 13.4 energy per shot, 29148 mass
Weapon 2 (re) 2509-3867 damage .67 vs. armor/shield 13.4 energy per shot, 27345 mass
Chaff launcher (crafted) 922 mass.
Egrim