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Thread: Two JTL questions??
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GameMan2k
Fri Oct 07, 2005 11:44 am
#1
1)Imperial Starships:
Imperial Ships are very low in mass, including the Tier 4 ships. What’s the best Imperial ‘solo’ ship?
I tried the Tie-Bomber @ 191k mass but it maneuvers like a pig-boat, and was totally ineffective against Fighters, especially A-Wings.
TIE-Advanced & the TIE-Interceptor are between 50 – 65k mass.
TIE-Aggressor is 121k mass which is great, but it’s a multi-passenger ship, so only one of the weapons work with a single pilot.
What’s the mass on a Heavy-TIE? I’ve never seen one but I heard they can be made.
How are you guys ‘loading’ these Imperial ships to make them effective and soloable?
I’m used to the higher mass Neutral & Rebel (X-Wing 120k mass) ships for soloing.
I’m used to the higher mass Neutral & Rebel (X-Wing 120k mass) ships for soloing.
2)Missiles & Launchers:
I’ve never been able to effectively use missiles, and never understood differences between the Missiles & Launcher types and the appropriate target to use them on.
Concussion
Image-Rec
Proton
Seismic
Space Bomb
Image-Rec
Proton
Seismic
Space Bomb
Any enlightenment in any of these areas would be greatly appreciated.
Thx
Message Edited by GameMan2k on 10-07-2005 11:53 AM
Whirr
Fri Oct 07, 2005 1:53 pm
#2
I'm one of the crazy people that has had success flying a Tie Bomber. A-Wings weren't much of a problem if they were tier 3 or lower if you can figure out where the sweet spot is on the throttle and if you can joust them they are pretty much toast if you decelerate or come to a complete stop.
The Interceptor and Advanced are great ships to fly although you will have to do some homework in choosing the right parts.
The Heavy Tie is nice however I tend to forget just how fast this thing is and twice now I've gotten out of range of an escort while dogfighting the attacking rebels
.
The Interceptor and Advanced are great ships to fly although you will have to do some homework in choosing the right parts.
The Heavy Tie is nice however I tend to forget just how fast this thing is and twice now I've gotten out of range of an escort while dogfighting the attacking rebels
Aidy
Fri Oct 07, 2005 5:06 pm
#3
For light ships you really need to concentrate on engine first, good speed and YPR essential, you are in a ship that REALLY needs to be able to get back behind your target ASAP. Evasion is the key, sure, its going to take a little longer, you will find yourself dodging fire a lot (and doing so very easily too)
Once there, the TIE Advanced has the upper hand with having 2 weapons. I grinded out from the TIE Advanced certification box (cannot recall which it is now) the entire rest of imp ace. Look for some nice reverse engineered lvl 6 engines for your needs and get engine overload 4 running.
But like I say, concentrate on engine first then worry about other components, weapon overload 4 can bring 2 lvl 5 guns to the ability of un overloaded lvl 7's easily.
Keep eyes peeled for a Level 2 Reverse Engineered cap, I've put some out myself as a shipwright with some very good stats considering the mass - some even over 1k energy with around the high 30's recharge rate, run (freelance droid command) weapons capacitor over charge 4 droid command and those stats double.
have a play about, test what works best for you.
As for your missile question. Until master I presonally wouldn't bother with them, just a waist of mass and reactor energy. But as to launcher/pack confusion, its not that hard when thought about logically. you see MkI protons, for example. You're going to need a MkI Proton launcher to use them, and so on with all.
Heavy TIE. Can be used at 1xxx Imp pilot.
I've hit the over 96k mass using a mixture of excelent and damn right shabby resources (in same build this is, EG, Good steel and crap chemical)
Other than the mass the ship is identical load out wise to the normal TIE you get at same level. Although this one could be a good choice as you progress since you can get a damn fine engine, defences and still have room for a decent weapon.
When I did Imp Ace, the high mass wasn't available, I think, now, I'd probably stick to that ship and upgrade, upgrade, upgrade as I progress through Imperial Pilot.
Hope this has provided a bit of insight for you
Once there, the TIE Advanced has the upper hand with having 2 weapons. I grinded out from the TIE Advanced certification box (cannot recall which it is now) the entire rest of imp ace. Look for some nice reverse engineered lvl 6 engines for your needs and get engine overload 4 running.
But like I say, concentrate on engine first then worry about other components, weapon overload 4 can bring 2 lvl 5 guns to the ability of un overloaded lvl 7's easily.
Keep eyes peeled for a Level 2 Reverse Engineered cap, I've put some out myself as a shipwright with some very good stats considering the mass - some even over 1k energy with around the high 30's recharge rate, run (freelance droid command) weapons capacitor over charge 4 droid command and those stats double.
have a play about, test what works best for you.
As for your missile question. Until master I presonally wouldn't bother with them, just a waist of mass and reactor energy. But as to launcher/pack confusion, its not that hard when thought about logically. you see MkI protons, for example. You're going to need a MkI Proton launcher to use them, and so on with all.
Heavy TIE. Can be used at 1xxx Imp pilot.
I've hit the over 96k mass using a mixture of excelent and damn right shabby resources (in same build this is, EG, Good steel and crap chemical)
Other than the mass the ship is identical load out wise to the normal TIE you get at same level. Although this one could be a good choice as you progress since you can get a damn fine engine, defences and still have room for a decent weapon.
When I did Imp Ace, the high mass wasn't available, I think, now, I'd probably stick to that ship and upgrade, upgrade, upgrade as I progress through Imperial Pilot.
Hope this has provided a bit of insight for you
GameMan2k
Fri Oct 07, 2005 9:08 pm
#4
Thx for all of your help guys..
I got a Heavy-TIE (95k mass) and it’s great.
Still have to get used to ‘Mass Management” but I’m learning, and Weapon Overload is my new best friend. 
Thx Again..
Rhu
Sat Oct 08, 2005 12:32 am
#5
GameMan2k wrote:
1)Imperial Starships:
Imperial Ships are very low in mass, including the Tier 4 ships. What’s the best Imperial ‘solo’ ship?
I tried the Tie-Bomber @ 191k mass but it maneuvers like a pig-boat, and was totally ineffective against Fighters, especially A-Wings.
I'm sure someone out there will say that they have had great success with this ship, though I'm pretty sure they are either crazy or trying to pull your leg. I would be honestly afraid of them if they were so crazy as to actually be telling the truth...
...eh, no I wouldn't. Maybe just a little.
TIE-Advanced & the TIE-Interceptor are between 50 – 65k mass.
These ships are workable, you just have to realize what you can skimp on, what you can't, and get a whole lot of parts together to RE. It would be a good idea, sometime in your pilot career, to fly around in an advanced for a while just to get a good feel for mass management.
TIE-Aggressor is 121k mass which is great, but it’s a multi-passenger ship, so only one of the weapons work with a single pilot.
Multi-player ships can work with single pilots, just look at the krayt for an example. In any event, though, you are right... The Agressor isn't a soloists ship by any stretch of the imagination.
What’s the mass on a Heavy-TIE? I’ve never seen one but I heard they can be made.
As a freelance pilot, there are two ships I have envied for various reasons over my career. Before RoTW, I had X-Wing envy. Post-RoTW, I have heavy TIE envy. 500/500/250 pyr accel, .98 speed modifier, smallest hitbox of the heavy starters... And it can have up to 96k+ mass. The downside... there is no downside. There's one gun, but that shouldn't pose a problem.
How are you guys ‘loading’ these Imperial ships to make them effective and soloable?
You've got to make a few sacrifices, that's all.Dump the L8 shield for an L7. Dump thetriple L8 in the advanced x for a couple L5s or L6 guns. Start looking at reverse engineeringsome armor. Pick up a L1 booster.
I’m used to the higher mass Neutral & Rebel (X-Wing 120k mass) ships for soloing.
2)Missiles & Launchers:
I’ve never been able to effectively use missiles, and never understood differences between the Missiles & Launcher types and the appropriate target to use them on.
Concussion
Shield damage only. Not terribly useful, but may come in handy in pvp against post publish 24 POBs.
Image-Rec
Fastest lock, lowest magazine.
Proton
General purpose missiles.
Seismic
I'm pretty sure these are the armor only launchers. Good luck finding a use for these.
Space Bomb
HUGE damage, tiny magazine. Also these seem slower and less maneuverable than standard missiles. Using these at point blank range in pvp has netted some particularly underhanded pilots some quick kills. These won't be terribly useful for general purpose engagements unless you can get in flight reloads, though.
Any enlightenment in any of these areas would be greatly appreciated.
Thx
Message Edited by GameMan2k on 10-07-2005 11:53 AM
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