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Thread: Guide YT1300
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TMetaf
Thu Nov 18, 2004 2:36 pm
#1
Just mastered pilot 3 days ago and i have my yt-1300 ready to go. Is there a guide out there with the organization of how to team play the yt1300. For example: the roles of everyone. How many people you need for a full crew. Repair kits and all.. Thanks
Wyelkoon
Thu Nov 18, 2004 2:44 pm
#2
1. Get all purpose kits and conduit kits.
2. The best crew overall is 6 people..
Pilot:
You
CoPilot:
I prefer having a rebel as a copilot... On any other ship, make a privateer your copilot.
Turrets:
Twitch shooters.
Engineers:
Trustworthy person with admin, kits, and medic. ?/4/?/? Doc is very handy. Flame extinguish doesnt help with plasma. Shipwrights as engineer is handy as well.
3. Use the 5 mil mass to your advantage.
Eeloominath
Thu Nov 18, 2004 2:47 pm
#3
As you are the pilot (i'm flying a nova), i can only strongly advise to a) use teamspeak and b) let your gunners give you advises. Fly slow, improve back shields (most of the time you will have enemies on your tail more than in front of you), dont jiggle around until the gunner says so. Only use evasive or hunting maneuvers when absolutely necessary.
Have a capable ops, who knows what program to fire in what situation _without you telling him_.
For harder targets, have escorts to pull snub fighters off your tail.
Have a capable ops, who knows what program to fire in what situation _without you telling him_.
For harder targets, have escorts to pull snub fighters off your tail.
truewildman
Thu Nov 18, 2004 2:49 pm
#4
In your YT, you'll see access panels and conduits. You'll need a repair kit for each one, or general repair kits. In my YT, I have small toolchests labeled for each kit, i.e. "Engine Repair Kits", etc. with 2 crates in each toolchest.
I also have a tall toolchest labeled "Conduit Repair Kits" with 2 crates in it as well.
Also, I have a small toolchest labeled "Buff Packs and Fire Blankets" for any docs that may come along.
It's a good idea to have anyone that is going to do the repairing be buffed, as repairing plasma leaks may catch them on fire, and the fire hurts. 
Personnel you absolutely need: 2 gunners
Optional personnel: Another neutral pilot able to use top level droid commands to co-pilot, and at least 1, but up to 5 others sharing the repair work for especially heavy battles.
Ideal crew: 8 personnel: 1 pilot, 1 copilot, 2 gunners, 3 repairing, 1 doc to heal and buff and apply fire blankets.
truewildman
Thu Nov 18, 2004 2:50 pm
#6
TMetaf wrote:
What is the purpose of the Operations chair. or co-pilot?
Droid commands, on the YT anyway.
TMetaf
Thu Nov 18, 2004 2:56 pm
#7
Another thing is why cant you load like a r4 droid with level 6 astromech in the manage ship concole.?
truewildman
Thu Nov 18, 2004 3:40 pm
#9
TMetaf wrote:
Another thing is why cant you load like a r4 droid with level 6 astromech in the manage ship concole.?
Dunno. I have a lvl 6 astromech only. r-series droids just won't load. /shrug
Eeloominath
Thu Nov 18, 2004 3:58 pm
#10
In the holocron there's a list with starships that support R-series droids. All other require flight computers.
The main job of the co pilot (or ops/operator as i call it) is to support the pilot in battle. Especially during heavy battles this may come in handy to have someone fire up a shield reinforcement or engine overload in the right moment.
All this requires some practice tho, so i'd recommend doing exercises against tier5 enemies in kessel (fast snub fighters for the gunners to practice on, slow tier5 gunboats to simulate heavy combat).
And i'd also recommend to have a standard crew that doesn't change often. Unfortunately the ops is a very boring job, since you do nothing but watch the combat and wait till you have to press a button (a realistic, but somehow unfunny job).
For a bombing strike run, you have to use different tactics than for hunting down small fighters, so i really really recommend practising both with your crew, you're gonna need it sooner or later.
The main job of the co pilot (or ops/operator as i call it) is to support the pilot in battle. Especially during heavy battles this may come in handy to have someone fire up a shield reinforcement or engine overload in the right moment.
All this requires some practice tho, so i'd recommend doing exercises against tier5 enemies in kessel (fast snub fighters for the gunners to practice on, slow tier5 gunboats to simulate heavy combat).
And i'd also recommend to have a standard crew that doesn't change often. Unfortunately the ops is a very boring job, since you do nothing but watch the combat and wait till you have to press a button (a realistic, but somehow unfunny job).
For a bombing strike run, you have to use different tactics than for hunting down small fighters, so i really really recommend practising both with your crew, you're gonna need it sooner or later.
Kinshi
Thu Nov 18, 2004 5:34 pm
#11
Astromechs are *ONLY* for certain *Rebel* starfighters (the Z95, the Y-Wings, & the X-Wing). ALL other ships require a flight computer.
Thats why you cannot load them on any other ships but the one listed above.
Also, the Astromech needs to be a R2, R3, or R5 equipped w/ a data storage module (no you cannot stuff a probot into a starfighter)
All astromech stuff can be had from a Droid Engineer.
Thats why you cannot load them on any other ships but the one listed above.
Also, the Astromech needs to be a R2, R3, or R5 equipped w/ a data storage module (no you cannot stuff a probot into a starfighter)
All astromech stuff can be had from a Droid Engineer.
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