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Thread: Tactical Talk
Also I'd like to hear opion on missles... whats best, and how to use them properly...
Maybe a little info on shield specs whats good to look for ( high recharge rate V high shield )
Sorry Im just looking for alot of information
Nothing special comes to mind when making one... but I'm not a DE
Image Rec 2 missles seem to be the best all around if you're going after fighters... Space Bombs for cap ships...
I don't use missles much so can't say a "best of" practice really. Only use them to take away someones's JSF, RGI, or Bel when I'm too lazy to take the time to circle death them.
the Reward L8 shields are the best... next to the the Nym Starmap Quest ones... 2500 - 2100 repsectively.... alot of mass...but nice...
Also i'd love to hear more the one persons opion
Missles you first haev to lock on to a target with, and all you have to do for that is keep em in the reticle. And you can use missiles anytime you want for any reason, but i would advice against it and save them for smaller fighters like JSF's, Grevious fighters, a-wings etc. because missiles can get pretty pricy.
MInd you ill waste whole loads of missile in my YT just shooting the teir 1 freighters at kashyyyk station
, but fortuantly i got 2 crates of mark IV's from a guy who quit.
Z-95
Jedi Starfighter (ETA-2 Actis)
Y-Wing
X-Wing
ARC-170
All other ships use a flight computer.
As to crafting them, for astromechs, you have to have a droid chassis that can accept the correct module. Don't remember the specifics offhand, but I think it's the R2/R4/R5 advanced models that can take them. Flight computers are much easier to craft, and thus, much cheaper.
As to missles, in PvE, don't bother. Their damage to time required ratio is pathetic at best. You can do much more damage just shooting then you can with missles.
In PvP, missles will typically get you 2 things, a fast kill and a bad reputation. Most of the people I have flown with and against, while always packing a CM launcher, will think very poorly of the person that just darts in to offload missles and run away. There really is very little skill required in getting a missle lock with IR2s, and if you are flying a ship that carries 3 of them, it's almost instant death to your target.
Learn to use guns, then think about missles. I always fit at least 1 IR2 launcher on my ship solely for the times I am seriously outnumbered. If it's just 2 on 1, I won't even think of missles. But when it's 4+ coming at me, odds are I'll hit one of them with a missle to at least slow them down a little.
As to shields, high recharge is nice, but far secondary to high total front/back power. With Capacitor to Shield Shunt, your capacitor can be used to recharge your shields much faster then even the best recharge rate on shields. Thus, always aim for the highest protection first, then look at recharge.
Greetings!
I am a MDE and a Shipwright so I can give you the specifics on droids. To begin with there really is no difference when flying using either the astromech or the flight computer execpt that the droid will make droid noises when you are in space. Making them is a different story however. Flight computers are pretty much just another component that can be loaded in a ship. Any R-series droid (R2, R3, R4, R5 either standard or advanced models) can be used in a ship only if it has a datapad module in it; and the datapad level will determine the Astromech level of the droid (It will be listed on the specs including its astromech level). The data module level 1 will produce a level 1 astromech where a level 6 data module will create a level 6 astromech. I have found that the more serious Rebel pilots will eventually custom order an astromech that will not only be useable in a ship but have some functionality outside the ship as well.
Missles... I don't use them much. Even though I can make whatever I need, I prefer to use the power and mass that they would take up for better projectile weapons. I have experimented with them on some of the pilot missions, but I have found that only the more advanced missles are even useable although not by much. I find them more of a distraction so I rarely use them. In fact, I very seldom even have a launcher loaded.
For the shields, my advice is pretty much the same as the others; go for the protection. I have even sacrificed the reactor and even the engine to put in heavier shields and that has definitely helped me more than having a high recharge rate. When I put together a ship I usually build it around the weapons and shields first followed by the reactor and engine then everything else saving the droid socket and CM launcher for last. If I have mass and power left over I will see if I can put in better weapons or shields.
I hoped this helped and was not too long winded.
cesrom wrote:
TIE bomber v interceptor pro's and con's .. im looking at PvE still griding out pilot (working on tier 3 now) also im working on the y-8 vessel quest wondering comments on that too ... just looking for experience
Hands down, you'll want the Interceptor while actually doing your missions unless you have a few fighter pilots flying as wingmen.
The TIE Bomber is a great ship, lots of mass and can carry a lot of ordnance...but it flies like a sack of wet cement and is not a good dogfighter. It's really meant to be a support ship, not a front-line fighter. It can be used if you're really interested in it, but you'll suffer greatly from the lack of maneuverability.