Pilot Archive
Thread: okay, made 4/3/3/3 pilot but my ship seems the same or worse
ok im not the most experianced pilot around here, and iv only done imp and freeelance squads, but iv been flying a bellabub, which i think is the ship your refering to,
your problem might be that your trying to fit in every component at lvl5, what i did with mine was crambed in 2 lvl7 guns and a lvl7 engion, both crafted since id a funny moment a while back and sold my stock of RE parts by accident >.<, so theres nothing special in there. Now those 3 parts take up most of the mass, i just stuck in basic parts as mass allowed for them after that, some shields, reactor, capacitor and droid interface. i think my cap and reactor are lvl2, shield isnt much higher, and i dont bother with armour or missles in it atall.
set up like this tho that ship has become my favorite one to fly, its fast, turns well, tho it could do with a nice RE engion for better YPR and hits pretty hard, well fast, loaded in the two fastest guns i could find
so you might want to try something like this, the ship is good if kited out right, give it a try and mess about with your load out till if feels right for you, it is really a nice ship ![]()
It's not about finding and installing the biggest, baddest stuff you can. It's about outfitting your ship to match your flying style and the mission.
An A-Wing (dunno how you can confuse a Y-Wing with an A-Wing) is a tiny, light fighter. Have to to equip it as such. You can't fit everything you could possibly want into it, and it was designed that way. Each ship was positives and negatives. An A-Wing is dead fast and maneuverable, but it can't hold a lot of stuff. The Y-Wing is big and slow, but it can hold a lot more.
You need to make sacrifices with your loadout. You don't need everything to be L5 or L7 or L9 or whatever. Make trade-offs between engine speed and armour, or reactor energy and capacitor energy and make up for it with droid commands.
You can't expect to load all the same level gear into a ship and win missions. There is no "uberest" ship. Pilot doesn't work like that.
Ok in these little ships especially the a-wing the thing to realize is its strenght is in not getting hit, with that in mind your first considerations should be GUN, SHIELD, and ENGINE.
A nice crafted level 7 gun usually does the job, as for shield look for a level 7 a good shipwright can hit 1900 front and back for about 16500-17000k mass. I think you have your level 6 reward engine by now if not again go crafted try to find one around 12k mass i think again level 7,
Next two important components is your capacitor, in an A-wing you only have one gun so a small level 1 or 2 with decent recharge 30'ish and energy 800ish should be easy to find. Next up is your droid computer. The programs you should have loaded are Reactor overload 3, Engine overload 3, weapon overload 3, Capacitor overload 3, and Capacitor to shield Stunt 4.
Next up is your reactor just find one that meets your ships energy reqs as light as possible. A booster for a little extra oomf think light on this one its not imperitive.
The rest is really just filler add is some missles for a little extra punch or some Armor for that little bit of extra protection. My favorite part of JTL is tricking out my ships with just the right components. Have fun with it.
Tal'set
PS all the above applies to the grevious ship as well just throw in a second level 7 gun.
PPS i cant stress enough how important droid programs are, Get them asap
To add to the previous post above me. I prefer loading (in this order) reactor overload 4, weapon overload 3, capacitor overload 4, engine overload 4 (if your reactor cannot handle this one go with 3), and shunt to shield 4.
I use cheep boosters and flimsy armor. I rarely need to extra speed and my armor almost never gets dented (I have a small layer for the few times it does though). I never carry missles. 2 Mk4 weapons. Mk1 or Mk2 reactor (something in the low teens for under 2k mass). Mk1 or Mk2 capacitor maxed out for energy somewhere around 1000-1200 (I don't worry about recharge. I want max cap to shunt to shields. Until they fix WO3 no need to worry about recharge).
So, all your mass is going into your weapon, engine, and shields. You use the smallest reactor that will just barely power everything else when it's overloaded 3 or 4. You want to use a FAST engine with FAST YPR as well (this ship is meant ot not get hit so this is super important). And carry two kick ass weapons of your choice. Whether you go speed weapons, high damage, stagger your armor/shield effectiveness, etc (this is personal preference and something you'll develop as time goes on). I'm a max out refire rate weapon kinda guy myself. Spray the area with blaster fire. But that's just me.
As for things like droid interfaces. I dunno. Me, myself, I'm good with a Mk1 timing something in the area of low to mid 20s for the low mass. I mean, this ship barely gets hit enough for me to be laying on the shield shunts. If you're flying right, you will rarely need to hit a second shunt as soon as it's available. If you're trying to get in on a tier 5 awing's six and some other dude starts pounding on you, disengage the awing and run evasive maneuvers. If you're getting hit in this ship, it's because you're not moving. Plain and simple.
I recommend getting to know one of the shipwrights on your server. Tell her what it is you're looking for. What ship you are equipping. Your flying style. Don't be stingy here. Pay the shipwright for a custom job. Remember you get what you pay for. Shipwrights will keep their vendors stocked as good as they can but the real beauty of the profession is doing custom work. Everyone is different and when you, for example, need a reactor that comes in at 1700 mass give or take 50 either way, go to the shipwright directly. They will be able to put you right in the range you need to be almost down to the number exactly, then maximize the other stats you need. Seriously, only purchase from a shipwright vendor when it's is very near exactly what you were looking for. Otherwise, talk to them personally and get exactly what it is you need.
Same as what has been said above pretty much.
I tend to build a ship with emphasis on Weapons, Shields, and Engine.
I want to hit hard, be protected, and go fast.
What I'll usually do with low mass fighters like the A Wing is load in good weapons, shields and an engine, then use Mark I armor, or no armor, and put in a chaff launcher.
Then I find a capacitor that's really light on reactor and mass, with a decent recharge rate.
A lot of times you can find the Nolvadex Sarlaac series, or Qualdex Miser capacitors with really nice light stats, and a really good regen rate.
The rest of the items I just fit whatever I can that's decent in there, then I look at what my energy needs are, and how much mass I have left, and find a reactor that will fill that role. I always do the reactor last.
The two programs I can't live without are Capacitor Overload 3, and Capacitor to Shield Shunt 4.
Since you aren't a freelance pilot, look on the bazaar using the vendor search and find the chips under the Misc folder, buy them, then load them into your droid, or flight computer in the case of the A Wing.
There are some good pointers here. The thing to remember, its not about lvls, its about certain equipment stats that really matter. For the most part you can equip an A-wing (X-wing or Greivous) with crafted items. For an A-wing, I'd use:
lvl 7 crafted blasters 14k mass
lvl 7 crafted engine16k mass
lvl 7 crafted shield17k mass
thats 47k mass or so, then I'd try to squeeze in lvl 3 or 5 stuff for the remaining parts, and possibly even lvl 1 armor (the shields at this level are pretty good, and you don't have a lot of mass to play with in an A-wing).
Message Edited by alyris on 07-05-2005 11:18 AM
As far as cert 8 equipment goes, the reward shield rocks, especially after REing it. Also, I like Concussion III launchers. They're level 8.
However, it does not sound like you enjoy pilot very much.
It's been mentioned earlyer in the thread, you do not need or want the level best for every component. The best part of space compared to other space games is not every component is equal to another component of the same type or level.
My rule of thumb for choosing components by priority is...
- engine and weapon(s), if multiple weapons choose several lower level weapons, mass is important but not as important as the other components in your ship. Engine needs to have Yaw, Pitch, Roll over 60 (The new player made lev 7 engines really do the trick well)
- Shield - I try to use the weakest shield I can comfortably get away with, 1.2k front/back minimum. Recharge rate is not important if you use the capacitor to shield shunt droid command.
- capacitor. Useing Capacitor overloads your capacitor does not need to be heafty. something that has 1k energy and recharge of atleast 25 is more than sufficient
- droid interface is where you can sacrifice performance for mass
- Reactor- choose a reactor that as closely meets the needs of your ship. having excessive power output is wasting mass.
- armor - drop it. They waste mass and do nothing for you. If your shields are down the armor won't save you. Cap to shield shunt and countermeasures are all you need to stay alive