Pilot Archive
Thread: Tips for a newb?
Zelnen wrote:
I am thinking of starting a piolet, and was wondering if anyone had any good tips (i.e. easiest trainers, best galaxy to play on, what ships should I use at what time, and that sort of thing)
Thanks
GET An ASTROMECH AND A FLIGHT COMPUTER!
Go no farther then teir 3 without them. They are as nessasary as higher level equipment certs, and pilot certs.
- Often when you complete a mission for your trainer you will receive a reward component. There is usually not a clear indication that this has
happened. Check your inventory at the completion of the 'well done' speech from your trainer, the first time you talk to her after getting a 'mission
complete' mission in space. Some of the reward components, notably the tier 4 gun and shield, are exceptional and valuable. Washell maintains an
exhaustive list of the reward
components by faction, tier and mission. - Read KaylBreinhar's rundown of
href="http://forums.station.sony.com/swg/board/message?board.id=Eclipse&message.id=561808&view=by_date_ascending&page=1"
target="new">what's good and what's not as it pertains to loot, of if you prefer to draw your own conclusions based on the numbers, check out
href="http://www.spaceloot.com" target="new">spaceLoot.com. Thus educated, take your shiploads of loot home first and put the good stuff in a
bag. (if you try to sell to the chassis dealer while you have good stuff in your inventory, you WILL inadvertently sell some of it, eventually) Next time you
launch, sell the remaining junk to the chassis dealer. This method will save you the self-beating most pilots administer to themselves when they realize
how much good reverse engineering fodder they've thrown away. - Suck it up and buy a high mass variant chassis immediately, you'll see them listed in the
href="http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=61751" target="new">Pilot FAQ 3.0. Many people disagree
with this advice, contending variously that it teaches bad mass management, detracts from the canonical experience, and limits your firepower as you
progress. To them I say, pshaw. As an inveterate squad (re)grinder, I've got at least two of them in my datapad at all times. Two notes: 1) they're
expensive (on Lowca, 250k - 1mil) and 2) be very very very careful not to inadvertently delete your high mass variant when you're ready to clean the starter ship off your datapad. The high mass ship will have 95k mass. Triple check that the one you're deleting has 11k mass before you pull the
trigger. - Read the Pilot FAQ 3.0.
- Read it again
- Unless you just want to get your ace and be done with it, eschew assistance and try to do your first squadron completely solo. It will force you to
learn to optimize your ship. If you get a lot of help, particularly from higher tier pilots, you'll find that your certifications outstrip your components in very
short order. I think this is the number one reason that people get disenchanted with piloting - they never learn to optimize because they don't have to to
progress, then become disenchanted with the sub-optimal flying experience. - Read that FAQ yet?
- The galaxy wide vendor search is your new best friend. Get to know it real well, buy it flowers. Pick your favorite bazaar terminal and get cozy. Knowing the class names of the most desireable component type/levels is very useful here.
- Pick an out of the way starport to use as your base of operations, not one of the big laggy ones like Theed, Mos Eisley, Coronet or Bestine. Ideally it should have a chassis dealer, a starship terminal and a bazaar terminal all in real close proximity. It's amazing how much running around time you can save.
I'll add some more to this later.
Kryxal wrote:
As a side note about destroying the 11k starter ship with the 95k heavy in your datapad - try deeding it instead after emptying it out (and NOBODY will buy the prototype items, don't try and sell them). You can't deed a ship with parts, so the one you deed IS the empty one - destroy it then.
Another way to deal with this is to name your ships. Name them, double check the naming, then delete.
Raja_Asenn wrote:
New pilot datapoints, in no particular order:
I'll add some more to this later.
- Often when you complete a mission for your trainer you will receive a reward component. There is usually not a clear indication that this has happened. Check your inventory at the completion of the 'well done' speech from your trainer, the first time you talk to her after getting a 'mission complete' mission in space. Some of the reward components, notably the tier 4 gun and shield, are exceptional and valuable. Washell maintains an exhaustive list of the reward components by faction, tier and mission.
- Read KaylBreinhar's rundown of what's good and what's not as it pertains to loot, of if you prefer to draw your own conclusions based on the numbers, check out spaceLoot.com. Thus educated, take your shiploads of loot home first and put the good stuff in a bag. (if you try to sell to the chassis dealer while you have good stuff in your inventory, you WILL inadvertently sell some of it, eventually) Next time you launch, sell the remaining junk to the chassis dealer. This method will save you the self-beating most pilots administer to themselves when they realize how much good reverse engineering fodder they've thrown away.
- Suck it up and buy a high mass variant chassis immediately, you'll see them listed in the Pilot FAQ 3.0. Many people disagree with this advice, contending variously that it teaches bad mass management, detracts from the canonical experience, and limits your firepower as you progress. To them I say, pshaw. As an inveterate squad (re)grinder, I've got at least two of them in my datapad at all times. Two notes: 1) they're expensive (on Lowca, 250k - 1mil) and 2) be very very very careful not to inadvertently delete your high mass variant when you're ready to clean the starter ship off your datapad. The high mass ship will have 95k mass. Triple check that the one you're deleting has 11k mass before you pull the trigger.
- Read the Pilot FAQ 3.0.
- Read it again
- Unless you just want to get your ace and be done with it, eschew assistance and try to do your first squadron completely solo. It will force you to learn to optimize your ship. If you get a lot of help, particularly from higher tier pilots, you'll find that your certifications outstrip your components in very short order. I think this is the number one reason that people get disenchanted with piloting - they never learn to optimize because they don't have to to progress, then become disenchanted with the sub-optimal flying experience.
- Read that FAQ yet?
- The galaxy wide vendor search is your new best friend. Get to know it real well, buy it flowers. Pick your favorite bazaar terminal and get cozy. Knowing the class names of the most desireable component type/levels is very useful here.
- Pick an out of the way starport to use as your base of operations, not one of the big laggy ones like Theed, Mos Eisley, Coronet or Bestine. Ideally it should have a chassis dealer, a starship terminal and a bazaar terminal all in real close proximity. It's amazing how much running around time you can save.
Listen to him.
You should give at least 2 days to soloing the stuff before asking for help! Going up your first master your not gonna have to worry about decay. It will happen. And sense your only components are the ones you started with or loot. Going up you first master you don't have to worry about killing that Engine you spent6 months collecting components for! :-)Know this! YOU CAN SOLO ANYTHING INspace GAME! IT can be done. With enough effort and time.
My advice on ships are fill it out with the best nonREed components you can! THen when you can fit no more into it. RE them. That will free up space and allow you to go for higher component(s). Then RE them free up more mass. Find better components. You get the idea. See the fact is you will be finding better components for it all........Eventually.... You will have to find your personal view of how a ship should be balanced. This is how I did it with my A-wing and I consider it completly balanced.
Kryxal wrote:
As a side note about destroying the 11k starter ship with the 95k heavy in your datapad - try deeding it instead after emptying it out (and NOBODY will buy the prototype items, don't try and sell them). You can't deed a ship with parts, so the one you deed IS the empty one - destroy it then.
You can't redeed the starter ship. I tried it today.
One additional tip from me:
If you have the money and your ship has enough mass, get a countermeasure launcher and a rocket launcher (dont forget the ammunition)
Im not even master yet but this (especially the countermeasures) helped me a lot on my way up.
Zelnen wrote:How do you RE components? Do you have to be a shipwright to do it? If so, I know it is the wrong board, but what is the fastest way to get master in that profession.
You need to be a SW to RE components. There are some links in the FAQ that cover some of this. But, if you want to master SW, you are going to need lots and lots of resources. Especially ore. Get harvesters and start stockpiling. You're going to be making chassis to grind that to master. The good news is that, unlike many artisan professions, your grindings might actually sell and help you recoop your costs.