Pilot Archive
Thread: Tie Advanced loadout. Comments/Advice?
Grrr, this shows up as a clicky on preview, but it isn't working. Lame! Lemme try again,
Whipshot (PvP Variant)
Message Edited by FalinMor on 10-22-2005 06:23 PM
The loadout on my TIE Advanced, "Black Betty" varies by the day.
This is along with the TIE Oppressor gets their loadouts changed all the time. The latest iteration was to stuff a level 10 loot engine with a level 6 and a level 3 gun.
Another iteration of the TIE Oppressor was a Level 6 RE engine with a level 9 RE gun. It's actually quite fun to change the loadout of the TIE Advanced.
The TIE Interceptor is really the only one that you have a "set" loadout.
I really like playing with the loadout of the Advanced. A lot of flexibility with a lot of mass 65K! and 2 weapons slots ![]()
A few suggestions...
On the gunz.... You can do better. I have pulled about 6 level 5 gunz with over 1900 max pre re. and a EPS of 19. Refire isn't to bad but I have a pair of .318 pre re ones. SO there is better. You could have easilly gotten a better vs armor too. QV-5's drop with .68 vs armorwith an uncommom freq, but not rare. Stick with the Tier 3 spawn in Endor for great level 5 loot gunz, theydrop LOTS of them. And once you start camping there for even just a few days, miagine you'll come up with a few with lower mass while having another stat you need too. I'll try to post the stats on a few of mine so you can see. It really isnt hard to get them into 1300 min too. Just keep hitting the Tier 3 spawn in endor near the Red Sin jump point. You'll love yourself for it!
Your armor... not sure whats best on your server, but im hiting 685 on level 3 armor for about 2.2k, check around with your SW's to see what they can do for ya
Nice engine! (you could shaved 1k or so more off the mass, but overall nice job)
Nice recharge on the cap....
Well crafted booster
Nice job on theRE Protecto net. Not a whole lot better than that out there (maybe 200 f/b but no diff really in PvP)
If you are pinching for mass too...... I pulled almost 67k on my TIE advanced. Check with your servers SW's to see if they can get you there too.
That's the nicest pre-nerf DI I've seen. Cripes. The label says crafted, but I'm assuming it's actually pre-nerf loot isn't it? If not, I wanna meet your shipwright!
Going with a L1 crafted booster over an L2 reverse engineered seems like a good call, and it's not something I'd considered on my own ships. I'm somewhat uneducated when it comes to crafted parts. You're saving two, maybe three hundred mass with that. You lose a little acceleration, which hurts for turn compensation, but pick up a substantial amount of speed. I'm going to try that in my A-wing.
Do you experience damage problems against people running adjust front with those guns? I've never tried PvP in a multi-gun ship, so I don't know how frequently both guns hit simultaneously. I'd be tempated to drop down to Mk I armor on the back and upgrade to a single L7 gun.
I just looked at your Loadout on your ship and that is nice.
The engine is a good RE job and that Droid Interface is a killer!
Amazing thing that you did is install missile launchers, IRII at that, and that's quite a feat. I haven't had a chance to really look at carrying missiles in the Advanced as I prefer the 50k Interceptor for dogfights and the 65k Advanced for killing Tier 5's in deep space.
That's going to be quitea surprise to your opponent to get a missile lock! No one really expects a missile lock from a 65k Advanced, and they're probably expecting a tiny missile rather than an IRII at that.
For my TIE Advanced, I slapped a few parts together and stuck an RE L6 Engine coupled witha Crafted L7 Quick Fire Shield Cannon and a Crafted L7 Damage Overcharged Armor Cannon. I know I'm using crafted parts, but the refire rate is .270 for shields and .310 for the Armor Cannon. I still haven't placed in my RE'd Level 6,7,8,9 cannon and those are still a work in progress. Now my setup is strictly PVE. It's about average to about average. The refire rate though is fast and with the natural stagger, always a constant stream of blaster fire to lead targets.
I think that should do really well in PVP, the main advantages being a high Y/P/R Engine (a must!) and the unexpected missile salvo from a TIE Advanced.
Raja_Asenn wrote:
That's the nicest pre-nerf DI I've seen. Cripes. The label says crafted, but I'm assuming it's actually pre-nerf loot isn't it? If not, I wanna meet your shipwright!
Going with a L1 crafted booster over an L2 reverse engineered seems like a good call, and it's not something I'd considered on my own ships. I'm somewhat uneducated when it comes to crafted parts. You're saving two, maybe three hundred mass with that. You lose a little acceleration, which hurts for turn compensation, but pick up a substantial amount of speed. I'm going to try that in my A-wing.
Do you experience damage problems against people running adjust front with those guns? I've never tried PvP in a multi-gun ship, so I don't know how frequently both guns hit simultaneously. I'd be tempated to drop down to Mk I armor on the back and upgrade to a single L7 gun.
Nope, it's a crafted DI, and the shipwright is me. ![]()
Early on, the developers were confused about the effect of the DI speed, and designed the crafting tables (and loot drops) as if HIGHER was better, not lower. So, the subcomponent for decreasing mass/drain actually made the speed of them BETTER, not worse. In addition, experimenting on the final DI speed made it WORSE, not better... and using really bad resources on the final DI also had a positive effect on the speed. In order to make this DI, I made the best possible subcomp and fully experimented up the speed reduction line (which actually increased the speed), then on the final combine I used bad resources for recharge speed and experimented nothing but mass and drain. The result was an incredibly fast DI with very low mass and drain. ![]()
I actually have about a dozen almost identical ones stored away that I haven't had occasion to sell or give away. I don't know many people in Kettemoor who are that serious about space. :/
As for the dual guns... on the Advanced, theimpact points on the two guns pretty much overlap. I don't ever recall hitting with only one and not both. In practice, the two L5's pack a little more punch per shot than the Boltdriver RE that I use on the PvE variant of the same ship. The energy/capacitor drain hurts though... and when (if) WO3 gets fixed I will more than likely get rid of the two L5's and toss the Boltdriver RE in instead. I'll continue to experiment with the two and see which I prefer from now on.
There are a few places I could have saved some weight. The Shield andEngine RE's primarily,and I coulda scraped another 500 mass out if I used L4 Reward Armor REs instead of the L3 crafted, which is on my list of improvements. The only problem is, I'm not sure what I would get out of saving that mass. I might be able to squeeze an L6 RE in there instead of one of the 5's, but I'd lose the shot syncronization which would probably hurt in PvP.
Message Edited by FalinMor on 10-24-2005 09:43 AM
KajaGrae wrote:
A few suggestions...
On the gunz.... You can do better. I have pulled about 6 level 5 gunz with over 1900 max pre re. and a EPS of 19. Refire isn't to bad but I have a pair of .318 pre re ones. SO there is better. You could have easilly gotten a better vs armor too. QV-5's drop with .68 vs armorwith an uncommom freq, but not rare. Stick with the Tier 3 spawn in Endor for great level 5 loot gunz, theydrop LOTS of them. And once you start camping there for even just a few days, miagine you'll come up with a few with lower mass while having another stat you need too. I'll try to post the stats on a few of mine so you can see. It really isnt hard to get them into 1300 min too. Just keep hitting the Tier 3 spawn in endor near the Red Sin jump point. You'll love yourself for it!
Your armor... not sure whats best on your server, but im hiting 685 on level 3 armor for about 2.2k, check around with your SW's to see what they can do for ya
Nice engine! (you could shaved 1k or so more off the mass, but overall nice job)
Nice recharge on the cap....
Well crafted booster
Nice job on theRE Protecto net. Not a whole lot better than that out there (maybe 200 f/b but no diff really in PvP)
If you are pinching for mass too...... I pulled almost 67k on my TIE advanced. Check with your servers SW's to see if they can get you there too.
Thanks! I actually have a couple guns with .320 pre-RE refires and sub-20 pre-RE EPS, but I ran into the problem that all L5 weapon RE's have... two many stats and not enough weapons to feed into them. I ended up choosing EPS and Refire as the stats I would take from guns that were the highest on other categories. It was basically between having a .32 refire and lower mass/drain, or .31 refire and higher. I would love to upgrade the damage/mass/Vs. Armor on all of them though, and will be hitting your suggested spawn point frequently from now on. ![]()
The armor was crafted by myself, using crappy crystallized borcarbitic steel for the subcomp. I'm actually gonna upgrade it with L4 Reward armor RE's as soon as I get my hands on a couple.
Geez, almost 67k on an Advanced chassis?? How'd you manage that?? If I had another 1k on the chassis, shaving off some weight on some of my components could really make a difference!
Iceovekan wrote:
I just looked at your Loadout on your ship and that is nice.
The engine is a good RE job and that Droid Interface is a killer!
Amazing thing that you did is install missile launchers, IRII at that, and that's quite a feat. I haven't had a chance to really look at carrying missiles in the Advanced as I prefer the 50k Interceptor for dogfights and the 65k Advanced for killing Tier 5's in deep space.
That's going to be quitea surprise to your opponent to get a missile lock! No one really expects a missile lock from a 65k Advanced, and they're probably expecting a tiny missile rather than an IRII at that.
For my TIE Advanced, I slapped a few parts together and stuck an RE L6 Engine coupled witha Crafted L7 Quick Fire Shield Cannon and a Crafted L7 Damage Overcharged Armor Cannon. I know I'm using crafted parts, but the refire rate is .270 for shields and .310 for the Armor Cannon. I still haven't placed in my RE'd Level 6,7,8,9 cannon and those are still a work in progress. Now my setup is strictly PVE. It's about average to about average. The refire rate though is fast and with the natural stagger, always a constant stream of blaster fire to lead targets.
I think that should do really well in PVP, the main advantages being a high Y/P/R Engine (a must!) and the unexpected missile salvo from a TIE Advanced.
Yeah, stuffing the IR2 in there was a priority for me, even though I don't have to deal with those pesky RGI's like the poor Rebels do. I'm pretty pleased that I was able to shoehorn it in, and hopefully will surprise a few people with it like you suggest.
I actually got impatient on the Engine. I was holding out for a slightly lower mass and Yaw/Pitch to match the Roll, but I just couldn't wait any more. I'm already collecting the components for another project.
Your PvE setup is almost exactly what I was using before I revamped it. Two quickshotted L7 crafted blasters, and a L6 prenerf engine RE (poorly done, unfortunately). It was an effective PvE setup for sure. I love the Advanced. ![]()
My next projects are an Oppressor job for the same pilot, and a Vaksai build for my Freelancing alt.
Thanks for the comments. ![]()
FalinMor wrote:
Nope, it's a crafted DI, and the shipwright is me.
Early on, the developers were confused about the effect of the DI speed, and designed the crafting tables (and loot drops) as if HIGHER was better, not lower. So, the subcomponent for decreasing mass/drain actually made the speed of them BETTER, not worse. In addition, experimenting on the final DI speed made it WORSE, not better... and using really bad resources on the final DI also had a positive effect on the speed. In order to make this DI, I made the best possible subcomp and fully experimented up the speed reduction line (which actually increased the speed), then on the final combine I used bad resources for recharge speed and experimented nothing but mass and drain. The result was an incredibly fast DI with very low mass and drain.
I actually have about a dozen almost identical ones stored away that I haven't had occasion to sell or give away. I don't know many people in Kettemoor who are that serious about space. :/
As for the dual guns... on the Advanced, theimpact points on the two guns pretty much overlap. I don't ever recall hitting with only one and not both. In practice, the two L5's pack a little more punch per shot than the Boltdriver RE that I use on the PvE variant of the same ship. The energy/capacitor drain hurts though... and when (if) WO3 gets fixed I will more than likely get rid of the two L5's and toss the Boltdriver RE in instead. I'll continue to experiment with the two and see which I prefer from now on.
There are a few places I could have saved some weight. The Shield andEngine RE's primarily,and I coulda scraped another 500 mass out if I used L4 Reward Armor REs instead of the L3 crafted, which is on my list of improvements. The only problem is, I'm not sure what I would get out of saving that mass. I might be able to squeeze an L6 RE in there instead of one of the 5's, but I'd lose the shot syncronization which would probably hurt in PvP.
Message Edited by FalinMor on 10-24-200509:43 AM
Its nice to see another Advanced pilot on Kette. Razzuran and myself regularly fly our Advanceds when we fly and I am sure the both of us would kill to have a DI like that. I would easly take out my old prenerf and give that to my alt who never had a chance to loot one.
I have been using a Crafted L7 engine which is about as fast as yours (but I have no way of using EO4) and a REd Level 4 reward booster for added speed. I also managed to fit in 2 crafted L7 blasters. But I have no way of out turning anyone, so I have trying to get another QID so I can rework my Advanced.
I am currently working on my Oppressor, I found a ton more room to fit larger blasters, but have not seen any Sienar Cannons on anyones vendor to help make my guns green again.
Yeah it's hard on the level 5's you need a few double whammy or a triple whammy to get it done right. But those too are uncommon when it comes to drain/mass/eps. I looted 1900 drain/5500mass/19.1 eps TT13 today. That just leaves me with the min/max and effectiveness to play wiht (need a double whammy in there somewhere too if I want to get the effect I want as well)
As for the TIE, I went through all the resource list on swgcraft.com, found the best ones for mass and went andboughtthe ones of those I didnt have. But tomorrow ToOW goes live for pre ord and there are a few spawns there that just might put me over 67k ![]()
We'll see though
FalinMor wrote:
Well, finally got the loadout for my Tie Advanced put together and entered into spaceloot.com
When I feel like going PvE, I just take off the armor, swap the Image Rec for a Mark II Proton, and swap the firs L5 gun for a L7 Boltdriver RE. Both the PvP and PvE loadouts come within 30 or so mass of the chassis max.
Any comments or advice? Shortfalls? What can I expect to improve on?
Thanks!
-Falin
Grrr, this shows up as a clicky on preview, but it isn't working. Lame! Lemme try again,
Whipshot (PvP Variant)
Message Edited by FalinMor on 10-22-2005 06:23 PM