Pilot Archive

Thread: What is best way to set up a-wing

esinhorn
Fri Sep 23, 2005 7:56 am
#1

I have a a-wing with 65K mass what do you guys put in yours (ie re level 4 react,re level 6 capacitor,) I appricate the input



ESINHORN=VENDOR LESSVENDOR

The vendorless vendor has found a home on Dantooine 1178 , -6117 near the Agro outpost


LeaphChausew
Fri Sep 23, 2005 8:39 am
#2

http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=109215&view=by_date_ascending&page=1


I am clicky retarded but still ^. Thats what I have in my A-wing. My ship has been upgraded since then but I'm bored of posting my ship stats each time I make an upgrade.

CommTampers
Fri Sep 23, 2005 8:41 am
#3

Put the main emphasis on a good gun, engine, and shield. Build everything else around it. Good RE equipment allows you to bend and break some of those rules. DON'Tforget to use the droid programs. It's only a matter of time beforeLeaph comes to boast his Awing.




Bon ~Co-Commander of Verctor Squadron~ Field Doctor
a.k.a. Hatzo (Eclipse) ~ Irebo Motely ~ Starsider Remastery Alt
...has mastered the Pilot profession.
>: 4 8 15 16 23 42g
CommTampers
Fri Sep 23, 2005 8:42 am
#4

You beat me to the post.




LeaphChausew wrote:

Clickified


I am clicky retarded but still ^. Thats what I have in my A-wing. My ship has been upgraded since then but I'm bored of posting my ship stats each time I make an upgrade.






Message Edited by CommTampers on 09-23-2005 08:43 AM




Bon ~Co-Commander of Verctor Squadron~ Field Doctor
a.k.a. Hatzo (Eclipse) ~ Irebo Motely ~ Starsider Remastery Alt
...has mastered the Pilot profession.
>: 4 8 15 16 23 42g
LeaphChausew
Fri Sep 23, 2005 8:46 am
#5




Hehe. Well I think I deserve to be pleased with it. Its the one thing I'm good at in this game. Get me on the ground and I'm like "Ground? Is that some kind of...thing based along the lines of the Death Star?" "Ahh yes planets. What is a planet's r,p,y acceleration? Do they have a large hitbox?"


Also, I think it is bascally assumed that with anything A-wing related I'm going to pitch in a comment or sixty along the lines so I just live up to the expectation in order to maintain harmony and general life-pattern-following'ness .



CommTampers
Fri Sep 23, 2005 8:49 am
#6






LeaphChausew wrote:



Hehe. Well I think I deserve to be pleased with it. Its the one thing I'm good at in this game. Get me on the ground and I'm like "Ground? Is that some kind of...thing based along the lines of the Death Star?" "Ahh yes planets. What is a planet's r,p,y acceleration? Do they have a large hitbox?"


Also, I think it is bascally assumed that with anything A-wing related I'm going to pitch in a comment or sixty along the lines so I just live up to the expectation in order to maintain harmony and general life-pattern-following'ness .







The main reason I took up 'ground' professions is so that I could board cap ships, whenever they get around to it. I also picked out smuggler so that I had some mobility for when I ever get around to mastering more squadrons.




Bon ~Co-Commander of Verctor Squadron~ Field Doctor
a.k.a. Hatzo (Eclipse) ~ Irebo Motely ~ Starsider Remastery Alt
...has mastered the Pilot profession.
>: 4 8 15 16 23 42g
LeaphChausew
Fri Sep 23, 2005 8:51 am
#7

Hmm. Good points.Icould probably do with getting a little tougher on the ground just in case this Capital ship fable ever comes to fruition.

CommTampers
Fri Sep 23, 2005 9:00 am
#8






LeaphChausew wrote:
Hmm. Good points.Icould probably do with getting a little tougher on the ground just in case this Capital ship fable ever comes to fruition.





I did most of my transition from crafter to combat during double XP aniversary week and a half.




Bon ~Co-Commander of Verctor Squadron~ Field Doctor
a.k.a. Hatzo (Eclipse) ~ Irebo Motely ~ Starsider Remastery Alt
...has mastered the Pilot profession.
>: 4 8 15 16 23 42g
CommTampers
Fri Sep 23, 2005 2:01 pm
#9


I can't really match Leaph's description. Hmmmm. As he said, droid programs are key. Without them, you're flying an expensive mistake. If you're flying in a mixed group, let the "can opener" fighters take out the tie agressors; if you're not equipped to knock'em out quickly, you'll have to shunt shield several times. Focus on thelighter fighters.


Most importantly: Go have some fun.Texture kit 5 has a sweet design.

Message Edited by CommTampers on 09-23-2005 02:01 PM




Bon ~Co-Commander of Verctor Squadron~ Field Doctor
a.k.a. Hatzo (Eclipse) ~ Irebo Motely ~ Starsider Remastery Alt
...has mastered the Pilot profession.
>: 4 8 15 16 23 42g
LeaphChausew
Sat Sep 24, 2005 12:57 am
#10

I realise that although I posted my A-wing stats here, I wasn't actually very helpful so erm, here goes.


As great as you can make an A-wing, you'll want a kind of 'basic rig' to get you started. I suggest this.


Engine is key. If you can get a good lvl 8 engine installed, that's great. Secondly, think weapon. Lvl 7/lvl8 guns are best for this ship and though I have a lvl 8 re'd cannon on mine, I notice the majority of people seem to use lvl 7 re'd blasters or lvl 7 crafted blasters with a higher refire rate. This spares a lot of mass so mk III protons or Mk II Image rec missiles will slot in easily.
As for shield, try getting your shipwright to craft you the best mk IV shield they can.


Bare in mind, the suggestions I am giving are 'middle ground' suggestions. Nothing cutting edge here, but a rough idea of what to base an A-wing on which will give you pretty clear ideas on where you may want to improve later on.


Facts which hold true to all A-wings.


It is a one weapon slot ship so energy drain is going to be pretty low unless you use all crafted gear. A good crafted Mk I reactor or looted lvl 1/2 reactor will do you fine. I use just over 8k energy on my setup and use a mk I 12k energy reactor which is more than enough. Plenty of surpluss energythere for running overloads etc.


Build it for speed and agility. No point in turning an A-wing into a tank and sacrificing engine for power because if you want a tank ship, X-wings are a better choice. One weapon slot will only do so much no matter on how good your single weapon is. For example, a combination of three lvl 6 blasters will put out much more damage than an A-wing which sacrificed all for a lvl 10 weapon.


Also, since it is a one weapon slot ship, low lvl capacitors are more than adiquate. I use a lvl 2.


Make sure you're running these programs. Once you have these droid commands functioning on your A-wing you know you're on the right track;



  • Reactor Overload 4

  • Weapon Overload 3 (I use WO4 but it is a capacitor killer and only really pheasable for pvp)

  • Engine Overload 4 (you may have trouble running this if your engine is crated or has a energy drain of 1700+. 1500 is a pretty 'ok' energy drain, but anything below is better).

  • Capacitor Overcharge 4. (WO3 is bugged and so if you use it with CO4, your capacitor will recharge faster than your weapon can drain it. I feel this is a bit unfair so I don't use WO3 on my A-wing any longer but noone really cares if you do use it since they all use it anyway)

  • Shield shunt 4. - essential. Get it hotkeyed

  • Shield front adjust moderate (or as I've been using, Heavy. Now this is a double edged sword. It'll really strengthen your front shield which is good in pvp since A-wings mainly face their opponents at all times in a turning match. One shot from behind though and you'd be toast. Note: Do not use this command in pve because 1. it is unneeded as NPCs cannot one-shot you and 2.NPCs are more accurate than players so any shot from behind while using this command will hurt. Also realise that ina group pvp scenario this command may be unwise. I learn what loadouts my opponents are using and carry chaff so that if I am using the command, missiles will find it harder to get through. If it doesn't work for you, don't use it. I only just started using this command a couple of months back.

Chaff. Standard chaff is great for an A-wing as a good launcher will be under 1k mass and it seems to work very effectively against any kind of ordnance. As far as boosters go, try a Mk I crafted. My booster is one of these, is very lightweight and has a top speed of 33 wit high acceleration. Only setback is slow recharge time and short burn time, however I never use the full extent of my burn time anyway so is a fair tradeoff.


Always consider armour last. If you can fit armour, strap it to your front firstas in pvp, thats where you'll be taking damage from mostly. Off the top of my head, I think my current armour is 600 front and 200 back, so not amazing but...it does help a little.
If I had more time, I'd write a lot more but just use this as a basic idea. I can give you first hand confirmation though that if you aim to set up an A-wing like my one (see previous post) you have a formidable ship, especially for pvp.


Aim for higher roll though on a re'd lvl 8 engine though. 73 wasn't really good enough for me. I should have held out longer but it does do the job.


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