Pilot Archive
Thread: Sorting through looted components
i'm not sure from a logistical standpoint what the best approach is for what items to keep for RE since there are so many stats to keep tabs on. And what do i judge to be the ideal stats, based on SW theoretical cap/server resources or based on reward items?
Are there known min/max for looted components? Can RE'd parts hold up against SW crafted components?
For the most part I use a starfighter, either the grievous or adv x-wing. So i spose mass should be the guiding factor. I appreciate any insight you all could give.
doozerFIG wrote:
I've got a guild hall full of looted ship parts, and i'm wondering in your opinion what would be the best way to sort through and decide what to keep and what to sell.
If you are not already a SW yourself or planning to be one I would suggest letting an experienced REing SW take a look at your stored loot and give recommendations on what you should keep for RE.
i'm not sure from a logistical standpoint what the best approach is for what items to keep for RE since there are so many stats to keep tabs on. And what do i judge to be the ideal stats, based on SW theoretical cap/server resources or based on reward items?
All it takes is one rare stat on a part to make it very valuable for RE. A part which on first glance may seem to be "junk" to the more trained eye may prove to be "great" for that one elusive stat that is all the SW needs to make a uber component. Loot tables and stats seem to have changed alot since JTL launched.Only someone who REs on a regular basis through LOTS of loot can get a real handle on what is currently "rare" .
Are there known min/max for looted components? Can RE'd parts hold up against SW crafted components?
There have been many posts/projects where people try to post min/max stats on looted components. You may be able to locate several of those if the Search function is working. Check out the SW forums for sure. RE'd parts can be superior to SW crafted parts in many cases btw and is favored over crafted by many skilled pilots.
For the most part I use a starfighter, either the grievous or adv x-wing. So i spose mass should be the guiding factor. I appreciate any insight you all could give.
Mass is certainly what will make or break your ships loadout. But REing is a fine art of balancing multiple stats to give you the best performance output for the least mass and energy drain. So youobviously want to achieve more than just parts that will fit into your ships mass. For that reason it really is a fairly involved process to create a fully balanced loadout. The engine, caps, shields, weapons you use will dictate the size reactor you will require so the drain used by those parts is as much a factor as the mass in many cases just as an example.
There is a fantastic thread going that discusses exactly what you are asking. It's on a server board rather than either the shipwright or pilot boards, but I keep a bookmark to it.
http://forums.station.sony.com/swg/board/message?board.id=Eclipse&message.id=561808&view=by_date_ascending&page=1
scroll through for the higher levels.
I sort them in packs by loot type - weapons, engines, etc. When I have a set i want RE'd, I take them out and drop them somewhere else. When I have enough piles, I beg some SW to help me out.
Oh, and I have three houses for sorting loot. <---Junkie
I totally agree with your observations regarding odd level parts. Other than guns and the occas nice reactor I generally sell all odd level parts to the chassis dealer. I lately have also been keeping some nice level 7 shields to RE with the Starmap Reward shield that is a Cert level 8 but a RE level 7. Otherwise even numbered parts is the only way to go for RE. Just recently RE'd the Level 7 Ionic Pulse Reward Gun mentioned above. Effectiveness stats are not the best but has great damage for the mass. Just one of the ways that RE can improve upon a looted/reward part.
psikobunny wrote:
There are several L7 Reward guns ingame currently. The tier4 Imperial reward, the Ionic Pulse Cannon from the CPG, and the Rendili FG-1a from the trandoshan slaver Mssikss (sp?). A well RE'd L7 gun can be a solid performer in many PvP loadouts, and its quite common to use 2 L7 in ships like the JSF, orr the B22. The two RotW guns both have nice firing effects also (purple stars, or blue lasers). While the stats on the RotW guns are random instead of fixed like the Imperial Boltdriver, they have a high potential to be really nice, and RE'ing can only make them better.
As for the rest of the odd level stuff, the numbers just don't compare. The way the stat generation for loot works, the majority of odd cert level stuff just sucks when you stack it up against even leveled parts.
Fiben wrote:
There is a fantastic thread going that discusses exactly what you are asking. It's on a server board rather than either the shipwright or pilot boards, but I keep a bookmark to it.
http://forums.station.sony.com/swg/board/message?board.id=Eclipse&message.id=561808&view=by_date_ascending&page=1
scroll through for the higher levels.
i have OCD issues, so it looks like i might start by cataloging in excel to get min/max/mean of each part in each level. then throw the bottom half at a chassis dealer.
make sure you all check your galaxy trade forums, usually a post or two about those looking for specific stats.
you know, i've heard this before but it sounded a bit off. could you elaborate a bit why?
There are some L3 reactors that drop with 13-14k power and can be RE'd to get a great mass/power ratio.
There are some L7 reactors that can drop with 40k+ generation and still RE to low enough mass for a heavy fighter, but these are best suited for a POB ship. More power than you will ever need.
There are several L7 Reward guns ingame currently. The tier4 Imperial reward, the Ionic Pulse Cannon from the CPG, and the Rendili FG-1a from the trandoshan slaver Mssikss (sp?). A well RE'd L7 gun can be a solid performer in many PvP loadouts, and its quite common to use 2 L7 in ships like the JSF, orr the B22. The two RotW guns both have nice firing effects also (purple stars, or blue lasers). While the stats on the RotW guns are random instead of fixed like the Imperial Boltdriver, they have a high potential to be really nice, and RE'ing can only make them better.
As for the rest of the odd level stuff, the numbers just don't compare. The way the stat generation for loot works, the majority of odd cert level stuff just sucks when you stack it up against even leveled parts.