Pilot Archive
Thread: Y-wing and what works for components
Page 1 of 1
FLMOPE
Tue Mar 08, 2005 12:00 pm
#1
As a newly christened alliance pilot I have been using the starter ship was was eager to get an upgrade. The first chance I got I got my qualifications for the Y-wing. Loaded up a mix bag of looted and purchased components in my new ship and headed to space. Imagine my shock and horror to realize my new ship was a complete dog.........I was so slow and turned so badly I couldn't even get a Tie fighter in my sights let alone shoot it down. My question is what kind of components should I be looking for and what level of performance can I get out of this fighter from better components. I really don't want to go back to my starter ship but it is certainly better than the Y-Wing I have configured. Is there a guide to ship management I missed or a listing of what stuff works and what doesn't? Any help for this poor noob pilot would be much appreciated.
psikobunny
Tue Mar 08, 2005 12:06 pm
#2
The Ywing is a huge victim of "throttle-itis" so slow down a lot to turn her. She becomes more useful when you can find an engine with superior YPR values, and those begin to drop with a lvl4 cert. Lately I tend to gut it out in a Z95 until I am 1211 (not really gutting since I love the Z). Just remember you have the mass for the heaviest shields and armor you can pack, and don't get upset when the second gun doesn't work, you need a gunner in the chair for that. Ywing Longprobes are the solo version. If you do bring a gunnner with you, get the Cap overcharge program from a neutral pilot, or find the best recharge cap you can get.
FLMOPE
Tue Mar 08, 2005 12:58 pm
#3
Thanks. Looks like more time in the Z. Not a huge problem. Thanks for the reply
Salco
Tue Mar 08, 2005 6:45 pm
#4
The Y-Wing can be very fun, but I would suggest a heavy emphasis on defense. It's a flying brick, so you'll need to be able to take hits. Pack in the best shield and armor you can. Put on a big honkin' gun. Throw in a missile launcher for kicks. Unfortunately, at the lower tiers, good equipment is difficult to come by. But I used a Y-Wing for most of Tier 2 and 3, so with the right patience, it can be made it work very well.
canary
Wed Mar 09, 2005 1:59 am
#5
I would concur that getting 2/2/x/x would be more desireable to let you utilize Lvl 5 & 6 ship components. Yes...a better engine in the Y-Wing is a must.
Now...sure the Z-95 turns great, but you will soon forget that ship when you start using Heavier Weaps. Another bonus with the Y-Wing is the option for a singleMissile Launcher. Sure it might only be a Mark 1 or Mark 2 Proton Launcher due to your current ship mass and skill limitations, but it's a sure advantage of not having that option on the Z-95.
I'm sure you will get used to the way theY-Wing reacts and you will learn to compensate your turns andshoot at the same time.
If you are not going to have a gunner ride with you in the Y-Wing, don't load that second weapon. One can use the mass for something else.
Do you keep the Y-Wing for tier 3? No...I would suggest to re-deed it and get the Longprobe whenyou have the chance. 2 useable weapons and 2 useable missile launchers and mass of @170k or so.
I hope this helps...
Canaryville
Page 1 of 1