Pilot Archive
Thread: Typical RE loadouts...
Page 1 of 1
Fatty182
Mon Aug 01, 2005 1:26 am
#1
Heh, not much more to add after all that, but in terms of weapons, given most people will never see a nicely REd level 10 in their inventory (probably myself included
) your best bet will probably be to get your hands on a borstel disruptor or an incom tricannon, and RE that, you can end up with a gun that's 2500-3900ish dmg, 26k mass, not a level 10, but head and shoulders above a level 7 
-cyrac-
Mon Aug 01, 2005 9:04 am
#2
Thanks for the info. I just picked up my QID today so I'll have to get a few more lvl 8 shields/engines and get to work.
-cyrac-
Mon Aug 01, 2005 12:40 pm
#3
So I've been ace for a few weeks now and admittedly still don't have a single RE piece. After doing alot of research here on the forums and looking at the great guides you all have put out, I've been saving parts like crazy in hopes of setting up a respectable loadout.
I'm about halfway through my 3rd house full of nothing but bags and bags of components. Everything labeled and having its own home except for the odd numbered engines/caps/boosters.
I was hoping to get some suggestions from you all on what the average RE level I should be shooting for with each component so I can narrow down my focus and inventory of parts. From my reading I've come up with following, any corrections/additions would be appreciated.
Armor: Not Sure
Booster: 2 or 4
Capacitor: 4
Droid Interface: Not Sure
Engine: 6 or 8
Reactor: 1-4
Shield: 8
Weapon: 7
Oh this loadout would be going in a Heavy TIE/RG TIE/JSF as those are my most used ships. So basically a nice combo for around 90k mass.
I'm about halfway through my 3rd house full of nothing but bags and bags of components. Everything labeled and having its own home except for the odd numbered engines/caps/boosters.
I was hoping to get some suggestions from you all on what the average RE level I should be shooting for with each component so I can narrow down my focus and inventory of parts. From my reading I've come up with following, any corrections/additions would be appreciated.
Armor: Not Sure
Booster: 2 or 4
Capacitor: 4
Droid Interface: Not Sure
Engine: 6 or 8
Reactor: 1-4
Shield: 8
Weapon: 7
Oh this loadout would be going in a Heavy TIE/RG TIE/JSF as those are my most used ships. So basically a nice combo for around 90k mass.
Treena_Daal
Mon Aug 01, 2005 12:57 pm
#4
Unless you get an exceptionally good reactor, don't bother with an REd one. Mark I crafteds have amazing power output, and are often under 1k mass. That's mass you can use elsewhere. Remember that you only need so much power. Unless you're planning to run Engine Overload 4, grab the smallest reactor that covers your power needs that you can. Odds are it will be a crafted Mark I in any sort of TIE.
Armor is not something you really think about in ship loadouts. Think of armor like a buff for the ground game. Yeah, it can make you a little harder to take down, but if you don't have it, you just cant screw up as much. Armor is designed to be used, and thrown away when it is no longer good. I never plan for armor in my ships, and only bother to put it in if I have room left over after everything else.
Unless you find yourself using Cap to Shield Shunt a lot, you can save a lot of mass on both your Droid Interface and your Capacitor. Recharge on your capacitor, while a good stat to watch, is essentially worthless. Capacitor Overcharge will turn even the sorriest of capacitors into a useful tool. Your biggest concern is getting the largest ammount of stored energy that you can. Like I said, unless you use Cap to Shield Shunt quite a bit, you can get by with a level 2 RE job pretty easily. When I RE mine, I prefer to pair the lowest mass Cap on hand with the highest energy cap on hand. Again, recharge is over rated.
Since your DI will only really effect your use of Cap to Shield Shunt after you get underway, it can pretty much be the last thing you worry about in your ship, armor excluded. Load everything else first, then get the fastest DI you can fit. If you use Cap to Shield Shunt a lot, you can bump this up the tree a bit in order to get your reuse time down. But more often than not, having a capacitor that can hold more energy will be a bigger help to your use of Cap to Shield Shunt than the DI.
Your big three are your Engines, Weapons, and Shields. Especially in the Heavy TIE and RGI, as you only have one weapon slot. If you can get the weight down, a REd level 10 is great. Very, very parts intensive (I think I've picked up two or three level 10 guns so far, and I'm working on my 5th ace badge now), but a good investment. If you've only got one weapon, you may as well make it the biggest thing you can fit. With the JSF, this is less important. In fact, with your JSF you want to worry about refire speed more than anything else. A pair of level 7 quickshot blasters will do wonders for you. Yes, the damage is smaller per hit, but the firing speed will make up for it.
Level 8 engines are good, especially when REd with an exceptional QID, from Nym's Starmap quest. That's probably your best bet there.
There really isn't much of a contest with shields, either. Get your level 8 reward shield and RE it to get the recharge up, the mass down, and the energy drain down. It will RE out to 2555.x front and back, and is really the best shield you'll ever get.
Boosters are fluff. I use mine more than I use my armor, but it's all up to personal preference there. Just fit what you can, but pay more attention to more important components. Between your level 8 engine and Engine Overload programs, you really don't have to worry about getting anywhere too slow.
Armor is not something you really think about in ship loadouts. Think of armor like a buff for the ground game. Yeah, it can make you a little harder to take down, but if you don't have it, you just cant screw up as much. Armor is designed to be used, and thrown away when it is no longer good. I never plan for armor in my ships, and only bother to put it in if I have room left over after everything else.
Unless you find yourself using Cap to Shield Shunt a lot, you can save a lot of mass on both your Droid Interface and your Capacitor. Recharge on your capacitor, while a good stat to watch, is essentially worthless. Capacitor Overcharge will turn even the sorriest of capacitors into a useful tool. Your biggest concern is getting the largest ammount of stored energy that you can. Like I said, unless you use Cap to Shield Shunt quite a bit, you can get by with a level 2 RE job pretty easily. When I RE mine, I prefer to pair the lowest mass Cap on hand with the highest energy cap on hand. Again, recharge is over rated.
Since your DI will only really effect your use of Cap to Shield Shunt after you get underway, it can pretty much be the last thing you worry about in your ship, armor excluded. Load everything else first, then get the fastest DI you can fit. If you use Cap to Shield Shunt a lot, you can bump this up the tree a bit in order to get your reuse time down. But more often than not, having a capacitor that can hold more energy will be a bigger help to your use of Cap to Shield Shunt than the DI.
Your big three are your Engines, Weapons, and Shields. Especially in the Heavy TIE and RGI, as you only have one weapon slot. If you can get the weight down, a REd level 10 is great. Very, very parts intensive (I think I've picked up two or three level 10 guns so far, and I'm working on my 5th ace badge now), but a good investment. If you've only got one weapon, you may as well make it the biggest thing you can fit. With the JSF, this is less important. In fact, with your JSF you want to worry about refire speed more than anything else. A pair of level 7 quickshot blasters will do wonders for you. Yes, the damage is smaller per hit, but the firing speed will make up for it.
Level 8 engines are good, especially when REd with an exceptional QID, from Nym's Starmap quest. That's probably your best bet there.
There really isn't much of a contest with shields, either. Get your level 8 reward shield and RE it to get the recharge up, the mass down, and the energy drain down. It will RE out to 2555.x front and back, and is really the best shield you'll ever get.
Boosters are fluff. I use mine more than I use my armor, but it's all up to personal preference there. Just fit what you can, but pay more attention to more important components. Between your level 8 engine and Engine Overload programs, you really don't have to worry about getting anywhere too slow.
Page 1 of 1