Pilot Archive
Thread: Pimp My Ride, Rebel Edition
Going with Equipment first is most people's choice. As far as components are concerned, generally lower mass, with higher output is best. On a droid interface lower number for speed is better, as this is the time between droid commands.
As far components you should buy: Check out the stickied threads at the top of the forum for info on this, there are also some very good threads by 1st_Viduus called "Learning to Fly" "KISS" and "Know Your Ship" that are worth the time to read for a rookie.
For droid programs, the rebel ones really aren't worth the space they take up in your droid, unless the CU or Rage of Wookiees is going to introduce changes to those. To program your droid, open your data pad and use the droid's radial menu and click program droid option. Commands you know you can program without using a chip. You can get imperial and neutral programs by having an imp or privateer pilot burn them to your blank chips, using the chip's radial menu. The commands you should use at your level are: Reactor Overload 1, Capacitor Overload 1, Capacitor to Shield Shunt 2, and engine over load 1. The first 3 are privateer and the last is imperial. Weapon Overload 1 would also be good to have, but not a necessity, and may not fit in your droid. Always run the reactor overload first because the other programs drain more energy and will disable components if you power them up first. Also remember that the overloads cause component damage, but up through the level 3 overloads, the damage does not cause decay if repaired at the space stations before landing
Thank you both for your info. I never knew that i could use neut/imperial abilities by having them programmed to a chip for me! That's pretty cool!
Thanks for the info on the topics by 1st_V, I'll go look those up now =)
You also want the lowest number for refire rate on your weapons.
Capacitor overload + cap to shields has bailed me out many times. May it also help your jouney too.....
Another thing to consider is finding a good shipwright on your server who can help you set everything up just right. As a shipwright, and a pilot, one of my favorite things to do is to help someone get the most out of their ship.
That being said as an 1111 y-wing pilot you can pretty much cram anything you can get your hands on into your ship. So mass isn't something you should be worrying about. With any ship, always get the shield with the highest front/back hp you can cram on it (don't forget to check recharge rate too) while leaving a reasonable amount of mass for everything else.
You want an engine with high speed, but with a Y-wing high PYR are also important if you want to get in there and dogfight, it's hard enough to turn one of those things with a low PYR engine. The other option is to get a shipwright made engine which will have a really high speed on it, but horrible PYR. If going that route, you fight by jousting your target instead of trying to get behind him.
Then on a Y you need a single good all around weapon if you aren't bringing a gunner along. Makes sure it has a good balance vs shields and armor, and the highest damage you can find. Ideally you want a reverse engineered (RE'd) weapon since they'rethe only one you can control from the cockpit. Once you have those big 3 you design the rest of the ship around how much mass and energy you have left availble.
Message Edited by DeijhaVhu on 04-29-2005 03:58 PM