Pilot Archive
Thread: Dunelizard at higher levels, how to equip ?
The dunelizard can be set up really nicely with the right parts. I'm basically using the same parts in my eta2 that I used to in my dunelizard. Mostly REed stuff though.
I can't remember off hand all my parts but Iuse the inferno2 reward engine REed, 2 cert 6 guns REed for 8k mass and 2.6k max dmg, a REed cert 4 reactor for 14k energy generation and 7k mass, a REed cert 2 booster and I think maybe a REed cert 2 or 4 cap ... can't remember which but with capictor overload 3 and weapon overload 3 you don't need bigger then cert 4 anyway. My droid interface is a RE cert 5 with around 14 speed.
With those I use crafted shields (I forget the cert but 1.8k strength front and back), mark 3 crafted armor, a protoen torpedo launcher and a micro chaff launcher.
For getting to master and not having the right RE parts I'd drop the protoen torp launcher and countermeasures to put in the parts you can and maybe nice crafter cert 7 weapons.
You might find a new crafted level 1 capacitor, and a level 1 reactor with CO4 & RO4 to be the answer to your problem.
Thats what I have in mine, with 2 advanced blasters, an RE'd reward engine and a 1900F/B Mark IV shield. I also have MK 1 front armor MK 2 rear and a MK 1 spacebomb launcher and Micro chaff.
I have lucked out with an early MK 1 droid interface that's only 400 mass and 13 speed, but everything else is easy to come by.
Not too shabbyreally for tier 1 ship, but it's still not as evil as my heavy Syck...
What is the mass and generation for your reactor? I find most pilots run reactors that are to heavy. We might be able to squeeze a bit of mass out there too.
No need to move to a new ship, although you would probably enjoy an Belbullab-22 or Eta-2 Actis if you want to jump on the bandwagon.
Also, shop around on the bazzar and vendor search for diffrent stuff with the best combination of low mass and performance.
I've found several things that way that let me squeze more stuff onto it.
Also, see if you can get Weapon Overload 3 from an imperial pilot, it lets you do a lot more damage with smaller guns.
hiya, Bermag. ![]()
I just moved to the 'grevious' starfighter. 90k mass. you can fly this @ 4/3/3/3. Trust me, a far more superior starship vs. the dunelizard& vs. the 'ixiyen'.
your exactly right. these type of ships are 100% offensive..so, put on mark II armor (or no armor) and get a better shield.
go for the 'best' guns you can get your hands on. i don't mind a bit lower damage, ifthe damage'vs. shields/armor' is exceptional on the blasters.
i pretty much 'dog fight' 100% so, i don't think the protons are a must...especially if ya can enhance another component. i think i would prefer a basic 'chaff launcher' when the bigger ships come after me.
check the below for comparisons on the ships....
[Spdx 0.95 Acc 30 Dec 30 Pitch 300 Yaw 300 Roll 150]
[Spdx 0.95 Acc 50 Dec 50 Pitch 600 Yaw 600 Roll 300]
Best advice for arming any ship: favor refire rate. Once refire rate is maxed, favor effectiveness. Trust me, in the shipwright forum, we did the math and found that fast refire will get you more dps than a higher max damage.
Your three most important components are the weapons, shields, and engines.
Goraf wrote:
As far as level 6 capacitors go, that one is actually not very good. I have level 2 capacitors that are that good. Drop down to a level 2 or 4 cap if you can find one. The new crafted capacitors are actually pretty good, a Mark III can probably have about the same energy and recharge as your L6 for less mass. Personally, I find REd level 4 capacitors are the best for their mass, this is what I use on my ships.
What is the mass and generation for your reactor? I find most pilots run reactors that are to heavy. We might be able to squeeze a bit of mass out there too.
No need to move to a new ship, although you would probably enjoy an Belbullab-22 or Eta-2 Actis if you want to jump on the bandwagon.
That capacitor might be lvl 4, not sure really. But I think mass is 10k or somethign so probably lvl 6. Might not be the best but one of the better I have looted (just need to re it with some other capacitors to improve energy storage however I have 1600 with overload 3). The mk4 capacitors I crafted has higher regen/energy but is 15k mass (no exp on mass since I made it for another ship). Will try to see what I can get a Mk3 capacitor up to.
TomedNor wrote:
I'd say drop the missles.
Also, shop around on the bazzar and vendor search for diffrent stuff with the best combination of low mass and performance.
I've found several things that way that let me squeze more stuff onto it.
Also, see if you can get Weapon Overload 3 from an imperial pilot, it lets you do a lot more damage with smaller guns.
Yes probably right about the missiles. I have been without missiles the two last days since I always forget to reload lol. But I like missiles especially when it is laggy and hard to get a straight shot (that was driving me crazy yesterday)
CommTampers wrote:
Best advice for arming any ship: favor refire rate. Once refire rate is maxed, favor effectiveness. Trust me, in the shipwright forum, we did the math and found that fast refire will get you more dps than a higher max damage.
Your three most important components are the weapons, shields, and engines.
Yes I agree. I crunched some numbers when JTL came out and higher refire rate/effectiveness is increasing dps a lot more than damage. However IMO effectiveness is not worth it to experiment on with blasters (only do that for Ion/disruptors) sinceyou have two lines to improve. Could of course raise only shield for example but then it is better to increase refire instead since that will benefit both against shields and armor. Well at least if you have a capacitor that have enough energy for high firing rate.