Shipwright Archive
Thread: What are the absolute best possible mass and hitpoints on opressor/tie advanced/tie bomber
Page 1 of 1
RomulanJedi
Sat Nov 13, 2004 8:41 pm
#1
I want to make sure I dont buy crap. THank you for answering
TomoRainer
Sat Nov 13, 2004 10:15 pm
#2
I don't know the absolute best stats, but anything above the following isn't crap:
TIE Advanced, 65K. Bomber, 190K. Oppressor, 150K--but this is going to be raised, possibly as soon as Tuesday, so you may want to wait on that one. Really though, a "great" Advanced may have 66K mass, or a bomber 192.5K, or the Oppressor 152K. The difference on mass between high-quality resources and whatever you've got lying around is only 1-2% or so.
TIE Advanced, 65K. Bomber, 190K. Oppressor, 150K--but this is going to be raised, possibly as soon as Tuesday, so you may want to wait on that one. Really though, a "great" Advanced may have 66K mass, or a bomber 192.5K, or the Oppressor 152K. The difference on mass between high-quality resources and whatever you've got lying around is only 1-2% or so.
Shadwe
Sun Nov 14, 2004 2:16 am
#4
RomulanJedi wrote:
Great! and thank you, but what about hit points?
Most shipwrights experiment for mass over HP's to get the max mass and put any left over experimentation points into HP's.
More mass = more components and higher level.
This is a good guide for pilots and shipwrights;
http://www.netadres.net/swg/
Message Edited by Shadwe on 11-14-2004 01:16 AM
Zaax
Sun Nov 14, 2004 3:54 am
#5
heh i was under the impresion the oposite is true. reading the guids in the stickies at least... mass barly changes, but a nice amazing can add a couple hundred points to HP.
Shadwe wrote:
Most shipwrights experiment for mass over HP's to get the max mass and put any left over experimentation points into HP's.
More mass = more components and higher level.
This is a good guide for pilots and shipwrights;
http://www.netadres.net/swg/
Message Edited by Shadwe on 11-14-2004 01:16 AM
TomoRainer
Sun Nov 14, 2004 3:58 am
#6
Well, usually you have enough experimentation points left over to dump some into HP as well, but every single shipwright I know maximizes mass before they add onto HP. But yeah, unless your chassis resources are just great, you'll be able to bump HP up a couple hundred points.
00over0
Sun Nov 14, 2004 9:27 am
#7
Unless it's a master or tier IV ship, the vessel is really a grinding ship--which means it's not going to last them forever even if the hitpoints were infinite. It's a means to an end, not the end goal. So why experiment on hit points when mass well help someone reach that goal faster?
For master-level and tier IV ships, though, hit points become much more important--especially as those ships can be so expensive to build and outfit and if the player engages in PvP. At that point, for every ship except the truely massive multiplayer ships of 5 mil mass, a careful balance is required (as in, ask the customer) between hit point and mass experimentation.
For master-level and tier IV ships, though, hit points become much more important--especially as those ships can be so expensive to build and outfit and if the player engages in PvP. At that point, for every ship except the truely massive multiplayer ships of 5 mil mass, a careful balance is required (as in, ask the customer) between hit point and mass experimentation.
RagNoRock5x
Sun Nov 14, 2004 9:28 am
#8
I do not do any into mass I just Go into Hitpoints for the imporvements and long lastingness of the craft. I prefer 200-500 point increase in HP to a 100-600 point increase in Mass.
Zaket
Mon Nov 15, 2004 1:31 am
#9
Zaax wrote:
heh i was under the impresion the oposite is true. reading the guids in the stickies at least... mass barly changes, but a nice amazing can add a couple hundred points to HP.
Every shipwright I know fully maxes mass experimentation before worrying about hitpoints. While it's not as important for Privateer and Alliance ships, squeezing out the most mass possible is critical when building Imperial ships. Those ships (aside from the bombers and master level ships) are mass challenged at the best of times.
For example, building a Tie Interceptor with my current ship resources I can push the mass to 50.2k-50.3k depending on experimentation results. That extra 200-300 mass can mean all the difference when the pilot is trying to fit in one extra level 7 component.
Page 1 of 1