Shipwright Archive
Thread: What type of upgrades do you use?
The problem with subcomponents is for each good you get a bad;
Blasters: Shields: Average
Armor: Average
Disruptors: Shields: Poor
Armor: Good
Ion Cannons: Shields: Good
Armor: Poor
Sub-Components: Optional
Armor effectiveness: Increases the weapons armor effectiveness, but lowers the shield effectiveness.
Shield effectiveness: Increases the shield effectiveness, but decreases the armor effectiveness.
Max damage intensifier: Increases the max damage, and decreases the min damage.
Min damage intensifier: Increases the min damage, but decreases the max damage
Quick shot upgrade: Increases the firing rate, but also increases the capacitor energy used.
Speed limiter: Decreases the firing rate, but also decreases the capacitor energy used.
The armor/shield effectiveness subcomponents are best used in disruptors and ion cannons.
For blasters the other 4 work but depends on what you want to give up to get it, I like the max damage as the decrease in min damage can be some what offset with good experimentation.
The interesting part of being a SW is designing a part to fit a specific need. Not everyone wants a 118 speed Mark V engine with a 63 PYR. The other day, a customer (and friend) requested I build an engine with maxed pitch and yaw. I made a 100 speed Mark V with a 71/73/60 PYR. A pretty useful engine for PVE without the work of collecting a large number of level 8 engines for RE.
Goraf wrote:
The interesting part of being a SW is designing a part to fit a specific need. Not everyone wants a 118 speed Mark V engine with a 63 PYR. The other day, a customer (and friend) requested I build an engine with maxed pitch and yaw. I made a 100 speed Mark V with a 71/73/60 PYR. A pretty useful engine for PVE without the work of collecting a large number of level 8 engines for RE.
QFE.
The fact that every Pilot needs a customized component that adapts to his flying style is the main reason I still play a Shipwright. I am not in this for the money, and I don't stock a vendor. But I do enjoy doing custom orders and chatting with my customers about their needs.
i don't make boosters
i rarely make caps but when i do i use quick charge
for droid interface brain upgrades
for engines overdrivers
for reactors overchargers
for shields intensifiers for mark 1 and 2, overchargers for 3, 4, and 5
for weapons quickshot
Thanks for everyone's help with this. Just trying to get a better understanding of this profession, by seeing what others are doing.
Thanks again,
Anarcxees
Hi, if you any more info, I have compiled a web page so you can select the sub comp and see the affects.
go to
and its under the menu Shipwright / Ship part stats
hope it helps
If people are using boosters, what other reason beyond total speed would they be looking for one?
As for what I experiment on, I work one or two points into energy, one or two points into the energy burn rate and attempt to get about 10 seconds of burn out of the Booster. I have been happy with the results for myself.
I am going to be testing for longer burns, to see if that is really worthwhile, but that will definately cut into speed.
For Capacitors, I use the Quick Charge sub-component. I currently focus on Mark IV capacitors and end up with a recharge rate of anywhere from 49.x to 51.x. When placed in my Heavy Z-95, with my best damage weapon, I can continuously fire without draining the capacitor out for a significant period of time. With two weapons, it will drain out, but recharges fast enough to not be much of a problem.
AhrienTerrik wrote:
rols_cerentz wrote:
For Boosters, I always use the Overdriver sub-component.
If people are using boosters, what other reason beyond total speed would they be looking for one?
Pilots in the Pilot forum will tell you that boosters are used to compensate the inertia when performing sharp turns, but I will try to explain you what I use boosters for since I am not a hot shot.
When I hit the booster what I really want is to be able to cover more distance in the same time. Speed alone means nothing, what you really need is more meters, and for this you must factor speed AND time using the booster.
In other words, using a 50 speed 5 seconds burn booster you will get an extra 250 meters when using it. Using a 30 speed 10 seconds burn booster you would get an extra 300 meters, that is, better than the first one.
I don't really know how to explain it, but unless you're racing in a very short race, speed is only half the equation.
There really isn't much Inertia in Star Wars space combat. I would understand if we were playing a space flight sim that actually had real world space physics.
The only reason I use the Booster is to close ground and also to scoot out of range of heavy hitting targets at the end of a strafing run. For instance, when attacking the Vette, Gunboats or if I simply need to get some distance between myself and an enemy fighter.
I can see using it to overcome the acceleration curve after slowing down to make a sharper turn, but that isn't always the best manuerver, unless you are in PvP and you want to get behind and hold the rear of an enemy combatant.
rols_cerentz wrote:
For Boosters, I always use the Overdriver sub-component.
If people are using boosters, what other reason beyond total speed would they be looking for one?
Pilots in the Pilot forum will tell you that boosters are used to compensate the inertia when performing sharp turns, but I will try to explain you what I use boosters for since I am not a hot shot.
When I hit the booster what I really want is to be able to cover more distance in the same time. Speed alone means nothing, what you really need is more meters, and for this you must factor speed AND time using the booster.
In other words, using a 50 speed 5 seconds burn booster you will get an extra 250 meters when using it. Using a 30 speed 10 seconds burn booster you would get an extra 300 meters, that is, better than the first one.
I don't really know how to explain it, but unless you're racing in a very short race, speed is only half the equation.
I think something that is also very important when considering upgrades is determing when to scale down your component. For example, I had a customer last night ask me for a reactor with specific mass and gen that was a bit abnormal. What I ended up doing to get it right (after a lot of thinking and calculating that is) is using a Mk3 sub component with a Mk4 reactor.
This is something that I don't think enough people are doing which will really allow you to customize your parts according to your customers. Now, this is not something I do with my normal stock of items in my shop. But there are a lot of people that regularly visit my shop because they like my quality but lots of times they need something irregular to tweak their ship. It really pays to keep spreadsheets with what percentages you can make your subs and main components with your set of current resources. This way, when a customer asks for an item with specific stats, you can consult your spreadsheet to see if you can, indeed, actually make it and also how you would go about doing it. I learned the hard way and made a lot of bad components trying to hit a customer's numbers. Now I take a few minutes to go over my calculations, determine which subcomponent and level I need before I craft something.
I'm sidetracking a bit from the main topic, but I really can't stress enough the important of gaining knowledge of dropping levels on subcomponents for specialized items. Doing this, for example, would allow you to produce very nice hybrid items that other SW's just aren't doing which lots of people need. The bottom line is this: there is no set list of which subcomponents are 'better' than the others.
Message Edited by Tangle on 07-20-2005 11:45 AM