Shipwright Archive

Thread: What type of upgrades do you use?

Anarcxees
Wed Jul 13, 2005 8:21 pm
#1

I know this has probably been discussed over and over again. If someone has a really good sticky, could you tell me where to find it.


What is the best type of upgrades to craftfor each ship part?


For example, If I wanted to make the best booster I could, what type of upgrade would I use?


Any suggestions would be appreciated.


Thanks,

Anarcxees



_____________________Valcyn_____

Bobbah Ganooch ~ Bounty Hunter
Gooch ~ Commando
Asclepius ~ Medic
Namtar ~ Armorsmith/Weaponsmith
_______________________________
John812
Wed Jul 13, 2005 8:34 pm
#2


I know it's in a sticky here somewhere, too lazy to look though.

As for the rest of your question, it really depends on what your trying to accomplish with the component. Different upgrades affect different stats. Remember there's give and take with each different kind.





BREWCHUGGA
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Shadwe
Thu Jul 14, 2005 5:24 am
#3

http://forums.station.sony.com/swg/board/message?board.id=profshipwright&message.id=44

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.



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Plateau Mall located @ waypoint 980 -4100 behind the shuttleport in Mesric Sanctuary on Tatooine.
Goraf
Thu Jul 14, 2005 5:41 am
#4

There are varying reasons to use different subcomponents. For example, with reactors, I almost always use overchargers. If I want to construct a very light Mark I, I use a limiter. For boosters, usually I use an overdriver, but if I want a lightweight one with long boost time, I use an extended life fuel cell. Some are easy, always use Mark I droid brain upgrades on all droid interfaces. I only use quickshot upgrades on blasters. It is not always cut and dry what one to use.

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.



Captain Alirc Ec-Ecit
Alliance Ace Pilot
XO 77th "Phoenix" Fighter/Bomber Wing
Valcyn

AhrienTerrik
Thu Jul 14, 2005 6:01 am
#5



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.





Please, deliver any items I buy to my "Astilleros AT - Ventas al publico" vendor. Naboo 6620 -4324

Ahrien Terrik, Master Smuggler & Master Shipwright (12/17/17 points).
Ko'yi Sacure, Light Jedi.
Allison Terrik, Master Doctor (original account, CANCELLED due to SOE turning medics into clerics)
negilum
Thu Jul 14, 2005 6:42 am
#6

for armor i always use the renforcement upgrade
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
Anarcxees
Fri Jul 15, 2005 6:16 pm
#7

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





_____________________Valcyn_____

Bobbah Ganooch ~ Bounty Hunter
Gooch ~ Commando
Asclepius ~ Medic
Namtar ~ Armorsmith/Weaponsmith
_______________________________
Shadow-Walker
Sun Jul 17, 2005 1:50 pm
#8

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


here


and its under the menu Shipwright / Ship part stats



hope it helps








---------- G'B - DND ----------

www.dnd-gamer.com


Has any one seen Nogix, last I heard he was arrested
near his home on tatooine by an Imperial Squad.......
rols_cerentz
Mon Jul 18, 2005 10:01 am
#9

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?

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.



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Rols Cerentz
New Republic Order - Lowca
____________________________________________________
rols_cerentz
Tue Jul 19, 2005 5:48 am
#10



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.



--
Check out my NGE Interface Guide here and learn some ins and outs of the NGE Interface.

(1nnrr[[[nnnWX9ggggggggggggggggggggg)


Rols Cerentz
New Republic Order - Lowca
____________________________________________________
AhrienTerrik
Tue Jul 19, 2005 12:42 pm
#11



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.





Please, deliver any items I buy to my "Astilleros AT - Ventas al publico" vendor. Naboo 6620 -4324

Ahrien Terrik, Master Smuggler & Master Shipwright (12/17/17 points).
Ko'yi Sacure, Light Jedi.
Allison Terrik, Master Doctor (original account, CANCELLED due to SOE turning medics into clerics)
Tangle
Wed Jul 20, 2005 11:43 am
#12


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



Cerise - Master Shipwright - Master Droid Engineer - Master Artisan

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negilum
Wed Jul 20, 2005 2:40 pm
#13

custom work is custom work. if someone want you to hit specific numbers for specific stats it'll require a bit more finesse. that's what makes being a SW more of an artform than other crafting profs. but i was getting the sense that the OP was looking for info on what the most effective subs were for standard vendor items. in most cases there's one sub that's typically better than the others.
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