Shipwright Archive
Thread: Build me a tie Interceptor
Page 1 of 2
-Redux-
Mon Nov 08, 2004 2:28 am
#1
Well, I don't typically build TIE's, but in general, when you run into a mass problem, you have to weigh the various factors involved.
The biggest factor is the pilot's personal style. In the case of the TIE Interceptor, I would assume that the pilot wants speed and manuverability as top priorities.
So, I would do the following.
1. Mark III reactor made with mass reduction kit experimented for mass and energy output
2.
-Redux-
Mon Nov 08, 2004 2:55 am
#2
Ack...don't know what I pushed but I guess it was the magic submit button!
Anyhow...continuing.....
So, I would do the following. ( I am at work, so guessing on the masses.
1. Mark III reactor made with mass reduction kit experimented for mass and energy output
2. Mark II capacitor made with mass reduction kit experimented for energy storage and regen.
3. Mark III Engine with mass reduction kit experimented for pitch, roll, yaw.
4. Mark III Booster with mass reduction kit experimented for boost and recharge time
5. Mark III Shield Generator with mass reduction kit experimented for mass and recharge time.
Those are the basics. I can't guarantee the numbers since I am at work,so I amworking from memory.Once you have that total mass, you can look at what you have left. With what you have left, get the best weapons and armor you can afford. If the total mass is running high, you can reduce the booster to Mark II and then the shield gen to mark II if necessary.
The weapons should be made with minimum damage power ups and experimented for firing rate and energy per shot. Basically you want the fastest firing speed you can get with the lease energy per shot. The minimum damage ups the guaranteed damage. If you are lucky, you can squeeze at least one midgrade blaster in. I would also consider an ion cannon in one weapon slot to help take down shields quickly.
As for armor, I would get it last, and get the heaviest you can within the left over mass. If you can't get any armor, you will probably fine with the Mark III shields.
If you want, when I get up this afternoon, I would be happy to put an Interceptor package together for you. Get ahold of me in game if you want a package built.
FreaDra
Mon Nov 08, 2004 3:30 am
#3
-Redux- wrote:
Well, I don't typically build TIE's, but in general, when you run into a mass problem, you have to weigh the various factors involved.
The biggest factor is the pilot's personal style. In the case of the TIE Interceptor, I would assume that the pilot wants speed and manuverability as top priorities.
So, I would do the following.
1. Mark III reactor made with mass reduction kit experimented for mass and energy output
2.
A mark3 reactor with a limiter is about 2500 more mass and only around 2-300 more energy than a mark2 reactor without an upgrade, so I wouldnt do that.
My suggestion regarding a reactor for the interceptor is to use a mark2 with an overcharger. Only about 500 more mass than a regular mark2 but you gain around 1k more energy.
If we are to hold true to the interceptors stylethen its speed and maneuverablity we have to strive for. Therefore going for that perfect custom Id have these things in mind:
* Looted Cert level 2 engine, RE'd for ideal speed and handling. Ive seen some beauties out there, and the mass is always super low.
* Looted or crafted booster, focussed on speed and acc. More mass, but hey, its an interceptor. Mark2 with overdriver might be the way to go
* Overcharged shields, cause they are the first and best line of defense. Dont slack on the shields!
* Mark2armor with reinforcement panels for front, mark1 with reinforcement panel for back. Experimenting with mass on both to get it just right. Armor isnt a prio here, cause you are lightweight, and if they take out your shields you are a gonner anyhow.
* Looted cap, cause ours are trash.
* mark2 ion cannons with shield effectiveness intensifiers + proton2 missiles (lightweight). You use the ion cannon to knock out their shields, and the missiles to make the kill.
* Chassis with 50% experimentation or better.
And of course, a SW with the servers best resources, if you have the money.
Hows that sounding?
Message Edited by FreaDra on 11-08-2004 11:36 AM
Kadix
Mon Nov 08, 2004 4:39 am
#4
With the exception of weapons, just grab all of the parts out of your TIE/In and drop them into your Interceptor. THen go out and buy a new crafted Advanced Blaster and you should be good to go.
Vepyr
Mon Nov 08, 2004 5:20 am
#5
FreaDra wrote:
-Redux- wrote:
Well, I don't typically build TIE's, but in general, when you run into a mass problem, you have to weigh the various factors involved.
The biggest factor is the pilot's personal style. In the case of the TIE Interceptor, I would assume that the pilot wants speed and manuverability as top priorities.
So, I would do the following.
1. Mark III reactor made with mass reduction kit experimented for mass and energy output
2.
A mark3 reactor with a limiter is about 2500 more mass and only around 2-300 more energy than a mark2 reactor without an upgrade, so I wouldnt do that.
My suggestion regarding a reactor for the interceptor is to use a mark2 with an overcharger. Only about 500 more mass than a regular mark2 but you gain around 1k more energy.
If we are to hold true to the interceptors stylethen its speed and maneuverablity we have to strive for. Therefore going for that perfect custom Id have these things in mind:
* Looted Cert level 2 engine, RE'd for ideal speed and handling. Ive seen some beauties out there, and the mass is always super low.
* Looted or crafted booster, focussed on speed and acc. More mass, but hey, its an interceptor. Mark2 with overdriver might be the way to go
* Overcharged shields, cause they are the first and best line of defense. Dont slack on the shields!
* Mark2armor with reinforcement panels for front, mark1 with reinforcement panel for back. Experimenting with mass on both to get it just right. Armor isnt a prio here, cause you are lightweight, and if they take out your shields you are a gonner anyhow.
* Looted cap, cause ours are trash.
* mark2 ion cannons with shield effectiveness intensifiers + proton2 missiles (lightweight). You use the ion cannon to knock out their shields, and the missiles to make the kill.
* Chassis with 50% experimentation or better.
And of course, a SW with the servers best resources, if you have the money.
Hows that sounding?
Message Edited by FreaDra on 11-08-2004 11:36 AM
As stated above, I see most SW's putting the heavier armor plating up front.....why? Personally I'm finding the bulk of the shots I take are from the guys behind me, not the guys I'm behind shooting at.
Nikolayg
Mon Nov 08, 2004 5:25 am
#6
Hi willbaby, it sounds to me like the others want you to go and buy all the parts but by the time you get an interceptor you should have quiet a bit of loot. The first thing is if you dont need alot of energy use a lvl 1 generator i used one with 790mass and 10500 output untill i got into an adv. The capacitor is the same im still using lvl 4 RE capcitor i think its 950 re 39. I also got rid of the armor b/c i have yet to c anyone cary an Ion canon just for me
, and no droid inteerface. I was able to fit a 1700/1700 10recharge lvl 7 shield and a lvl 6 1700-2800 dam blaster and a lvl 6 eng in the end i had about 50 masss to spare 
Bloodfin Katia
Bloodfin Katia
RagNoRock5x
Mon Nov 08, 2004 5:26 am
#7
I got lucky with my ships 
Got a lvl 1 reactor with 12k gen rate
lvl 2 capacitor with 900 energy and 34 recharge
And a good booster that is low in mass also
This allows me to put top of the line armor, shields and weapons into every chassis so far 
FreaDra
Mon Nov 08, 2004 5:49 am
#8
Vepyr wrote:
As stated above, I see most SW's putting the heavier armor plating up front.....why? Personally I'm finding the bulk of the shots I take are from the guys behind me, not the guys I'm behind shooting at.
Heya, well if thats your attack style, then id swap places with them 
I offered the suggestion of two different armor sizes as a way of getting protection where you need it most, yet still cutting down on mass. I think you are more or less likely to be hit from behind, depending on which ship you have, and I see the interceptor as being one with a lesser chance -- would be fun to hear from pilots though.
Barb-Wire
Mon Nov 08, 2004 6:42 am
#9
two places you can save space. use level 1 armour or no armour and fly without a flight computer counter measures and launcher.
the things you MUST have are a very fast engine, big gun, and a booster with at least 25speed.
shields can go either way either a faster regen or greater protection. i prefer a middle ground with shields and opt for a level 4 with a regen around 10-12 and everything else into mass.
Jyeoi
Mon Nov 08, 2004 7:14 am
#10
Yes. I am making my Interceptor a Pure dogfighter... meaning relatively fast engines, with good Pitch Roll Yaw Accleration in the 500 600 range... POwerful lasers, good sheilds and armor, and a good booster to give me that edge to stick on your tail.
Willbaby
Mon Nov 08, 2004 1:58 pm
#11
hi guys , im just curoius how everyone else is getting round the mass problems on some ships, so id thought id say interceptor just as an example , but how are u guys compensating for the low mass problems on some ships , where are u useing high lvl/ high mass parts (shield ect) , and what do u sacrifce and use lower lvl parts in (?) . some of the more obvious things are droid inter i know, but id love to see some examples from u guys of a well rounded and balanced ship made with your crafted parts .
Willbaby
Mon Nov 08, 2004 9:24 pm
#12
some fantasic replys here people ty , exactly why i love Shipwright , theres so many possobilities open to u with the proffesion , and so many things u need to work around. some of your points are things id thought thru myself, but since i wasnt in beta im still a little unsure with whats best crafted in the proffesion and what ways there are todo it . so what better way to find out than ask your peers 
I tried to pick points from each of your posts and blend a interceptor together , and fortunately i got real lucky with loot parts , im not sure on exact weights ive placed in but ,
i crafted a shield and poped my points into the front ( came across a few large ships in missions that hit hard on your sweeping runs towards them) , used heavy aromor in the back and lightweight panels in the fornt , i then went to craft a engine , but stumbled across a great looted one in space with 1.5k mass nice top speed, but fantastic roll/yaw/pitch ( bit disapointed in this as engines are one of the things i would have liked to crafted better , but were back to the mass story again
) , id found a few nice boosters but decided on a crafted one , giveing me gread top speed with a good acel .
used a looted capacitor (obv reasons) , then i moved onto reacotors , with a couple of comflciting views in the thread over these , i played around with some, biggest thing i found , is after mark 1, limiters in them seem pointless , as a mark 2 reactor with a overcharger can seem to hold its own against a mark 3 limiter . there energys are so similar but the mark 3 is so so heavy in comparison .
used a looted droid inter ( quite nice) then moved onto the weapon systems , this is where i decided to use all the mass i had free from finding the looted engine , i placed a lvl 7 blaster in here , bit heavy but lovely firepower , and i managed to squeze in a low mark proton launcher . probably missed afew parts out, but i ended up with 230 mass points spare
ive ended up with a very qucik and manuverable ship with a real nice shield to take a beating and great firepower from my blasters .
been a few disapointments on the way but i got there in the end, as ive already mentioned , i do see the reason in looted parts but im rather disapointed that ones like the engine, where there are so many diff ways to craft( i love that) but your still gonna find a btter looted
anyway ty all , everyones view and input was fantatsic , and its great to see we finally have a crafting proffesion in swg thats just not all centred on one or two atributes . altho the mass problems are somethings i think need worked over , its good that they force u to think about the ship and means u cant just overpower the thing . gone are the days where everyones weapons/food/armor is identical
another thing i should be asking tho
, with the interceptor your limited by mass,but with the heavyer machines , how would u go about them? would u still use the same crafted(shields armor ) and looted parts(capacitors), or do the high mass with the ships open up new possobilities to use crafted parts where they were not normally viable to use in low mass ships?
I tried to pick points from each of your posts and blend a interceptor together , and fortunately i got real lucky with loot parts , im not sure on exact weights ive placed in but ,
i crafted a shield and poped my points into the front ( came across a few large ships in missions that hit hard on your sweeping runs towards them) , used heavy aromor in the back and lightweight panels in the fornt , i then went to craft a engine , but stumbled across a great looted one in space with 1.5k mass nice top speed, but fantastic roll/yaw/pitch ( bit disapointed in this as engines are one of the things i would have liked to crafted better , but were back to the mass story again
used a looted capacitor (obv reasons) , then i moved onto reacotors , with a couple of comflciting views in the thread over these , i played around with some, biggest thing i found , is after mark 1, limiters in them seem pointless , as a mark 2 reactor with a overcharger can seem to hold its own against a mark 3 limiter . there energys are so similar but the mark 3 is so so heavy in comparison .
used a looted droid inter ( quite nice) then moved onto the weapon systems , this is where i decided to use all the mass i had free from finding the looted engine , i placed a lvl 7 blaster in here , bit heavy but lovely firepower , and i managed to squeze in a low mark proton launcher . probably missed afew parts out, but i ended up with 230 mass points spare
ive ended up with a very qucik and manuverable ship with a real nice shield to take a beating and great firepower from my blasters .
been a few disapointments on the way but i got there in the end, as ive already mentioned , i do see the reason in looted parts but im rather disapointed that ones like the engine, where there are so many diff ways to craft( i love that) but your still gonna find a btter looted
anyway ty all , everyones view and input was fantatsic , and its great to see we finally have a crafting proffesion in swg thats just not all centred on one or two atributes . altho the mass problems are somethings i think need worked over , its good that they force u to think about the ship and means u cant just overpower the thing . gone are the days where everyones weapons/food/armor is identical
another thing i should be asking tho
Message Edited by Willbaby on 11-08-2004 09:32 PM
Barb-Wire
Mon Nov 08, 2004 10:20 pm
#13
i built a REALLY nice level 2 reactor with a level 1 overcharger. i experimented the overcharger for regen then mass. then on the reactor combine i experimented on regen to get the 12k i needed and put the rest into mass and came up with like a 1400 mass reactor to power my TIE Advanced. its possible to make some good stuff with reactors. this let me opt for medium mass armour or go to light armour and put in counter measures or a light launcher. i can fit in a level 1 droid interface experimented for mass and energy if i was so inclined.
in some areas shipwright is indeed better than loot but those are VERY limited.
Page 1 of 2