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  • The Pilot's Academy - Guides and Tips from the Pilot Community

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    NarfBlinko wrote:
    After much consideration, I have decided to give The Pilot's Academy its own post. Rather than making folks dig through the FAQ.

    Some of our regular posters have been kind enough to write guides and discussions for us on piloting skills. If you would like to have your own added please reply to this thread with a link to your post.
    Basics:PVPGuidesToolsReferencespaceTribe by RajaSWGCT Ship Analyzer by Xato

  • #2
    NarfBlinko wrote:
    Pilot FAQ with Hints and Tips v5.1

    All links to the Lithium forms are dead. If you hover over a link and it says "lithium" then do not bother to click. I will be remedying this as soon as I can. Thank you for your patience.

    The knowledge assembled here is the work of the entire Pilot community over the span of more than 2 years. Many different pilots deserve credit for the final product.

    Table of Contents

    The Pilot FAQ is divided into seven posts:
    1. Pilot Profession Basics and Getting Started
    2. General Frequently Asked Questions and Advanced Topics
    3. Complete Ship Stats & Pictures-Rebel Alliance
    4. Complete Ship Stats & Pictures-Freelance Privateers
    5. Complete Ship Stats & Pictures-Imperial Navy
    6. Complete Ship Stats & Pictures-Reward Vessels
    7. The Pilot's Academy - Guides and Tips from the Pilot Community
    Pilot Profession Basics:

    The pilot profession shares some similarities with the ground professions, but it differs in a number of important ways. First off, anyone can be a pilot no matter their ground profession. Training comes from your various pilot trainers, not automatically as you gain xp, and is based both on xp gained and your progression through your squadron's missions. Lastly, you can only be in one squadron at a time, but unlike the ground game, it is possible to leave your squadron to move onto another or even a different faction if you meet that faction's requirements without needing to delete your character and start a new one.

    Starting Out:

    First off, here's an overview of what will be many players' first flying experience, the missions in the new player tutorial.

    Once you've run the tutorial and are ready to join a side, the pilot profession is composed of three different factions, each of which has three available squadrons to join. To join a faction, simply pick one of the trainers listed below for that faction. You must be the same GCW faction to join the Rebels or Imperials, but your GCW faction does not matter for the Freelance trainers. Here are the recruiters and initial trainers for each squadron:
    1. Rebel: Recruiter Location: J'pai Brek (-5072, -2343) Tyrena, Corellia
      • Arkon's Havok Squad: Captain Kreezo, Tyrena, Corellia (-5177, -2281) Forum Guide SWGWiki Guide
      • Vortex Squadron: V3-FX {droid} (right across the bridge) Moenia, Naboo SWGWiki Guide
      • Crimson Phoenix Squadron: Commander Da'la Socuna (back room of the cantina) Mos Espa, Tatooine SWGWiki Guide
    2. Imperial: Recruiter Location: Commander Landau (-5516,4403) Theed, Naboo
    3. Freelancer: Recruiter Location: Gil Burtin (-1174, -3647) Bestine, Tatooine
      • Smuggler's Alliance: Dravis, Mos Eisley, Tatooine, Back room of cantina (3429,-4788) SWGWiki Guide
        • Note: This squad is lightly Rebel-aligned. Your final mission will be against the Star Ravager (Imperial Corvette). Also, you cannot attack Hutt ships and, during Tier 2, cannot attack Valarian ships.
      • RSF Squadron: Captain Dinge, Theed Naboo (-5497,4575) SWGWiki Guide
        • Note: This squad is heavily Imperial-aligned. RSF pilots can only hurt Imperial ships if they are a Rebel on the ground and go Overt at a Rebel Space Station (this will leave you open to PVP attack!) and your final mission will be against the Corellian Corvette (Rebel Corvette). You cannot attack RSF ships.
      • Corsec Squadron: Sergeant Rhea, Coronet Corellia (-275,-4730) SWGWiki Guide
        • Note: This squad is true neutral. On your final mission, you may choose to destroy either a Rebel or Imperial Corvette. You cannot attack CorSec ships.
    You can find a complete list of trainers and recruiters here.

    If you don't have one already, your first squadron trainer will provide you with a starter ship (though some trainers may need more prodding than others). These ships will have all the basic parts you need to complete your first missions, but you may wish to buy others from the bazaar or your local shipwright. To load up these new parts, simply open up the "Manage" screen from the ship terminal in the starport where your starter ship is parked and you'll be able to swap parts in and out.

    This Friday Feature (Star Wars Galaxies Star Charts!) should provide a location and description of almost every space station, hyperspace point, and point of interest in the galaxy. If you want to know the closest hyper point to a system's space station, or where to go to get to Deep Space, or you're just interested in checking out some of the galaxy's more interesting locations, give it a look.

    New Ships, Parts, and Certifications:

    As you advance, you will become certified to fly new ships and equip them with higher-level components. New ships are granted every fourth box of pilot skills, starting with Box 2, while new components come every fourth box, starting with Box 3. For a breakdown of all the available components, what they do, and what their stats mean, I recommend checking out this Friday Feature (Understanding Ship Components by Thunderheart. Here's a quick primer on what you're looking for in component stats.

    Note, however, that unlike most aspects of the ground game, higher-level ships and components aren't necessarily better. They're often superior, but your choice of ship may depend heavily on your style as a pilot, and if you're close to filling up your ship's mass capacity, it may be wise to use some lower-level (and thus lower mass) components to fill out your ship. These are both things you'll get a handle on as you continue to fly.

    Your trainer will often give you reward items in the form of components or clothing once you talk to him after the successful completion of a mission. These are usually handed out without notification, so be sure to check your inventory for new loot after each mission to make sure you aren't accidentally selling valuable reward loot to the Chassis Dealer.

    Missions, XP, and Training:

    Pilot training isn't necessarily granted each time you fill your xp box, nor is it always necessary to have xp to train a new skill. At some tiers, advancement is based solely on missions completed, while at others you'll require both missions and xp. Requirements for training at each tier are as follows:
    • Tier 0 (Boxes 00-01): 4 starter missions
    • Tier 1 (Boxes 02-05): xp and missions
    • Tier 2 (Boxes 06-09): xp and missions
    • Tier 3 (Boxes 10-13): missions only
    • Tier 4 (Boxes 14-17): xp and missions
    • Master Box (Box 18): two missions only. Once you train to 4444 (Box 17), xp does not matter for you. You do not have to grind the 7.5 million xp to master. You must complete the two master missions, no matter what, to master.
    A complete list of trainers and their locations can be found here.

    Changing Pilot Factions:

    To switch squadrons or if, for some reason, you need to restart your current squadron, follow these steps:
    1. Make sure you have at least one open slot for your new starter ship.
    2. Go see the pilot recruiter for your faction. Not your trainer, but the recruiter. For instance, if you're a Freelance Pilot, you'll need to see Gil Burton in the Bestine hotel on Tatooine.
    3. "Resign" from your current pilots' faction.
    4. Go see a faction recruiter (if needed) to quit your ground-based faction. [You must be a combatant and not "on leave" to resign from a ground faction.]
    5. You will need to start over with your new pilot squadron from scratch. Your space xp will be set to zero when you resign your pilot skills.
    NOTE: For each Pilot faction (Alliance, Imperial, Freelance) that you master a squadron in, you will receive the "Previous Faction Master Bonus". The maximum bonus is 3x, if you master at least one squadron from each faction. This bonus adds to the normal Space Combat Experience you earn, for a total xp of 1x/kill for 0 faction masteries, 2x/kill for 1 faction mastery, 3x/kill for 2 faction masteries, and 4x/kill for 3 faction masteries. You don't get a bonus for each squad mastered, but for completing any of the three squads in a given faction.

    The final mission to achieve mastery in your pilot squadron is to destroy a Corellian Corvette. This mission can be extremely challenging for new pilots, but former pilot correspondent MonsofoLexius spent an amount of time neither reasonable nor sane tracking the habits of this capital ship. The following info and advice is his, with updates by NarfBlinko:

    Corvette Spawn Information:
    • The Corellian Corvette spawns on about a two hour timer.
    • The Star Ravager spawns on about a two-hour timer if not destroyed and a 1 and a half-hour timer if it was destroyed.
    • Both may be seen in Kessel at the same time.
    • The escorting gunboats can be very difficult to kill for newer pilots.
    • The Rebel Corvette (Corellian Corvette) enters at approximately 7556 -7372 -7428 and exits at approximately -6545 4888 6204. (Waypoints observed on Corbantis server.)
    • The Imperial Corvette (Star Ravager) enters at approximately 7605 7522 7248 and exits at approximately -6613 -271 -6216. (Waypoints observed on Corbantis server.)
    • NEVER LEAVE THE ESCORT GUNBOATS UP WHEN DOING THIS MISSION! While leaving them up no longer prevents the next Corvette from spawning, they do tend to lag down the exit area.
    To Complete the Corvette Master Mission:
    1. You must have the Corvette master mission in your datapad. Check your datapad before leaving the Admiral. If you don't have it, Converse with the Admiral again.
    2. You must be in Kessel and within range when the Corvette is destroyed.
    3. A member of your group must have done damage to a subsystem on the Corvette at some point on the mission. Thanks Paladon
    4. You will NOT have to go to the trainer and retake the mission if you die during your Vette run. Repair and get right back out to Kessel to continue the fight.
    To Do Damage to a Subsystem:
    1. Target the Corvette.
    2. Select a subsystem using the '[' and ']’ keys.
    3. Hit that specific area with your guns or a missile. For those on your first trip, this can be tougher then you think. Watch for the xxx% of the system to go down when you hit it.
    Other Helpful Links:
    1. Corvette Weapons Map (Vastio's work)
    2. Corvette Weapons Map (Braum's work)
    3. Solo the Vette in 5 Easy Steps (thanks Ducimus)
    4. Guide to Completing the Corvette Master Pilot Mission v4.0 (thanks ZinaTheMaker)
    5. Gunboat Blind Spots - Images showing exactly where they are for new pilots by Drez_Mernik
    6. Tewwie's Guide to Taking Down the Corellian Corvette by TewBacco


    NarfBlinko wrote:
    Q: Where can I find my server's Pilot channel?

    A: This will vary from server to server. As I track them down, I'll list them.
    • Bria: swg.Bria.Chat.pilot
    • Corbantis: swg.corbantis.c.pilotslounge
    • Shadowfire: swg.shadowfire.Chat.Pilots
    • Chimera: swg.europe-chimera.chat.pilots
    • Wanderhome: swg.wanderhome.chat.pilot
    • Wanderhome: swg.wanderhome.chat.WPC
    • Eclipse: swg.eclipse.chat.sfc
    • Tempest: swg.tempest.chat.space
    • Flurry: swg.flurry.chat.fsc
    • Chilastra: swg.chilastra.chat.ChillySpaceChat
    • Infinity: swg.europe-infinity.chat.IPC
    • Starsider: swg.starsider.chat.sfc
    • Ahazi: swg.ahazi.chat.sfc
    • Intrepid: swg.intrepid.chat.DS
    • Gorath: swg.gorath.chat.sfcb
    • Tarquinas: swg.tarquinas.chat.TarquinasPilots
    • Kettemoor: swg.kettemoor.chat.kettespace

    Q: How do I use Droid Commands?

    A: You need both a Droid Interface (DI) and, depending on your ship chassis, a Flight Computer or Astromech, in addition to the actual commands or programmed chips. A detailed list of each command and more information can be found in the Complete Droid Command FAQ.
      1. Droid interfaces can be looted or crafted by a shipwright.
      2. Flight computers/astromechs are crafted by Engineer Traders only. Astromechs are for X-wings, Y-wings, Z-95s, ARC-170s, and Eta-2 Actis Interceptors only and count against the droid limit in your datapad. Flight computers are for all other ships and do NOT count as a droid in your datapad. They are certified in Box 5, 9, 13, and 17 of the pilot skill wheel and are separate from the DI certification. REBEL NOTE: You will most likely end up running both flight computers and astromechs, but the astromech can have other functionality besides being a flight droid. Ask your favorite Engineer for more info. Astromechs, as they count against the droid limit, are tradable and nameable. Flight computers are NOT able to be named.
      3. Each faction has a set of commands they can program or load for free. ANY pilot of ANY level can use ANY program from ANY faction as long as they can squeeze it in the FC/droid they are certified for. You can use programs from the other two factions (or ones you can not program yet) by buying or trading for chips that already have the commands programmed.

    Q: I'm a Freelance Pilot. Why can't I attack Rebels/Imperials?

    A: When a Freelance pilot enters Deep Space, they must declare for the Imperial or Rebel faction. This sets a flag on your ship so the game thinks you are whichever faction you chose. This flag is not removed until you redeed the ship. To return to your proper neutral state, simply unload everything, redeed the ship, regenerate the ship, and reload it. You will now be able to attack everyone you were able to attack prior to going to Deep Space.

    Also of note, RSF Pilots may never attack Imperial targets, although they may be able to workaround that by declaring overt at a Rebel space station (unconfirmed by me, personally).


    Q: How do I get GCW points in space?

    A: Red-Dwarf has created a FAQ for this. You may find it here.


    Q: How do I easily link and unlink my weapons for a group fire/chain fire effect?

    A: CNevyn has written up a nice guide describing how to use some macros and an alias to do this. You may find it here.


    Q: What causes the Kessel switch?

    A: The mighty Freedom Station in Deep Space, invulnerable since the Combat Upgrade of eons ago, has been breached. The destruction of this station triggers a change to Kessel. See Halyn's guide to the issue here.


    Q: What's up with Weapon Overload 3?

    A: Weapon Overload 3 used to be bugged so that instead of increasing Reactor Drain and EPS (Energy Per Shot) per weapon, it decreased them. That bug was fixed with Publish 27, meaning many pilots are seeing a big change in the way they outfit their ships and act in combat to deal with capacitors actually running out of energy.


    Q: What does the "LUCKY" flytext mean in space?

    A: Occasionally when you kill an NPC the "LUCKY" tag will appear over your ship. According to Thunderheart, it means you got more xp for the kill, and has nothing to do with getting a critical hit or dealing more damage. This has also been confirmed in this Friday Feature.


    Q: How can I get the YT-2400?

    A: Here's the best walkthrough I could find.


    Q: How do I know how much Space XP I have?

    A: You can find a simple guide to your answer here.


    Q: You can get ground xp in space?

    A: Yep, it's true. You get 9% of the XP gained from killing a ship as ground Combat Experience.


    Q: Where do I find the RotW ships?

    A: They're all quest-granted. The missions for these ships start here:
    • The Advanced X-Wing, Vaksai, and Imperial Guard Interceptor quests all begin with missions out of Kashyyyk space station. The latest guide for these can be found here.
    • The Y-8 mining ship quest starts with a man named Flash Harrison on the first floor of the Kachirho tree cantina. He'll send you on a variety of space mining and combat missions around the galaxy before you'll eventually earn the Y-8. Guide can be found here.
    • The Eta-2 Actis Interceptor (Jedi Starfighter) quest starts from a pile of bones outside the Nightsister Stronghold on Dathomir. Find the datapad on the corpse (it's on a 30-minute spawn timer; if it's not there, either wait around or come back later) and take it to Admiral Krieg in the bunker in Kachirho to get started. You'll need to be an Imperial ground combatant to start these missions and to talk to the mission giver.
    • The ARC-170 begins with the Queen of Naboo in Theed Palace. You'll need to be a Rebel on leave to do this quest.
    • The Belbullab-22 (Grievous' Starship) takes place entirely within the Myyydril Caverns on Kashyyyk. You'll need to make your way to a robot outside a gate deep within the caves to begin the mission, which consists of killing a very powerful (currently level 92) robot and his two henchmen.
    The Eta-2 Actis Interceptor and ARC-170 both require you to have the certification (Box 14) and complete only their quests yourself in order to be able to fly the ship. The Vaksai, RGI, and Adv. XWing require you to have the certification (Box 14) and only have the “Has acquired 5 Badges…” badge.

    For those who like walkthroughs, here's one that includes all the Clone Relics quests from RotW, including the ARC-170, Eta-2 Actis Interceptor, and Nym's Starmap quests.

    Q: Is the Eta-2 Actis Interceptor a good ship?

    A: SyphusDeacon has compiled a nice reference here.


    Q: How do I mine in space?

    A: You should be able to find just about everything you need to know in Red-Dwarf's Idiot's Guide to Space Mining.


    Q: Does the Black Sun Ace Helmet still drop?

    A: Yes. The Black Sun Ace Helmet is an extremely rare piece of loot that drops from any Tier 4 or higher Black Sun ships. You can kill literally thousands upon thousands of Black Suns without finding a single one, so if you’re dedicated to finding one, be prepared to spend a lot of time hunting.

    psikobunny wrote a nice guide for finding a Black Sun helmet here.


    Q: What pilot faction can I be if I'm in __________ faction on the ground?

    A: Ground and space factions are linked as follows:
    • Ground Civilians can ONLY be Freelance Pilots
    • Ground Imperials can be an Imperial or Freelance Pilot
    • Ground Rebels can be a Rebel or any Freelance Pilot
    Q: How do I get faction points in space?

    A: All you have to do is go overt at any factional space station, then start killing Rebel NPCs if you're Imperial or Imperial NPCs if you're Rebel. They'll give you FP in varying amounts, depending on the tier and type of the ship you kill. Freelancers will be able to declare for the same faction they are on the ground. If you don't have a ground faction, you won't be able to gain FP.

    You used to have to be an Imperial or Rebel master pilot to get into and gain FP in Deep Space, but that's changed with publish 27. Now pilots of all levels and freelancers can get FP in Deep Space. However, to get FP there you do still have to declare at a factional station before you hyper to Deep Space.

    Since the introduction of the GCW ranking system, faction points now only influence how ground NPCs react to you. They are no longer used to determine your GCW rank nor used to purchase factional perks.

    You can find the locations of all factional space stations as well as those needed to travel to Kessel or Deep Space here.


    Q: How do I land at the theme parks?

    A: Check out this thread.
    For Smuggler's Alliance/Jabba's Palace, you can also see this thread.


    Q: Where can I find the UI command list?

    A: In the Chatline commands thread.

    And no, nobody’s found a slash command to target nearest enemy player yet, though having a Saitek X52 flight system or a Belkin Nostromo n52 will allow you to map this to a more useful place *wink wink nudge nudge*.


    Q: What does 'POB' mean?

    A: Short for "portalized object," though you can also think of it as “Player On Board.” POB basically means "something you can walk around in." The Yacht, YT-1300, Decimator, Nova Courier, Y-8, and YT-2400 are all POB ships. The Krayt, Aggressor, Y-wing, and ARC-170 (in addition to the POB ships) are all multi-player.


    NarfBlinko wrote:
    Legend:
    (Tier) Ship Name: Resource Amount Approximate Mass [P: Pilot controlled guns / T: Turret controlled guns] Number of missiles
    [Ship hard caps on various stats]
    Images of ships with Texture Kits applied

    Stat definitions and how to determine them:
    Spdx (Speed Multiplier): Determined by dividing the maximum speed seen in space by engine top speed, then dividing by 10.
    Acc: How quickly you gain speed. Determined by taking maximum Engine Speed without overload divided by the time it takes to go from full stop to full throttle.
    Dec: How quickly you lose speed (slow down). Determined by taking maximum Engine Speed without overload divided by the time it takes to go from full throttle to full stop.
    Pitch/Yaw/Roll: Measurement of how quickly your ship responds to commands to change direction in a Nose Up/Nose Sideways/Rotational direction. Determined by converting the values found in the upper left-hand corner of the V screen (Component Management Screen) in space from Radians to Degrees (1 radian = 57.296 degrees). PYR values on engines are listed in Degrees.


    Rebel:



    NarfBlinko wrote:
    Legend:
    (Tier) Ship Name: Resource Amount Approximate Mass [P: Pilot controlled guns / T: Turret controlled guns] Number of missiles
    [Ship hard caps on various stats]
    Images of ships with Texture Kits applied

    Stat definitions and how to determine them:
    Spdx (Speed Multiplier): Determined by dividing the maximum speed seen in space by engine top speed, then dividing by 10.
    Acc: How quickly you gain speed. Determined by taking maximum Engine Speed without overload divided by the time it takes to go from full stop to full throttle.
    Dec: How quickly you lose speed (slow down). Determined by taking maximum Engine Speed without overload divided by the time it takes to go from full throttle to full stop.
    Pitch/Yaw/Roll: Measurement of how quickly your ship responds to commands to change direction in a Nose Up/Nose Sideways/Rotational direction. Determined by converting the values found in the upper left-hand corner of the V screen (Component Management Screen) in space from Radians to Degrees (1 radian = 57.296 degrees). PYR values on engines are listed in Degrees.


    Freelancer:



    NarfBlinko wrote:
    Legend:
    (Tier) Ship Name: Resource Amount Approximate Mass [P: Pilot controlled guns / T: Turret controlled guns] Number of missiles
    [Ship hard caps on various stats]
    Images of ships with Texture Kits applied

    Stat definitions and how to determine them:
    Spdx (Speed Multiplier): Determined by dividing the maximum speed seen in space by engine top speed, then dividing by 10.
    Acc: How quickly you gain speed. Determined by taking maximum Engine Speed without overload divided by the time it takes to go from full stop to full throttle.
    Dec: How quickly you lose speed (slow down). Determined by taking maximum Engine Speed without overload divided by the time it takes to go from full throttle to full stop.
    Pitch/Yaw/Roll: Measurement of how quickly your ship responds to commands to change direction in a Nose Up/Nose Sideways/Rotational direction. Determined by converting the values found in the upper left-hand corner of the V screen (Component Management Screen) in space from Radians to Degrees (1 radian = 57.296 degrees). PYR values on engines are listed in Degrees.


    Imperial:
    • (Tier 0) TIE-LD: 5k Resources ~12k mass [P: 1 Gun] 0 missile
      [Spdx 0.95 Acc 500 Dec 500 Pitch 600 Yaw 600 Roll 300]
    • (Tier 1) TIE Fighter: 15k Resources ~20k mass [P: 1 Gun] 1 missile
      [Spdx 0.98 Acc 400 Dec 400 Pitch 500 Yaw 500 Roll 250]
    • (Tier 1) Heavy TIE Fighter: 50k Resources ~95k mass [P: 1 Gun] 1 missile
      [Spdx 0.98 Acc 400 Dec 400 Pitch 500 Yaw 500 Roll 250]
    • (Tier 2) TIE/In: 30k Resources ~40k mass [P: 1 Gun] 1 missile
      [Spdx 0.97 Acc 400 Dec 400 Pitch 400 Yaw 400 Roll 200]
    • (Tier 3) TIE Bomber: 60k Resources ~190k mass [P: 2 Guns] 2 missiles
      [Spdx 0.85 Acc 100 Dec 150 Pitch 50 Yaw 50 Roll 25]
    • (Tier 3) TIE Interceptor: 60k Resources ~50k mass [P: 1 Gun] 1 missile
      [Spdx 1.00 Acc 400 Dec 600 Pitch 300 Yaw 300 Roll 150]
    • (Tier 4) TIE Advanced: 80k Resources ~65k mass [P: 2 Guns] 1 missile
      [Spdx 1.00 Acc 400 Dec 600 Pitch 300 Yaw 300 Roll 150]
    • (Tier 4) TIE Aggressor: 80k Resources ~120k mass [P: 1 Gun T:+1] 1 missile
      [Spdx 0.95 Acc 200 Dec 300 Pitch 200 Yaw 150 Roll 100]
    • (Tier 4) Imperial Guard TIE Interceptor: N/A Resources 80k mass [P: 1 Gun] 1 missile
      [Spdx 1.00 Acc 400 Dec 600 Pitch 300 Yaw 300 Roll 150]
      The Imperial Guard TIE Interceptor is a quest-given ship.
    • (Tier 5) TIE Oppressor: 150k Resources ~170k mass [P: 2 Guns] 3 missiles
      [Spdx 0.90 Acc 350 Dec 350 Pitch 100 Yaw 100 Roll 50]
    • (Tier 5) VT-49 Decimator: 150k Resources ~5m mass [P: 0 Guns T:+2] 3 missiles
      [Spdx 0.80 Acc 50 Dec 50 Pitch 50 Yaw 50 Roll 40]



    NarfBlinko wrote:
    Legend:
    (Tier) Ship Name: Resource Amount Approximate Mass [P: Pilot controlled guns / T: Turret controlled guns] Number of missiles
    [Ship hard caps on various stats]
    Images of ships with Texture Kits applied

    Stat definitions and how to determine them:
    Spdx (Speed Multiplier): Determined by dividing the maximum speed seen in space by engine top speed, then dividing by 10.
    Acc: How quickly you gain speed. Determined by taking maximum Engine Speed without overload divided by the time it takes to go from full stop to full throttle.
    Dec: How quickly you lose speed (slow down). Determined by taking maximum Engine Speed without overload divided by the time it takes to go from full throttle to full stop.
    Pitch/Yaw/Roll: Measurement of how quickly your ship responds to commands to change direction in a Nose Up/Nose Sideways/Rotational direction. Determined by converting the values found in the upper left-hand corner of the V screen (Component Management Screen) in space from Radians to Degrees (1 radian = 57.296 degrees). PYR values on engines are listed in Degrees.


    Reward Vessels:
    • Sorosuub Personal Luxury Yacht 3000 aka Lady Luck: N/A Resources N/A Mass
      [Spdx 0.80 Acc 50 Dec 50 Pitch 50 Yaw 50 Roll 40]All 6 Textures
      The Sorosuub 3000 is given as a veteran reward to anyone who has played for more then 180 days.
    • (Tier 5) KSE Firespray: 150k Resources ~210k mass [P: 2 Guns] 2 missiles
      [Spdx 0.90 Acc 350 Dec 350 Pitch 100 Yaw 100 Roll 50]
      All 6 Textures
      You earn the Firespray schematic through Reverse Engineering.
      Every Master Pilot gains certification in it.
    • (Tier 5) Y-8 Mining Vessel: N/A Resources 5m mass [P: 1 Gun T:+4] 1 missile
      [Spdx 0.80 Acc 150 Dec 100 Pitch 50 Yaw 50 Roll 40]
      No Textures
      The Y-8 Mining Vessel is a quest-given ship.
      Every Master Pilot gains certification in it.
    • (Tier 4) ARC-170: N/A Resources 125k mass [P: 1 Gun T:+2] 1 missile
      [Spdx 0.97 Acc 400 Dec 400 Pitch 400 Yaw 400 Roll 200]
      The ARC-170 is a quest-given ship.
      All 3 Textures
    • (Tier 4) Eta-2 Actis Interceptor: N/A Resources 90k mass [P: 2 Guns] 1 missile
      [Spdx 0.95 Acc 400 Dec 400 Pitch 400 Yaw 400 Roll 200]
      The Eta-2 is a quest-given ship.
      All 6 Textures
    • (Tier 4) Belbullab-22: N/A Resources 90k mass [P: 2 Guns] 1 missile
      [Spdx 0.95 Acc 400 Dec 400 Pitch 400 Yaw 400 Roll 200]
      Both Textures
      The Belbullab-22 is a quest-given ship.
    • (Tier 5) YT-2400: N/A Resources 5m mass [P: 0 Guns T:+2] 2 missiles
      [Spdx 0.80 Acc 150 Dec 100 Pitch 50 Yaw 50 Roll 40]
      Textures ?
      The YT-2400 is a quest-given ship.
    For a side-by-side size comparison of all ships (excluding the monstrous Y-8 and the YT-2400), go here.




    ProCambarus wrote:
    Space PVP event preparedness and roundtime guide

    Please note that this document is in alpha status and all comments and contributions are welcome. It is mainly for pilots planning to attend to space pvp events but regulars might use it as well as a reminder. The thread was copied from the old boards but it will soon be updated.

    1. Why to be prepared for space events

    For many of us space PVP events provide the ultimate source of fun and adrenaline, opportunity to check our skills, tactical preparedness and to role play our part of the complex plot of galactic politics and the Galactic Civil War. Even a seemingly simple event needs a range of preparations, design, dissemination to gather as many pilots for a hour of fun together as possible.

    Whether or not these organizers will feel the reward made their efforts worth, the pilots will feel the event goes smoothly and they will have fun and how much of that hour will be a useful "fight time" and how much will of it will feature half asleep pilots waiting depends largely on pilots' preparedness. With some easy preparations you might contribute to the success of a space event vastly.

    2. Have your ship prepared


    This sounds self evident, but empirical evidence shows the contrary sometimes. It is not only important for those attending to space pvp events for the first time. Ships are improved constantly, parts are changed, there are special events where you might need to fly a different ship then you got used to, so ships and setups are changed regularly.

    It is wise to assemble a setup and check in the space whether it works right before the event. This should include checking the droid/flight computer, all overloads in the intended level and the energy setup in action. (When you started all overloads and check at ship status screen usually mapped to the V key you should not see a triangle next to any part other than the reactor or a circle with a diagonal displayed next to any part.) Also try all the weapons grouped to your preference. Last minute tweaking generally lead to frustration only and a disabled chaff launcher might ruin your event. If you did not try a different setup right before the briefing, rather stick with your old setup for that night.

    Also have spare consumables like chaff and ordinance with you. It is wise to always have a crate of chaff in your inventory. While it is only necessary for PVP events and probably the Lord Cyssk quest, if your tube is not full it is wise to load chaff maxed to quantity and be prepared to reload it during the event. Ordinance might be way more expensive, as IR2s or proton IVs needs tons of steel and other resources, but if these are part of your offensive tactics it is wise to have a crate of them (it saves inventory space) or a sufficient number of packs of these too. Asking for them in the last minute will probably make you and the "distributor" miss others launching.

    3. Briefing time and attendance


    You might think it is sufficient to pop up at the briefing area 5 minutes before the event is live as every important step will be advertised in chat channels and briefing serves no purpose. Wrong. Chances are if you do that you will end up rushing alone without a clue what goes on and where you should go after launching. Alternatively you might make your faction coordinator or squadron leader late and rushing.

    Briefing has several purposes and it requires at least half an hour most of the time before launching (not before the event is live). First and more importantly you have to be assigned to a squadron. Even if you fly regularly with a specific squadron you might get assigned to another one based on mission specific tactical/strategic goals, attendance or a range of other reasons. Some time pilots are assigned to a squadron of starships of the same class, sometimes mixed class task forces are set up, sometimes squadrons are merged due to the lower attendance or latecomers. It is usually done by the coordinators or squadron leaders based on the instructions of the coordinators. It takes time to have everyone assigned/reassigned.

    Briefing itself IS important. It might be the only source of the latest developments of your mission or orders. You will know where to gather, declare, prepare and jump to after launching, what your groups tasks are, what support other squadrons need from you, what are mission priorities, latest intel data, whether you can return after being killed, what the safe hyperpoints are for opposing factions and so on.

    Although it won't affect space performance, you might want to appear in briefings properly dressed up for flying, especially in a RP rich space community. Exotic leotards might be flashy among different circumstances but a pilot bodysuit or POB captain outfit suits flying in war more.


    4. Communication: groupchat, event chat, pilot chat, VOIP and more


    Event communications can get rather complex and if you are not prepared (and sometimes even if you are) you might end up sitting somewhere in space having no clue where your buddies/opponents are or attacking the odds viciously at a space station while the event went to the next stage and your main fleet try to carry out Starfighter Command's orders in a different sector.

    Spatial chat is generally used for IC socialization and briefing while preparing to an event, as well as the general pilot channel of your server. As factional coordinators have their hands full right before the event you are welcome to advertise the event in the latter from some hours before the event to the last minutes before briefing. It is wise to gather information on what the faction command channel is right before the event and tune to it when the briefing starts at the latest. (It is ASFC and ImperialPilots in Starsider. ASFC stands for Alliance Starfighter Command. You can tune them by typing /chatr join asfc or /chatr join ImperialPilots respectively.) It is advised to modify the tab by right clicking and directing at least group chat and instant messages to it, so you won't miss any important information.

    Many squadrons use VOIP software (like Ventrillo or TeamSpeak) as an efficient tool of disseminating mission critical information and orders even. If so it is wise to install the software, set inbound and outbond volume levels, triggers and roger beeps long before the event. It is also necessary to obtain server IP, channel info and passwords at the beginning of the briefing at the latest. Please also note that many of the servers has limited licenses of the voip software and they might get full, not allowing additional users to connect. Some squadrons might even need to replace some pilots on the channel so squadron members and mission critical personnel can log in there. This is unavoidable and should not be taken as an offense. Even under these circumstances it might be possible to enter to other squadrons VOIP servers to obtain mission info. It might be very helpful even if ranking faction officers/coordinators should issue essential commands (destination/hyper/attack etc) in factional command chat channel too.

    Communication ethics and suggestions

    Try not to send tells to faction coordinators unnecessarily before/during the events. They are likely to mistell to 8 persons at a time trying to determine attendance, managing latecomers, coordinating with the opposing site, making last minute arrangements and such. Factional command channels are more appropriate for general questions where less occupied pilots can help too.

    Cut the chatter during events in voice and text com alike. Allow pilots to focus on orders, reconnaissance data and announcements, threats reports and help requests.

    Do not random complain. Signal/complain only when the event rules are violated and do it through the faction coordinators. Public disclaimers and bragging does not help your goals neither so you might save the energy for flying. If you feel modifying the event would enhance the space pvp experience suggest it to the next event organizers.

    5. When being late cannot be avoided


    Due to RL circumstances or overriding guild obligations you might be late from briefing or even the first half of the event. You are always welcome to join to help your side but do not expect a new briefing or even many answers from your buddies who are probably preoccupied with saving their bare lives from the five interceptors in pursuit. It is wiser to be prepared to the event as much as possible following at least these steps:

    a) read the event briefing/info in advance, familiarize with the goals and rules, prepare a proper ship;
    b) study the locations, activate the mission specific waypoints, mark the safe hyperpoints (you should do it during the event too regardless of the time you join in) to avoid dogfighting within their vicinity (you can prepare a macro/alias for this purpose too)
    c) if you know you will join in late try to apply for a squadron in advance and have the proper squadron leader, maybe the faction coordinator anticipate your arrival during the event.

    6. Roundtime


    If you fly PVP you should expect to be killed, probably multiple times during an event. This is normal and a huge advantage compared RL engagements of a similarly hazardous nature. The shorter the roundtime the longer the fun is. There are a couple of ways to return to fight after you are killed or your squadron is eliminated.

    You might return to a round if the event rules allow that for that specific round. You are advised to return individually if other pilots are still engaged with the opposing faction and you are reasonably capable to defend yourself against random opponents/flightgroups breaking off to discourage your return. In other cases you should regroup and return/start next round when a sufficient force is ready to do it in a coordinated way. Even in the latter case you do not want to be the bottleneck.

    Based on the aforementioned you might need the next to return as fast as possible:

    i) (Optional) Reload ordinance and countermeasures. If you need to return the Galactic Powers that Be conveniently placed you next to a space station so you can land, reload and launch swiftly.
    ii) Run overloads. This should be connected to c) and d).
    iii) Declare. If you forget to do it at a factional space station you might only enter the battle as a spectator, except if the battle is in Deep Space. You need to know where the hyperpoints are close to faction stations so you cut travel times.
    iv) Go to regroup position or squadron location.

    Having a faster droid interface helps overloading speed, however you should not designate enormous mass to the DI because of that as you can run a new droid command every time you exit hyperspace and it is generally faster than what a reasonably fast DI can provide you in a starfighter. The ultimate tool to improve overload speed is to be born Sullustan.


    A general recipe for the fastest roundtime is the following:

    Your (Sullustan ) character sits still in her/his ship at a space station. Shields start to charge, the armor (and other parts' condition is 100%. (If not, chances are that an evil NPC joined your player opponents and you need to do a /escapepod yes to compensate for the damage he/she left on your components.)


    a) Hit the Reactor Overload (4) that is already mapped to your function keys. (If you don't succeed due to DI being disabled you are subject to the droid routines don't reset bug and you need to trigger the pilot command /eshields (rebel) or /ethrust (privateer) or /eweapons (Imperial) and wait till it is completed and your droid commands are reseted and then hit reactor overload.).
    b) Hyper to the hyperpoint closest to your factional space station immediately.
    c) When you exit, run engine overload and head towards the faction station.
    d) When close to the station (some Ks away from it, depends on your speed) hyper to your next (safe) point. Your navcomp starts to count back.
    e) 1K away comm the station. 500 meters away, before reaching 100% of the hyper timer hit "yes" to the station question on declaring. If the droid timer reseted before hypering out run the next overload.
    f) After exiting hyperspace run weapon overload or capacitor overload if you're done with weapon overload. If you hypered to the rally point or to the battle note that you did not run cap overload yet and you need to have overload timer reset before a shield shunt too. As you don't spam shots anyway that is the last one in pvp priority line, but it is still very important both for powering weapons and possibly shunting, so don't rush in mixups if possible before these are done. If you hypered to another point, run WO and hyper to your final destination, where you should run CO.

    An alternate way is to wait with step d) until there is enough time to run an additional overload before the hyper timer reaches 100%.

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    • #3
      Rage of the Wookies Expansion
      Nym's Clone Relics Starmap Quest Walkthrough
      THIS QUEST IS NOT REPEATABLE - though i wish it was - EVERYTOON SHOULD DO IT TO GET THE PARTS - Liquor can help...just PST


      Synopsis:
      The smuggler Nym sends you on a series of quests to recover the fragments of a torn Starmap. In return for each success he rewards with some high level (Level 8 and a single Level 10) ship components. There is surprisingly little combat required by this quest. High CL toons will fair all but the final phase easily. The quests send you to Rori, Kashyyk, Tatooine and Dathomir.
      While the reward components are high level and high quality they are EXCEEDINGLY high in mass. In my opinion few chassis will allow for the installation of all of them simultaneously so you may only end up using one or two of them. There are better and lower mass options available from Shipwrights in most galaxies but the rewards are still nice even if only to sell.
      On bloodfin almost any of these rewards sell for between 1 and 2 million credits on vendors.


      Reward:
      Fibertech Steel Plating (Armor)
      • Level 8
      • Armor 1920.2/1920.2
      • Hitpoints 1920.2/1920.2
      • Mass 25001.4
      Protecto Net Shield
      • Level 8
      • Armor 575.1
      • Hitpoints 575.1
      • Reactor Drain 2881.6
      • Mass 33279.3
      • Front Shield Hitpoints 1917.3
      • Back Shield Hitpoints 1833.6
      • Shield Recharge Rate 12.78
      Quantum Ion Drive
      • Level 8
      • Armor 591.4
      • Hitpoints 591.4
      • Reactor Drain 1899.2
      • Mass 30012.2
      • Pitch 63.1
      • Yaw 66.1
      • Roll 68.9
      • Top Speed 93.8
      Corellian Beamrail Gauss Cannon
      • Level 10
      • Armor 691.0
      • Hitpoints 691.0
      • Reactor Drain 2702.0
      • Mass 50301.7
      • Damage 2687.3-4337.4
      • Versus Shields/Armor 0.740/0.496
      • Energy/Shot 39.9
      • Refire Rate 0.440

      Requirements:
      Rage of the Wookies Expansion

      Time to Complete:
      1.5 Hours beginning to end

      Can Be Solo’d:
      YES - CL 35+

      Group Required:
      NO

      Details on Needed Group:
      CL16-20 peraps 4 people

      Mobs and CL ratings:
      Tuskens - up to CL 44
      Trandoshan Slavers - up to CL37
      Spider Cult Clan - CL78+ - No need to fight if you are fast on your feet

      Known Bugs:
      None (no your eyes are not deceiving you)




      Walkthrough:
      Phase I
      Visit the crashed escape pod SW of Narmle on Rori (WP -5720 -2490). There is a "security box" on the ground near the pod. Open the box and loot the "Torn Starmap" piece inside. Open your inventory and use the radial menu on the Starmap Piece. Choose inspect and you will receive a message about starting a quest. Accept and then go to the Narmle Hotel. You will find Nym in the rear right room as you enter the Hotel.
      Speak to Nym and accept the mission to loot the Ornate Box at fort tusken.
      Phase II
      Travel to Mos Espa on Tatooine. Use the shuttle service to travel to a city as near the Fort Tusken POI (WP -4000 6250) as possible. On Bloodfin Mos Entooine is a few hundred meters from the fort.
      Enter the fort from the lower cave entrance found downslope on the opposite side of the hill from where the main entrance to the Fort's courtyard is. If you enter this way you can run to the pool and find the ornate box near the left had corner as you face the pool (WP -3970 6260). If you enter via the upstairs you will have to deal with many more Tuskens. Though they max at CL44 they are great in number and will aid one another in a fight.
      Use the Ornate box and return to Nym at the Narmle Hotel. He will present you with the Fibertech Steel Plating reward.
      Accept his mission to kill Trandoshan slavers to obtain 7 fragments of the starmap.
      Phase III
      Travel to Kashyyk. Once on the ground go to either WP -101 -18 or WP 140 30 and kill the Trandoshan slavers in these areas till you receive a message that you have completed this quest and have collected 7 fragments. The Trandos at these waypoints seem to drop the fragments more frequently. You do not need to loot them to get the fragments.
      Once you have the complete message return to Nym at the Narmle hotel and you will receive the Protecto Net Shield reward.
      Talk to Nym again and he will send you to Dathomir to loot a human corpse in the Spider Cult Cave NW of the Singing Mountain Clan dungeon.
      Phase IV
      Travel to the northern outpost on Dathomir. Once you arrive head northwest from the outpost in the directon of the Spider Cult Cave POI. The easiest thing to do here is stay in the water that surrounds the Singin Mountain Clan Area. It is like a moat and will lead you to within 700 meters of the Spider Clan Cave without any chance of Creature aggro. The waypoint of the "Human Skeleton" is WP -957 6174 so use it to locate the cave and then to locate the skeleton in the cave.
      As the skeleton is in a side tunnel of the cave and there is no chamber beneath it you should find it easily on the overhead. There is a Queen spider in the back of the cave the skeleton is in. You can "use" the skeleton even after you die so just burst run to the wp and use it. If you can get out again cool if not die, clone and return to Nym. Once you return he will reward you with the Quantum Ion Drive.
      Talk to Nym once more to initiate the final phase of the quest
      Phase V
      Nym will send you to the Lucky Despot bar in Mos Eisley on Tatooine. You enter this bar from a ramp along one side that leads you to an upper level entry area. Once inside head away from the stage area and then to the right once you enter the rear chamber. In a side room you will find Han Solo and Chewbacca.
      Speak to Han and once done talking return to Nym to tell him what Han wants for the last fragment. he will send you back to get the starmap. Once you conclude the transaction with Han then return to Nym. Speak to him one last time and he will reward you with the Corellian Beamrail Gauss Cannon.
      You have now complete the Clone Relic Quests for Nym.

      Notes:
      As I stated High CL toons can get through this one easily. Lower CL toons can do it grouped with a number of low to mid level CL friends or 1 High CL Level friend. You need high piloting skill levels to use the rewards but they are valuable as sellable loot.
      Thankfully there didn't seem to be ANY bugs.... truly a first for the Kashyyk mission I have experienced thus far.
      THIS QUEST IS NOT REPEATABLE - though i wish it was - EVERYTOON SHOULD DO IT TO GET THE PARTS - Liquor can help...just PST

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