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Kalis's Starfighter Guide

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Kalis's Starfighter Guide

by Kalis » 15 Aug 2017, 23:55

This information will not be accurate until version 1.104 or 1.105.

This is a guide for new players looking to fly starfighter scale ships in game as even though the bare stats are available on the rebalance sheet I still run across people confused as to what ships are good at what.

Superiority Fighters

Superiority fighters are exactly what the name suggests, they are meant for contesting and defending the space around them from enemy fighters and are the best choice for dogfighting. They tend to have an overall average performance with superior maneuverability and weapons energy to other starfighter classes. The T-65B X-Wing is the standard for superiority fighters, so any comparisons that are drawn will most likely be done to it.




CloakShape Fighter
Universal
Hull: 6000
Shield: 3500
Shield Regen: 50 per second
Maneuverability Rating: 68.75
Base Speed: 190m/s
Max Speed: 760m/s
Acceleration: 35m/s
Armament: 2 Assault Lasers, 2 Concussion Missile Launchers
Cost: 83,000 credits

The CloakShape is a venerable pre-Clone Wars fighter intended originally for atmospheric combat but quickly realized as a ground to space fighter. No longer produced, they are still common and most CloakShapes that end up on the market have been refitted with at least shielding and a hyperdrive.

In game the CloakShape under-performs in both speed and maneuverability, struggling to keep up with military-issue superiority fighters like the X-Wing. It compensates by being unusually durable (the CloakShape is able to tank hits that would destroy other fighters) and having a high energy reserve for the two lasers it has. It is also fairly cheap, making it a good choice for carrier deployment (or base defense) where the high durability can result in lighter casualties if the carrier is nearby for fighter pick-up plus any fatalities that do occur can be shrugged off with the low replacement price.

The CloakShape has a pitch over yaw bonus, pitching in the ship (moving up or down) will increase the maneuverability rating by 2.5 points, while yawing (moving left or right) lowers it by 1.25. Roll the craft on its side to turn and pitch to get the best performance!




Cutlass-9
Universal
Hull: 5000
Shield: 4000
Shield Regen: 50 per second
Maneuverability Rating: 70
Base Speed: 190m/s
Max Speed: 760m/s
Acceleration: 32m/s
Armament: 2 Assault Lasers, 1 Concussion Missile Launcher
Cost: 140,000 credits

Originally intended for SoroSuub's own defense force, the Cutlass-9 was eventually released for public consumption and saw use with the CIS during the Clone Wars and New Republic defense squadrons where it is fairly popular among Sullustans.

The Cutlass-9 is a durable superiority fighter with average maneuverability but only two gun mounts and one launcher. It is capable of matching a X-Wing's maneuvers although it is slightly slower due to increased armor. The high cost compared to other civilian superiority fighters means it is less common but the fighter's performance is worth it, especially if a force needs an analogue to the X-Wing.

The Cutlass-9 has a pitch over yaw bonus, pitching in the ship (moving up or down) will increase the maneuverability rating by 2.5 points, while yawing (moving left or right) lowers it by 1.25. Roll the craft on its side to turn and pitch to get the best performance!




I-7 Howlrunner
Universal
Hull: 3000
Shield: 2000
Shield Regen: 50 per second
Maneuverability Rating: 72.5
Base Speed: 220m/s
Max Speed: 880m/s
Acceleration: 40m/s
Armament: 2 Autoblasters
Cost: 165,000 credits

The I-7 Howlrunner was developed by Incom in an attempt to regain the Empire's favor after the X-Wing fiasco. Intended to replace the TIE Fighter, the Howlrunner completely outperformed it and even came with basic shielding. Incom's reputation and the Howlrunner's high cost meant it would never replace the TIE Fighter however, but the fighter was purchased in small quantities and used to equip squadrons on far removed outposts and older ships.

This ship is a good civilian analogue to the TIE Interceptor, matching both its speed and maneuverability. The autoblasters it can equip by default have a high enough DPS to make its low number of gun mounts irrelevant. Poor armor and shielding means it cannot take many hits but it can outmaneuver most superiority fighters with little difficulty. The Howlrunner also comes equipped with a scout hyperdrive, allowing it to hop as many systems as the pilot wishes provided the pilot is willing to navigate hyperspace manually.




R-41 Starchaser
Universal
Hull: 3000
Shield: 3000
Shield Regen: 50 per second
Maneuverability Rating: 68.75
Base Speed: 200m/s
Max Speed: 800m/s
Acceleration: 32m/s
Armament: 2 Combat Lasers, 2 Combat Ions, 1 Concussion Missile Launcher
Cost: 55,000 credits

Intended as competition for Incom's Z-95 Headhunter, the Starchaser found itself obsolete around the same time as its competition. Despite this its extremely low price and good performance means it is still popular with defense forces on a budget as well as pirates.

The Starchaser is on the low end of the maneuverability scale for superiority fighters, struggling to keep up with most other starfighters as well as having low durability without the usual increased maneuverability to compensate. Its speed is average however and its armament includes 2 ion cannons which allow it to quickly negate enemy fighters' shields. Pilots wishing to do more overall damage can replace the ion cannons with more lasers, giving the fighter equivalent amount of guns to an X-Wing and more energy since the ship's power core is stronger to accommodate the stock ion armament. The fighter's popularity comes with its low cost, as negligible repair bills and extremely cheap replacements make them with popular system defense forces and on board carriers where they are easily afforded in mass numbers.

The R-41 Starchaser has a pitch over yaw bonus, pitching in the ship (moving up or down) will increase the maneuverability rating by 2.5 points, while yawing (moving left or right) lowers it by 1.25. Roll the craft on its side to turn and pitch to get the best performance!




Z-95 Headhunter
Universal
Hull: 4000
Shield: 3500
Shield Regen: 50 per second
Maneuverability Rating: 71.25
Base Speed: 190m/s
Max Speed: 760m/s
Acceleration: 30m/s
Armament: 2 Repeating Lasers, 2 Concussion Missile Launchers
Cost: 80,000 credits

Designed for the Republic before the Clone Wars, the Z-95 was considered the pinnacle of starfighter development in its time. Though made obsolete by the X-Wing, its successor, the Z-95 still has good performance and remains popular with planetary forces, mercenaries, and pirates, even finding continued military use in the New Republic's navy as a trainer and for defense in low priority systems.

The Headhunter is very maneuverable for a superiority fighter, outclassing the X-Wing that replaced it. This is really the only area in which it stands out however, with slightly below average speed, shielding, and a generally poor armament. The Headhunter can and should be modified by replacing its repeating lasers with blasters, improving both range and damage per second with no extra energy cost.

The Z-95 Headhunter has a pitch over yaw bonus, pitching in the ship (moving up or down) will increase the maneuverability rating by 2.5 points, while yawing (moving left or right) lowers it by 1.25. Roll the craft on its side to turn and pitch to get the best performance!




T-65B X-Wing
New Republic
Hull: 4000
Shield: 4000
Shield Regen: 50 per second
Maneuverability Rating: 70
Base Speed: 200m/s
Max Speed: 800m/s
Acceleration: 32m/s
Armament: 4 Combat Lasers, 2 Proton Torpedo Launchers
Cost: 150,000 credits

Developed by rogue elements within Incom Corporation for the Rebel Alliance, the X-Wing became their primary superiority fighter and still serves that role in the New Republic despite its obvious age. Still a good fighter and superior to most designs available, the T-65B is now in competition with the superior performing E-Wing for its role as the backbone of the New Republic's Starfighter Corps.

The X-Wing is best described as a good all-rounder, it doesn't suffer in maneuvering, speed, firepower, or durability but doesn't really excel in any either. It can safely engage most fighters with a good chance of winning with a skilled pilot but like many New Republic designs is a little on the expensive side. Its two launchers give it a firepower advantage over Imperial fighters, which tend to lack them, and its greater health allows it to tank damage that Imperials must go out of their way to avoid. The X-Wing can keep up with a TIE Interceptor, its main competition, in an extended turning engagement although the Interceptor has the advantage when it comes to quickly altering direction and speed as the X-Wing has worse acceleration and must roll to maintain a high turn rate when it changes direction. The X-Wing also has a non-combat advantage in the form of an extended range hyperdrive which allows it to jump up to two systems at a time, helping negate the need for carriers which would be expensive to deploy out of.

The T-65B X-Wing has a pitch over yaw bonus, pitching in the ship (moving up or down) will increase the maneuverability rating by 2.5 points, while yawing (moving left or right) lowers it by 1.25. Roll the craft on its side to turn and pitch to get the best performance!




T-65AC4 X-Wing
New Republic
Hull: 3000
Shield: 3000
Shield Regen: 50 per second
Maneuverability Rating: 71.25
Base Speed: 215m/s
Max Speed: 860m/s
Acceleration: 40m/s
Armament: 4 Combat Lasers, 2 Proton Torpedo Launchers
Cost: 200,000 credits

With the T-65B's increasingly obvious obsolescence and imminent replacement by the E-Wing Incom began a program to modernize the old fighter and keep it competitive. The T-65AC4 is the result of that program, a modernized X-Wing capable of holding its own with the E-Wing and slated to replace many existing T-65Bs in service despite the higher price.

The T-65AC4 can achieve a turn rate on par with the Z-95 but also with an improved top speed and a massive increase in the fighter's rate of acceleration over the older T-65B, allowing it to easily compete with the TIE Interceptor in a maneuvering fight. Sacrifices had to be made in order to improve the fighter's performance however, the AC4 has 25% less hull and shields and poor energy storage with a lowered recharge rate, as well as a lower missile capacity. These changes mean that an experienced pilot with good trigger discipline can achieve much better performance in the AC4 than the B, but less skilled pilots tend to suffer in the craft comparatively.

The T-65AC4 X-Wing has a pitch over yaw bonus, pitching in the ship (moving up or down) will increase the maneuverability rating by 2.5 points, while yawing (moving left or right) lowers it by 1.25. Roll the craft on its side to turn and pitch to get the best performance!




TIE/in Interceptor
Galactic Empire
Hull: 3000
Shield: 2000
Shield Regen: 50 per second
Maneuverability Rating: 72.5
Base Speed: 230m/s
Max Speed: 920m/s
Acceleration: 40m/s
Armament: 4 Repeating Lasers
Cost: 120,000 credits

With experienced X-Wing pilots causing unsustainable TIE Fighter losses the Empire conceded the need for a superior starfighter. At twice the cost of the TIE Fighter the Interceptor was considered expensive by Imperial standards, and pre-Endor deployment with often limited to only one squadron per Star Destroyer. Post-Endor the Interceptor became more necessary, as the Empire no longer had a infinite number of potential recruits, needed to conserve their veteran pilots, and the Interceptor had a higher survival rate. Further improving this, starting during the Thrawn Campaign, TIE Interceptors were often modified with extremely basic shielding which has essentially become standard.

The TIE Interceptor is the Empire's main superiority fighter in game, it has excellent maneuverability and speed compared to other superiority fighters and a low monetary cost for this performance. This comes at the cost of poor shielding and armor which prevents it from surviving initial encounters with more heavily armed fighters if the pilot does not fly defensively. On top of this, the Interceptor's primary armament has poor range, though this can be remedied by modifying the armament such modifications remove the minor DPS advantage the Interceptor has over the X-Wing when equipping Repeating Lasers or Blasters. When in a fur-ball the Interceptor excels, its speed and maneuverability allow it to easily switch between targets of opportunity. The Interceptor has a token hyperdrive, which takes longer to calculate jumps than a standard starfighter, although the lower than normal cost for a military fighter allows it to be operated out of a carrier easier than its New Republic counterparts.




TIE/ln Fighter
Galactic Empire
Hull: 3000
Shield: 1000
Shield Regen: 40 per second
Maneuverability Rating: 73.75
Base Speed: 200m/s
Max Speed: 800m/s
Acceleration: 40m/s
Armament: 2 Repeating Lasers
Cost: 60,000 credits

The Empire's primary superiority fighter during the first half of the Galactic Civil War and still the most common fighter in the Empire's arsenal, the TIE Fighter sacrificed the safety and well-being of its pilot for an extremely low production cost and excellent performance. Despite often being destroyed en masse the TIE Fighter is still easily replaced, and though the Empire doesn't have the recruit pool it used to and can't throw away pilots the TIE Fighter is far too numerous to neglect.

The TIE Fighter is technically the main superiority fighter for the Empire, though in practice pilots prefer to utilize the TIE Interceptor when they can afford to (and not being able to afford it is rare). The TIE Fighter has token shielding and poor armor, meaning it dies very quickly when fired upon. On top of this it lacks particularly heavy firepower, having only two guns and no launchers, and average speed makes it difficult to completely disengage although good acceleration allows it to escape from firing range fairly easily. Where the TIE Fighter shines is its maneuverability and its capability to swarm, it is among the most maneuverable fighters in the game, and skilled pilots who know how to avoid getting hit can whittle away at frustrated enemies. On top of this, its compact size allows it to take up half the space of normal fighters in carriers, allowing capital ships to deploy twice as many players if they fly TIE Fighters as well as carry twice as many respawns. The TIE Fighter has a token hyperdrive, which takes longer to calculate jumps than a standard starfighter.

The TIE Fighter also has a special ability. when a pilot flying a TIE Fighter is shot down they will assume control of a nearby NPC TIE Fighter instead of respawning if any are available, making it more useful in warzones. If there are no NPC TIE Fighters nearby the pilot will simply respawn normally.




CorSec Issue T-65 X-Wing
Corellian Protectorate
Hull: 3500
Shield: 3500
Shield Regen: 50 per second
Maneuverability Rating: 70
Base Speed: 220m/s
Max Speed: 880m/s
Acceleration: 40m/s
Armament: 4 Combat Lasers, 2 Proton Torpedo Launchers
Cost: 175,000 credits

The X-Wing's popularity with the Corellian Defense Force eventually resulted in them ordering a customized variant of the fighter for their exclusive use. The CorSec-Issue X-Wing is a staple of Corellian patrol squadrons, although its high price means the low cost civilian fighters such as the Starchaser are still used.

The CorSec Issue X-Wing is a T-65B modified for customs and interception duty. It sacrifices a small amount of health, shielding, and a third of its missile capacity for a higher top speed and improved acceleration to match. Maneuverability is the same, and combat performance is similar to the T-65B. Further modifications can be made to the CorSec X-Wing however, including replacing two of the laser cannons with ion cannons and equipping mag-pulse missiles in order to better perform smuggler interdiction duty. The CorSec Issue X-Wing has the same extended range hyperdrive as the T-65B and T-65AC4.

The CorSec Issue T-65 X-Wing has a pitch over yaw bonus, pitching in the ship (moving up or down) will increase the maneuverability rating by 2.5 points, while yawing (moving left or right) lowers it by 1.25. Roll the craft on its side to turn and pitch to get the best performance!




G1-M4-C Dunelizard
Hutt Syndicate
Hull: 4000
Shield: 4000
Shield Regen: 50 per second
Maneuverability Rating: 70
Base Speed: 190m/s
Max Speed: 760m/s
Acceleration: 34m/s
Armament: 4 Disruptors, 2 Adv. Concussion Launchers
Cost: 115,000 credits

Designed by MandalMotors as an improved version of the Rill fighter and intended for use by the Imperial Navy, the Dunelizard was rejected and MandalMotors quietly sold the surplus they had built up in preparation for the deal on the black market. The ship is popularly the main superiority fighter employed by the various Hutt Crime Syndicates and is commonly found patrolling Hutt Space.

The Dunelizard is an average performer as far as superiority fighters go, it has relatively poor speed but average durability and maneuverability with a decent rate of acceleration. The fighter is notably cheap for its performance, allowing it to be favored over fighters such as the Z-95 and CloakShape when their cost would normally make them more desirable for carrier operations. Despite this, Dunelizards are often more dangerous than they appear, as Hutts have no issues with equipping highly illegal weaponry such as disruptors on their craft, allowing them to rip through shields as if they had equipped ion cannons without sacrificing much hull damage.

The Dunelizard has a pitch over yaw bonus, pitching in the ship (moving up or down) will increase the maneuverability rating by 2.5 points, while yawing (moving left or right) lowers it by 1.25. Roll the craft on its side to turn and pitch to get the best performance!




M2-B Rill
Hutt Syndicate
Hull: 3000
Shield: 2000
Shield Regen: 50 per second
Maneuverability Rating: 73.75
Base Speed: 200m/s
Max Speed: 800m/s
Acceleration: 36m/s
Armament: 2 Repeating Lasers, 1 Adv. Concussion Launcher
Cost: 55,000 credits

A superiority variant of the M3-A Scyk interceptor, the Rill was built after MandalMotors gave up on trying to follow Imperial starfighter regulations with the Scyk, and boasts improved armor and maneuverability at the cost of the Scyk's speed advantage and a missile launcher. The cheap and easy to learn fighter quickly became popular with the Hutt Syndicates, who view it as dangerous enough to enforce their will when something heavier such as a Krayt is not necessary.

The Rill is best described as an over-performing TIE Fighter although it does not share the TIE Fighter's special ability or carrier bonus. The Rill at can match the TIE Fighter's turn rate and if flown skillfully (heavily utilizing pitch over yaw) is one of the most maneuverable fighters in the game, on top of this it has better shielding and a missile launcher. Rills are almost always immediately modified by upgrading the Repeating Lasers to Blasters or replacing them altogether with Disruptors. These modifications and the ship's flight performance mean that despite its deceptively low cost it can easily compete with the likes of X-Wings and TIE Interceptors one on one should the need arise.

The Rill has a pitch over yaw bonus, pitching in the ship (moving up or down) will increase the maneuverability rating by 2.5 points, while yawing (moving left or right) lowers it by 1.25. Roll the craft on its side to turn and pitch to get the best performance!




TYE-Wing Ugly
Pirate
Hull: 3000
Shield: 1000
Shield Regen: 40 per second
Maneuverability Rating: 70.5
Base Speed: 200m/s
Max Speed: 800m/s
Acceleration: 26m/s
Armament: 2 Combat Lasers
Cost: 30,000 credits

One of the most common ugly fighter variants, TYE-Wings are created by attaching the engines of a Y-Wing to the cockpit of a TIE Fighter. Both parts are very common in the wake of decades of Galactic warfare although the fighter itself is sub-par at best. The TYE-Wing has earned its reputation as a flying coffin, combining the worst aspects of the TIE Fighter and Y-Wing and somehow gaining neither's advantages, pilot casualties are often higher than even standard TIE series craft.

Very little good can be said about the TYE-Wing, it is the cheapest fighter in the game and you frankly get what you paid for. It has the same health and token shielding as the TIE Fighter, and although it is slightly more maneuverable than your average superiority fighter the TYE-Wing's low durability and poor armament keeps it from being competitive (it does have a high energy reserve allowing it to fire those two lasers for longer than other fighters). Its speed is average but the Y-Wing's sublight engines can't accelerate very well so it is often caught by fighters that are technically the same speed or slower, and it has developed a bad habit of overshooting slower targets because it can't slow down quickly enough either. The TYE-Wing's one saving grace is it shares the TIE Fighter's carrier advantage in that you can stuff twice as many players in them in a carrier with extra respawns, plus the low price means they cost close to nothing to replace if destroyed.




X-TIE Ugly
Pirate
Hull: 4000
Shield: 2000
Shield Regen: 50 per second
Maneuverability Rating: 71.25
Base Speed: 200m/s
Max Speed: 800m/s
Acceleration: 30m/s
Armament: 4 Combat Lasers
Cost: 60,000 credits

The X-TIE ugly is a non-standardized design cobbled together from the two most common superiority fighters of the past decade of warfare, using the X-Wing's hull and the TIE Fighter's solar panels. Though life support systems, a shield generator, a hyperdrive, and actual armor means the X-TIE is definitely less of a death trap than the TYE-Wing, the fighter still has a habit of falling apart in flight before it even sees combat.

Though ridiculous looking the X-TIE is a half decent superiority fighter. Its better than average maneuverability combined with speed and armament equivalent to the X-Wing means the X-TIE is actually capable of competing with the far better built superiority fighter. For raids on freighters two of the lasers are easily removed and replaced with torpedo or even mag-pulse launchers.
Lieutenant Commander Kalis; HIMS Annihilator (retired)
Flight Lieutenant Drakis; Reaper Squadron
Moff Griff; Tapani Sector
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