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[JTL] Space Loot Guide


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Originally posted by Centaurius. Reposted by NarfBlinko.

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Centaur’s Space Loot "Keep or Ditch" Guide

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Many times I hear people that really want to get into space so they start on their path grinding and then I hear them asking what to do with all their loot.They don’t want to destroy it or sell it in case they have good loot but yet they can’t keep it because it is quickly overwhelming their inventory. They really don’t have any idea what to keep or get rid of, so I have re-created this guide which has helped guide me on those decisions. This is a re-compilation of an excellent guide written by KaylBreinhar on 06 June 2005 which has been lost to the ages (unless someone backed it up).

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This is just a general guide for what you want to keep regarding space loot. The values I listed are what you want to achieve pre-engineer on several different components. It is highly unlikely you will find one piece with all the stats you are looking for. You may go above or beyond the values I have listed and still get good results, but for the most part these are a pretty solid benchmark. For a more in-depth analysis of what you can expect from looted components you can check out the charts here: http://www.spaceloot.org/ . Remember it can take quite awhile to get that last piece you need to re-engineer that uber level 8 engine so be patient. You will regret it down the road if you have an idea in your head of what you want your finished product to look like but you compromise on one area because you just can’t wait to use it.

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What to do with the rest of the stuff? Well that’s really up to you but I can offer a few routes. First and foremost, you need to recognize the need to get rid of the stuff. If you just horde it and hang on just in case you will find your inventory, bank and every available lot filled with space crap. The stuff you don’t keep can be dealt with in several ways depending on it’s RE level. For level 1, 2, and 3 loot give it to your guild’s shipwright to RE for KSE Firespray discs. For level 4 and 5 loot, I find it easiest to just sell back to the Chassis Dealer NPC. For level 6 and above you can put it on a vendor. People will buy these parts for “filler parts” in RE jobs. Check vendors to get an idea of what to charge in relation to the item’s RE level. Remember a level 10 engine will go for much more than a level 10 shield or droid interface simply because it is more useful and more valuable.

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For specific information on what part to put in what ship, check out the pilot forums and use that handy little search tool. Also remember that many shipwrights can give you exactly what you need until you can get that “perfect component” re-engineered. And, as far as POB’s go, Elite POB components except for the Guns and Reactor are definitely the way to go. These can be crafted by a shipwright but require the use of asteroid resources so be ready to do some space mining.

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Level One:

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Reactors:

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12k+ Regeneration Rates.

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Armor:

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Mass under 750

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Armor 190+

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Ditch Everything Else.

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Level Two:

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Reactors:

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12k+ Regeneration

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Mass under 1600.

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Capacitors:

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Mass under 1200.

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Drain under 800

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Energy Pool with 950+

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Regeneration Rates 38+

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Armor:

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Mass under 1200

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Armor 290+

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Ditch Everything Else.

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Level Three:

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Reactors:

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Mass under 2500

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Generation 13k+

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Look for "Koensayr Mark II Supernova Reactor" and "Kuat Systems Engineering LX-21"

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Armor:

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Mass under 1400

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Armor 500+

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Ditch Anything Else.

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Level Four:

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Reactors:

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Masses under 4700

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Generation 15k+

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Engines:

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Mass under 3700

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Drain under 1400

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Speed 65+

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YPR 64+

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Capacitors:

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Look for these "brands" of capacitors for these stats:

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Gallant A1 - low masses, low drains

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Gallofree LT-22 - high regens

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Corellian Tuned Mark II & Special BJN-825s - high pools

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Qualdex Conservator Q3 - high regens, but LT-22s are usually better bets

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Drain under 700

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Cap Energy 1000+

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Recharge Rate 40+

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Mass under 3k

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Armor:

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Armor 600+

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Mass - Look for Sienar Fleet Systems Light Military Grade Durasteel which has 2047 mass.

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Boosters:

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Look for 3 specific names when building a Level 4 booster:

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* Mandalmotors M-Series

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* Novaldex Hypernova

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* Sienar Special Ion Booster

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Using these boosters go for these stats:

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Energy 1980

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Mass under 3500

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Drain under 500

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Consumption Rate under 145

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Speed around 26+

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Ditch Everything Else.

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Level Five:

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Weapons:

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Drain under 2k

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Min Dam 1150+

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Max Dam 1700+

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Vs Shields .64x+

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Vs. Armor .64x +

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EPS under 22

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Refire under .330

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Mass Under 6000

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Shields:

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Front and Back HP 1100+

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Mass Under 6.5k

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Drain Under 2000

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Regen 8+

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Armor:

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Mass under 3200

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Armor 950+

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Reactor:

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Mass under 6.5k

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Generation 18k+

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Ditch Everything Else.

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Level Six:

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Engines:

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Drain under 1400

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Mass under 9400

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YPR 67.4+ (do not go lower!)

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Speed 79.9 (from reward engine)

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Capacitors:

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Drain under 700

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Mass look for 2 brands: "Mon Calamari Modified Heavy" and "Qualdex Heavy Capacitor Array."

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Mass under 8k

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Capacitor Energy 1200+

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Recharge Rate look for Qualdex Conservator QX2s w/ 46+

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Weapons:

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Drain under 1800

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Mass under 10k

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Min Dam 1700+

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Max Dam 2600+

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Vs Shields & Armor .65+

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EPS 27 and under

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Refire .400 and lower

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Armor:

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Look for Corellian Triplate pieces

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Armor 1200+

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Mass 6k and under

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Shields:

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Front and Back HP 1400+

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Mass Under 11.5k

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Drain Under 1950

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Regen 10+

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Reactors:

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Mass Under 11k

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Generation: 24k+

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Ditch Everything Else.

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Level Seven:

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Reactors:

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Mass Under 16.5k

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Generation: 29k+

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PreNerf Slayn & Korpil "Vortex" Mk3 Generation: 35k+

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Shields:

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Hitpoints 1800+ (Nym’s Starmap gives Protect-o Net Shields good for this)

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Mass under 17k

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Drain under 2200

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Regen 14+

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Weapons:

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There are only really two weapons you need to concern yourself with here for damage:

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Sienar Flight Systems "Boltdriver" & Ionic Pulse Weapon

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The Boltdriver is an Imperial-awarded weapon. It's always 1910.x-295x.x.

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The Ionic Pulse, awarded by Eyma on Kashyyyk is a lot more varied.

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Drain under 2k

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Mass under 15k

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Vs Shields & Armor .600 +

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EPS 24 and under

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Refire .330 and lower

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Armor:

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Armor 1400+

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Mass 7k and under

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Ditch Everything Else.

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Level Eight:

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Engines:

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Nym’s Starmap Quest gives a level 8 engine called the Quantum Ion Drive that can reach 100+ speeds

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Speed from looted engines caps around 88.5 so shoot for that

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YPR 70+ is nice but you really want the rare 71.5+ to get a RE engine with 75.0 ypr

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Drain under 1450

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Mass under 25k

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Weapons:

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The Borstel Disruptor (and its twin cousin the Incom Tri-Cannon, a Rebel Tier 4 reward) is hands down, pound for pound, the very best weapon in game. This beauty is a reward for neutral pilots at Box 16. It has nearly unbeatable Damage and an EPS that will never be matched by anything else you craft or loot. I believe it is worth it to take your toon and all your alts up the neutral tree just to get this gun; it is that good. Do not RE any Level 8 guns without the Borstel. With a Borstel, the stats you want are:

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EPS and Damage will be covered by the Borstel/Tri-Cannon.

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Drain under 2k

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Mass under 27k

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Refire .400 and under

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VS Shields & Armor .640+

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Reactors:

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Mass Under 29.5k

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Generation: 30k+

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PreNerf Kuat Systems Engineering RCT-Z Generation: 40k+

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Shields:

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Drain 2200 and lower

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Mass 28k and lower

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Regen 14+

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Front & Back Hitpoints 2433 (Tier 4 reward shield available in all squadrons)

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Armor:

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Armor 1900+; Nym’s Starmap gives a nice 1920 piece of armor

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Mass under 13k**

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Ditch Everything Else.

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Level Nine:

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Weapons:

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Drain under 2000

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Mass 35k-40k

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Min Damage 2200+

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Max Damage 3500+

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EPS 24 and under

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VS Shields & Armor .6xx+

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Refire under .33x

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Reactors:

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Mass under 38k

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Generation 31k+

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Armor:

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Armor 1700+

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Mass under 15k**

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Ditch Everything Else.

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Level Ten:

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Engines:

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Mass under 45k

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YPR 75.5+ needed to RE 80's

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Speed 90+

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Drain under 1500

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Reactors:

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Mass under 47.5k

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Generation 37k+

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Shields:

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Drain under 2000

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Mass under 50k

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Hitpoints 2500+

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Regen 16+

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Weapons:

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Drain under 2k

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Mass in the low 40k’s

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Min Damage 2600+

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Max Damage 4000+

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Vs Shields &Armor .700+

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EPS around 30.0 and lower

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Refire around .4xx and lower

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Armor:

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Armor 2300+

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Mass under 17k**

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Capacitors:

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Mass 35k-40k

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Drain under 1k

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Capacitor Energy 1300+

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Recharge Rate 55.x+

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Ditch Everything Else.

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**It's very, very, very uncommon, but some lucky individuals have looted Level 8, 9 and 10 Armor slabs with ridiculously low mass. I'm talking under 5k to even under 2k! Couple that with some reasonably attainable 1700+/1900+/2300+ armor and you are going to be very well protected. I mention this here just so people are aware of it and don't automatically throw away high level armor without glancing at it first.

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Keep in mind this guide was written well before the most recent changes to crafted components such as reactors, engines, and capacitors. Also, looted reactors have gone through a major overhaul since then, but the info on them should be fairly accurate now. One of the biggest changes was the feasibility of crafted engines. Except for an exceptionally RE'd QID crafted engines can pretty well meet all your needs.

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Not everything you use has to be re-engineered parts. For the fastest engines, which many people use in their Firesprays, see a Shipwright. Also, for the most part, it is more feasible to seek a Shipwright for armor and shields except for those ones I listed RE values for. Many times a Shipwright can offer a pretty solid custom component until you can finish that RE job. Also notice I did not list any Droid Interfaces. The reason for this is, it is my belief, you should build your ship first then put in the fastest one your leftover mass will allow. Happy hunting!

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Message edited by NarfBlinko on 04/25/2010 09:36:55

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Original Rebel list compiled by Kaiyn. Ref

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Prototype snubfighters with experimental gear poured into Kessel. Untested A-wing and B-wing models engage the Imperial pursuers, determined to not let valuable new equipment fall into enemy hands...

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There exists a subcategory of high-end loot--all level 9 and 10--that apparently only drops while Kessel is in the Switched mode.

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Rebel Kessel Loot List

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Armor

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L9 MandalMotors Corrugated Plastisteel

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L9 Sorosuub "Spider-Shell" Armor Plating

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L10 Slayn and Korpil Flexsteel Multi-Layer Armor

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Boosters

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L9 Incom "Quicksilver" Elite Booster

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L9 MandalMotors "M1 Lightning" Elite Booster

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L10 Incom "Windrunner" Elite Booster

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Caps

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L9 Armek Elite Capacitor Array

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L9 Taim & Bak "Hypercharger" Elite Capacitor

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L10 Incom Deepwell Prototype K-33 Prototype Capacitor (not a missprint, it's in there twice)

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DI

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L9 Incom "DX-61" Elite Droid Interface

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L9 Qualdex Integrated Droid Interface Array

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L10 Incom "Supreme" Droid Interface

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Engine

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L9 Incom T-11 Elite Engine

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L9 Novaldex "GRB-1138" Elite Engine

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L10 Novaldex "Blackhole" Elite Engine

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Reactor

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L9 Incom Overdriven Elite Reactor

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L9 MandalMotors Modified Gorax Reactor

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L10 Slayn and Korpil High Output Experimental Reactor

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Shield

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L9 Incom "Rayshield Overdriver" Shield Generator

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L9 (Unknown Manufacturer) Proton Interweave Shielding System

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L10 Sorosuub Ion-Mesh Projection System

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Weapon

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L9 Incom Dual-Core Flashcannon

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L9 Riiz Combine "Slammer" Cannon

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L10 (Unknown Manufacturer) "Rayslinger" Blaster

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Imperial Kessel Loot List (thanks to Ava and Goraf)

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The following drop from Imperial gunboats when the switch is in "Imperial" mode. (i.e., you blow up the star destroyer in Deep Space.) I figured since Ava typed most these in another post, I [Goraf] could reformat them for the FAQ.

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Armor

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L9 Rendili Crystalline Durasteel Plating

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L9 Sienar Fleet Systems "Imperial Finest" Durasteel

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L10 Sienar Design Systems "Impervious" Imperial Durasteel

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Boosters

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L9 Cygnus "Hyperthruster" Elite Boosters

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L9 Sienar Design Systems "Ultra Thrust" Elite Booster

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L10 Sienar Design Systems "B7 Experimental" Elite Boosters

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Caps

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L9 Rendili "Hyperbattery" Elite Capacitor

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L9 Sienar Fleet Systems Capacitor Array

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L10 Sienar Design Systems "Imperials Finest" capacitor

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DI

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L9 Cygnus "DP 44"Elite Droid Interface, Level 9

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L9 Sienar Fleet Systems "Imperial Finest" Droid Interface

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L10 Sienar Design Systems Unknown Prototype Droid Interface

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Engine

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L9 Sienar Fleet Systems "Special Forces" Engine

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L9 Rendili "Hyperion" Drive Engines

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L10 Sienar Design Systems "Special Forces" Engine

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Reactor

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L9 Sienar Fleet Systems "Special Forces" Reactor

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L9 Kuat Drive Yards "Powermaster" Elite Reactor

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L10 Sienar Design Systems "Secret Ops" Reactor

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Shield

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L9 Sienar Fleet Systems "Mega Polyweb" Elite Shields

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L9 Cygnus Experimental Shield Generation System

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L10 Sienar Design Systems "Secret Ops" Shield Generation System

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Weapon

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L9 Sienar Design Systems "Elite Ops" Blaster

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L9 Rendili "Prototype X" Disruptor

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L10 Sienar Design Systems Experimental "Secret Ops" Blaster

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Message edited by NarfBlinko on 04/02/2008 06:17:19.

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Part Two

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The Nice Qualities of REed Armor:

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"But I don't use armor! It takes up too much mass!" Pshaw. Armor your goddamned birds or that "pssh" sound you'll be hearing when your shields drop is money getting sucked out of your account for a new damned chassis when you decay yours down to 10/10. JTL was designed as a credit sink - never forget that.

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(Aside: look at your ship's chassis the next time you're at a terminal - if it's anywhere under about 750 points, you need to either a) stop dying, or think about getting a new set of blueprints. Think of your chassis score as the last line of defense against death - it's like a stealth armor plate. It needs to be a high enough score that it'll soak up damage. 10/10 is asking to be fried like a shrimp at an Outback - it's doable if you're confident in your skills, but if you're confident in your skills, your damned chassis score shouldn't be THAT GODDAMNED LOW.)

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There are only three levels of armor you need to concern yourselves with - L4, L6, and L8. These grades tend to drop the most phenomenal hp-to-weight ratios in the game. REed armor is suggested for MASTER PILOT USE ONLY, as understandably so, REed pieces are nigh impossible to duplicate, and using Deep Space for an Armor Body Shop is well worth the 30k prestige if you've got some nice * sheets.

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Odd-numbered armor CAN be good, but I've found you have to go through a LOT of pieces before you find ones worth keeping. Also, don't forget your local shipwright if you've got the mass to spare - it's far less taxing mentally to use THEIR stuff, since you really have to fly a different way when using REed sheets vs. crated.

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-----

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L4: can RE to over 700hp (though 600s are a better number to shoot for), and when REed in conjunction with Sienar Flight Systems Light Military Grade Durasteel, will ALWAYS be at a weight of 1986.x. Shipwrights can't be that by a MILE for that mass, which makes this PERFECT for non-Heavy TIEs. 600-700hp will soak up about 5-6 Vette-class turret hits. This crap SAVED MY * on numerous occasions back when I was tied to my Advanced.

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L5 armor plates: These can be handy for lighter fighters. L5 armor tends to drop a lot at T3 spawns. The goal is to break 1000 hitpoints, providing a lightweight safety net. They are known to reach 2k in mass, but anything low 3k and below is a keeper. Sometimes I [bon] have flown an awing with nothing but a L5 shield and my L5 armor slab for protection, and absorbed a WO4 borstel (cert8 gun hit. These can be suprisingly handy.

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L6: can RE to over 1300hp with masses under 6k. These are IDEAL for new ships like the JSF and Bell - the Corellian Triplate always has a nice little hp of 1269.x that REs to the 1320.x range. Even if you just put *one* of these up front to provide a little turret insurance. These will take about 8-10 hits, maybe 11. I use L6 now to give myself a "dual-shielded" edge - it's like having a single-use shield under my already pretty substantial L8 reward. Not that I'd want to test it, but I should be able to take a Borstel-level hit with my setup as it is now with no component damage, thanks to this armor.

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L7 armor: This is where hitpoint values start to take off. I've seen protection values over 1770, but those are rare. With patience and regular loot farming, it is possible to beat the protection values on the L6 reward plates. This goes from 1400 on up. Entry level mass starts in the low 7k range, but is known to go below 5k on rare occasions, sometimes as low as 3k. If you loot either, be sure to pair it with something equally uber.

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L8: Nym's starmap quest rewards a nice 1920.x L8 sheet. L8 is far too damned heavy to fit to even a heavy fighter (except in rare circumstances). HOWEVER, you CAN find *phenomenally* low-mass L8 pieces (I've personally found a 9.5 and 12.7k piece), which make them IDEAL for new Heavy fighters, even if it's just a front-half piece.

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L9 armor: Getting something worthwhile in this category is usually more of a headache than it's worth. That being said, it is possible to get protection values over 2k, and mass similar to the L8 range, though people can go a lifetime without ever looting the right stuff.

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L10 armor: This is the big stuff. Highly popular in bombers, especially KSE Firesprays. They have been known to offer protection in the mid-2k range, though I've seen RE plates just a few points shy of 3k protection. For mass, look for stuff massing near 10k or so, since any high protection values shouldn't be wasted on something too heavy to use.

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-----

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I'll get to L5+ part guide soon enough, but figured I'd extoll the virtues of REed armor because I have a feeling people just pitch this stuff most of the time. Also, this keeps me from having to write about armor in the next and final part.

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Also, regarding selling armor on the bazaar...

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...guys, your USED (un-REed) PLATES with decay aren't worth 15-20000 credits. I'd buy them for 250-500 credits as RE fodder as you only really need two pieces for ANY armor (barring L1, but that stuff is crap anyway). When you put a 0.0/210.2 L4 piece on the bazaar for 20k, you're making the Baby Jesus (and more importantly, ME) cry.

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The only exceptions to this rule are used (again, un-REed) low mass pieces.

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Again, these are:

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L4: Any Sienar Flight Systems Light Military Grade Durasteel. These are always ONE weight and no L4 slabs can beat it.

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L6: Anything right around or (preferably) under 6k (3 and 4k pieces are rare, but exist).

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L8: Anything preferably around 12-13k and under (yet if you've got a four-digit L8 piece, KEEP that baby for yourself and run the first phase of the Starmap quest, you'll thank me later).

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Message edited by CommTampers on 02/18/2007 19:20:47.

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+++PART THREE++++

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L5:

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These are the last reactors that are usefull until you reach the high gen L7s and L8s. Look out for 15k+ gen and low 5k mass. These can be usefull for single gun / RE engine fighters.

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No, the L5s you need to watch out for are...

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Weapons:

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"Huh? Are you high, Jotun? L5s?!?!" No, I'm not high. A good REed L5 weapon (or two) can make a nugget pilot's second (and sometimes third) tier grind a LOT less painful. However, there's really just a simplistic form to follow for these (since it takes about seven guns to make an ideal weapon RE, and you only get five here):

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Drain - anything under 2000, the lower, the better. WO3 might well be bugged, but one thing it DOES do as-intended is increase the drain of your current equipped weapon by about 1/3. (NOTE: THIS INCLUDES 'WEAPONS' SUCH AS MISSILE AND CHAFF LAUNCHERS - FACTOR THEM IN WHEN LOADING MULTIPLE WEAPONS) Put two 2300+ drain guns on a newbie's ship with a dinky reactor, and you're gonna get one unhappy flier when he tries to run WO3. That's 1/5.

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Damage - I USED to say mass here, but that's not really a concern for ANYONE anymore with the new heavies. If you're putting twin L5s on a Dunelizard, mass MIGHT be a concern, but probably drain will be a bigger one. You want at least a 1k min with a 1.5-1.8k max. There's 2/5 (possibly 3/5 as well if you have to mate two guns to get the ideal spread).

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Effs - on an odd level weapon, anything over .6xx is worth keeping. If you can't get one that excels in both, go for vs. Shields over vs. Armor. There's 3&4/5. Reason for vs. Shields is given the choice, it's quicker to de-shield and disable than destroy outright - the more damage that's dealt through the shields, the quicker you get to the components.

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Finally, go with EPS over refire for #5 if in a two-gun ship, and refire over EPS if in a one-gunner. Better yet, you're not going to be using these long, so in a two-gunner, it's best to mix-and-match an EPS and refire-specialized gun to make it easier on a capacitor.

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Level 6:

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This is the first "biggie" level, yet in one category, it's only "big" for older (and new, richer) pilots.

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Engines:

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I've seen more good L6 engines wasted than pretty much any other piece of loot in this game. It makes you cry, seriously.

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Simply put, the only way you're getting a pre-nerf L6 reward engine nowadays is by being very lucky, very miserly, or very friggin' rich. What takes skill (and immense PATIENCE) is finding the right loot to match up with one of these pretties.

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Drain: You're looking for 1300s and 1400s. Remember EO3 and EO4 boost these values by a factor of 3x and 4x respectively - so the lower, the better. It's not fun when you overdraw a reactor.

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Mass: Anything under about 9300 is a keeper. There's a certain someone with an 8510.5 pre-RE L6 out there who knows I'd give a one of two vital reproductive parts for it, so if you loot an L6 with an "8xxx" vs. "9xxx" or "1xxxx," you've got a VERY nice piece.

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YPR: You want to reach 70.x, and to do that, you need an ABSOLUTE MINIMUM of 67.4 for a pre-RE value. If the drain and mass suck, and NO values are at/above 67.4, by all means, get rid of it. Obviously, higher is better, and 67.4 YPR engines aren't worth big bucks. 69 and 70.x+ pre-RE engines, on the other hand...... :/

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Speed: The L6 speed CAP appears to be 79.9 now. You probably won't find better, and if you do, you didn't loot it - someone else did, a LONG time ago. If you want a nice pre-nerfish engine nowadays, you have to look two levels higher (more on that later).

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Capacitors:

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L6s make EXCELLENT caps for heavy (not the newbie Heavies - I'm talking Kimos/X-Wings/etc.) fighters. As I'm probably running out of room for this section......

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Drain: Again, you want at, around, or under 700. Reactor drain is bugged and doesn't RE, so it behooves you to look for the lowest drains possible on ANY part that requires power.

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Mass: Nine words - Mon Calamari Modified Heavy and Qualdex Heavy Capacitor Array. These two "brands" seem to give the best masses of the L6 line - 8000s and 7000s (the latter half being rarer than hens' teeth). 6xxx's might be out there, but I've never seen one.

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Energy: This is pretty self-explanatory - the higher, the better. 1200s or better, keep high 1100s, ditch the rest. Some rare drops have been known to hit near 1500. Keep that in mind if you want something uber.

493

494

Regen: Qualdex Conservator QX2s seem to [usually] have the best regens of all L6s. Keep anything over 46.x.

495

496

Weapons:

497

498

L6 weapons are, unit for unit, the most underappreciated/underrated weapon grade in the game. These things can be AMAZING support weapons for ANY class of fighter. They can kick the everloving crap out of an L7 on effectiveness, and give it a good run in the damage realm as well. These weapons go great with an L7 *or* L8 main. Where else are you going to get a 17-1800 to 25-2700 damage blaster with near .7xx effectiveness ratings with a mass under 10k? It's gravy that there are so many of these, too - which should satisfy you ship ricers who like "all the purdy colors."

499

500

Drain, once again...shouldn't be over 2k if you can help it. 1/6 - this is non-negotiable, because you'll want to keep this for a two-gun ship.

501

502

Mass, anything under 10k. Again, less important with Privateers and Rebels, but you don't want to half-* this if you can help it. 2/6.

503

504

With regards to damage, usually high-damage L6s are respectable on the mins as well. Given a choice, though - go with a high damage and try to find a high-min with another desirable stat to lessen the sting. 1700s and above for min, and 2600s and above for max are definite keepers here. 3&4/6

505

506

Effs run along the same lines as the L8s I mention in the next post - you want .64x or higher, but again, if you've gotta make a sacrifice, go for vs. Shields. over Armor.

507

508

L6s are ideal for "mate" weapons, so EPS is a little less important if you're using a Borstel or low-EPS L7. If you're using a 40+ cap and WO3, you could fire both weapons until the Second Coming and never run out of juice.

509

510

Refire is the S.O.S. - .40x or lower, or if you want a non-forced "staggered fire" effect, find a high-refire weapon and mate it with a .30x L7 or .37x-.38x L8. You won't be sorry.

511

512

Message edited by CommTampers on 02/18/2007 10:55:20.

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514

+++PART FOUR+++

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516

L7:

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518

Reactors:

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520

"Hey Jo, you said reactors weren't useful until L8!" Yeah, well...I'm a lying pr1ck, get over it. I'll keep this brief, though. Look at your L7 reactors. Some might surprise you in how good their gen rates are, and an L7 reactor's highest mass pretty much comes in where you'd want an L8 to be, so take a look at these before you pitch 'em.

521

522

The Slayn & Korpil "Vortex" Mk3 is the RCT-Z of the L7 category. Masses go down into the 13s on exceptional pieces, possibly lower.

523

524

Shields:

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526

This is usually the Shipwright's domain, but good ol' Nym kinda stole this from them (provided you get/find good loot). Nym's Starmap quest (talked about extensively in the Game Guides forum, you just have to look) awards an L8/RE7 shield called the (wait for it) Protect-O Net. You can almost smell the 50s nostalgia coming off that name.

527

528

The plusses to these things are that SW-crafted L7 shields tend to suck power down more than a hobo sleeping in a liquor-laden boxcar (they can't help it, it's the design). Get the right shields, and you'll have a comparable 1800-1900hp shield with around an 18-2200 reactor drain vs. the ~3400 you'd get from a SW, probably with a higher regen to boot. Shields are pretty self-explanatory - use the L7 crafted shields on the vendor search as a benchmark, then take your best and reduce/enhance everything there by a multiple of .04 (4% - the bonus gained at RE6&7). Mass should be 17k or lower - anything under 16k should be treated as exceptional.

529

530

Weapons:

531

532

There are only really two weapons you need to concern yourself with here for damage:

533

534

Sienar Flight Systems "Boltdriver"

535

Ionic Pulse Weapon

536

537

Now, the first one is predictable. It's an Imperial-awarded weapon. It's pretty much always 1910.x-295x.x. The Ionic Pulse, awarded by Eyma during the CPG missions for the RG Interceptor/Vaksai/Heavy X-Wing, is a lot more chancy. SOME have gotten 3xxx+ IPWs, pilots like ME got CRAP. The one thing BOTH have in common are that they're rewards - you can't loot these.

538

539

Again, for the drain, think under 2k. The lower, the better. If you've got either of the two above weapons (provided your IPW is 2.9-3k+), your damages and hp/armor are taken care of, so you've got more elbow room to branch out with.

540

541

For mass, anything under 14k should be considered exceptional. Keep anything from 15.5k on down, though. 16k+ L7s are relatively common.

542

543

Effs should be anything over .6xx - odd-numbered weapons aren't exactly known for their heavy-hitting ability in this department, so 62-65% (post-RE) ain't half bad.

544

545

EPS should be 24 or lower, because you're looking for a refire in the pre-RE range of .33x to .32x or lower. You don't want a gun with a post-RE .30x refire rate taking 30 points every time it fires.

546

547

-----

548

549

L8:

550

551

Engines:

552

553

I think it's about the four millionth time I've mentioned it, but do the Starmap quest. Nym can reward an L8 with about 28k mass with a potential speed of up to 99.9 (damned friggin' dynamic rewards system).

554

555

But provided you get that sixty-million credit engine (I'm thinking in terms of Lee Majors, not real credits - put your tongues back in your heads), you want to mate it (like the L6) with parts that don't SUCK.

556

557

Drain gets a little less important here, because if you're running an L8 engine, chances are you've got a decent reactor loaded. Still, 1525-1450 and lower should be the magic range.

558

559

L8s with a mass of 25k or lower should NOT BE TOSSED.

560

561

As for PYR, you're IDEALLY shooting for a post-RE score of 75.x+, but 73-4 ain't bad, either. A good rule of thumb is to keep (as in, NOT SELL) any L8 with any PYR value over 70.x. To make a 75.0 score, the absolute minimum is a 71.5 engine.

562

563

Speed - the only engine that can give the Quantum Ion Drive a run for its money is the pre-nerf Haor-Chall Reward Engine, which most people probably friggin' sold to the chassis dealer, because I've seen VERY FEW of them. Do the Starmap quest. Chances are you won't regret it (unless you get an engine with a speed under 88.5 - the current speed of the POST-nerf Haor-Chall). [Edit by Bon: The quantum ion drive has an insane range. The current max is around 108, but anything over 100 is very rare and you should snatch any you see.]

564

565

Weapons:

566

567

Say hello to Mr. Borstel Disruptor, everyone. If you don't see him in your inventory or loot pack, DON'T RE ANY GODDAMNED L8 WEAPONS. You will not beat the damage or EPS of this nice-* reward blaster with any loot in this game, exceptional or not. Supposedly the Rebels have a Borstel doppleganger in the form of the Incom Tri-Cannon...either way, stop wasting these weapons...at least, stop wasting the GOOD ones.

568

569

Do I really have to repeat myself on the drain part again? Same crap applies - 2k or under. Mass, 27k or under, the lower, the better.

570

571

For Effs, .64x or higher pre-RE are keepers.

572

573

For refire, stick with .40x as your guide (you won't find many .39x L8s, but they do exist). Usually these will be your main gun, so you want it as close to about .37x as possible.

574

575

EPS is covered by the Borstel. If you don't have one, get one.

576

577

Reactors:

578

579

There's really only one type you have to look out for - the Kuat RCT-Z. These babies can have gen rates into the 3xxxx-4xxxx range, providing enough juice for a POB to run EO4, WO4, and CO4 without having to even touch reactor overload. If you get one of these wunder-reaktors (not a misspelling), try to find a reactor with a mass of around 23-24k to go with it.

580

581

Shields:

582

583

The Tier 4 reward shield is pretty much the end-all-be-all of this category. No loot will beat the shield's HP post-RE, which makes your job a LITTLE easier.

584

585

Stats to keep in mind:

586

Drain: 2200 and lower

587

Mass: 28k and lower

588

Regen: 14+

589

590

-----

591

592

L9 Guns:

593

Mass: keep anything under 40k, but shoot for 35k.

594

Drain: Keep anything under 2000. While it is possible to get under 1900, it is much harder since most people sell their L9 guns to that awful chassie dealer.

595

Damage: Ideally, a min damage of 2300 to 2400. Shoot for 3300 to 3500 for max damage.

596

Effectiveness mod: anything over .6xx is a keeper.

597

Refire: keep anthing under .33x

598

EPS: anything under 24.x is a keeper, but you can get really close to 20.0 if you have insane patience.

599

600

-----

601

602

Next - the heavy-hitters, the L10s.

603

Message edited by CommTampers on 02/18/2007 10:55:39.

604

605

#ERROR!

606

607

L10s:

608

609

Engines:

610

611

L10 engines used to be engines capable of 120+ speeds post-RE. Sadly, those days are gone - the Devs have taken them out. That doesn't mean these things still aren't useful.

612

613

Pretty much everything is static in relation to the L6s, with only the masses, YPRs, and speeds being different.

614

615

Mass - keep anything under 45k

616

YPR - anything at or over 75.x (to make 80.0 you need a min of 75.5). 80 pre-RE is the suggested minimum for a turnfighter jockey.

617

Speed - preferably as close to 90 as possible - you need about a 94 to make near 100, a theoretical 99.9 engine would make 105.89 (possible 105.9) top speed.

618

619

-----

620

621

Shields:

622

623

L10 shields - They used to be only viable in POBs, but that has been changed since the crafted elite shields have been buffed to provide nearly 10k f/b protection. Since then, some pilots have been able to put them to good use in heavies like the KSE Firespray, B-Wing, Krayt, and possibly the TIE Bomber. Running front adjust can keep lower level player weapons from punching through since the damage reduction was increased for PvP.

624

That being said:

625

626

Mass - anything in the low 40s.

627

Drain - as close to or under 2000 as you can get

628

HP - look for 25-2600 and higher (it'll be difficult to find better, trust me)

629

Regen - 16 and higher

630

631

-----

632

633

Weapons:

634

635

The big kahunas - ANOTHER zone where I see a lot of bad REing. Just because you get ten of these things doesn't mean you should RE them - use this as a benchmark:

636

637

Drain - 2k and lower...again...

638

Mass - low 40s

639

Min Damage - 2600 is a good floor. 2700 is even better. Beamrails have been known to have max around 2800, though they are rare values from the starmap quest.

640

Max Damage - 4000 and higher. Beamrails have been known to drop with 4900 max damage.

641

Effs - don't get rid of any .7xx weapons, the higher and closer to .8xx, the better. Armek Elites, Beamrails, and Hoersh & Kessel Modified Elite "Scorchers" have high vs shields needed to break .8xx post RE. The Hoershe & Kessel doubles as the only source for keeper vs. armor values, enough to break .8xx post RE.

642

EPS - you want under or as near to 30.0 as you can get

643

Refire - around .400 or lower (lowest I've seen and REed with is .395)

644

645

-----

646

647

Capacitors:

648

649

Since the weapon overloads were fixed, L10 capacitors have become very popular in multi-gun bombers, like the Bwing and Krayt, etc. Running CO4 on one of these permits you to better handle multiple L8 and L10 guns on weapon overload 4. Don't use this on a POB because the Elite Crafted and the Mining Grade Crafted caps can break 2000 energy and 100 recharge.

650

651

Drain: anything under 1k

652

Mass: low 40s, mid 30s.

653

Energy: the higher the better, don't settle for less than 1300. If you fail to break 1500, it's doing a job easily doable by a L6 or 8 capacitor. Shoot for the moon, IE 1700+ energy, but 1600 should suffice.

654

Regen: get one that's 55.x or higher. 56.7 is enough to break 60 after the RE bonus.

655

Message edited by CommTampers on 02/18/2007 10:57:37.

656

657

Hey Jo, Why Shouldn't I Just Use Shipwright-Made Blasters

658

659

It seems some people seem to operate under the ground game assumption that "more damage is always better."

660

661

Well, yeah - but it's done a bit differently in the void. Damage in space gets processed through the effectiveness of a weapon.

662

663

Naturally, when you're REing, for effectiveness, you want to look at specialized weapons. These would be any weapons with the names "Ion" and "Disruptor." These usually mean you're going to see a LOT better vs. stats for their given area of expertise. The reason it makes sense to get some REed weapons is that you pay a BIG price for using the crafted versions of these weapons.

664

665

Sure, you might get a .750 Ion or Disruptor, but you're gonna get about a .250 for armor. I don't know about you, but I don't like spending more than about 30 seconds on a fighter per kill, and using a weapon like this would be torture.

666

667

REed weapons alleviate this by making the effectiveness stat comprehensive based on the loot you use. If you RE an Ion Cannon and a Disruptor together, you get a weapon that's (more or less) equally as effective against armor and shielding. All of the benefits, none of the drawbacks, if you will.

668

669

"But what the hell do the numbers mean?" you might ask.

670

671

They're percentages.

672

673

For comparison's sake, let's take an L7 and L6 weapon.

674

675

The L6 has the following stats:

676

677

1800-2700, .680/.680

678

679

From the damage, let's take an average of the two. That's 2250.

680

681

Now, we take that 2250 (an average, each shot could fluctuate wildly) and calculate 68% of it. So, on average, our theoretical L6 weapon would be doing 1530 damage per hit at 68% efficiency - not bad for a gun that might weigh under 10k.

682

683

Now, for the L7.

684

685

Let's assume it's made with a Boltdriver, so a good stat range is:

686

687

1980-3071, .600/.600

688

689

Let's also assume that the theoretical pilot in question only did a LITTLE legwork in finding the parts for this RE; not really taking his time.

690

691

Average damage would be 2525.5. Running that through the .600 effectiveness, we come up with a figure of 1515.3.

692

693

HUH?!? How is it an L7 weapon is getting its * kicked by an L6 that weighs about 4-5k less. In short, damage ain't everything, take ALL stats into account.

694

695

Now, for academic reasons, lets run a SW-made L9 blaster (meaning equalized effectiveness) through the ringer:

696

697

2100-3500, .450/.450 (Never used a SW L9, so I'm just guesstimating)

698

699

2100+3500 = 5600/2 = 2800

700

701

2800 * .45 = 1260 avg. damage

702

703

704

705

--------------------------------------------------------------------------------

706

707

708

I don't quite know how to factor in refire, but obviously an L7 would ALWAYS beat the L6 there. You might get an extra shot out every five seconds with an L7 versus an L6, but hopefully this impresses on you that a higher level doesn't always mean higher performance.

709

710

NOTE: I also believe that Weapon Overload [3, in particular], in addition to increasing damage by 30%, also increases a weapon's effectiveness by 30% as well. So always keep that in mind when REing as well. On a .680, a 30% boost would give you a .884. That'd be an "ouch" any way you slice it.

711

712

Then factor in what happens with L10s, which can get above .75x pre-RE. My .832/.809 2950-5237 turns into a 3835-6808.1 1.081/1.051 monster after WO3.

713

714

Not only will 100% of the damage commute, but I'll get an extra 8.1 and 5.1% boost added ONTO the WO3 values, making the weapon in essence a 4145-7360 weapon against shielding, and a 4030-7155 vs. armor.

715

716

In PvP, only 75% of that damage would translate, but with this L10, I'd only NEED one shot, regardless of the target. In essence, it's like having a Mk1 Spacebomb launcher with unlimited ammo that shoots constantly at .372 with an EPS of 29.1.

717

718

To my knowledge, it's quite possibly the finest and deadliest starship weapon in the game, and I have it lent out to the person who gave me the weapon that was primarily integral to its design. Oh yeah, it weighs 39.1k, too - so it WOULD be possible to mount on a Heavy TIE or Heavy Fighter.

719

720

Happy flying, Rebels.

721

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723

--------------------------------------------------------------------------------

724

725

726

Okay, rather than just bumping this, I might as wellput a little tip up each time I do.

727

728

Did you know?

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730

Engines might be disabled after you set up for a hyperspace jump, but boosters aren't. Set them to light before you enter the 5-1 countdown and you'll have max thrust during the jump.

731

732

Also, when coupled with the fact that there's a fixed hyperspace "exit" point in each system, one could use this to their advantage when trying to escape an unbalanced PvP engagement.

733

734

It's far easier to close on someone at a full stop than someone at 1400+ kph.

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