Administrators eqsanctum 1,636 Administrators Share Posted January 19, 2017 Originally posted by Centaurius. Reposted by NarfBlinko. 4 5 Centaur’s Space Loot "Keep or Ditch" Guide 6 7 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). 8 9 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. 10 11 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. 12 13 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. 14 15 Level One: 16 17 Reactors: 18 12k+ Regeneration Rates. 19 20 Armor: 21 Mass under 750 22 Armor 190+ 23 24 Ditch Everything Else. 25 26 Level Two: 27 28 Reactors: 29 12k+ Regeneration 30 Mass under 1600. 31 32 Capacitors: 33 Mass under 1200. 34 Drain under 800 35 Energy Pool with 950+ 36 Regeneration Rates 38+ 37 38 Armor: 39 Mass under 1200 40 Armor 290+ 41 42 Ditch Everything Else. 43 44 Level Three: 45 46 Reactors: 47 Mass under 2500 48 Generation 13k+ 49 Look for "Koensayr Mark II Supernova Reactor" and "Kuat Systems Engineering LX-21" 50 51 Armor: 52 Mass under 1400 53 Armor 500+ 54 55 Ditch Anything Else. 56 57 Level Four: 58 59 Reactors: 60 Masses under 4700 61 Generation 15k+ 62 63 Engines: 64 Mass under 3700 65 Drain under 1400 66 Speed 65+ 67 YPR 64+ 68 69 Capacitors: 70 Look for these "brands" of capacitors for these stats: 71 Gallant A1 - low masses, low drains 72 Gallofree LT-22 - high regens 73 Corellian Tuned Mark II & Special BJN-825s - high pools 74 Qualdex Conservator Q3 - high regens, but LT-22s are usually better bets 75 Drain under 700 76 Cap Energy 1000+ 77 Recharge Rate 40+ 78 Mass under 3k 79 80 Armor: 81 Armor 600+ 82 Mass - Look for Sienar Fleet Systems Light Military Grade Durasteel which has 2047 mass. 83 84 Boosters: 85 Look for 3 specific names when building a Level 4 booster: 86 * Mandalmotors M-Series 87 * Novaldex Hypernova 88 * Sienar Special Ion Booster 89 90 Using these boosters go for these stats: 91 Energy 1980 92 Mass under 3500 93 Drain under 500 94 Consumption Rate under 145 95 Speed around 26+ 96 97 Ditch Everything Else. 98 99 Level Five: 100 101 Weapons: 102 Drain under 2k 103 Min Dam 1150+ 104 Max Dam 1700+ 105 Vs Shields .64x+ 106 Vs. Armor .64x + 107 EPS under 22 108 Refire under .330 109 Mass Under 6000 110 111 Shields: 112 Front and Back HP 1100+ 113 Mass Under 6.5k 114 Drain Under 2000 115 Regen 8+ 116 117 Armor: 118 Mass under 3200 119 Armor 950+ 120 121 Reactor: 122 Mass under 6.5k 123 Generation 18k+ 124 125 Ditch Everything Else. 126 127 Level Six: 128 129 Engines: 130 Drain under 1400 131 Mass under 9400 132 YPR 67.4+ (do not go lower!) 133 Speed 79.9 (from reward engine) 134 135 Capacitors: 136 Drain under 700 137 Mass look for 2 brands: "Mon Calamari Modified Heavy" and "Qualdex Heavy Capacitor Array." 138 Mass under 8k 139 Capacitor Energy 1200+ 140 Recharge Rate look for Qualdex Conservator QX2s w/ 46+ 141 142 Weapons: 143 Drain under 1800 144 Mass under 10k 145 Min Dam 1700+ 146 Max Dam 2600+ 147 Vs Shields & Armor .65+ 148 EPS 27 and under 149 Refire .400 and lower 150 151 Armor: 152 Look for Corellian Triplate pieces 153 Armor 1200+ 154 Mass 6k and under 155 156 Shields: 157 Front and Back HP 1400+ 158 Mass Under 11.5k 159 Drain Under 1950 160 Regen 10+ 161 162 Reactors: 163 Mass Under 11k 164 Generation: 24k+ 165 166 Ditch Everything Else. 167 168 Level Seven: 169 170 Reactors: 171 Mass Under 16.5k 172 Generation: 29k+ 173 PreNerf Slayn & Korpil "Vortex" Mk3 Generation: 35k+ 174 175 Shields: 176 Hitpoints 1800+ (Nym’s Starmap gives Protect-o Net Shields good for this) 177 Mass under 17k 178 Drain under 2200 179 Regen 14+ 180 181 Weapons: 182 There are only really two weapons you need to concern yourself with here for damage: 183 Sienar Flight Systems "Boltdriver" & Ionic Pulse Weapon 184 The Boltdriver is an Imperial-awarded weapon. It's always 1910.x-295x.x. 185 The Ionic Pulse, awarded by Eyma on Kashyyyk is a lot more varied. 186 Drain under 2k 187 Mass under 15k 188 Vs Shields & Armor .600 + 189 EPS 24 and under 190 Refire .330 and lower 191 192 Armor: 193 Armor 1400+ 194 Mass 7k and under 195 196 Ditch Everything Else. 197 198 Level Eight: 199 200 Engines: 201 Nym’s Starmap Quest gives a level 8 engine called the Quantum Ion Drive that can reach 100+ speeds 202 Speed from looted engines caps around 88.5 so shoot for that 203 YPR 70+ is nice but you really want the rare 71.5+ to get a RE engine with 75.0 ypr 204 Drain under 1450 205 Mass under 25k 206 207 Weapons: 208 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: 209 EPS and Damage will be covered by the Borstel/Tri-Cannon. 210 Drain under 2k 211 Mass under 27k 212 Refire .400 and under 213 VS Shields & Armor .640+ 214 215 Reactors: 216 Mass Under 29.5k 217 Generation: 30k+ 218 PreNerf Kuat Systems Engineering RCT-Z Generation: 40k+ 219 220 Shields: 221 Drain 2200 and lower 222 Mass 28k and lower 223 Regen 14+ 224 Front & Back Hitpoints 2433 (Tier 4 reward shield available in all squadrons) 225 226 Armor: 227 Armor 1900+; Nym’s Starmap gives a nice 1920 piece of armor 228 Mass under 13k** 229 230 Ditch Everything Else. 231 232 Level Nine: 233 234 Weapons: 235 Drain under 2000 236 Mass 35k-40k 237 Min Damage 2200+ 238 Max Damage 3500+ 239 EPS 24 and under 240 VS Shields & Armor .6xx+ 241 Refire under .33x 242 243 Reactors: 244 Mass under 38k 245 Generation 31k+ 246 247 Armor: 248 Armor 1700+ 249 Mass under 15k** 250 251 Ditch Everything Else. 252 253 Level Ten: 254 255 Engines: 256 Mass under 45k 257 YPR 75.5+ needed to RE 80's 258 Speed 90+ 259 Drain under 1500 260 261 Reactors: 262 Mass under 47.5k 263 Generation 37k+ 264 265 Shields: 266 Drain under 2000 267 Mass under 50k 268 Hitpoints 2500+ 269 Regen 16+ 270 271 Weapons: 272 Drain under 2k 273 Mass in the low 40k’s 274 Min Damage 2600+ 275 Max Damage 4000+ 276 Vs Shields &Armor .700+ 277 EPS around 30.0 and lower 278 Refire around .4xx and lower 279 280 Armor: 281 Armor 2300+ 282 Mass under 17k** 283 284 Capacitors: 285 Mass 35k-40k 286 Drain under 1k 287 Capacitor Energy 1300+ 288 Recharge Rate 55.x+ 289 290 Ditch Everything Else. 291 292 **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. 293 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. 294 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! 295 296 Message edited by NarfBlinko on 04/25/2010 09:36:55 Link to comment Share on other sites More sharing options...
Administrators eqsanctum 1,636 Author Administrators Share Posted January 19, 2017 Original Rebel list compiled by Kaiyn. Ref 301 302 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... 303 304 There exists a subcategory of high-end loot--all level 9 and 10--that apparently only drops while Kessel is in the Switched mode. 305 306 Rebel Kessel Loot List 307 Armor 308 L9 MandalMotors Corrugated Plastisteel 309 L9 Sorosuub "Spider-Shell" Armor Plating 310 L10 Slayn and Korpil Flexsteel Multi-Layer Armor 311 312 Boosters 313 314 L9 Incom "Quicksilver" Elite Booster 315 L9 MandalMotors "M1 Lightning" Elite Booster 316 L10 Incom "Windrunner" Elite Booster 317 318 Caps 319 320 L9 Armek Elite Capacitor Array 321 L9 Taim & Bak "Hypercharger" Elite Capacitor 322 L10 Incom Deepwell Prototype K-33 Prototype Capacitor (not a missprint, it's in there twice) 323 324 DI 325 326 L9 Incom "DX-61" Elite Droid Interface 327 L9 Qualdex Integrated Droid Interface Array 328 L10 Incom "Supreme" Droid Interface 329 Engine 330 L9 Incom T-11 Elite Engine 331 L9 Novaldex "GRB-1138" Elite Engine 332 L10 Novaldex "Blackhole" Elite Engine 333 334 Reactor 335 336 L9 Incom Overdriven Elite Reactor 337 L9 MandalMotors Modified Gorax Reactor 338 L10 Slayn and Korpil High Output Experimental Reactor 339 340 Shield 341 342 L9 Incom "Rayshield Overdriver" Shield Generator 343 L9 (Unknown Manufacturer) Proton Interweave Shielding System 344 L10 Sorosuub Ion-Mesh Projection System 345 346 Weapon 347 348 L9 Incom Dual-Core Flashcannon 349 L9 Riiz Combine "Slammer" Cannon 350 L10 (Unknown Manufacturer) "Rayslinger" Blaster 351 Imperial Kessel Loot List (thanks to Ava and Goraf) 352 353 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. 354 355 Armor 356 L9 Rendili Crystalline Durasteel Plating 357 L9 Sienar Fleet Systems "Imperial Finest" Durasteel 358 L10 Sienar Design Systems "Impervious" Imperial Durasteel 359 360 Boosters 361 L9 Cygnus "Hyperthruster" Elite Boosters 362 L9 Sienar Design Systems "Ultra Thrust" Elite Booster 363 L10 Sienar Design Systems "B7 Experimental" Elite Boosters 364 365 Caps 366 L9 Rendili "Hyperbattery" Elite Capacitor 367 L9 Sienar Fleet Systems Capacitor Array 368 L10 Sienar Design Systems "Imperials Finest" capacitor 369 370 DI 371 L9 Cygnus "DP 44"Elite Droid Interface, Level 9 372 L9 Sienar Fleet Systems "Imperial Finest" Droid Interface 373 L10 Sienar Design Systems Unknown Prototype Droid Interface 374 375 Engine 376 377 L9 Sienar Fleet Systems "Special Forces" Engine 378 L9 Rendili "Hyperion" Drive Engines 379 L10 Sienar Design Systems "Special Forces" Engine 380 381 Reactor 382 L9 Sienar Fleet Systems "Special Forces" Reactor 383 L9 Kuat Drive Yards "Powermaster" Elite Reactor 384 L10 Sienar Design Systems "Secret Ops" Reactor 385 386 Shield 387 L9 Sienar Fleet Systems "Mega Polyweb" Elite Shields 388 L9 Cygnus Experimental Shield Generation System 389 L10 Sienar Design Systems "Secret Ops" Shield Generation System 390 391 Weapon 392 L9 Sienar Design Systems "Elite Ops" Blaster 393 L9 Rendili "Prototype X" Disruptor 394 L10 Sienar Design Systems Experimental "Secret Ops" Blaster 395 396 397 Message edited by NarfBlinko on 04/02/2008 06:17:19. 398 399 Part Two 400 401 The Nice Qualities of REed Armor: 402 403 "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. 404 405 (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.) 406 407 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. 408 409 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. 410 411 ----- 412 413 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. 414 415 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. 416 417 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. 418 419 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. 420 421 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. 422 423 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. 424 425 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. 426 ----- 427 428 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. 429 430 431 Also, regarding selling armor on the bazaar... 432 433 ...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. 434 435 The only exceptions to this rule are used (again, un-REed) low mass pieces. 436 437 Again, these are: 438 439 L4: Any Sienar Flight Systems Light Military Grade Durasteel. These are always ONE weight and no L4 slabs can beat it. 440 441 L6: Anything right around or (preferably) under 6k (3 and 4k pieces are rare, but exist). 442 443 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). 444 445 Message edited by CommTampers on 02/18/2007 19:20:47. 446 447 +++PART THREE++++ 448 449 L5: 450 451 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. 452 453 No, the L5s you need to watch out for are... 454 Weapons: 455 456 "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): 457 458 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. 459 460 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). 461 462 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. 463 464 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. 465 466 Level 6: 467 468 This is the first "biggie" level, yet in one category, it's only "big" for older (and new, richer) pilots. 469 470 Engines: 471 472 I've seen more good L6 engines wasted than pretty much any other piece of loot in this game. It makes you cry, seriously. 473 474 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. 475 476 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. 477 478 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. 479 480 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...... :/ 481 482 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). 483 484 Capacitors: 485 486 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...... 487 488 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. 489 490 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. 491 492 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. 513 514 +++PART FOUR+++ 515 516 L7: 517 518 Reactors: 519 520 "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: 525 526 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. 721 722 723 -------------------------------------------------------------------------------- 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? 729 730 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. Link to comment Share on other sites More sharing options...
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