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Drakkolich

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Thanks for the reply. As for me im just doing GSF to get all achievments for it, so just need one more upgrade and ill move on to a scout then next. It have a system of swaping ships during the matches so i get the achievment for playing all ships 100 times etc. But the hardest parts are the Ship Mastery.

 

If you're doing GSF for achievements only, you'll be having a very hard time... Getting some medals will take you ages.

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Ship mastery achievements only require time, they're not hard to get. I don't know how far you have progressed into mastering all ships, so I'll just recommend unlocking all ships before you use any of the ship requisition tokens you get for the quests. Each ship you already purchased will get requisition from a token, resulting in over 10k requisition for a daily token, if you have unlocked all ships.

 

Wait wait, pls explain this to me again? I didnt master any ship at all yet, the Strike Fighter will be my first one (the name is Pike i think). I stopped playing gsf long time ago, so am not far with it. Im currently at 605 achievment points from 3320 so its still a long way to go, but i mainly miss stuff like the 100 battles with this etc, i did most of the one time things like kill 9 players etc, just miss killing 15 ships and 12 turrets, but gonna get that soon.

 

Please tell me how it works with those tokens and stuff, i did notice that when i use more ships during one match they all get commendations from the match.

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Wait wait, pls explain this to me again? I didnt master any ship at all yet, the Strike Fighter will be my first one (the name is Pike i think). I stopped playing gsf long time ago, so am not far with it. Im currently at 605 achievment points from 3320 so its still a long way to go, but i mainly miss stuff like the 100 battles with this etc, i did most of the one time things like kill 9 players etc, just miss killing 15 ships and 12 turrets, but gonna get that soon.

 

Please tell me how it works with those tokens and stuff, i did notice that when i use more ships during one match they all get commendations from the match.

 

For requisiton I simply quote this:

A beginner's guide to GSF requisition.

 

For gearing ships in GSF the in-game currencies used to purchase upgrades are called requisition. There are two kinds of requisition.

 

Ship requisition. The Hangar interface icons and text relating to this kind of requisition are displayed in green. Ship requisition can used to unlock access to a component on a ship that you already own and it can be used to purchase upgrades for a component that is already unlocked.

 

Fleet requisition. The Hangar interface icons and text relating to this kind of requision are displayed in a light purple. Fleet requisition can be used for the same things as ship requisition, but it is the only kind of requisition that can unlock additional ships and additional crew members. Fleet requisition is also earned at a much slower rate than ship requisition is. It is possible to use Cartel Coins to convert ship requisition into fleet requisition, but that can get expensive if you do a lot of it. It is best to reserve your fleet requisition for unlocking new ships and crew members. There is a conversion button >> in the Hangar interface.

 

Unlocking and mastering a ship's components for a good ship build typically takes 135,000 to 175,000 ship requisition. Wisely spent though, you can get 80% to 90% of the finished build's power with the first 50,000 to 60,000 requisition. The build guides in Stasie's guide are very helpful in figuring out what to upgrade first. Unlocking a new ship takes 2,500 or 5,000 fleet requisiton depending on the ship, and unlocking crew members takes 1,250 fleet requisition. Crew members can also be unlocked by leveling up your character and aquiring the companions in ground game play.

 

Daily GSF missions provide 938 requistion for each ship you have unlocked, weekly missions provide 3,125 ship requisition for each ship you have unlocked and 625 fleet requisition per week. To complete the missions you need two games for the daily and 7 games for the weekly, and as with the daily and weekly ground PvP missions wins count as 2 games.

 

If you play every day and do the minimum number of games needed to finish the daily and weekly missions it is fairly easy to earn 13,000 to 17,000 ship requisition per week. Adding one or two extra games per day can push this to over 25,000 ship requisition per week. So with about two weeks of daily play at 2 - 4 games per day you'll have a ship that's almost at full power in terms of gear.

 

 

Flying to maximize requisition.

 

Daily Bonus requision.

In the GSF hangar you may see a little purple mark in the lower right corner of the ship icons that are currently active in your hangar. This mark signifies that the daily bonus is available on that ship. Every day each ship gets a 50% increase in requisition earned per game that can earn up to a maximum of 500 bonus requistion on games flown in that ship. You have to earn about 1500 requistion in matches to exhaust this bonus, which will typically take one or two games flown in that ship. To maximize requisition gains across all ships, fly ships that have the daily bonus active and switch ships once the bonus is depleted. The bonus resets every day, however there is a bug in the Hangar UI where the purple icons indicating that the bonus is available do not reset until after you have played a game of GSF. Don't worry, you still get the bonus for that game even if the icon hasn't been refreshed.

 

 

Gameplay strategies to increase requisition earned per match.

 

For a subscriber in a stock ship, you should aim to get between 1000 and 2000 ship requisition per match with the daily bonus active. F2P players will earn somewhat less as there is a requisition earned multiplier for subscribing. There is a Cartel Market item that you may be able to find on the GTN that will allow F2P players to get the multiplier as well.

 

At the end of every game there is a scoreboard, and there are three tabs on it. The third tab displays a detailed list of what actions earned requisition during the game. Game length and daily bonuses can make up large amounts of the requisition earned, but you should be looking at the categories that are more strongly influenced by how you play. Defending satellites in domination, destroying satellite turrets, kills, assists, etc.

 

What you want to do to maximize requisition is find things that you are good at doing that also get a lot of requisition. As an example, a new player in a stock ship is going to have a hard time racking up a lot of kills in a domination game. Defending a friendly sat, or joining a group of more skilled pilots as they capture an enemy sat (and making sure not to get killed while doing so), is going to yield much more requisition than chasing an enemy scout ship across the map for five minutes.

 

In general for newer players to get good requisition in a game try to:

 

Domination Matches

Defend satellites (fly very close to a friendly satellite, roughly 250 m or less if you can), Capture satellites (be alive and in range when it turns), and if you have weapons with armor piercing destroying turrets on enemy sats.

 

Team Death Matches

Get assists. To do this shoot and hit a ship that's being attacked by a more experienced pilot. The goal is to do a little damage to it before the experienced pilot kills it. Gunships and dronecarrier bombers are the easiest to do this in. Scouts can zoom in get off a few shots and boost back to safety but are vulnerable while in the middle of the fight. Strikes, are in general going to have a difficult time, staying close to cover helps a bit in terms of surviving, but in most cases they will earn requisition at the lowest rate of all of the ship classes.

 

Just to point out again: If you're doing the daily quest 7 times a week and the weekly quest once then you'll get 7*625+3125=7500 requisition for each ship you have unlocked. If you have all 12 ships unlocked that is 90k ship requisition in total. That's why it's helpful to not use requisition tokens immediately, if you don't have to do any important upgrades.

On most characters, all my ships are mastered, even if I have never used them in battle.

 

Also noteworthy:

You get the same amount of requisition for a kill as for an assist.

There is bonus requisition for "class specific weapon" kills/assists. That are railguns for gunships and mines for bombers if I remember correctly.

To check what exactly gave you requisition, open the requisition tab in the scorescreen.

 

 

Personally, I've found it more difficult to get some achievements than to gather requisition. The reason was, that I've almost exclusively used the T2 scout (Flashfire/Sting) on all characters for almost the entire first year after GSF was released. It's impossible to get the required "4k repair"-medal (not sure how it's called) in a T2 scout. Also I didn't get many assists, because I usually got the killing blow - therefore I had to dedicate some matches to get the required assist MVP medals. Another problem for me were the "kill 8 turrets" medals (also forgot the name), because those medals are easier to get if you're on the losing side of a DOM match.

 

For the achievements that require matches played/won with a specific class, it's enough to use that class only once per game. You should have one ship of each class on your bar.

 

Personally, for doing achievements, I would organize my 5 ships this way:

  • T2 scout (Flashfire/Sting). The most versatily and arguably strongest ship in the game, with the disadvantage of requiring a very good pilot to be played effective. However, a T2 scout with Burst Lasers is effective in killing satellite turrets and attacking satellites in general.
  • T1 gunship (Mangler/Quarrel). Ion railgun is extremely effective for getting assist achievements. It's also the best gunship because of Ion Rail.
  • T2 bomber (Legion/Warcarrier). Usually the T1 bomber (Razorwire/Rampart) is considered stronger, however the T2 bomber has the advantage of having a repair drone, which easily repairs 4k damage in a match if you're supporting a node.
  • Any strike fighter, although I'd prefer the T3 (Clarion/Imperium) because of the available components. Strikes don't have much use for the most time, but you want one on your bar for strike fighter achievemets.
  • The 5th slot can be reserved for a ship which needs additional requisition. You can switch to it whenever you think the situation is appropriate and gain some req for it.

Edited by Danalon
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  • 2 weeks later...

I have a question: "Rocket Pods, How Do They Work?"

 

Since these do not lock on, are they fired pretty much like the blasters? ie line them up in the target lead reticle and fire.

 

Is the travel time to target about the same as blaster fire?

 

I'm just trying to figure out if using rocket pods against a moving target is harder, or basically the same, as shooting them with blasters.

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I have a question: "Rocket Pods, How Do They Work?"

 

Since these do not lock on, are they fired pretty much like the blasters? ie line them up in the target lead reticle and fire.

 

Is the travel time to target about the same as blaster fire?

 

I'm just trying to figure out if using rocket pods against a moving target is harder, or basically the same, as shooting them with blasters.

 

Rocket pods work exactly as blasters do, with a couple of exceptions.

 

Their tracking is much higher than any blaster (5%/degree, vs. 2%/degree for heavy lasers and less for any other blaster), meaning that they will be very hard to land on a moving target.

 

When you are within range, the visual cue that appears is the same as any other secondary (the red triangles around your target) and not the red lead (as in primaries).

 

Note that pods ARE affected by power allocation, meaning power to weapons will increase their damage by 10% and power to shields/engines will reduce their damage by 5%. This is likely a bug.

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Rocket pods work exactly as blasters do, with a couple of exceptions.

 

Their tracking is much higher than any blaster (5%/degree, vs. 2%/degree for heavy lasers and less for any other blaster), meaning that they will be very hard to land on a moving target.

 

When you are within range, the visual cue that appears is the same as any other secondary (the red triangles around your target) and not the red lead (as in primaries).

 

Note that pods ARE affected by power allocation, meaning power to weapons will increase their damage by 10% and power to shields/engines will reduce their damage by 5%. This is likely a bug.

 

Also Pods have a relatively small firing arc, and obviously can only hit inside of it. Took me some time to get used to stop firing when the indicator left the smaller firing arc.

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Also Pods have a relatively small firing arc, and obviously can only hit inside of it. Took me some time to get used to stop firing when the indicator left the smaller firing arc.

 

True. I'm not sure they fire when your reticule is outside the arc, but I tend to fire them withing the arc in any case.

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True. I'm not sure they fire when your reticule is outside the arc, but I tend to fire them withing the arc in any case.

 

They don't. Additionally, I'm pretty sure that if you end up outside of the arc while firing, you have to let go of the button and then hold it down again to get it to resume firing once you're back inside the arc.

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Is there any way to make the map in the lower right corner bigger? Like, is there a GSF UI editor or settings to alter the look/layout?

 

There's an option for that somewhere in the UI editor. Don't ask me where exactly. The last time I changed my GSF UI was years ago.

Edited by Danalon
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Interface editor -> Galactic Starfighter -> select minimap -> scale. It's 1.00 by default, you can bump it up to 1.25.

 

Ah great, thanks! At its current size, I can barely make out blips or grid locations on that tiny map, let alone in the heat of the action.

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Since the missiles don't seem to list the actual lock-on time as far as I can tell, can anyone verify the difference, if any, between the lock-on times between Proton Torpedoes and Ion Missiles? I got the 14% lock-on time reduction on both, and was expecting the Ion Missile time to be shorter, to compensate for the shorter range, but it seems almost like it takes just as long. I'm so used to the short lock-on time of Cluster Missiles, that these longer ranged ones are just killin' me! Edited by HeatRacer
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Since the missiles don't seem to list the actual lock-on time as far as I can tell, can anyone verify the difference, if any, between the lock-on times between Proton Torpedoes and Ion Missiles? I got the 14% lock-on time reduction on both, and was expecting the Ion Missile time to be shorter, to compensate for the shorter range, but it seems almost like it takes just as long. I'm so used to the short lock-on time of Cluster Missiles, that these longer ranged ones are just killin' me!

 

Clusters - 1.3

Interdiction - 1.7

Concussion, Ion, EMP - 2.6

Torps - 3.4

 

All numbers after upgrades.

 

Edit - this is the main reason that torps are basically useless. Only clusters and to a lesser degree concussions can be spammed. All other missile have either a long lock on, or a long reload, or both.

Edited by Greezt
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Since the missiles don't seem to list the actual lock-on time as far as I can tell, can anyone verify the difference, if any, between the lock-on times between Proton Torpedoes and Ion Missiles? I got the 14% lock-on time reduction on both, and was expecting the Ion Missile time to be shorter, to compensate for the shorter range, but it seems almost like it takes just as long. I'm so used to the short lock-on time of Cluster Missiles, that these longer ranged ones are just killin' me!

 

You have to turn on improved weapons tooltips in your settings. Once you do that when you hover over your weapons in the ships hangar it will show you all their stats. You can also use this link to look at all the ships and upgrades available. http://dulfy.net/2013/11/16/swtor-galactic-starfighter/

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Clusters - 1.3

Interdiction - 1.7

Concussion, Ion, EMP - 2.6

Torps - 3.4

 

All numbers after upgrades.

 

Edit - this is the main reason that torps are basically useless. Only clusters and to a lesser degree concussions can be spammed. All other missile have either a long lock on, or a long reload, or both.

 

Ooh great, thanks! In a match last night, I must've been up against a lot of new players since I was actually able to fire off my entire load of protons, which was rather nice. :cool:

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Ooh great, thanks! In a match last night, I must've been up against a lot of new players since I was actually able to fire off my entire load of protons, which was rather nice. :cool:

 

Notice Drakkolich linked Dulfy's GSF calculator. That's useful if you need to check stats or numbers.

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To earn an MVP medal (ie for damage, heals, etc for achievement purposes), is it that you have to be the top earner out of both sides, or just your own team?

 

I'd assume it's out of both sides but you know it's something I've never really checked. If anyone else that reads this threads knows please let us know.

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Regarding the Dampening Sensors, do they reduce the range from which you're visually spotted, or only your appearnce on the radar mini map?

 

As far as I know, as soon as you're "visually spotted" you appear on the minimap of the player who sees you and all other players that are connected to him via comm sensors.

 

So I'd say dampening helps against both.

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  • 1 month later...
what is ur best copilot for the flashfire and why

 

For defensive play you want any co pilot with the Running Interference ability. It's a great cooldown for Scouts as with their already high evasion you can stack it even higher making you really hard to hit.

 

If you're looking for an agressive cooldown you want any co pilot with the Wingman ability. Giving yourself that extra accuracy to hit your opponents can really help your damage potential.

 

 

For myself I tend to choose which one to go with based on the weapons I'm using.

 

When I play with Burst Lasers and Cluster Missiles I use Running Interference as Burst lasers are already very accurate and accuracy doesn't affect lock on missiles.

 

While when I play with Quad lasers and Rocket pods I use Wingman both weapons suffer from low accuracy and high tracking penalties making the increased accuracy from Wingman really boost their damage. Since it's a very high dps build you generally just want to kill them as fast as possible making it a more glass cannon build.

 

 

I hope that helps and let me know if you have any more questions or need a better/different explanation. :)

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