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Zurin
Zurin123
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Joined: 25 Mar 2012
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re: SWTOR Patch 2.5

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Galactic Starfighter General Info

SWTOR Galactic Starfighter build calculator. Select and modify ships, components, and crew members!

Click here for more Detals

A guide for players to new to the SWTOR Galactic Starfighter with gameplay videos.

Hangar

 

 

Accessing Galactic Starfighter

To access the menu for Galactic Starfighter, either press H or click on this little icon on your minimap. This should bring up a window that contains everything related to Galactic Starfighter. This is where you will spend most of your time outside the instanced space battle.

 

RepublicDallies & Weekly

You can pick up a daily and weekly at the PvP Terminal in the fleet (Combat Training section). The daily will grant you 750 Ship Requisition to all ships on your character. Weekly will grant you 250 Fleet Requisition and 2500 Ship Requisition to all ships on your character.

You will get a introduction quest first when you visit the PvP terminal. Complete that for access to daily and weekly.

Galactic Starfighter Menu Overview

 

Menu

The window has 5 tabs at the top, Ships, Components, Cosmetics, Crew and Launch.

  • Ships – where you select ships to modify or purchase new ships
  • Components – where you purchase upgrades to various components and modules attached to a specific ship
  • Cosmetics – where you can purchase and select paint jobs, various colored blasters, etc. Most of the stuff here cost Cartel Coins
  • Crew – where you select what companions you want aboard each of your ship. There are 5 compartments for companions (Engineering, Offensive, Defensive, Tactical, Co-Pilot) and you can unlock companions from other classes in addition to four new companions that are exclusive to Galactic Starfighter.
  • Launch – Once everything has being configured and you want to head to a battle, select this tab to either battle solo or in a group (max size of 4 players).

At the bottom is a row of 5 slots where you can click the Select Your Ship button to get them ships you have unlocked loaded up for space combat. 

 

Ship

 

Ships

 

You will see three class of ships here: Scout, Strike Fighter, and Gunship. There should be two ships under each class except for Gunships. You will have two ships to play with initially, the other 5 are locked and greyed out until you can acquire enough Fleet Requisition to unlock them or purchase them via cartel coins. You cannot access the Components tab of ships that are locked but you can see a brief description, ship stats, and a list of their components when you click them on them in the Ships tab.

 

  • Scouts: Fast and agile ships designed to fly from point A to point B faster than other ships. Combat capability is slightly limited compared to other types of ships due to limited weapon loadout and weak defenses but can easily outfly blaster fire and missiles. Max range is ~6000m.

 

  • Strike Fighter: Standard lock-on missile carrying ship that comprise the bulk of most matches. Not as agile and fast as the scout but has a much bigger weapon loadout that allow them to carry two types or blasters or two types of missiles to handle any situation. Max range is ~7000m to 10000m depending on the missile loadout.

 

  • Gunships: Designed to be a sniper ship that can shoot at enemies from afar (15000m) with its railguns that requires a few seconds of charge up and immobilize itself. Cannot carry any missiles but has some hard hitting blasters. Able to kill enemy ships in 2-3 hits but is vulnerable to fast moving scouts carrying rocket pods.

Components

 

Componets

 

There is an important option you should turn on before viewing this tab. Use Esc to access your preferences menu and then go to Starfighter section. Under Tooltips, make sure Show Detailed Star Fighter Weapon Tooltips is checked. This will allow you to get detailed info on weapons.

 

Detail

 

Here is where you can select components specific to the ship you just selected in the ships tab. The components category vary depending on the ship you selected but typically you can select your blasters, missiles, shields, engines, magazines, reactors, thrusters etc.

Within each component category is a choice of several items.  Only one will be unlocked but you can unlock others via Ship Requisition. Each item will have a small talent tree where you can pick up upgrades via Ship Requisition to make them better. If you do not have enough Ship Requisition to purchase something, Fleet Requisition can be used to supplement the purchase at 1:1 ratio. This is something you should be extra careful as you can accidently spending Fleet Requisition (which are much slower to acquire) without intending to.

Note: For upgrades with two options, the unlock will unlock both of them but you can only select to equip one of them at a time.

 

Cosmetics

 

Cosmetic

 

This tab is specific to the ship you selected in the ships tab.

You can pick your blaster bolt color, ship paint jobs and different colors for engine aftertrail here. These are purely cosmetic and have no effects on your ship stats. Some of them will be free while others will cost Cartel Coins (90-250 CCs usually)

Paint jobs are mostly eye candy for you as other players are unlikely to see them. However different colored blaster bolts and engine aftertrails are likely to be very noticeable to other players.

 

Crew

 

Crew

This tab is specific to the ship you selected in the ships tab.

Companions fill crew slots in Galactic Starfighter. There are four new companions per faction exclusive to GS that serve as default companions for everyone. All of the companions belonging to your class are also unlocked if you have unlocked them already on your character in the “ground” game. You can unlock other companions belonging in the same faction as well with Fleet Requisition (1500 Fleet Requisition per companion).

There are five crew slots: Engineering, Offensive, Defensive, Tactical and Co-Pilot. Each slot have a roster of companions that can fill this role. For the co-pilot slot, you must pick one of the four companions you have selected for the other slots. This companion will double up as both your co-pilot and fill one of the other roles.

Companions in the Engineering, Offensive, Defensive, Tactical slots grant you passive bonuses to your ship. Different companions grant different passive bonuses. Your co-pilot will grant you with an active ability you can use in combat with a cooldown (usually 1 minute cooldown)

 

Launch

 

Launch

 

Once you are comfortable with your selections in the components, cosmetics, and crew tab, you can go to the launch tab to get ready to queue.

If you havn’t noticed already, at the bottom of of all tabs is a small row with 5 slots. This is where you can select what ships you like to bring to a match (maximum of 5 different ships)

Once that is done, click the queue button to get iinside an actual match. Available are solo queue and group queue (up to 4 players).

 

Requisition

 

When you finish a match, you earn two types of currency called requisition. One of them is fleet requisition and the other is ship requisition. Both types of currency are specific to a character and does not carry over to your legacy. There is currently no weekly cap on earning both types of requisition but this will probably change on live servers.

 

  • Ship Requisition – This type of requisition is earned towards the ship(s) you used in the match and is only specific to that ship. You cannot purchase things with another ship’s ship requisition. Ship requisition is mostly used for component upgrades but excess ship requisition can be converted to fleet requisition via cartel coins.

 

  • Fleet requisition – Fleet requisition is earned as a % of your ship requisition (~5%). They are available to every ship on your character. Fleet requisition is mostly used to unlock new ships but you can also use fleet requisition to supplement component upgrades if you don’t have enough ship requisition (Becareful of this when purchasing ship components to make sure you don’t spend fleet requisition without intending to)

There are two places where you can keep track of your requisition. First is the scoreboard at end of a match. Looking at the Requisition Gain portion of the scoreboard tells you how much requisition you earned that match. The bigger number is the ship requisition while the smaller number is the fleet requisition. If you have used multiple ships in the match then the ship requisition will be divided up among the ships you used (split is based on how long you flew each ship).

New

 

The second place where you can view your total requisition is at top of the Galactic Starfighter menu. Fleet requisition will stay constant when you switch between ships but ship requisition will change since it is earned specific to each ship. In other words, if you have never played a specific ship, then that ship’s ship requisition will be 0.

New 2

 

As mentioned above, ship requisition can be converted to fleet requisition at a cost of 1 Cartel Coin for every 25 fleet requisition via a small button between the ship and fleet requisition totals.This exchange rate may change before Galactic Starfighter goes live

 

Exchange

 

Space Combat Controls & HUD

 

Tutorial

 

There is a tutorial you can access in the top right corner of Galactic Starfighter menu. The tutorial is fairly basic but allow you to fly around and get a taste of capturing objectives without enemy player interference

 

1

 

Respawn HUD

 

When you zone into a match, you will be presented with a respawn HUD. Here you can select any of the ships you have readied into the match and view both your team and enemy team’s compositions (player names, ships they own and selected). If you are ready to head out, click on the Ready button and you will spawn in your ship once the timers counts down.

If you died during a match, you will be presented with the same respawn HUD.

 

Respawn

 

Basic HUD

 

Basic

 

Minimap The HUD is fairly simplistic. On the top left corner you have the standard SWTOR chat window. On the top right corner is a 2D minimap with a small overlay grid. Red circles on the minimap are enemy ships while green circles are friendlies. Your ship is represented by a small green triangle on the minimap with the tip that is filled representing your heading.

 

Mini

 

Scoreboard: Also in the top of the screen is the scoreboard with A, B and C circles. These circles are objectives. If they are green then they are under your team’s control and if they are red they are under enemy team’s control. The small dots surrounding the circles are turrets. The maximum number of turrets on an objective is 3 so you will see 3 dots if they are all there. If there are no dots then that means the all of the turrets have being destroyed.

 

Scoreboard

 

Blaster & Missile circles –firing arcs: Smack in the middle of the screen is a big circle with a curved orange bar on the left and a curved purple bar on the right. This is the circle you must position enemy ships inside to be able to fire your blasters at them (the official term for this is firing arc). The left orange curved bar is your weapon power pool and the right purple bar is your engine power pool. To the right of the purple bar is a graduated blue bar that tells you how fast your ship is traveling. Inside the big circle is usually a smaller circle. This is where you must keep enemy ships inside to fire your missiles. The size of this smaller circle varies a lot between missiles with hard hitting missiles having much smaller circle.

 

2

 

Enemy ships near you but outside your field of view will appear as red triangles on the inside edge of the big circle while the ship you have targeted but outside of your view will appear as a lighter red rhombus on the inside edge of the circle.

Ship health & power conversions On the bottom left of the screen is a circular display with an icon of your ship in the middle. The two rings around your ship icon is your shield and it will change color depending on how damage the shield is. (Green, yellow, orange, red). The top arc of the ring represent your forward shield while the bottom arc of the ring represent your back shield. If your shield is completely depleted, the ring will disappear.

 

Ring

The ship icon in the middle represents your hull health. It will go from green to yellow, to orange and finally to red depending on how damaged it is. If your ship icon is red then you are not too far off from dying.

Any debuffs you receive will be displayed on top of the circular display as icons.

The three bars to the right of the circular display are your power conversions. F1, F2, F3 will switch them to Blaster, Shield, and Engine power conversions respectively and the bars will go up or down as indicators. Power conversions are a huge component of the gameplay and will be covered in detail below.

Ability Bar: On the bottom of your HUD is a row of 6 buttons. Buttons 1-4 are mapped to your keyboard’s 1, 2, 3 4 buttons while buttons 5 and 6 are mapped to your left and right mouse click respectively. The functions of 1, 2, 3 buttons vary depending on the ship and components. 1 is usually to swap weapons or activate scout systems, 2 is shield ability  3 is engine ability and 4 is co-pilot active ability. Left mouse click is always blasters (hold down for continuous fire) while right mouse click is for missiles/rockets/railguns (holdown the right mouse button to lock on missiles)

 

Quickbar

Target Window On the bottom right of your screen is a window that will display your target’s name, ship type, ship image, shield HP (blue bar to the left), hull HP (red bar to the right), and their distance. Their buffs and debuffs from your companion active ability for example will also be displayed here.

 

Target

 

Shooting & Reticles

 

Enemy ships in your view will appear as a small square box with their distance on the bottom and their name on the top. If you tab to them or use E to manually select them, a circle and a targeting reticle will appear. The circle is where they are traveling towards and you should aim your blasters & rockets there. The reticle is where you will need to aim your missiles to get a lock on.

 

Shoot1     Shoot2

If you are within missile range, the triangles on the targeting reticle will turn slightly red, allowing you to start locking on missiles. If you are within blaster range, both the circle and the targeting reticle will turn completely red.

 

Shoot3     Shoot4

 

Gunships have a special view scope when they use their railguns. This is similar to a sniper scope and enemy ships inside the scope will just have a circular crosshair if you switch to them. Red crosshair will indicate that the target is within your railgun range. There is a curved bar at the top that show you how charged your railgun is. Much like sniper scopes, the area outside the scope is obstructed so you have no way to tell if someone is sneaking up on you from the back or sides.

 

Gun

 

Movement

 

The movement is pretty simple. It is WSAD control with X to halt completely. When you need to use the afterburner, hold down space. You will gain 320% speed boost as long you have enough engine power.

Targeting

Targeting is fairly basic. Use Tab to cycle through nearby enemies to see who is near you and how far away they are from you. If you spot someone in your HUD, you can manually target them by pressing E. This will cause a targeting reticle to show up on top of them, allowing you to aim at them. If you want to know who just attacked you, press R and their name and targeting reticle will show up.

 

 

Blasters & Missiles

Holding down left mouse button will fire your blasters while holding down the right mouse button will allow you to lock on and fire missiles. If you are on the basic scout, right mouse button will fire rocket pods instead, which do not require lock on. If you are on the gunship, right mouse button will open up the sniper scope for railguns.

 

Power Conversions

 

Power Conversions plays a vital role in space combat as picking the right one will allow you to either take more damage, dish out more damage or fly further. Use the F1, F2, and F3 keys to swap to the appropriate conversion

 

Abilities

 

Buttons 1-4 are your abilities

 



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