Tag: X Wing
Star Wars Galaxies Jump to Lightspeed Guide-chapter005
by credits4swg on Jun.28, 2010, under SWG Credit Farming Guide, Swg Credits
tar Wars Galaxies Jump to Lightspeed Guide
Tier 3: Finally, the ability to get some serious firepower. Since the X-Wing has
three gun mounts and isn’t nearly as sluggish as the Y-Wing variants were, it would be wise to take it and do the rest of the missions in it C it’sEve Money a great and very versatile ship. If you went with the Y-Wing and plan on keeping it, Advanced Alliance Starship Components would be the best to take to upgrade it, and if not, go with the Space Superiority Fighters box first, and then take the Starship Components. If your missions consist of a lot of gunboat or TIE Aggressor blasting, get the level 3 shield adjustment programs and learn how to use them, as well as all of the other level 3 overloads from Imperial and Freelance Pilots – you’ll be using them from now on as there is no need for level 4 ones (except for a very few specific commands).
Tier 4: Given that you are of Rebel ground faction, unfortunately, you won’t be
able to fly an ETA-2 “Actis” Interceptor (Jedi Starfighter). This leaves the A-Wing, which is a pretty good PvP ship (so you won’t be needing that one for now, except if you really like the extreme maneuverability at the expense of firepower) and the ARC 170 ROTW quest reward ship, which is not very suitable for “grinding”. It would be best to stay in an X-Wing for now and finally get the Heavy Alliance Starship Ordnance box to use Level 8 components. Hopefully, you managed to loot quite a number of those by now and will be able to equip your ship properly. The otherEve Online Money three boxes are your choice C you probably won’tEve Power Leveling need a level 5 Astromech since the capacity of the level 4 ones should be enough for the few commands you’ll be using but you might want to pick it up to use level four Capacitor To Shield Shunt commands.
Freelance Pilots:
Tier 1: At your first chance, train the Basic Starship Component Use box or the
equipment and the Basic Fighters box for the Dunelizard. With two guns, very decent maneuverability, and approximately 85k of mass, the Dunelizard is probably the best Tier 1 fighter available in all Pilot factions. If you decide to customise it as you go along, loot and keep components to Reverse Engineer and progress through the equipment tree, you’ll be more than able to pass through all 4 tiers of missions, including the Master Pilot mission by using this ship alone. After that, get the Droid Interface Basics box for overloads and other useful programs C combined with them, lower tier missions will be incredibly easy to complete. There’s not much in the Techniques tree up until Tier 3 when you get the IFF Scramble ability, so leave that one as the last box to learn until then.
Tier 2: Skip the Kihraxz unless you really like how it looks C a Dunelizard will be
much better for Tier 2 missions so put the Advanced Fighters box on hold for now. Forget about the Pirate Trap command in the Starship Defense box too, as it (although it sounds
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Star Wars Galaxies Jump to Lightspeed Guide-chapter002
by credits4swg on Jun.28, 2010, under SWG GUIDE, Swg Credits
tar Wars Galaxies Jump to Lightspeed Guide
ships don’t count!) and you, of course, must have the Master Pilot mission in your datapad/quest journal.
Rewards: Apart from your Master Pilot box and the sheer happiness due to
pleasing your superiors, after successful completion of your mission, you will get a bio badge identifying you as a Master Pilot of your faction, a factional Ace jacket, an Ace helmet and a Medal of honor. Sadly, none of the factional gear is seen in the Star Wars movies, and there is no actual SW X-Wing Pilot helmet in-game, but the rewards are still quite nice.
Note: If you have completed the Master Pilot missionFiesta Gold before the
implementation of Medals of honor (a recent addition to SWG), you can get them by simply speaking to your former Master Pilot mission giver one more time!
5.1.3. Where does it spawn?
Both Corvette ships will spawn on predetermined static waypoints in Kessel, go
along their route to their respective exit waypoints and then hyperspace out of the system. The spawn rate is tied to the server time and doesn’t have anything to do with your specific master mission. They are on quite long respawn timers, so be prepared for a rather long mission and a possible 1-hour waiting time before the mission even starts.
When the Corvette enters Kessel space sector, it will remain flying along its route
for about 45 minutes. After that, it will hyperspace out and be gone for about 1 hour and 15 minutes. In other words, the spawn times are spaced about 2 hours apart. The difference between Imperial andFiesta Money Rebel Corvette spawn times is around 1 hour so, if you notice the “wrong” Corvette spawning, it means you have an hour to wait for the one you have to destroy to spawn.
Note: Use the /who command and send a few tells to see if anyone in the
space sector has noticed the Corvette recently toFiesta Online Gold inform yourself and your group about possible waiting times.
These are the approximate entrance and exit waypoints for both Corvettes (note
that the “Rebel” Corvette is, in fact, the one Pilots with the Imperial-aligned Master Pilot mission have to destroy, and the “Imperial” Corvette is the one meant for Rebel Pilots):
Corvette Name Faction Entrance Hyperpoint Exit Hyperpoint
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