SWTOR 7.0 Galactic Starfighter guide and best builds (2023)

A comprehensive and very comprehensive guide to absolutely everything you need in SWTOR Galactic Starfighter aka GSF: Introduction, UI, Mechanics, Ships, Builds, Maps, Tips!

table of Contents

  • Introduction to the Galactic Starfighter (GSF)
  • General view of the hangar window
  • GSF HUD Overview
  • Control and movement GSF
  • Spaceships at GSF
  • ship components
  • co-pilots and crew
  • GSF Mechanics
  • Overview and Tips for Galactic Starfighter Maps
  • Battle tactics and tips.
  • GSF Resource Collection
  • About the Author

Introduction to the Galactic Starfighter (GSF)

Starfighters are an iconic part of Star Wars, having time and time again decided the fate of the entire galaxy, from the Battle of Yavin in which Luke Skywalker destroyed the Death Star to Revan ending the Mandalorian wars on the planet Malachor V.

Now you probably want to participate in this promotion, but you don't know? Piloting a starfighter can be confusing and intimidating. That's what this guide is for, to walk you through the various controls and mechanics of flying a spaceship! If you're looking for quick ship building recommendations here, check out the Starships in GSF section of the guide. If you want to significantly improve your aerial combat skills, keep reading!

Frequently asked questions

Here are some frequently asked questions you may have with their answers.

"Is my ship something I choose when loading or something I save outside of the minigame?"
All changes to your ship are made outside of the minigame and you cannot change these options while queuing up for a game.

“Are your ship's stats deterministic? (IE: Are all Flashfires exactly the same)?
Yes and no. While the basic stats are shared by the same ship models, their stats may differ depending on the crew passive abilities chosen by the pilot.

"Is the friendly fire on?"
No, you cannot damage friendly ships with your weapons.

"Is there any goal other than blowing up your opponents?"
That depends on the game mode. There are currently two game modes, Deathmatch and Domination. In Deathmatch, you simply kill enemy spaceships, while in Domination you try to control the satellites for as long as possible until you reach a point limit.

"What does each stat do and how does it scale?"
This answer can be found in the "GSF Mechanics" section of the guide.

"Can I use a flight stick to play GSF?"
No, you use the mouse to control the scope of your main weapon, as well as to control your pitch and yaw.

"Will the Cartel Market cosmetics and ships I unlock be shared with my legacy?"
Unfortunately no, and I'm surprised this has never been fixed. Wrap styles, wrap colors, machine colors, blaster colors, and ships purchased with Cartel Coins are only unlocked for the character you purchased them for. There doesn't seem to be an option for a legacy unlock.

General view of the hangar window

By default, the key to enter the GSF hangar is the "H" key. Alternatively, you can click on the spaceship icon on the edge of your minimap and under the Explore tab in your menu bar.

By default, the key to enter the GSF hangar is the "H" key. Alternatively, you can click on the spaceship icon on the edge of your minimap and under the Explore tab in your menu bar.

The Home tab

This is the first tab you see when you open your hangar. At the top you will find the ship and fleet requirements. Requests are a type of currency that you get for playing Galactic Starfighter and that you can spend to upgrade your ship. The Ship Request is a request that can only be used on the ship you select, while the Fleet Request can be used to purchase upgrades for any ship you own. It's best to use the fleet requirement primarily to buy crew and starships, as this is the only currency you can use to buy these things. You can convert Shipment Requests to Fleet Requests by converting them with Cartel Coins using the green and fuchsia chevron button.

SWTOR 7.0 Galactic Starfighter guide and best builds (1)

To the right of the job offers you will find two more buttons. The down chevron is your fighting record. This offers up all sorts of useless stats that you can use for bragging rights. The question mark gives you the option to start the GSF tutorial level. This is a great option if you want to get a taste of GSF without putting yourself at risk.

The left panel shows what ship components your selected ships are equipped with, along with the passive stats gained from your crew. The right panel contains a brief description of the ship, the ship's stats, and the launch/group launch buttons. You can queue up for a GSF match yourself by clicking the Start button, or bring your group with you using the Group Start button. Alternatively, you can also do this from the PvP tab of the activity window.

At the bottom you have your hangar with ships that will be available in a GSF match. You can only have up to 5 ships when you queue, so choose wisely. To change the ships available to you in a game, click on one of the boxes and press the "Choose your ship" button to open a menu. From here you click on a ship that is not currently on your list and it will replace what was in the box. You'll notice that a ship on your list can have a x2 purple corner, which means you can get up to 500 additional requirements to fly that ship in a match.

The Ships tab.

The Ships tab allows you to view the currently available and unavailable starships that are available to you. The left panel contains dropdown menus for Strike Fighters, Scouts, Bombers, and Gunships. For details on the strengths and weaknesses of each ship type, see the Starships in GSF section of this guide.

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The right panel displays your ship's description and a list of all the components that can be equipped on that ship. Be sure to scroll down on the right hand side to see all the available and currently equipped components on a ship. Currently equipped components are written in yellow, while unequipped components are written in white.

The Components tab

The Components tab shows the components your ship can use. These may need to be unlocked through ship or fleet requirements. It's generally good practice to use your ship's requirements for this, as they are easier to obtain. The types of components available depend on the model of your boat. Some ships have more offensive, defensive or useful options. No ship has it all, otherwise it would be too powerful.

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On the left are the component options currently available for your ship. When you select one of these options, the panel on the right will show you available upgrades along with options to extend the functionality of your component. Above that is a description of the component. For a more in-depth look at the ship's components, see the "Ship Components" section of the manual.

The cosmetics tab

The options in the Cosmetics tab are mostly purchased with Cartel Coins. Occasionally you can unlock some cosmetics like wraps through event vendors like the Fleet Anniversary Vendor. On the left are options for the main color of the weapon, the color of the engine, and the livery options. When selecting a livery, the available color schemes appear in the right panel with the option to invert the placement of the color on the ship. You can preview the options without purchasing them.

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The crew tab

The Crew tab shows the crew that your ship is currently equipping. Every crew member is a companion available to their class along with some available to other classes. You can select up to 4 crew members, one each of the Offensive, Defensive, Tactical, and Engineering options. Each crew member adds 2 passive stat buffs to their currently selected ship, allowing you to tweak it to your liking. Additionally, you can choose one of four crew members of your choice to be your co-pilot, where you can access their active abilities during the GSF.

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The left panel contains dropdown menus for the different crew categories along with the crews that belong to those categories. On the right is a description of the pet and its active ability. Hovering over the active skill displays a tooltip describing the skill. A list of passive and active crew skills is available in the Crew Members section of the guide.

GSF HUD Overview

Below is the default Heads Up Display (HUD). I would recommend putting things in a more compact formation so your eyes can spend less time circling the screen and more focused on the battle ahead.

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You can do this outside or inside a GSF game, although I'd say the best place to set it up is in the Tutorial level. You can achieve this through the Interface Editor, which can be invoked by pressing Esc and clicking the Interface Editor option. From there, select the second dropdown menu and select Galactic Starfighter to change your GSF HUD skin.

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From here, feel free to move the GSF HUD elements around as you see fit, though I suggest keeping them compact. Below is a variant I use, it's compact and keeps the relevant information close by so I can look at it without jumping to different corners of the screen for information and at the same time gives me a good view of the offers in front of me .

SWTOR 7.0 Galactic Starfighter guide and best builds (8)
SWTOR 7.0 Galactic Starfighter guide and best builds (9)

Now let's look at the HUD in a simulated combat scenario. We will see the marker, the minimap, the firing angle, the aiming computer, the state of the ship, the state of the power, the state of the weapon and the bar of abilities.

highlighter

Below is the scoreboard you see during a game of Galactic Starfighter. When you're in a deathmatch, the A with the circles around it isn't there.

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When you're in a Domination game, you'll see two more letters circled around them, B and C. The A, B, and C markers indicate satellites in a Domination game. They appear blue when neutral, green when controlled by your team, and red when controlled by the enemy team. The three circles above the letter indicate how many defense towers have been spawned around your satellite. If you see these indicators go off, it means that the satellite is under attack because someone has destroyed its defense towers.

The bottom bar fills green as your team scores, and the enemy's top bar fills red as they score. You earn points for kills in both Deathmatch and Domination, but in Domination you also earn them when your team is in control of a satellite. On the left side of the scoreboard is the stopwatch, which shows the time remaining in a game. Once it runs out, the winning team will be determined by who currently has the most points.

minimal

The minimap allows you to quickly see the map you are currently on. In it you can see any physical terrain, satellites, allies and enemies.

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Friendly ships appear as green arrows, while enemy ships appear as red arrows. You can also see which direction friendly and enemy ships are currently facing, so it's helpful to know if an enemy is closing in on you. Things like defense towers, defense probes, mines, and other stationary deployment items are shown as circles, green circles are friendly and red circles are hostile.

The distance you can see depends on the sensor range and communication range of your own ship and that of your friendly ships. For detailed information on the sensor function and communication section, please read the "GSF Mechanics" section of the manual. If you want to view the map in full size, the hotkey for this is set to M by default.

arc of fire

This below is the arc of fire and, aside from the movement of spaceships, is the most likely cause of intimidation for newcomers to the GSF.

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Let's break it down piece by piece so you know what you're looking at, because after all, the source of fear is a lack of knowledge about something. The yellow bar on the left is the power group of your weapon. This is the energy reserve used to fire your main weapons. When it's empty, you can't fire until it reaches enough of a charge to allow the main gun to fire.

The purple bar in your battle is your Engine Power Pool. This group is used when you use your boosters or motor skills. On the right is your speedometer, although in the example above I turned the engine off to give it a run down. When your ship is active, your speed will be set to medium, but you can increase or decrease your speed with the acceleration and deceleration buttons. To the right of the engine speed indicator is the mystery rectangle. As far as I can tell, this doesn't do anything and is probably a holdover from the GSF development phase that probably had a planned use but never did anything with it.

Then in the circle in the center of the HUD is your arc of fire. You will notice that there is a large circle and a smaller circle inside. The larger circle shows the area where you can fire your primary weapons and the smaller circle inside shows the area where you can fire your secondary weapons. The exact size of these fire arcs depends on the currently equipped weapons and any upgrades you have currently applied to your fire arcs. To provide a better visual example, I'll highlight the areas in the image itself.

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SWTOR 7.0 Galactic Starfighter guide and best builds (14)

Eventually you will notice a small cross moving with your mouse. You use this crosshair to aim at your target within your firing arc and use the buttons on your primary or secondary weapon to shoot. The stationary circular formation in the center indicates the area where you will not suffer an accuracy tracking penalty when using your primary weapon. The further you are from this circular area, the less accurate your weapons will be. For more information on archery and the accuracy tracking penalty, see the GSF Mechanics section of the manual.

target computer

Below is your target computer. This screen shows you the position of your target in relation to your ship, as well as their distance from you, shield health, hull health, and of course, their name.

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At the top is the name of the target, either an NPC like a defense tower or a defense drone deployed by another player. Just below the name is your target's current focus, letting you know if they're focusing on you or an ally. The distance to you within the range of your sensor is displayed at the bottom.

The sides show you the current health of your target. Whereas in this example the left side says "0" and there is nothing on the bars. If you are targeting a ship these will be blue to show the health of the shield. The top blue bar represents the health of the target's front shield, while the bottom bar represents the health of the target's rear shield. The right side displays the target's helmet percentage health from 1 to 100, which means it means their remaining health percentage. The red bar is another visual indicator of their current health and will deplete when they take hull damage.

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SWTOR 7.0 Galactic Starfighter guide and best builds (17)

In the examples above you can see how to see enemy targets on your HUD. As you will notice, the enemies you are actively targeting will have a circle and four lines around them.

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If your current target is off screen, it will appear as a red diamond in your arc of fire. This diamond tells you the direction you need to look to see them on the screen again.

Delivery Status

This is your ship's shield and hull health indicator, and the small part to the right shows your shield settings. By default, your advantages and disadvantages are displayed just above your ship's status. So if you decide to move things from the default, I recommend keeping this status bar close to your ship status.

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Shield Health and Shield Settings

Your shield health is represented by 2 arcs at the front and back of your ship's hull health bar. Taking damage from the front reduces the health of the front shield, while hitting the rear reduces the health of the rear shield. Your health can easily regenerate over time, either by avoiding damage or by using shield abilities to increase the strength of your shield. By default, your shield health is displayed in a deep green color, though it can change depending on your energy settings or your shield settings if you're using a directional shield. From full health to low health, your shield color will look like this...

Blue > Dark green > Light green > Yellow > Orange > Red

On the right you can see the configuration of your shield. The only shield that makes use of this is a directional shield, which allows you to focus more power to the front or rear of your ship. By default it is balanced as indicated by the two lines. When the up arrow is lit, the shield energy is directed forward and when the down arrow is lit, the shield energy is directed backwards.

core health

Your ship's hull is indicated by the outline image of the ship you are currently flying. In full health, this deep green color appears. When he takes damage, he changes colors, which are as follows, from full health to low health…

Deep green > Light green > Yellow > Orange > Red

To recover health, you need the appropriate abilities, such as: B. the Obliterate Copilot ability or being close to a friendly repair probe.

power state

SWTOR 7.0 Galactic Starfighter guide and best builds (20)
SWTOR 7.0 Galactic Starfighter guide and best builds (21)
SWTOR 7.0 Galactic Starfighter guide and best builds (22)
SWTOR 7.0 Galactic Starfighter guide and best builds (23)

Above are the different power settings you can use on your boat. By default, it is set to the balanced state where all aspects of your ship receive the same amount of power. By focusing energy on one of your ship's components, you can increase the efficiency of that component.

Diverting energy to your weapons increases the damage of your primary weapon and increases the regeneration rate of your primary weapon pool. Focus power on your weapons when going on the offensive against an opponent or using a railgun on a gunship.

Siphoning energy into your shields increases the maximum health of your shield, as indicated when they turn blue, and increases the regeneration rate of your shield's health. Use this setup when you need to regenerate shield health after a fight or when expecting to take heavy blaster fire.

Diverting power to your engines increases the RPM of your engine and increases the regeneration rate of your engine power group. Use this setting when you need to get to a point as quickly as possible. Using your boosters can increase your speed by 320%, but be sure to leave some engine power for engine skills if you find yourself in a heated situation.

Weapon status and skill bar

Weapon status icons show the primary and secondary weapons you currently have equipped. Some ships allow you to change your currently equipped primary weapon or secondary weapon, depending on the model. Below the weapon icons is your ammo. Because his primary weapon consumes energy from his weapon power pool, it can be regenerated, so his ammo amount is displayed with an infinity symbol. Many secondary weapons have a finite ammo pool, so those that use an ammo pool will stop working when it reaches 0. Ammo can be recovered by respawning or a friendly effect that provides ammo to ships.

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SWTOR 7.0 Galactic Starfighter guide and best builds (25)

The skill bar lists the currently available skills, which are determined by the ship you are piloting and its equipment. These are activated by default with the 1, 2, 3, and 4 keys. Here you will find all system abilities, weapon swap abilities, motor abilities, shield abilities, and co-pilot abilities.

Control and movement GSF

To see and change the controls, you need to press Esc and go to "Settings". From there, select the "Starfighter Keybindings" tab at the bottom of the window. I'll list the default controls below, but feel free to change them to your liking. Having access to an MMO mouse with the 12 side buttons can improve your efficiency by adding keybindings to those buttons, although an MMO mouse is just an extra and can work just fine without one.

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control change

These are the links that allow you to customize your ship's power options, as mentioned in the Power Status section above.

  • weapon power conversion– F1
  • shield energy conversion- F2
  • engine power conversion– F3
  • standard power conversion– F4

weapons and abilities

These are the buttons used for your ship's ability bar.

  • system capacity– 1
  • shield ability– 2
  • engine capacity- 3
  • co-pilot skill– 4

mobility shortcuts

These are your most important shortcuts, as your movement will keep you alive in dogfights by beating your opponents. Visual examples of movements and how they work on the XYZ axes will be explained after we complete the controls.

  • Speed ​​up– with up arrow
  • Reduce speed– S / Down Arrow
  • gas change- X
  • Booster- Space
  • roll left– A / Left Arrow
  • roll right– D / Right Arrow
  • penalty up– Shift + W / Ctrl + Up Arrow
  • penalty down– Shift + S / Ctrl + Down Arrow
  • penalty law– Shift + D / Ctrl + Right Arrow
  • point left– Shift + A / Ctrl + Left Arrow
  • automatic roll– v

alignment

  • Select the target under the cursor - E
  • Cycle Nearest Enemies – Tab
  • Free-Look-Cámara – F
  • Zielkamera – C
  • Toggle mouse mode - Shift + Z
  • Hold Mouse Mode - Z
  • Last Raiders Cycle - R

The following buttons allow you to quickly look around your boat at preset camera angles. This can be useful for tracking targets around you without having to turn around, and for getting a good overview of your surroundings.

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Now you may be wondering what the colors mean. This will make more sense in the next section, where we'll talk about the X, Y, and Z axes. If you already know what they mean, green is for the z axis, red is for the x axis, and blue is for the y axis.

  • Quick look to the left front– 7
  • Look quickly to the left.– 4
  • Left rear quick view– 1
  • quick look behind– 2
  • Right rear quick view- 3
  • look quickly to the right– 6
  • Quick look forward to the right– 9
  • look it up fast– 8
  • look down quickly– 2

movement explained

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Now let's discuss the X, Y, and Z axes, which you need to familiarize yourself with if you want to understand free movement in 3D space like the one in Galactic Starfighter. This is one of the main things that confuses people when they start playing GSF and they are not familiar with video games where you move in 3D space. If you've played games like Star Wars: X-Wing, Star Wars: TIE Fighter, Star Wars: Squadrons, or Elite: Dangerous, you should be familiar with moving around in 3D space like this. But for those who haven't played these games, let's talk about axes.

First, you probably want to know how to reorient yourself on the "ground". You can achieve this with the Auto-Roll (V) button and reset your position. However, he will eventually have to abandon his concept of "ground" and face it by default, since its X, Y, and Z planes are relative to his current position and orientation. In a nutshell...

  • The X axis is your plane of motion when moving horizontally to the left and horizontally to the right.
  • The Z axis is your plane of motion when moving forward or backward.
  • The Y axis is your plane of motion when moving vertically up or vertically down.
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The most basic move you can do in GSF is to move forward. When your engine is on, move forward. You can speed up or slow down to adjust your speed, or if you want to stop all movement, you have to toggle the throttle. Any residual movement will push it forward until it comes to a complete stop when you move the throttle. To move forward again, move the throttle again or press the acceleration or deceleration button. There is no way to go backwards unless you have the retro engines, visual examples of these and other engine abilities are presented in the Ship Components section of the manual.

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Your throwing movement is affected by your mouse when you move your mouse to the edge of your shooting arc towards the top or bottom of the arc. This shows your ship up or down in the Y plane and has a turn rate faster than your yaw turn rate.

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Your yaw move rotates your ship in the XZ planes, essentially turning your ship left and right. You can use this to adjust your sight, but in a dogfight you have to rely more on your pitch motion to track your target, as your yaw turn rate is much slower compared to your pitch turn rate.

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When you turn, turn your ship clockwise or counterclockwise. This is used to manually adjust your heading and can be used in conjunction with the pitch roll and yaw roll to quickly reposition yourself to face a target. By using your rotations, you can adapt to confusing terrain like a satellite. Getting an enemy to circle an upright satellite can be a bit confusing, as it feels tight, even though you only have to turn 180 degrees. You will find that it is now easier to move through the satellite structures. Changing the perspective of your terrain can improve your efficiency and make it more slippery for opponents to chase.

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Strafing allows you to move horizontally in both your X and Y axes. The speed at which you punish is quite slow and is most commonly used by gunships to optimize their position for looking over terrain, or by bombers to hide in the corner of a satellite. It can also punish while using its yaw and roll features to track a target more efficiently in a dogfight.

(Video) SWTOR 7.0 - GSF Scout Fighter Build - Current fighter build in Galactic Star Fighter

Spaceships at GSF

Now it's time to see the fun stuff, the spaceships that you can pilot! Now you might be wondering why you should choose a Strike Fighter, Scout, Bomber, or Gunship in any given scenario. What are its pros and cons? What components does a particular boat work with? I'm going to go into the different niches and the different types of ships in each category. Each ship category has a ship that you can buy with Cartel Coins. These CC ships are a copy of one of the other ships in terms of their stats and cargo options. This allows them to act as a secondary team option if you like the ship to copy it.

Although there are some differences between the various ship categories, I will focus on the main upgrade that each ship within its category receives.

strike fighters: +15% primary weapon range
Since Strike Fighters are the kings of aerial combat in GSF, it makes sense that they have the best range of primary weapons. An additional 15% doesn't sound like much, but it scales much better with primary weapons like the Ion Cannon, Heavy Laser Cannon, and Quad Laser Cannon. Combine this with a range capacitor and you'll be able to take out enemies while their weapons are out of range!

To explore:+10% Evasion and Max Base Sensor and Sensor Focus Range
Scout ships are designed to traverse the map to help allies in need. However, this speed often comes with weaker helmets and shields. Instead, scout ships must use their speed and maneuverability to defeat their opponents by hitting them from behind. With deflector armor and crew passives, Scout ships can have the highest base evasion chance of any ship category, at 33% evasion chance. Scouts also have the highest base range of their sensor systems among starfighters, so they're great to use when you want more map awareness.

Bombing:Highest base health of the starfighter classes.
Bombers may be slow, but they are strong and durable. With their high base health and 10% base damage reduction, Bombers can take a few hits before being shot down, giving them plenty of time to deploy their mines, missiles, and drones.

Attack helicopter: +20% missile and torpedo range
If you want to blow things up, gunships are your number one choice, as they have a much longer missile and torpedo range than other ships. Combine this with a wide arc of fire, few enemies will be able to escape your gaze and turn into stardust! Gunships are also the only ships that can equip railguns to hit their opponents from thousands of miles away!

In the following section, the different ships may be referred to as T1, T2, or T3. This is an acronym for Type 1-3 ships. This can be said in chat to quickly identify what type of ship your teammates should know about and act on that ship. Now that you've had a taste of what's in store for you, let's look at the ship categories and some quick builds for them!

  • strike fighters
    • T1 Strike Fighter: Star Guard / Rycer
    • Attack Caza T2: Pike / Quell
    • Caza de attack T3: Clarion/Empire
  • to explore
    • Explorer T1: Novadive / Blackbolt
    • Explorador T2: Flashfire / Sting
    • Scout T3: Spearhead / Blood Mark
  • Bombing
    • Bombardero Tech-1: Rampart Mk IV / Razorwire
    • T2 Bomber: Warbearer / Legion
    • Bombardero Tech 3: Sledgehammer / Decimus
  • combat helicopter
    • Gunship T1: Brawl / Mangler
    • Tech-2-Kampfhubschrauber: Comet Breaker / Dustmaker
    • Attack Helicopter T3: Condor / Jurgoran

strike fighters

Strike Fighters offer a great balance between attack, defense, speed, and maneuverability. You can never go wrong with these ships as they are great for any scenario, be it taking up satellites or targeting priority enemy targets.

They each have decent base damage reduction and dodge stats, allowing them to scale with numerous defenses. However, their biggest strength compared to other starfighters is that they have an additional 15% bonus range on main weapons. Therefore, completing your objective is essential to get the most out of your fighter. Now let's look at some sample builds!

T1 Strike Fighter: Star Guard / Rycer

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Beginner friendly build
components
main componentscomponent nameComponent Tree Selection
Primary Weapon 1heavy laser cannonIgnore Armor, Shield Penetration
Primary Weapon 1ion canonaDrain Machine Energy, Drain Shield Energy
second gunprotonentorpedosLarger arc of fire, larger ammo capacity
shieldsfast charging signreduced cooldown
The motorretro engineshigher turning speed
minor componentscomponent name
condenserrange capacitor
magazineFeedback Extender
Reactorregeneration reactor
enginesspin the propeller
crew
RepublicReich
Co-pilotB-3G9Blitz
OffensiveB-3G9Gault
Defensivenadia grellVector
TacticalKendra NovarSalana-Felsen
mechanical EngineeringC2-N2Blitz

The T1 Strike Fighter is the flagship galactic starfighter, as it is a powerful option in any scenario. This is due to its great speed and maneuverability, as well as its ability to equip two different types of primary weapons. In this particular build, you can safely attack from afar with the heavy laser cannons, ion cannons, and proton torpedoes, while also posing a significant threat to your opponents.

Since the T1 Strike Fighter doesn't have an armor option, the presence of the fast-charging shields here helps make up for that, allowing you to quickly boost your defenses on the fly. You will be shot heavily from behind, so Retro Thruster will help you deal with the people who are chasing you. If they get close enough behind them, you'll end up being the one behind them!

The Cartel Market Strike Fighter is a copy of the T1, so you can use it as a secondary team if you are a fan of the T1 Strike Fighter.

Attack Caza T2: Pike / Quell

SWTOR 7.0 Galactic Starfighter guide and best builds (35)
Beginner friendly build
components
main componentscomponent nameComponent Tree Selection
primary weaponheavy laser cannonIgnore Armor, Shield Penetration
Secondary Weapon 1protonentorpedosLarger arc of fire, longer range
Secondary Weapon 2EMP RacketLonger range, engine suppression
shieldsfast charging signreduced cooldown
The motorFassrolleIncreased ship speed
minor componentscomponent name
armorlight armor
condenserrange capacitor
magazineefficient guidance
enginesregeneration engines
crew
RepublicReich
Co-pilotB-3G9Blitz
OffensiveB-3G9jaesa willsaam
Defensivenadia grellVector
Tacticaltreetree
mechanical EngineeringC2-N2Blitz

The T2 Strike Fighter is the best ship to capture a satellite surrounded by mines in Domination. When properly equipped, he can achieve 99% damage reduction for a short time, allowing him to clear a minefield and defense towers without taking damage. However, this does not work against ships that can ignore armor or have armor penetration like those found on enemy pilots' ships.

This particular build is great for absolute beginners to GSF, as it offers two types of long-range missiles that serve both offensive and utility purposes, and is fairly self-sufficient. Start with this build to get a feel for GSF before trying other niche builds, like the maximum damage reduction build you can achieve with the T2 Strike Fighter.

Caza de attack T3: Clarion/Empire

SWTOR 7.0 Galactic Starfighter guide and best builds (36)
Beginner friendly build
components
main componentscomponent nameComponent Tree Selection
primary weaponlight laser cannonImproved fire arc, increased shield damage.
SecondaryarmaprotonentorpedoLarger arc of fire, larger ammo capacity
systemsprobe repairImproved repair, ammo reload
shieldsdirection signReduced regeneration delay
The motorpower diphigher turning speed
minor componentscomponent name
armorlight armor
condenserrange capacitor
Reactorbig reactor
sensorscommunication sensors
crew
RepublicReich
Co-pilotKendra NovarSalana-Felsen
OffensiveFes of Qyzenjaesa willsaam
DefensiveNadia/Tanno VikVector
TacticalKendra NovarSalana-Felsen
mechanical EngineeringYun2V-R8

The T3 sacrifices some offensive capabilities in favor of utility. That's not to say the T3 isn't a formidable fighter in combat. With access to things like Combat Command, Repair Probes, and Shield Projector, the T3 increases the abilities of its allies in a dogfight.

With this build you can act as a combat support fighter that will always come in handy in any scenario. This is due to the repair probes you have equipped. In GSF, keeping your allies alive is very important, so hull repairs with ammo reloading will never go unnoticed.

to explore

Scouts sacrifice some helmet health in exchange for a 10% dodge chance, high engine speeds, and access to unique utilities to increase their allies' ability to be both active and passive. Although they cannot fight a Strike Fighter head-on, they must use their speed and maneuverability to flank their opponent and trap them in vulnerable positions.

Due to this ability, they can be excellent interceptors to quickly take out a priority target like a Strike Fighter, Gunship, or Bomber. If you like acting as a nimble support or making your opponents eat the cosmic dust you left behind, you should give Scout Fighters a try!

Explorer T1: Novadive / Blackbolt

SWTOR 7.0 Galactic Starfighter guide and best builds (37)
Beginner friendly build
components
main componentscomponent nameComponent Tree Selection
primary weaponrapid-firing laser cannonImproved critical hit chance, increased hull damage
second gunrocket capsulesImproved ammo capacity, plasma warheads
systemsEMP-FeldImmunity to missile locks, engine suppression
shieldsdistortion fieldDisable enemy missile barrage
The motorFassrollehigher speed
minor componentscomponent name
armorlight armor
condenserFrequency/Damage Capacitor
sensorsdamping sensors
enginesspeed booster
crew
RepublicReich
Co-pilotTanno Vik/Nadiamako
OffensiveQyzen/Kirajaesa willsaam
DefensiveTanno Vik/NadiaVector
Tacticallieutenant iressomako
mechanical EngineeringC2-N2Blitz

The T1 Scout tries to find the middle ground between combat and support skills. Because of this, it can be a great ship to use for support in heavy dogfight zones as a satellite on a Domination map.

However, the biggest strength of this ship is that it is one of the few ships that can equip an EMP field generator in its system component slot. This is a very useful AoE that inhibits the abilities of enemy ships within a range of 4,500 meters. The EMP field has options to disable an enemy's shield or engine abilities for 10 seconds and has the option to make you and up to 3 of your allies immune to missile locks for 3 seconds.

I'm sure you can see why this ability is quite powerful when used correctly, but remember that the 4500 meter range is considered short in GSF. The short range of this ability is why I recommend it as a combat support for dogfights where enemies are more likely to be crowded together.

Rocket Pods allow you to quickly take out stationary targets like Defense Drones and Sentry Drones. Try to be a nuisance and take out drones and mines to support the Strike Fighters in your squad.

Explorador T2: Flashfire / Sting

SWTOR 7.0 Galactic Starfighter guide and best builds (38)
Beginner friendly build
components
main componentscomponent nameComponent Tree Selection
primary weaponburst laser cannonImproved firing angle and tracking, increased hull damage
second gunrocket capsulesIncreased ammo capacity, plasma warheads
systemsblaster overloadIncreased weapon power regen, increased weapon damage
shieldsdistortion fieldDisable enemy missile barrage
The motorFassrolleIncreased ship speed
minor componentscomponent name
armorlight armor
condenserFrequency/Damage Capacitor
Reactorbig reactor
enginesregeneration engines
crew
RepublicReich
Co-pilotTanno Vik/Nadia/IressoQuinn/Salana Rock/Hand
OffensiveQyezen/Kirajaesa willsaam
DefensiveTanno Vik/NadiaVector
Tacticallieutenant iressoQuinn/Salana Rock/Hand
mechanical EngineeringC2-N2Blitz

The T2 Scout has the strongest dogfighting abilities of the Scout, as he has access to more powerful weapons. You can use it as an interceptor to flank and hunt down enemies, or even use it as a spaceship killer with the sabotage probe.

This is my personal ship of choice as I love the speed and combat power that allows me great flexibility whether I want to fight on a satellite or reserve it for another point to support my allies.

This build is best suited for close range combat where you need to track your enemy. The wide firing arc of the Burst Laser Cannon allows you to hit your target, even if they try to outmaneuver you. Combine that with a damage capacitor and blaster overload and your target will be turned into space junk in no time.

The Market Scout Cartel is a clone of the T2, so you can use it as a secondary loadout if you're a fan of the T2 Scout.

Scout T3: Spearhead / Blood Mark

SWTOR 7.0 Galactic Starfighter guide and best builds (39)
Beginner friendly build
components
main componentscomponent nameComponent Tree Selection
primary weaponlight laser cannonImproved fire arc and tracking, increased shield damage
second gunThermit-TorpedoIncreased firing arc, plasma warheads
systemsTensorfeldEvasive Push, Increased Speed
shieldsdistortion fieldDisable enemy missile barrage
The motorpower dipIncreased ship speed
minor componentscomponent name
armorlight armor
condenserfrequency capacitor
Reactorbig reactor
sensorscommunication sensors
crew
RepublicReich
Co-pilotSpar AkaaviSalana-Felsen
OffensiveFes of Qyzenjaesa willsaam
Defensivenadia grellVector
TacticalSpar AkaaviSalana-Felsen
mechanical EngineeringC2-N2Blitz

The T3 Scout is the most useful Heavy Scout and can be used as a support to repair allies' hulls via repair probes or repair allies' shields with a shield projector.

This particular build is best used in Domination as it is built for speed and taking out enemy bombers. At the start of the game, it's a race to see which team gets to the satellites first. So giving all your allies a speed boost with Tensor Field is a great boost to their leadership.

Meanwhile, you're built for speed yourself, so with this build you'll need to focus on picking off enemy bombers on your way to one of your team's satellites. You can easily overtake and maneuver them. Destroy their shields with your blaster cannons and take them out with thermite torpedoes!

Bombing

Bombers take on heavy duty tasks like laying minefields, defending drones, or repairing damage done to their allies. Due to their slow nature, they are not as fast as a Strike Fighter or Scout, but this is made up for by their high base HP and 10% base damage reduction from their thick armor.

Mines and drones are great for establishing defensive positions or adding environmental hazards to enemies in an area of ​​the map with intense combat. When it comes to dogfights, the bombers take on an important supporting role with their drones and powerful laser cannons. If you want to hit hard and make the terrain dangerous for the enemy to get close to, then the Bomber is the ship for you!

Bombardero Tech-1: Rampart Mk IV / Razorwire

SWTOR 7.0 Galactic Starfighter guide and best builds (40)
Beginner friendly build
components
main componentscomponent nameComponent Tree Selection
primary weaponheavy laser cannonIgnore Armor, Shield Penetration
second gunminesweeperIncreased speed, additional active mine
systemsconcussionAdditional active mine, increased hull damage
shieldsoverloaded shieldincreased overhead
The motorhyperspace beaconHiperslinger
minor componentscomponent name
armorreinforced armor
magazineFeedback Extender
Reactorbig reactor
sensorsdamping sensors
crew
RepublicReich
Co-pilotT7-01MZ-12
OffensiveAric/ZwiebackMZ-12
DefensiveWhilehurley hex
Tacticaltreetree
mechanical EngineeringT7-01Vette

The T1 Bomber is the ideal ship to create a minefield. It is best used on a domination map to defend one of the side satellites, as the central one is in constant battle. Anything short of a T2 Strike Fighter with the Max Damage Reduction Build will be very afraid to approach a satellite protected by this bomber.

Regardless, you need to be prepared for combat when it comes. Ideally, you'd hide in a corner of the satellite with your engines off, to blend in with your damping sensors and let your wits do the work. If necessary, you should go out and hit a target like a gunship that can clear mines from a distance. We are using the heavy laser cannons for this build as they are the longest ranged primary weapon for this ship and can bypass all armor.

The Hyperspace Beacon is an engine component unique to the T1 Bomber. This nifty component creates a spawn point for allies, so it's good to place it near the satellite. Try to keep him behind cover a bit out of the way so he's not an easy target. The Flare's speed boost helps allies reach you even faster to provide reinforcements to your satellite. When guarding a satellite, remember to keep an eye on your map for incoming enemies and yell "X incoming Y" where X is the number of enemy ships and Y is their location.

T2 Bomber: Warbearer / Legion

SWTOR 7.0 Galactic Starfighter guide and best builds (41)
Beginner friendly build
components
main componentscomponent nameComponent Tree Selection
primary weaponheavy laser cannonIgnore Armor, Shield Penetration
second gunminesweeperIncreased radius of approach, explosives
systemsRailgun-Sentry-DrohneShield break increased, cooldown reduced
shieldsdrone repairreload ammo
The motorshield power converterBreak the missile barriers
minor componentscomponent name
armorreinforced armor
magazineFeedback Extender
Reactorbig reactor
sensorscommunication sensors
crew
RepublicReich
Co-pilotSpar Akaavimalavai quinn
OffensiveFes of Qyzenjaesa willsaam
DefensiveWhilehurley hex
TacticalSpar Akaavimalavai quinn
mechanical EngineeringC2-N2Blitz

The T2 Bomber is a great choice when you need a versatile bomber that can defend a satellite, assist in dogfights, or something in between. This build allows you to create a sort of "pit stop" in GSF to allow your allies to recover from a fight. Use your Railgun Sentry Drones and Heavy Laser Cannons to take out enemies from afar to protect your Repair Drone and allies.

When creating your pitstop, try to place it somewhere where there is cover, such as a large wall or in between rubble or inside a wrecked capital ship. Make sure there's enough room to land in case you or your allies need to retreat, but with enough target practice you should be fine when taking down enemies from afar.

The biggest threats to you are gunships and proton torpedoes. There isn't much you can do against the gunships, so I recommend taking cover while the proton torpedoes can be stopped with your Shield Power Converter ability during the lock-on sequence. However, this is a temporary fix and will require you to find cover to avoid getting caught again.

The Cartel Market Bomber is a copy of the T2, so you can use it as secondary equipment if you are a fan of the T2 Bomber.

Bombardero Tech 3: Sledgehammer / Decimus

SWTOR 7.0 Galactic Starfighter guide and best builds (42)
Beginner friendly build
components
main componentscomponent nameComponent Tree Selection
primary weaponlight laser cannonImproved critical hit chance, increased hull damage
second guncluster missilesIncreased ammo capacity, plasma warheads
systemsEMP-FeldImmunity to missile locks, engine suppression
shieldsdirection signIncreased shield regeneration.
The motorpower diphigher turning speed
minor componentscomponent name
condenserDamage/Capacitor Frequency
magazineExpansion of ammunition capacity
Reactorbig reactor
enginesspin the propeller
crew
RepublicReich
Co-pilotAric JorganThe shadow
OffensiveAric JorganThe shadow
DefensiveWhilehurley hex
Tacticalmr spankmako
mechanical EngineeringC2-N2Blitz

The T3 bomber has the best air combat capabilities of the bombers available in GSF, as it has access to an engine component to increase speed and turn rate. With this build we aim to be a powerful and critical hit rocket launcher. The beauty of this build is that the EMP field allows you to prevent enemy ships from using their motor abilities, which means they can't get through missile locks, leaving them open to critical hits from missiles and cannons with the power of the ability. from Aric.

With this ship, your objective is not necessarily to destroy the enemy ships, but to try to scare the enemy pilots to lower their morale. The EMP field does this quite easily, limiting your ability to escape missile locks without motor capabilities. Cluster missiles will help you live up to your bomber title by firing missiles relentlessly. While they are quite weak, constantly keeping them on a target will cause them to waste their motor skills trying to dodge missiles, exposing them to more powerful missile traps like that of a proton torpedo.

combat helicopter

If you want to attack close or out of range of your opponents, the attack helicopter will do the job! Some of the most iconic Star Wars ships were gunships like Boba Fett's Firespray gunship, the Slave I, and Din Djarin's Razor Crest from The Mandalorian.

As such, you can expect these ships to hit hard but be less mobile than a Strike Fighter or Scout. Gunships have the highest rank of secondary weapons, as they gain a 20% range increase. For example, a Strike Fighter might have a maximum range on a Proton Torpedo of 11,500 meters. Meanwhile, a gunship can have a proton torpedo with a maximum range of 13,800 meters. Taking out an opponent from almost 14,000 meters is not to be mocked.

The most notable feature of the gunships in GSF is that they have access to the railgun secondary weapons. When used, it switches to a scoped sight and its loading and unloading shots at targets with near-instantaneous projectile travel time. They're great for taking out priority targets, destroying satellite defenses, and aiding allies in a dogfight by wiping out ships and reducing the effectiveness of enemy squadrons.

The downside to this is that while the railgun is active your engines are off and you become an easy target, so buffer sensors and using cover are crucial for sniper gunships.

Gunship T1: Brawl / Mangler

SWTOR 7.0 Galactic Starfighter guide and best builds (43)
Beginner friendly build
components
main componentscomponent nameComponent Tree Selection
primary weaponburst laser cannonImproved firing angle and tracking, increased hull damage
Secondary Weapon 1Slug-RailgunImproved hull damage, increased critical strike chance
Secondary Weapon 2ion cannonHit deal area damage and power drain, reactor disruption
shieldsdistortion fieldDisable enemy missile barrage
enginesFassrollehigher turning speed
minor componentscomponent name
armorlight armor
magazineFeedback Extender
Reactorbig reactor
sensorsdamping sensors
crew
RepublicReich
Co-pilotlieutenant iressomalavai quinn
OffensiveB-3G9/QyzénGault/Jaesa
DefensiveTanno Vik/NadiaVector
Tacticallieutenant iressoQuinn/Salana Rok
mechanical EngineeringC2-N2Blitz

Want to feel like a bite-sized Death Star? If so, then this is the attack helicopter you need to fulfill that fantasy! The T1 Gunship is the ideal gunship for firing on enemy enemies, as it has access to BB, Ion and Plasma cannons, and with the option of rotary engines, this ship can easily hold the target no matter if the target is located 15,000 or 500 meters away. However, a rolled barrel is also great for gaining some distance when a scout is following you.

If you want, you can replace B-3G9 with HK-51 or Qyzen Fess and use Slug Railgun's increased critical chance option to use a critical build. However, I prefer Accuracy over Critical Rating due to the nature of shooting arcs, as higher Accuracy allows me to hit off-center shots more reliably.

The Cartel Market Bomber is a copy of the T1, so you can use it as secondary equipment if you're a fan of the T1 Gunship.

Tech-2-Kampfhubschrauber: Comet Breaker / Dustmaker

SWTOR 7.0 Galactic Starfighter guide and best builds (44)
Beginner friendly build
components
main componentscomponent nameComponent Tree Selection
primary weaponheavy laser cannonIgnore armor, skip build
Secondary Weapon 1Slug-RailgunIncreased Hull Damage, Increased Critical Strike Chance
Secondary Weapon 2Plasma-RailgunFusion Engines, Shield Penetration
shieldsdirection signReduced regeneration delay
enginesFassrolleTurn rate increase
minor componentscomponent name
condenserfrequency capacitor
magazineFeedback Extender
Reactorbig reactor
sensorsdamping sensors
crew
RepublicReich
Co-pilotlieutenant iressoQuinn/Salana Rok
OffensiveB-3G9/QyzénGault/Jaesa
DefensiveTanno Vik/NadiaVector
Tacticallieutenant iressoQuinn/Salana Rok
mechanical EngineeringC2-N2Blitz

Do you need a gunship that can shoot enemies with a railgun, but is also ready to drop it if an enemy approaches you? The T2 Gunship can do just that. It is also the only Gunship that can equip Proton Torpedoes, allowing you to take advantage of this due to the 20% increased range of all secondary weapons. If someone gets too close, you have 13,800 meters to block and destroy or deter them. As for the railgun, the Plasma Railgun is a solid choice, as it is useful in any scenario.

Attack Helicopter T3: Condor / Jurgoran

SWTOR 7.0 Galactic Starfighter guide and best builds (45)
suitable for beginners
components
main componentscomponent nameComponent Tree Selection
primary weaponburst laser cannonImproved firing angle and tracking, increased hull damage
Secondary Weapon 1Slug-RailgunIncreased Hull Damage, Increased Critical Strike Chance
Secondary Weapon 2interdiction rocketsLonger range, engine orientation
shieldsdistortion fieldDisable enemy missile barrage
enginesFassrollehigher turning speed
minor componentscomponent name
condenserfrequency capacitor
magazineFeedback Extender
Reactorbig reactor
motorregeneration engines
crew
RepublicReich
Co-pilotlieutenant iressoQuinn/Salana Rok
OffensiveB-3G9/Qyzen FessGault/Jaesa
DefensiveTanno Vik/NadiaVector
Tacticallieutenant iressoQuinn/Salana Rok
mechanical EngineeringC2-N2Blitz

The T3 gunship converts to a dogfight gunship with access to engine options and as usual we will be using rotary engines for this build. If you see someone getting too close, you can slow down with an Interdiction Missile and open fire with your Burst Laser Cannon. This build is good for long range sniping and some close range combat, but try to keep your distance whenever you can.

ship components

We will go over the different components of the Galactic Starfighter ship in this chapter. I'll give you a rundown of what they do and different occasions to use them!

primary weapons

burst laser cannon

The Burst Laser Cannon is basically a laser shotgun for your ship, as it fires a spread shot. It has solid damage, ignores 100% armor when upgraded to level 3, at level 4 it can increase firing arc or shield penetration, and at level 5 it has the typical helmet or shield damage increase. shield. The Burst Laser Cannon's biggest strength though is that it removed the lowest pursuit penalty of any primary weapon at -0.50% per arc from center. This means you have a high chance to hit targets with low accuracy loss, which can be upgraded to level 4 with the Improved Tracking and Shooting Angle option.

This weapon requires a certain level of skill due to its low rate of fire, short range, and high energy consumption. You'll need to get your shots right to use this weapon most effectively, but it's great for dealing with scouts circling around you. Don't let that put you off as this is a very effective melee weapon! I think this is best used for gunships that need to take out flanking scouts or scouts looking to take down priority targets quickly.

heavy laser cannon

The heavy laser cannon deals high damage with the longest range available for primary weapons. At level 4, you can gain a slightly increased critical strike chance or ignore 100% armor, and at level 5, you can either bypass shields or deal increased shield damage. It is best used at long range where shots are easier to land as it consumes a lot of energy and misses can be an easy target. It's a great option for a Strike Fighter to get long-range attacks and is a staple for Bombers, allowing them to take down targets before they get too close. The ability to bypass armor with Shield Bypass works great with a co-pilot's bypass ability to bypass a third of the enemy's shield and hit them where it hurts the most.

ion canona

The Ion Cannon is unique to the T1 Strike Fighter as this weapon needs some support as it is mostly used against shields. His damage against helmets is pathetic, but he does an insane amount of damage to shields. Additionally, it can reach a range of 6,613 meters with a weapon accuracy of 102% at that range, making it a very reliable weapon. At level 4 he can increase range or drain engine power with hits, and at level 5 he can drain weapon or shield power with hits. As you may have noticed with builds, I generally prefer to increase shield damage options on weapons because the sooner you can bypass the shield, the sooner you can deal significant hull damage. With the Ion Cannon, your opponent can kiss his shields goodbye.

laser cannon

The laser cannon is a nice focal point throughout. It has decent range, decent damage, decent arc of fire, you can't go wrong with that. It can often be passed over in favor of more specialized laser cannons, but if you need a reliable weapon when you're out of sub-weapon ammo, then this is what you'll want. At level 4, you can gain increased critical strike chance or reduced energy consumption, while at level 5 you can deal increased hull/shield damage. Its simplicity is its strength and should not be underestimated.

light laser cannon

The Light Laser Cannon is often found on ships with weapons that are less accurate. When available, it offers a safe choice of weapon, as it is usually the most accurate weapon available for that ship. At level 4, you can get a higher critical hit chance or better firing angle and tracking. At level 5 it has the usual hull/shield damage increase. This is a solid weapon for close range combat and outperforms the laser cannon in terms of close range DPS performance.

Quad Laser Cannon

The quad laser cannon is a popular choice among experienced pilots. Between levels 1 and 3, it increases fire speed, range, and damage, allowing it to pair well with any capacitor. At level 4 you can increase critical hit damage or reduce energy consumption, and at level 5 you can deal more hull damage or have a higher critical strike chance. Being the only primary weapon capable of dealing increased damage from critical hits, makes it the perfect weapon for a starfighter-based critical strike. Its firing arc is limited and has a low accuracy tracking penalty, making off-core shots less accurate than weapons other than the heavy laser cannon. The quad laser cannon also consumes a large amount of energy, so being able to hit the target is crucial. If you feel you have a good handle on aiming in GSF, I would recommend this weapon for its sheer power and versatility.

rapid-firing laser cannon

The rapid-fire laser cannon is a melee weapon that has the lowest damage per shot but has the highest primary fire rate available. At level 3 it ignores a ship's armor, at level 4 it can gain increased critical strike chance or improved firing arc and tracking, and at level 5 it has the default increased hull/shield damage. This is actually my go-to weapon, as it works really well with scouts who rely on outflanking their opponents. With its low power consumption, it's a good choice if you prefer to allocate your ship's power to shields or engines more often than weapons. Lowering your aim will melt the targets you're focusing on and can make it hard to switch back to other melee weapons.

secondary weapons

minesweeper

Seeker mines are your basic space mines, which you can use to blow up spaceships. They will lock on to a target that enters within a 4,000 meter radius of them, which can prevent ships with short-range weapons from entering the area, e.g. B. a satellite that you are defending. Alternatively, you can hide in a corner or covered area, e.g. B. in a section of the wreckage to force anyone who wants to attack you to be within range of the mines. At level 4, you have the option to double your speed or gain an additional 500m range. At level 5, you can deal 50% damage to enemy ships within a 2000 meter radius, or you have the option to lay an additional mine for a total of 3.

If you are wondering what to choose, it depends on how you use the bomber. If you have dominance in a dogfight or in a heavy combat zone like the central satellite, you will want to increase speed and damage in the area, since there are many ships in close proximity to each other. When defending a satellite, opt for the longer range and additional mine options to further defend the satellite.

seismic mines

Seismic Mines deal slightly less damage than Seeker Mines, but have the advantage of ignoring all shields and hitting all enemies within the blast zone (3000 meters). The downside to this is that only one Seismic Mine can be placed at a time and it has a short activation range of 1,500 meters. For this reason, it is best used as a backup mine in dogfights or to deter people in tight spaces. At level 4 you have the option to halve the targets affected by the seismic mine for 3 seconds or give it an additional 500 meter activation range. At level 5, you can gain increased critical strike chance or deal damage over time after the initial detonation. This allows the seismic mine to scale well with critical hit builds or builds with damage over time.

cluster missiles

You may recognize Cluster Missiles from the opening scene of Episode 3: Revenge of the Sith, where the droid fighters fire numerous missiles with a blue trail. While not the most powerful missile, its strength lies in its fast acquisition time of 1.3 seconds (1.1 seconds with efficient target acquisition). Its fast rate of fire makes it a good choice for harassing enemy ships, as nothing scares the pilot more than the sound of lock. At level 4 you can gain increased range or 4 more ammo, while at level 5 you can deal 30% more damage at the cost of 50% less ammo or 15% more damage for 5 seconds.

The improved ammo ability pairs well with Double Volley as it hurts 50% less ammo. If you're playing double volley, I highly recommend an offensive crewmate that adds extra ammo. Alternatively, you can go for a damage over time build to deal with fast targets, taking advantage of the lingering effect's increased range, plasma warheads, and co-pilot ability.

concussion missiles

If you want to hit the hulls very hard and ignore some shields, then the concussion missile is your choice. At level 1, gain 8% shield penetration for a total of 28%. This pairs well with the Bypass Copilot ability, which can give you 46% shield penetration. Although often overshadowed by proton torpedoes, it has the advantage over them of having a wider arc of fire and better reload speeds. At level 4 he can gain more range or ammo, while at level 5 he can slow a target by 30% while depleting their engine power or ignoring all of the target's armor. The slowness can make this feel more oppressive than the Proton Torpedo, since it can cripple a ship.

EMP missiles

The EMP Missile is often found on ships performing support roles. When it hits a target, it also affects all enemy ships within a 4,000 meter radius. This also disables mines and drones for 10 seconds while his helmet deals damage. Ships hit by this take half damage and their system ability is disabled for 10 seconds. At level 4 you can increase range or damage, while at level 5 you can disable a target's motor or shield ability for 10 seconds.

It may seem weak at first glance due to its low damage, but it is a support weapon and works best when used in group combat. This is great for disabling environmental hazards like mines or drones, allowing you or others to safely dispatch them. Alternatively, you can use this to cripple an enemy ship by robbing them of the ability to use engine abilities. This is very dangerous as they cannot dodge your allies' stationary projectiles such as concussion missiles or proton torpedoes. I'd say 9 times out of 10 engine suppression is preferable to shield suppression.

interdiction rockets

The Interdiction Missile is primarily used to slow a target by 50% for 8 seconds. At the time of writing this guide, the T3 Gunship is the only ship capable of equipping interdiction missiles. This will likely provide a weapon to deal with scout ships or attack fighters interfering with them and making them easy targets. At level 4 you can gain more ammo or range, while at level 5 you can deplete engine or weapon power. The weapon's energy drain can be more useful because the target is already slowing down and if this missile hits it, there's a chance it may have already used its engine's ability to evade a previous one. In this scenario, it is more useful to lower their defense while they are slowed.

ion missiles

Ion Missiles are good for attacking an opponent's shields while providing some secondary effects like: B. draining engine and weapon power. At level 4 it gains more ammo or range, while at level 5 it slows the target by 40% or slows the target's energy regeneration by 50% for 6 seconds. It is similar to an EMP missile, but changes the utility and area of ​​effect damage to single target damage.

ion cannon

The Ion Railgun specializes in destroying enemy shields while draining weapon and engine power at the cost of low hull damage. Most people only care about dealing damage, and often overlook the ion cannon in favor of the plasma or bullet cannons. Don't let that stop you from picking this weapon, as it's a great weapon to take out an opponent quickly with two well-placed shots. The first shot will use the Ion Railgun to destroy a target's shields, while a quick follow-up shot from a Plasma Railgun, or better yet, a Slug Railgun, will take down an opponent with ease.

At level 4, the Ion Railgun can hit up to 4 other enemies within 6000 yards for 55% damage, or hit up to 3 enemies within 5000 yards while consuming 10. engine and weapon power. At level 5 you have the ability to reduce the speed of targets affected by the Ion Railgun by 40% for 8 seconds or their energy regeneration by 65% ​​for 6 seconds. The 40% slow makes this weapon perfect for follow up shots as it is now easier to hit in the center where you have the best accuracy. This is a great weapon if you are good with follow up shots or want to act as a support to cripple groups of enemy pilots.

Plasma-Railgun

The Plasma Railgun is the most popular railgun because it deals equal damage to hulls and shields, has the best accuracy and arc of any railgun, has critical strike chance, and deals damage over time. At level 4, you can offer the option to increase accuracy and tracking or slow DoT-affected targets by 10%. At level 5, he can bypass shields or deal increased incendiary damage. There isn't much more than what hurts, it still hurts and it's useful in every situation!

Slug-Railgun

If you want to hit where it hurts instantly, consider using the slug cannon. When upgraded to level 2, it has 28% overall shield penetration (46% with the Copilot Bypass ability), making it the best shield-ignoring railgun. Also, it ignores all level 3 armor, making it good for taking down drones and defense towers. At level 4, he has the ability to deal more hull damage or consume less energy, while at level 5 he has a whopping 16% critical strike chance or deals 10% additional damage. If you like critical hit builds, Slug Railgun is great for that. Oh, and did I mention that this one has the fastest reload time of any railgun? This is a solid option and since it fires physical shells it's the classic railgun and what can go wrong with the classics?

rocket capsules

Rocket Pods are instant-fire projectiles instead of being fixed. These are best used against stationary targets like mines, drones, defense towers, and unsuspecting gunships. These allow you to harass enemy satellites by quickly destroying their defense towers and forcing them to split their numbers. This, in turn, can cause another satellite to get time locked. When deployed against a stationary gunship, he can't help but laugh at how powerless the stationary gunship is to stop him. While you can technically use it in dogfights, I wouldn't recommend it as the projectile speed is much slower compared to missiles and torpedoes.

At level 4, you can get increased accuracy and tracking, or more ammo. At level 5, you can increase range or deal damage over time. If you're destroying environmental hazards, I'd go for a longer range, while using damage over time on enemy pilots. With the ability to store up to 52 missiles and a rate of fire of 97 RPM, it can quickly take down defense turrets and drones.

probe sabotage

The sabotage probe is unique to scout ships, which can be specialized to act as interceptors. This includes the T1 and T2 browsers. When shooting at the target, the target takes some damage over time and their dodge rate is reduced by 50% for 6 seconds. At level 4, you can disable engine abilities or increase range, while at level 5 you can slow the target by 35% or reduce energy regeneration by 30% while the probe is active. In most cases, you'll want to disable the engine abilities slowly, as there's no escape. The only hope for the target's survival is if you aim wrong (which you shouldn't do when using this probe). Sabotage probes can be one of the scariest effects to suffer in GSF and can make you paranoid when they reappear.

protonentorpedos

The Proton Torpedo is by far the most popular secondary weapon in GSF. It has a base range of 10,000 yards, deals solid damage that bypasses all shields and armor, applies a damage over time effect, and offers a 10% critical strike chance at level 2. At level 4, it offers increased projectile speed or a wider angle of fire while gaining more ammo or range at level 5. With all these options, it's easy to think they're overwhelmed and everyone will hate you for using them. but honestly whyshould notbe overwhelmed? The Proton Torpedo is an iconic part of Star Wars as this projectile blew up the Death Star! The downsides of this weapon are that compared to other sub weapons, it has a very small firing angle, long activation time, and long reload time.

termite torpedoes

Thermite torpedoes are best used on targets whose shields you have down and can hold down. This deals 150% damage to hulls, exploding all but one bomber. The first half of the damage is instant, while the second half is dealt as damage over time for 15 seconds. Damage reduction is reduced by 100% during this time and 20% of the damage will bypass shields while DoT is active. At level 4 it can increase projectile speed or a wider firing arc, while at level 5 its effect lasts an additional 3 seconds or deals additional damage over time. If you want to put a lot of pressure on your enemy, the Thermite Torpedo is a good option.

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armor

defense armor

When fully upgraded, defensive armor can grant +20% damage reduction at a base level. While taking 20% ​​less damage sounds great, it's actually not that useful in many GSF scenarios, as many weapons are capable of armor plating, such as Enhanced Rapid-Fire Laser Cannons, Heavy Laser Cannons, Laser Cannons burst and the most feared weapons to ignore at all. GSF, the proton torpedoes. I wouldn't go for it unless you're going for support to take down defensive turrets or trying to become nearly immune to mine damage like the previously mentioned Buster Bunker T2 Strike Fighter.

light armor

Light armor can grant +9% Evasion Rate, which means that 9% of main gun and railgun shots against you will miss. This is best used in conjunction with ships that already have some dodge rating by default, such as B. Strike Fighters and Scouts. However, to use it wisely, you'll need to invest solely in Evasion, as aiming for a dodge rate of only 15% is pretty weak. It's useful and I especially like it with my T2 Scout and it's not a bad choice.

reinforced armor

With the abundance of armor that ignores weapons, you can't go wrong with upgraded armor. This can grant an additional 20% HP, making it a solid choice for any ship, although bombers can make better use of it since they already have the highest base HP. If you're not sure what to get in a build, choose Reinforced Armor.

condenser

damage the capacitor

When fully upgraded, the Damage Capacitor increases primary weapon damage by 10% at all ranges. It's a solid choice and helps heavy hitting weapons like the Quad Lascannon, Heavy Lascannon, and Burst Lascannon hit even harder. If you are good at landing shots you should do this as your good aim will be well rewarded.

frequency capacitor

At max level, the Frequency Capacitor increases the rate of fire of your primary weapon by 15%. This works well with melee weapons like the rapid-firing laser cannon, laser cannon, and light laser cannon. You get a DPS boost with the higher rate of fire, but this also increases your energy consumption, so keep that in mind.

range capacitor

The Range Capacitor increases the range of your primary weapon by 10% at max level. This allows you to shoot a little farther before the damage starts, which can be good for giving short-ranged weapons a little more room. However, this works very well with weapons that already have a long range, like the ion cannon and heavy laser cannon, since they scale much better than, say, a rapid-firing laser cannon.

The motor

Note: Many engine components increase speed or spin rate by 10% in the 3rd stage. The general rule of thumb is to go for engine RPM if you like to navigate the map and provide assistance when needed. Otherwise, go for a higher turn rate to help you perform better in dogfighting.

Fassrolle

Rotates the ship 360 degrees while accelerating forward, increasing direct fire dodge by 24% and avoiding missile lock for 4 seconds. Dodge homing missiles while they are activated."

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This is a solid engine ability to dodge locked missiles and increase your dodge a bit. You can't go wrong with the classic barrel roll, especially if you're a beginner. However, be careful with the terrain in front of you so as not to fall into it. This will also put some distance between someone behind you, as during my test you got about 5000 meters using this engine capability. At level 3, you can increase engine RPM or spin speed by 10%.

hyperspace beacon

"Drop a hyperspace beacon with a 180 second (3 minute) lifespan at your current location to serve as your team's respawn location. The beacon will stop working if your ship is destroyed."

This fun gadget is exclusive to the T1 Bomber. Use this to place a spawn point near a satellite you're guarding, another bomber's pit stop area, or if you're feeling cocky, place it near the center satellite for quick reinforcements. At level 3, you can cause the flare to increase allies' movement speed by 15% when they are within a 3000 yard radius. Alternatively, you can increase your helmet by 20% and damage reduction by 17%, giving you a total damage reduction of 34%. The second option only gives you a few more seconds at best and is best used in high conflict zones as it can give you those few seconds for more allies to come in. But in most cases, higher speed is better overall, allowing allies to hit a target faster.

driving ban

"Produces an instant 50% speed boost for 6 seconds while reducing the speed and turn speed of all enemies within a 3000 yard radius by 20%."

This engine component is found primarily in bombers and attack helicopters, but also in the T3 Strike Fighter and T3 Scout. As such, this takes on more of a support role to combat. A 50% speed increase sounds good, but honestly, it doesn't seem like much for a bomber or gunship, which are already pretty slow anyway. Instead, it is used to help himself and allies in conflict zones to reduce enemy speed and turn speed. At level 3, you gain the option to reduce the enemy's turn rate by an additional 10% (30% total) or make the ability last an additional 3 seconds. Take the former for dogfighting and the latter if you have an ally who can buff it to take full advantage of its speed buff. This can cause a bomber or gunship you control to reach a target faster at the start of a game.

Koiogran-Kurve

"A 180 degree vertical spin that increases direct fire dodge by 24%, increases primary weapon accuracy by 50%, and clears missile jams for 4 seconds. Dodge homing missiles when activated.

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This twist is good for experienced pilots who can benefit from more precision. An additional 50% is not to be taunted, and can make shots on the edge of an arc much more reliable than normal. You'll spin up and go the opposite direction on the Z axis when you use this, taking you back about 1,700 yards after completing the ability. At level 3, you can increase engine RPM or spin speed by 10%.

power dip

“A 90 degree vertical turn that increases direct fire dodge by 24% and prevents missile lock for 3 seconds. Dodge homing missiles when activated.

SWTOR 7.0 Galactic Starfighter guide and best builds (48)

The Power Dive is a good way to drop enemy ships while descending in an inverted L shape on the Y axis. Personally, I don't particularly like it because the axis change also throws me off, but if you can get past it it's a good way to confuse the enemies. The distance gained during Powerdive is about 6,500 meters. At level 3, you can increase engine RPM or spin speed by 10%.

retro engines

"Accelerates the ship backwards for a short time, increasing direct fire evasion by 24% and preventing missile lock for 3 seconds. Dodge homing missiles when activated.

SWTOR 7.0 Galactic Starfighter guide and best builds (49)

This ability is simple but powerful and is my favorite maneuver. It puts you back about 3,500 meters and allows you to orient yourself as you have done before. This is good for some things, e.g. B. when you have someone behind you and you want to be the one behind them. Alternatively, if you're going head-to-head and need more time to shoot, you can turn around and take a few more shots before moving in, increasing your chances of finishing them off. At level 3, you can increase engine RPM or spin speed by 10%.

rotary propeller

"Fast turn your ship towards the currently selected target within 15,000 yards."

This engine component is unique to attack helicopters, as these ships can take full advantage of it. It's great for one of two scenarios. Scenario 1: You are shooting targets with a railgun and you want to aim them in the center of your screen where you will have the highest accuracy, so use this to center them. Scout 2 – A scout or strike fighter is circling around you and by using this you can instantly target it in front of you. At level 3, you can increase the weapon's power regeneration rate by 45% for 6 seconds when you activate the engines. Alternatively, you can increase your ship's turn rate by 10%, regardless of whether the engines are activated.

shield power converter

"Transfers 20% of engine power to the shield's power pool and increases the shield's power pool regeneration rate by 10% for 8 seconds."

This one is easy, spend 20% of your engine power to get stronger shields for 8 seconds. With a 9 second cooldown, you can use it again if you have engine power 1 second after it ends. At level 3, you can increase passive shield and engine power by 8%. Alternatively, you can use it to disable any enemy missile lock you are currently targeting when using this ability. However, the cooldown is increased to 15 seconds and only stops missiles that are focusing on you.Beforeyou are fired.

Quick turn

"A quick 180 degree side turn that increases direct fire dodge by 50% and prevents missile lock for 5 seconds. Dodge homing missiles when activated.

This engine component is unique to the T1 and T3 Scout and offers the longest missile defense duration at a whopping 5 seconds. It's a simple one that turns you around so you're facing what was behind you before. If someone is nearby, you can take advantage of this and book in the other direction at your natural scanning speed. At level 3, you can increase engine RPM or spin speed by 10%.

gun power converter

"Transfers 20% of engine power to weapon power pool and increases weapon power pool regeneration rate by 6% for 6 seconds."
This one is easy, consume 20% of your engine power to gain 6% more power and weapon regeneration for 6 seconds. With a 9 second cooldown, you can use it again if you have engine power 3 seconds after it ends. At level 3, it can increase the power reserve of your passive blaster and the power reserve of your engine by 8%. Alternatively, you can use it to disable any enemy missile lock you are currently targeting when using this ability. However, the cooldown is increased to 15 seconds and only stops missiles that are focusing on you.Beforeyou are fired.

magazine

efficient guidance

At max level, Efficient Targeting reduces projectile acquisition time by 10%. This is good for things like the Proton Torpedo or Thermite Missile, as these two, when fully upgraded, have a base lock time of 2.4 seconds. With Efficient Targeting they have a capture time of 2.1 seconds. While it doesn't sound like much, it makes a world of difference in a combat scenario where every second counts.

Expansion of ammunition capacity

The Ammo Capacity Extender increases the size of your ammo pool by 50% at max level. This pairs nicely with crew members adding an additional 30% ammo pool size, giving the combo an additional 95% ammo, almost double the base amount of ammo you have. This is the best for those who love their explosives, be it missiles, torpedoes or mines.

Power-Pool-Extender

At max level, Power Pool Extender increases the power of your weapon by 20%. This makes it useful for high consumption weapons like the quad laser cannon, heavy laser cannon, and burst laser cannon. It's good if you use hit and run techniques or if you don't expect melee combat often and need to have a good amount of energy on hand e.g.

Feedback Extender

At max level, the Regeneration Extender increases the regeneration rate of weapon power and the regeneration rate of recently spent weapon power by 20%. What is the recently consumed regeneration rate of the weapon? To be honest I have no idea, BW doesn't like to explain GSF functions, so people like me and other GSF Guide authors try their best to explain things. I'm guessing the energy regen spent recently is a bit less than in a scenario where you haven't fired any shots recently.

Anyway, let's get back to the regen extender. This works well with weapons that have lower energy consumption like the Rapid Fire Laser Cannon, Laser Cannon, Light Laser Cannon and works well with Railguns. It's also a good component to rely on in dogfights, as having a good weapon regeneration rate allows you to launch attacks on your opponents.

Reactor

big reactor

At max level, the Great Reactor increases the power capacity of your shield by 20% per arc. 20% stronger shields are always a good option, especially if your build relies on a large base shield. However, with a higher base HP, it takes longer than other shields to fully regenerate.

regeneration reactor

At max level, the Regeneration Reactor increases the regeneration rate of shield power (per arc) and the regeneration rate of recently consumed shield by 20%. This is always a good option when you're not sure what to buy. Having consistent shields in a fight will be useful in many scenarios and will work well with the Shield Power Converter engine component.

turbo reactor

When shields are damaged, they take a while to start regenerating. At max level, Turbo Reactor reduces this time by 60%. This works well for ships like Scouts that prefer hit and run tactics since they already have weak shields. They can reserve it or take cover and quickly resurface their shield before returning to their target for another hit.

sensors

communication sensors

At max level, communication sensors increase the communication range of your sensor by 10,000 meters. This is best used when taking on a supporting role in a scenario. In this way, you can keep your allies better informed about anything that appears in the radius of your sensor.

damping sensors

At maximum range, damping sensors increase sensor damping by 4000 meters. This is good when using a bomber or gunship to stay out of enemy sensor range.

range sensors

At maximum range, ranging sensors increase the sensor lock range and sensor focus lock range by 5000 meters. This is always a solid option for any ship, as having more map knowledge is always helpful.

shields

charged coating

This shield is weird to say the least. Adds 40% shield energy capacity per arc, but has 23% shield bleed, so almost a quarter of the weapon's damage goes through the shield. Why would you want a shield that weapons can penetrate? This is used for niche builds aimed at destroying minefields and defense towers, as it can increase damage reduction by 60% for 15 seconds.

If you invest in damage reduction it is possible to get up to 99% as with the T2 Strike Fighter build mentioned earlier in the guide. This makes you nearly indestructible against defensive towers and mines, but you're still extremely vulnerable to weapons that can bypass armor and shields.

When you activate the Shield ability at level 3, you gain 5 weapon damage on hit (once per second) or 5 engine power when hit (once per second). This is entirely up to your personal preferences.

direction sign

The Directional Shield is a reliable shield that you can always count on. When you use this shield's ability, you can point the shields backwards, forwards, or balance them. This allows you stronger shields in a chosen direction, as it can appear blue instead of green. This is good for fighting head-on with other ships, protecting your rear if you're being chased, or having decent shields in a certain direction if you want to allocate power to weapons or engines.

Another benefit of the directional shield is that it deals 10% less damage to your ship. A bit more meat to deal with weapons that might not ignore armor. At level 3, you have the option to reduce your shield regeneration delay by 3 seconds or increase your shield regeneration rate by 10%.

distortion field

Distortion Field has a lower than average shield power output (per arc), but adds 9% evasion value to your ship. This shield's ability can be activated to gain an additional 27% dodge for 6 seconds. This is used to dodge constructs that are more commonly found in scouts. With the correct evasion structure, a Scout can achieve a passive evasion rate of 33%, which can be increased to 50% with this skill, 48% with the Copilot Dash Interference skill, or 68% with both. The jump from ignoring ⅓ of all shots to almost ⅔ of them is very impressive and can be useful for dodging not only main gun fire, but railguns as well!

At level 3, its duration can be increased by 3 seconds, or it can nullify all the blocks you currently have. He will not dodge fixed projectiles that have already been fired at him. I prefer to err on the side of caution and go for anti-lock, since most people rely on weapons like proton torpedoes to take down a scout.

motor current converter

"Transfers 20% of the shield's energy to the engine's energy pool, increasing ship speed by 10% for 6 seconds."

The engine power converter is unique to the T1 Scout and is best used to easily get out of a bad situation while also preventingallto reach you Combined with Speed ​​Thrusters, Barrel Roll with increased engine revs, Booster Recharge, and C2-N2 for your crew, it's very easy to reserve when under attack. Simply use your barrel roll to gain 5,000 yards of range and take off from there with the Engine Power Converter ability.

feedback signal

"Charges your shield with energy for 15 seconds that it releases as damage against your attacker. Triggers primary weapon fire.

If you want to get as much offense as possible, you need the Feedback Shield. Used on T1 and T2 attack fighters and gunships, its usage changes depending on the class of starfighter used. At level 3, you have the option to gain 20% critical strike chance with reflected damage or consume 10 engine and weapon power when hit. The first option would go great with a critical rating build like the ones found in Strikefighters or Critical Attack Helicopters. Otherwise, the latter option is better for gunships that don't use a critical build for more utility.

fortress shield

"Increases shield strength by 130% and sensor damping by 1500 meters for 30 seconds, but immobilizes the ship while active. The pilot can manually disable this ability, and activating a defensive maneuver or boost will automatically disable the shield There is a 30 second cooldown when the ability is deactivated.”

This shield is exclusive to gunships, which are usually on the run, so the lack of mobility doesn't make much of a difference to them. This is the strongest shield you can get, as it can temporarily add 130% shield strength as well as 20% shield power capacity per arc (so pair it with a large reactor). But if it wasn't already clear, proton torpedoes are dumb and will completely ignore that massive shield. If anything, you'll want to use this for sensor damping to get a sensor damping radius up to 7500 with a sensor damping structure. At level 3, you can increase the duration by 10 seconds (40 seconds total) or weapon power regeneration by 30% while the shield is active. I would say go for the longest duration to stay concealed while shooting targets. Remember to use a cover too!

overloaded shield

"Increases shield capacity by 18% for 15 seconds and instantly restores 20% of the shield's base power."

This shield is unique to bombers, known for their durability. This reduces your shield regeneration rate by 60%, but increases your shield's energy capacity (per arc) by 60%. If you're looking for the most powerful passive shields on a bomber, then this is the one you'll want. However, with a cooldown of 50 seconds, you must choose wisely when to activate this ability. At level 3, the duration can be increased by 7.5 seconds (total 22.5 seconds) or increase shield capacity by an additional 9% (total added 27%) and restore an additional 10% of shield power. shield (total 30% restored). If you have a long cooldown, you might as well get the best bang for your buck and go for higher capacity and recovery. The extended duration might be better if you're working with a group that can provide other ships with shield projectors and the like.

fast charging sign

"When activated, recharges 30% of your ship's shields. Additionally, your ship's maximum shields are increased by 100% and shield regeneration rates are also increased by 200% for 4 seconds."

This shield is ideal for when you want to temporarily gain strong shields while you focus power on your weapons or engines. When it comes to passive stats, Quick Charge Shield adds 175 Recently Consumed Regen Rate, +55% Regen Rate, -20% Shield Energy Capacity (per Shield Arc), and -15% Delay shield energy regeneration (that's a good thing) . This can be paired nicely with any reactor, as a large reactor can offset the -20% shield power capacity, you can get amazing shield regeneration with a regeneration reactor or have a shield that respawns with a turbo on ¼ of the reactor.

At level 3, you have the option to increase shield regeneration by 100% of normal while taking damage, or reduce the cooldown by 10 seconds, bringing the total cooldown to 20 seconds. I would say the former is better for a strike fighter who is in a more direct fight than a scout. Meanwhile, a scout pilot should be used to weak shields, so the reduced cooldown will be more useful to them.

drone repair

"Deploys a repair drone at your current location. Repairs 120 hull damage every 3 seconds to up to three allies within 3000 yards. Lasts 180 seconds or until destroyed."

Found on the T3 Scout and T2 Bomber, this shield component serves a support role. It doesn't offer specific passive stats for your shields, but you can drop a drone to repair allies' hulls. At level 3, you can also restore shield power or restore ammo for affected ships. I would say use the former in hard combat zones when acting as a support ship while also saving on ammo regeneration by creating a pitstop to allow allies to heal up and recover ammo.

projector shield

"Restores 32% of shield energy over 6 seconds to your ship and up to 3 allies within 5500 yards. Ion weapon duration-based movement or energy regeneration effects are dispelled on all friendly ships affected for the duration of the effect.”

Another support shield component that is good when dealing with ion damage like that from ion cannons and ion rockets. If you're in a prepackaged party with allies who like to use heavy shields like Overcharge Shield, this compliments them nicely, as you can restore their shields while their shield ability is on cooldown. In passive stats, you gain 35% increased shield regeneration rate, but lose 20% shield power capacity (per shield arc). Use a large reactor or a spawn reactor when using this shield.

At level 3, he gains the ability to increase duration by 4 seconds, allowing him to restore 48% shield power over 10 seconds, or he can instantly restore 8% shield power when activated to a total of 40% power restoration. If you can lead a prepared group and build tactics around shields, go for the former. The latter may be more useful for keeping people alive if you are traveling alone.

systems

blaster overload

"Increases rate of fire by 25% and weapon power regeneration by 15% for 9 seconds."

This system component is unique to the T2 Scout, as it is an interceptor ship.

At level 4, you have the option to increase weapon power bonus regen by 14% or increase fire rate by 8% while Blaster Overcharge is active. At level 5, you can have 10% more blaster damage or 10% more blaster range while Blaster Overload is active. Increased rate of fire is a safer bet at level 4, but if you're good at energy management and aiming, go for rate of fire. As far as increased damage or range, I'd say go for damage as most of the weapons available on the T2 Scout are short ranged and wouldn't scale much with that 10% extra range. It could work with the quad laser cannon though!

This component would work well with T7-01 as a crew member, Qyzen or Aric as a co-pilot for the focused fire capability, a frequency capacitor, and a light laser cannon, rapid-firing laser cannon, or quad laser cannon. With the incredible number of shots you can get out of a Rapid-Fire Laser Cannon with this component and a Frequency Capacitor, you can greatly increase the number of critical hits you can potentially land with a critical strike build. It's a great component for melting your targets like a lightsaber through room temperature butter!

boost charge

"Regenerates 5% of engine power per second for 6 seconds."

This component is unique to the T1 and T2 scouts to support mobility for boosting. This may seem weak, but it's actually quite powerful, as the stats are displayed in the pre-upgrade tooltip. When upgraded to level 3, regenerates 7.5% of engine power per second for 8 seconds for a total of 60% of engine power for the duration. At level 4, you can increase engine power regeneration or engine power reserve by 10%. At level 5, you can instantly restore 20% of engine power when you activate the skill, or also regenerate shield and weapon power when the skill is active.

Go for the highest regen at level 4 if you are more focused on combat or engine power to hunt ships. For level 5, I'm a fan of the 20% instant motor power as it saves time and allows me to use my motor skills immediately in an emergency. If you find yourself in more heated combat scenarios, often as a T2 scout, it's also nice to have the shield and weapon regen, though I'd still say the 20% boost is better overall.

combat command

Increases the main weapon accuracy of all friendly ships within a 5,500 meter radius by 10% for 20 seconds, reduces the main weapon's energy consumption by 10% for the duration, and restores 5 points of their weapon's power every 4 seconds. Additionally, Ion Weapon duration-based movement or energy regeneration effects are dissipated on all affected friendly ships when this ability is activated.”

This fun support component is exclusive to the T3 Strike Fighter and Scout. At level 3, the range is 6,000 meters and lasts 24 seconds. At levels 4 and 5 you can add additional effects of your choice. At level 4, you can increase the maximum weapon power of affected ships by 10% or their critical strike chance by 7%. At level 5, Combat Command can restore 5 bonus weapon strength every 4 seconds or increase the accuracy of affected ships by 10% for the duration. Remember that Combat Command only affects friendly ships, not you.

For level 4, powering up weapons is a safer option, but if you have a pre-built weapon that can be built around critical tactics, critical strike is better, as it requires a higher critical strike chance to scale and make sense. Go level 5 with the Accuracy buff, as it's incredibly useful for helping allies shoot, especially when aiming off-center.

EMP-Feld

"Causes an electromagnetic pulse around your ship, damaging and disabling all enemy mines and drones within a 4500 meter radius for 10 seconds. Enemy ships captured by Pulse have their accuracy reduced by 10%, their sensor and comm range reduced by 5,000 meters, and its system ability disabled for 10 seconds. Additionally, your ship's dodge ability is increased by 10% for 4 seconds."

This component can be found on the T1 Scout and T3 Bomber, as these ships specialize in combat support. At level 3, the duration lasts 10 seconds and the precision debuff is lost by up to 20% for the duration. The precision debuff on its own is powerful, but it gets even better at later levels. At level 4, range can be increased by 500 yards (5000 yards total) or make you and 3 allies immune to missile attacks for 3 seconds. At level 5, you can disable motor skills or shield skills when shooting. There is no question what you should get, go for missile lock immunity and disable engine components. Missiles are unwieldy, so giving them some breathing room is great, and preventing enemies from using motor skills to dodge them can help things like proton torpedoes hit their target.

concussion

“Throws a proximity mine with a 120 second (2 minute) life that detonates when an enemy gets within 1500 yards, dealing 905 damage with 20% shield penetration to all enemy ships within 2000 radius. yards. Up to 2 concussion mines can be active at the same time.”

Found on the T1 and T3 bombers, it can be used as part of a minefield or as an explosive for a dogfighting zone as the central satellite in a domination game. At level 2 the lifespan is increased to 3 minutes, longer lasting mines are always good. At level 4 you can have another additional mine for a total of 3 or you can increase the radius that activates AND detonates by 500 meters. At level 5, you can deal more damage to the hull or shield.

So let's say you use this as a T1 bomber and use it as a minefield mine. You want to use the additional mine to make your protected area look like an even bigger threat. While the increased range is helpful, the more mines a pilot sees, the more intimidated he becomes and may waste time wondering if he should bother taking his satellite. For level 5 I would recommend increasing the hull damage as this mine already bypasses 20% of the enemy's shields so it hurts a lot more. Due to the short range of these mines, you should hide them in the corners of a satellite where people often run for cover. That way, they can't just shoot them down from afar and instead collide with them head-on.

If you want to use this on a T3 bomber to act as a heavy support, go for the increased radius at level 4 and increase the hull damage with the Bypass Copilot ability. Heavy combat zones tend to crowd ships together, so the extra range in the blast field helps increase overall damage.

prohibition of mine

Drops a proximity mine with a 120 second life that detonates when an enemy gets within 1500 meters and releases a 2000 meter radius gravitational pulse that slows enemy ships to 50% of their normal speed for 15 seconds and 520 damage. damage. Only 1 barrier mine can be active at a time."

(Video) SWTOR Galactic Starfighter (GSF) Guide

Only found on the T1 bomber, this mine is best used when concealed in the corners of a satellite due to its short range. Alternatively, if you're flying the T1 Bomber as combat support, it can be used to slow down groups of enemies, which is very crippling for Strike Fighters and Scouts.

At level 2, mines last a total of 3 minutes and at level 3, the effect of a detonated mine lasts an additional 5 seconds for a total of 20 seconds. At level 4 you can place an additional mine or increase the radius and blast zone by 500 meters. At level 5, he can reduce target speed and turn speed by an additional 10%, or deal an additional 20% damage as a DoT over 6 seconds. The actual choice you have to make is at level 4 and it depends on what you are doing. At level 5, reduced speed and turn rate are good in any scenario, so go for it. If you're playing as a combat support T1 bomber, you'll want to increase the blast radius and zone. With a minefield bomber, you want the extra mine to hide in the nooks and crannies of the satellites.

Ionenmina

"Throws a proximity mine with a 120 second life that detonates if an enemy gets within 1500 yards, dealing 900 shield damage or 225 hull damage to all enemy ships within 2000 yards and draining 25 of energy from your weapon and engine power reserves Up to 2 ion mines can be active at the same time.

This mine is available on T1 and T3 bombers, meaning it can be used for minefields or combat support. At level 4 you can place an additional mine (3 in total) or increase the range and blast zone by 500 meters. At level 5, mines can slow weapon and engine power regeneration by 20% for 9 seconds, or drain 90 shield power from the target over 9 seconds. For the minefields, get the extra mine and hide it in the corners like the other short range mines. Combat support is applied to the increased radius. I would say that reduced regen favors combat support to reduce the enemy's ability to defend or run away, while shield energy drain works better for minefields as it can help keep shields down so mines from follow up do more damage.

remote cutting

"Sends out a hack code that disables the target's system ability, draining 30 engine power instantly and draining 40 shield power per second for 9 seconds."

Found in the T3 Strike Fighter, this is a nice ability to ruin a certain pilot's day. This would actually work well with Slicer's Loop's co-pilot ability, as the remote slash would not only drain his power, but Slicer's Loop would also prevent him from regenerating said power, greatly reducing his options. When upgraded to level 3, the ability drains 55 shield energy over 12 seconds, draining a total of 660 shield energy over the duration of the ability. This, in turn, makes them very vulnerable to blaster fire and makes it difficult for them to regenerate their shields efficiently.

At level 4, you can reduce the target's engine power or weapon power by 20 for the duration. At level 5, you can prevent the use of motor or shield abilities for the duration of the effect. In GSF, it's great to play around with someone's mobility, so go with reduced motor power and suppressed motor skills. If they try to eject, they waste their power trying to flee while being unable to use their engine maneuvers to dodge the missiles.

probe repair

"All friendly ships within 5500 yards recover 100 Hull Strength every 4 seconds for 20 seconds. Additionally, Ion Weapon duration-based movement or energy regeneration effects are dissipated on all affected friendly ships when this ability is activated.

Another exclusive T3 Strike Fighter, excellent for healing allies in heavy combat scenarios. At level 3, the range would have increased to 6000 yards and last for 24 seconds, meaning a total of 600 helmet strength can be healed. At level 4, you can increase an additional 20 hull every 4 seconds (total 720 hull restored) or increase the affected person's shield capacity by 10%. At level 5, both effects can either restore 25% of the affected ammo or grant 150 Shield Strength every 4 seconds.

For level 4, more helmet per tick is definitely the best option. Hull damage is difficult to repair without the use of repair drones, so you'll get the best bang for your buck here. Stage 5 can be more difficult to decide what can be better. I'd say go for Shield Recovery, as it's always a safe bet for keeping allies alive while they repair their hulls. Ammo is useful, but unless you're in a prebuilt party with voice chat, it's hard to tell how much ammo an ally has or needs, so you could end up wasting the ability.

sensing beacon

"Sends a sensor signal to your current location. The beacon detects enemies and broadcasts its location to nearby teammates. It will also reduce the evasion of all enemies within a 5,000 meter radius by 12.5% ​​and increase the dodge times missile acquisition rate by 25%. Lasts 180 seconds (3 minutes) or until destroyed. Only one beacon can be active at a time."

Even with extended tooltips enabled, the sensor range and sensor communication range are not reported. After some testing, I estimate the beacons sensor and communication range to be around 20,000 meters when fully upgraded. That's pretty substantial AND they can overlap to provide an even wider view of the chart if your ship's communications range overlaps theirs. For more information on how to do this with visual examples, see the GSF Mechanics section of the guide.

At level 3, the lifespan of beacons is 5 minutes. At level 4, you can reduce the accuracy of nearby enemies (you don't specify an exact radius), or reduce the sensor radius of nearby enemy ships by 5000 meters and their communication radius by 2500 meters. At level 5, you can place an additional beacon or increase the beacon's hull strength by 20% and its damage reduction by 17%.

There are two scenarios where this can be useful, and both require the help of a friend. let's start with

Option A: You and your friend place 2 beacons, each a little less than 20,000 apart, so they overlap. This, in turn, can give your allies a view of the entire map, as their communication range will likely overlap that of the beacon, no matter how small. Go with the sensor lock and hope your beacons are not found or you will have to replace them.

Option B: You choose the Accuracy debuff and Hull buff to use in a combat zone as a satellite. From there, you'll need a T1 Scout or T3 Bomber with an EMP field to work alongside your probe and provide a constant precision debuff. I don't think the accuracy debuffs would stack, roll back to the highest stat, but they would generate waves of 10-20% missing accuracy. The best use you'd get of a sensor beacon with option B though is that locks take 25% longer to work.

Sentry Drone Ban

“Deploy a sentry drone armed with laser cannons at your location. The Sentinel projects a blocking field that slows and reduces the turn speed of all enemies within 3000 yards by 40%. The drone's laser cannon has a maximum range of 5,000 meters, fires at 135 rounds per minute, and deals 240 damage per shot. The drone lasts for 180 seconds or until it is destroyed.”

Found on the T2 and T3 bomber, this pesky little bug is great for messing with Strike Fighters and Scouts as they carry your allies around a satellite, leaving them vulnerable to attack. The damage isn't great, but you really use them for the reduced turn speed. At level 4, you can increase the damage of your laser cannon by 5% or further stun affected targets by reducing their speed and turn rate by an additional 10%. At level 5, you can increase the rone's hull strength and damage reduction, or have the ability to explode another drone.

A T3 bomber built for group combat will find more use with the reduced speed/turn rate and options with increased hull strength. Meanwhile, a bomber defending a satellite may find the increased probe damage and extra drone more useful while guarding a satellite to add extra DPS.

Missile Sentry Drone

"Deploy a sentry drone armed with laser cannons and a concussion missile launcher at your current location. The missile deals 340 damage with 20% shield penetration and has a range of 7000 meters. The drone's laser cannon has a maximum range of 5500 meters, fires at 162 rounds per minute and deals 240 damage per shot.The drone lasts 180 seconds or until it is destroyed.

If you want to get the most bang for your buck with drone damage, you need the Missile Sentry Drone. The options at levels 4 and 5 favor a more missile-focused build or a more laser-cannon-focused build. At level 4, you can increase the range of the missile by 500 meters or increase the power reserve of the drone weapon by 15%. At level 5 you can increase rocket damage by 10% or laser cannon damage by 10%. Both have their merits, though I think it's best to focus on missile upgrades given their ability to penetrate shields.

Railgun-Sentry-Drohne

"Deploy a sentry drone armed with a railgun at your current location. The Sentry Drone Railgun has a range of 10,000 yards, deals 650 damage per hit with 20% shield penetration, takes 4 seconds to reload, and has a cooldown time 2 second cooldown Drone lasts 180 seconds or until destroyed.”

The finished Railgun Sentry is great for taking out enemies before they get to you or weakening them when they do. At level 4 you can get an additional 8% shield penetration (28% total) or ignore 100% armor. At level 5, the damage can be increased by 10% or the charge time can be reduced by 0.5 seconds. Go with the armor piercing and damage boost. You already have 20% Shield Pen and it would be unfortunate if that Shield Pen was wasted if that damage was reduced.

Targeting-Telemetry

"Increases weapon accuracy by 10%, critical strike chance by 5%, and sensor range by 5,000 meters for 10 seconds. Also removes stealth effects from all enemies within 3,000 meters."

This component is exclusive to Scout Ships and is very popular! It just does a lot, working on precision or critical builds and revealing enemies with sensor damping! As such, this is ideal for building scout ships built for gunship hunting. At level 4, enemies within 3000 yards of the spell have 5% less dodge, or you can increase your own dodge by 8% for the duration. At level 5, you can gain an additional 25% Critical Strike Multiplier and 10% Critical Strike Chance (15% total) while the ability is active, or you can increase the range of your primary weapon by 15% while it lasts.

For level 4, use the dodge debuff when chasing gunships and use the dodge buff if you prefer dogfighting. At level 5, use Critical Strike Chance for critical builds and Range buff for precision builds. With the critical build your weapons can have the ability to get 8-10% critical strike chance, so with this skill and the Focused Fire skill you can get 59% critical strike chance with a hit multiplier critical of at least 75%.

With a Quad Laser Cannon, you can get a 61% Critical Strike Chance with a 95% Critical Strike Multiplier if you follow the setup above. Phew, that's some really good damage, perfect for taking down any target! With a laser cannon armed with a range capacitor and the range upgrades on target telemetry, you can achieve a maximum range of 6,612 meters, which is really good for scout ships as they tend to focus on close-range weapons. .

Tensorfeld

"Increases the maximum speed and turn speed of your ship and all allied whips within 4500 yards by 15% for 20 seconds. In addition, Tensor Field will restore 1 additional engine power per second to all allies in the radio".

The Tensor field is unique to the T3 Scout and is great for starting a game in a domination game. Since everyone gets a speed boost, your allies have a much better chance of capturing a satellite before the enemy. At level 4, you can increase the turn rate of affected allies by 7% or increase their dodge by 6% for the duration of the ability. At level 5, you can increase speed boost by an additional 15% (30% total speed increase) or restore 2 engine power per second to affected allies. Choosing level 5 is easy here, choose more speed. For level 4, dodging is a safe bet when soloing in the GSF, but a higher turn rate can be much better for group tactics.

engines

power thruster

At max level, Power Thrusters give you an additional 20% of engine power. This is good if you like boosting a lot and want to do it for a longer period of time.

regeneration engines

At max level, Regeneration Engines increase the regeneration rate of your engine's power by 20%. If you want to make sure you can quickly recover power for a motor maneuver, you'll want this one.

speed booster

At max level, Speed ​​Thrusters give you an additional 10% engine speed. This is a great option for speed builds on scout ships or if you want a bit more speed on a T3 bomber/gun.

spin the propeller

Turning Thruster should be the go-to choice for anyone looking for a dogfight, as it increases your turn speed modifier by 10%. The last thing you want is to match an opponent's turn rate, only to have both of you spinning in the air trying to catch up with the other. The sooner you can spin around and meet them, the better.

co-pilots and crew

Every ship needs a crew to run it, even if it's a two-seat starfighter. The Crew tab in the GSF window allows you to choose which crew members you want for your currently selected ship. On the left you have 5 drop down menus showing Co-driver, Offense, Defence, Tactics and Technique. Selecting these crew members will give you passive bonus stats for your ship, so make sure you don't have useless stats for your ship. For example, don't give a ship with mines +30% ammo, as mines don't have an ammo count in favor of cooldowns. Each crew member grants two passive stats that affect the category they are in. For example, Nadia Grell is in the Defensive menu, giving her +5% Evasion and +10% Shield Power. She also has the co-pilot ability called Bypass, which can be used once she becomes the co-pilot of the ship.

A crew member's active ability may not reflect their nature, but it's also something to keep in mind when creating a crew for your ship. Below are the passive and active skills with their functions. Since co-pilots and their skill mix differ between Republic and Empire, I won't list every crew due to the lack of mirrored co-pilots outside of the commons like Treek. I'll list the various passive and active abilities below, with the abilities in yellow generally being useful for any build.

Offensive

NameDescriptionObservations
Improved Kill ZoneArc of fire increased by 2 degrees.Actually, there is a typo here, the enhanced killzone actually increases your firing angle by 4 degrees, not 2.
This ability is good for adding more firing range for a proton torpedo, but don't rely on edging your primary weapon as this will cost you accuracy.
locationWeapon accuracy increased by 6%.More precision is always a good thing.
Fast chargeSecondary weapon reload and cooldown reduced by 12%.Whether you're using mines, missiles, torpedoes, or sabotage probes, a lower cooldown is always helpful.
spare ammunitionAmmo capacity is increased by 30%.Use this if you're focusing on a build that relies more on secondary weapons like proton torpedoes, cluster missiles, etc.

Defensive

NameDescriptionObservations
power to shieldsShield power pool increased by 10%.A little more shield health is always great, as your shield protects your helmet. The less damage to the fuselage, the happier the pilot will be.
Fast chargeShield energy regeneration increased by 25% and shield energy regeneration delay reduced by 15%.This ability pairs well with a Regeneration Reactor or a Turbo Reactor.
response adjustmentDodge increased by 5%.Dodging is great, so sometimes you can just ignore the damage. Great for accumulating dodges in Strike Fighters or Scouts with dodge builds.
structural supportDamage reduction increased by 9%It's not the best, but it's good if you like to manage mines, drones and tower defense. Use this for the Bunker Buster build for the T2 Strike Fighter.

Tactical

NameDescriptionObservations
Communications improvementCommunication range increased by 5,000 meters.This is good if you are playing second fiddle in a combat scenario. This makes it easier for you to share what you see with your allies.
depth of fieldThe focus range of the sensor increased by 3500 meters.Having your targets locked on one target, whether you're a fighter or a gunship, is nice as you get a bit more sensor range in the direction you're facing.
peripheric visionSensor radius increased by 3,000 meters.You can't go wrong with more foresight, map knowledge is key in any PvP scenario.
quiet operationIncreased sensor damping at 2000 meters.Mainly used by bombers and gunships to help them hide.

mechanical Engineering

NameDescriptionObservations
efficient fireThe cost of using blasters is reduced by 15%.Yes, so much so. Always great for allowing you to end up firing more shots with your weapon power pool.
efficient maneuversThe cost of using skills, maneuvers, and powering up engine components is reduced by 13%.The less it costs to dodge the missiles, the more reserve fuel you'll need to get out of there. Always a good option.
power for blastersBlaster Power Pool increased by 15%.Pairs great with Efficient Fire for even MORE Blaster Cannons!
power for motorsEngine power pool increased by 15%.This is useful and works well for builds where you need to hold momentum for a long time, like you would find on a scout ship.

Active Skills

Derivation
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Increases shield penetration on all weapons by 18% for 15 seconds.Ignoring shields is never a bad option, and this works great with weapons that have, or have the option to get, innate shield pierce.
focused fire
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Primary weapon attacks have a 36% increased chance to deal critical damage for the next 6 seconds. Secondary weapons have a 16% increased chance to deal critical damage over the next 6 seconds.This is the best way to get a critical strike chance and the first choice for ships running crit-rated builds. Use this with weapons that have or have the ability to gain an innate critical rating.
hydraulic wrench
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Repair your ship's hull for 308 over 6 seconds.Being able to repair hull damage is always helpful, and this ability can counter the effects of plasma warheads or lingering effects.
in his eyes
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Focuses on your target, reducing their dodge by 20% for 20 seconds.Dodge lost for the enemy is accuracy gained for you. This also makes your target vulnerable to all incoming damage with their ability to dodge reduced. Works wonders on scout ships.
lasting effect
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The target takes an additional 200 damage over 10 seconds if their ship is hit within 30 seconds of using the ability.It's more of a niche ability and scales well with mines and secondary weapons that deal DoT or have plasma warheads passively. DoTs also help keep an opponent's shield down, since they can't regenerate while taking damage.
isolation
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Instantly drains 40 power from the target's engine.It's good, but there are better. If you like to chase scouts or fighters, this is good to keep them from straying too far.
Cancel
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Helmet damage reduction increased by 30% for 6 seconds.This is best used for damage reduction builds. Even then, these builds are only useful for clearing minefields, drones, and turrets.
running disorder
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Dodge increased by 15% for 20 seconds. The effect also applies to the 2 closest allies within 3000 meters of your ship.This is great for group fights or when running a dodge build. On an evasive scout, this can increase your base evasion rate to 48% for 20 seconds. Not bad if you want to lose about 50% of incoming attacks.
servo blocker
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Enemy target's maneuver and speed are reduced by 20% for 20 seconds.This is best used when you are upset that someone is pushing you across the terrain. It also goes well with a sabotage probe as you can use it on your target before or after the probe.
slicers loop
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The target enemy's computer is stuck in an infinite loop and is unable to regenerate energy for 8 seconds.This is used for intense situations where everyone is shooting and zooming. When someone finishes boosting or stops shooting, they're probably reloading. Use this to stop them and make them vulnerable. Alternatively, if you break their shields, you can use this to prevent them from regenerating shields outside of shield abilities.
oppression
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Target accuracy is reduced by 25% for 20 seconds.A solid ability that I think is best used offensively for Strike Fighters who like melee, or defensively for anything else. If someone is chasing you, you can use this to possibly avoid some shots.
wingman
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Accuracy increased by 20% for 20 seconds. The effect also applies to 2 nearby allies, as long as they are within 3000 meters of your ship.Accuracy is your friend, it's also your friend's friend, so give it to your friends within a 3000 meter radius. Best for precision builds or for group fights.

GSF Mechanics

This part of the guide will go into more nitty-gritty detail and explain things that BW wasn't good at explaining. Due to this lack of information, I have a feeling that GSF has remained unpopular for a long time. With visual examples that include things like fire arcs, damping sensors, and communication range, you'll have a much better understanding of these topics.

Upgrade ship components and component costs

If you are on the Components tab of the GSF window, you will see an update tree on the right. Click here for updates for your component. I strongly recommend that you only use the ship requirement to upgrade ship components so that you can save the fleet requirement to unlock other ships and crew first. Each level increases progressively for the upgrade, and the upgrade cost per level varies depending on the type of component you are upgrading.

primary weapons,secondary weapons, YSystem Componentsit will cost1,000 requirementunlock and have 5 upgrades available.

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  • Stage 1 Costs500 requirement
  • Stage 2 Costs1,250 requirement
  • Stage 3 costs2,500 requirement
  • Stage 4 Costs5,000 requirement. You have two options to choose from for your current ship equipment.
  • Tier 5 Costs7,500 requirement. You have two options to choose from for your current ship equipment.

Engine upgrades and shield upgradesit will cost750 requirementunlock and have 3 upgrades available.

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  • Stage 1 Costs500 requirement
  • Stage 2 Costs1,250 requirement
  • Stage 3 costs5,000 requirement

minor componentsit will cost500 requirementunlock and have 3 upgrades available.

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  • Stage 1 Costs500 requirement
  • Stage 2 Costs750 requirement
  • Stage 3 costs1,250 requirement

Starfighter Statistics and Power Management

Starfighter Statistics and Power Management

When it comes to weapon power management, each ship will be affected differently depending on how your power is balanced. Some ships get higher bonuses with more shields, engines, or weapon power than others. Here is a table to explain the pros and cons of each ship class with different power settings. Beneficial traits are shown in blue, while harmful traits are shown in red.

strike fightersTo exploreBombingcombat helicopter
Power to weapons (F1)+50% weapon power
+25% Primary Weapon Damage

-25% engine and shield regeneration
-15% shield capacity
-15% speed
+50% weapon power regeneration
+10% Primary Weapon Damage

-25% engine and shield regeneration
-10% shield capacity
-10% speed
+50% weapon power regeneration
+10% primary
weapon damage
-25% engine and shield regeneration
-10% shield capacity
-10% speed
+50% weapon power regeneration
+10% Primary Weapon Damage

-25% engine and shield regeneration
-10% shield capacity
-10% speed
Power to shields (F2)+50% shield power regeneration
+30% shield capacity

-25% engine and weapon regeneration
-10% primary weapon damage
-15% speed
+50% shield power regeneration
+20% shield capacity

-25% engine and weapon regeneration
-5% primary weapon damage
-10% speed
+50% shield power regeneration
+20% shield capacity

-25% engine and weapon regeneration
-5% primary weapon damage
-10% speed
+50% shield power regeneration
+20% shield capacity

-25% engine and weapon regeneration
-5% primary weapon damage
-10% speed
Power for motors (F3)+30% speed
+50% engine power regeneration

-25% weapon and shield regeneration
-10% primary weapon damage
-15% shield capacity
+30% speed
+50% engine power regeneration

-25% weapon and shield regeneration
-5% primary weapon damage
-10% shield capacity
+20% speed
+50% engine power regeneration

-25% weapon and shield regeneration
-5% primary weapon damage
-10% shield capacity
+20% speed
+50% engine power regeneration

-25% weapon and shield regeneration
-15% primary weapon damage
-10% shield capacity

As you can see, the Strike Fighters get some great bonuses from focusing on a different power setup, despite being all or nothing compared to the other ships. Due to this versatility, they are the most widely used starship class in the GSF. Though compared to something like a Scout, it also hits about the same speed on the Power to Engines setting without sacrificing as much DPS. Combine that with his high base speed, and he'll be on par with or faster than an average Strike Fighter. Each ship has its purpose and functions, don't let these fighters take all the glory and show them who's boss!

Aiming with primary and secondary weapons

Aiming your weapons in GSF is probably one of the main sources of confusion for newcomers to GSF. Luckily for you, I'll provide visual examples so you understand the concept before jumping into a real shooting scenario!

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When targeting an enemy starfighter, these 4 arrows will target their ship. Next to it will be a line connecting the ship and a circle,Metafor this circle and not on the ship. This little circle will show you the direction your enemy is moving, so shoot there so the laser shots will hit him when he gets there. As you get closer to the target, the circle gets bigger, making it easier to hit. It's hard to learn at first, but it's a crucial skill to learn.

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As for secondary weapons, you need to aim at the enemy ship instead of the aiming circle used for primary weapons. Hover your mouse over the enemy ship and hold down the secondary weapon button (right-click by default). A slow beep will sound while charging, followed by a fast beep with 4 new darts around the target. When you hear the quick beep and see those new darts, it means you're ready to shoot. To fire, simply release the button on your secondary weapon and watch the fireworks. Do your best to keep the target centered when you load your sub, as long as you are within your sub's arc of fire, keep locking on.

Accuracy, dodge and arc fire

These three GSF features are interconnected, so I'll talk about all three. As you may know, accuracy affects your ability to hit another ship. It's no different with our Accuracy vs Defense Chance in ground PvP. For example…

A Rycer Strike Fighter armed with a Quad Laser Cannon fires at medium range at a Flashfire with a 33% dodge rate. At medium range, the Quad Laser Cannon has a 95% chance of hitting its target. With that in mind, we can use the following formula to calculate the probability of a hit.

XY=Z

Xis the accuracy of the attacker,Yis the defender's dodge, andZis the opportunity to succeed. Let's put our numbers here...

95 – 33 = 62

This gives the Rycer a 62% chance to hit the Flashfire. The chances of success can be determined with the skills found in the co-pilots. For example, himin his eyesAbility that reduces your target's evasion rate by 20% and thewingmanAbility that increases your accuracy and that of 2 nearby allies by 20%. Let's see what we get when we use these.

in his eyes

95 – (33-20) = 82% Trefer Chance

wingman

(95+20) – 33 = 82% Trefer Chance

So the end results of these abilities are the same, why use one over the other? Since the Wingman does not rely on one lens to function, going for either one would be the more versatile and superior option. But now let's see where we get when Flashfire uses his Distortion Field and Running Interference abilities.

(95+20) – (33+15+27) = 40 % Trefferchance

So even with accuracy bonuses only 40% of shots can land for a short time. That's the cost of using a quad laser cannon, you sacrifice accuracy for higher damage and crit damage. Because of this, I prefer to play it safe on scout ships with more accurate close range weapons to increase my overall chance of hitting a ship. Now let's look at the shooting arc and the chasing penalties.

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Above is a picture of a 40 degree arc of fire. If you have a passive that increases fire arcs, you'll get more of those grades (the red and white rings) in the form of increased firing range for both your primary and secondary weapons. The blue dot in the center is where you don't lose accuracy at all when you fire your primary weapon, but the further you get from the blue, the less accurate your weapons become. Let's just say we used the most forgiving weapon when it comes to precision tracking penalty, the burst laser cannon.

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The Burst Laser Cannon has a 123% accuracy rate at close range with a tracking penalty of -0.50% per degree. The blue center ring faces out 20 degrees, so firing at that range means the Burst Laser Cannon is 113% accurate at close range. In the outermost ring, it is 103% accurate at close range. This is in the most forgiving scenarios. Let's use more of the most relentless.

Let's use a quad laser cannon at max range that is 85% accurate at that range with an accuracy of -1.50% per degree off center. In the center ring, the gun would be 55% accurate, while in the outer ring it would be 25% accurate. That's a huge drop in accuracy and the perfect example of why you should try aiming closer to the center of the arc. Now let's look at a passive ability that some weapons have that reduces the pursuit penalty by 5%.

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Above is the burst laser cannon with the pursuit penalty reduced. This gives the first 10 degrees essentially the same precision as the kernel in the example above, since each off-center arc is -0.50% per degree. However, keep in mind that not all weapons are the same and that this increased range will be different for each ship with no loss of accuracy, as in the example below...

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Since the Burst Laser Cannon has a tracking penalty of -0.50% per degree, it benefits the most from tracking penalty reduction. Meanwhile, the Light Lascannon has a tracking penalty of -0.65% per degree and the Rapid-Firing Lascannon has a tracking penalty of -0.70% per degree. Note that these weapons have some of the most relaxed pursuit penalties, while weapons like the quad laser cannon have a -1.50% per tier pursuit penalty, the heavy laser cannon -2% per tier, and cannons. of rail -5%. per degree. These weapons don't even have the ability to reduce the pursuit penalty, making it much more difficult for them to land off-center shots. Now let's look at the best case scenario for the burst laser cannon when we add a crew member that increases accuracy by 6%.

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With the added green zone thanks to +6% accuracy from a teammate, the cross has a 129% accuracy rating at close range. With the -5% tracking penalty, the first 10 degrees are still 129% accurate. In addition, we have an accuracy between 128.5% and 123% in the blue zone. Therefore, these blue and green zones give the pilot a wide firing range that is equal to or greater than the standard accuracy in the center of the arc of fire of an unmodified burst laser cannon. Accuracy buffs are cumulative and should not be ignored. With 17 degrees remaining outside of the blue zone, shooting the ledge would give a -8.5% tracking loss, so shooting the ledge at close range has an accuracy rate of 114.5%.

With this in mind, you should be able to get an idea of ​​how accurate your weapons are at the center, center, and outer edge of your firing angle, since you know the degrees in your weapon's firing angle. If you have a 36 degree angle of fire, the midpoint would be 18. From there, multiply 18 by the pursuit penalty, then subtract your desired range from your accuracy. Remember, the further away your target is, the less accurate you will be. It's a shame there isn't an in-game way to view these bows or accuracy grading tooltips, but I hope these images help you get an idea of ​​how bow shooting works.

Sensor range, sensor focus range, and communication range

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Above is a visual example that I'll use to explain how sensor range and communication range interact. Before we start, we need to know what we're looking at.AzulThe circles represent the range of a ship's sensor, while thelilaThe circles represent the communications range of a ship.VerdeThe cone represents a ship's sensor focus area, while the purple-blue gradient represents both the sensor and communication areas, as it is the same for sensor beacons.

  1. Ship 1 is a T1 Strike Fighter with aSensor range of 15,000 meters, ASensor focus range of 17,500 meters, and aCommunication range of 7,500 meters.
  2. Ship 2 is a T3 bomber with aSensor range of 18,000 metersand aCommunication range of 12,500 meters.
  3. Ship 3 is a T3 Scout with a20,500 meter sensor rangeand aCommunication range of 25,000 meters.
  4. Ship 4 is a T1 Gunship with aSensor range of 15,000 metersand aCommunication range of 10,000 meters.
  5. Ship 5 is a T2 Scout with a20,500 meter sensor rangeand aCommunication range of 10,000 meters.
  6. B means sensor beacons with aSensorYCommunication range of about 20,000 meters.
  7. Delivery with ared glowaround it indicate enemy ships.

As you can see, the communication range of a ship can exceed the range of the sensor. This is especially useful for scout ships that have a high base sensor range so they can invert their sensor components into comms. This can be very useful when the communication ranges of the ship and the beacon overlap. In the example, the communication ranges of ships 2, 3, 4, 5 and beacons overlap. The only ship that does not overlap its communications range with others is Ship 1.

The 2 beacons detect 4 enemy ships while ship 5 has a gunship in its sensor range. Because the communication ranges of beacons and ships 2-5 overlap, they can each detect all 4 enemy ships on their sensors, even though those enemy ships are out of range of all those ships. When communication ranges overlap in this way, it can benefit everyone by greatly increasing their knowledge of the map. However, if one of these links in this chain of communication is destroyed, it can obscure the view of the others. As such, it's best to hide sensor beacons close to the ground while reducing the radius of nearby ships' sensors to increase their chances of not getting caught.

Ship 1 would not be able to see any of those 4 ships in this example, instead it could see the one outside its primary sensor range and instead see it through its increased sensor focus range. With a base sensor range of 15,000 meters, the focus range of the base sensor would normally be the same. However, this particular pilot has opted for a tactical crewmate that increases the focus range of her sensor by 2,500 meters, allowing her to see further than normal in a given direction. The approximate angle of this sensor focus arc is about 29 degrees.cometThank you for taking the time to measure this angle. His work is presented in the References section at the end of the guide.

Don't underestimate the value of sensor beacons and the good communication range of your ships. A long-range sensor is always a good choice, but through coordinated effort and teamwork, you can achieve even more with an even better view of the map. The map in this particular example is much larger than any map found in GSF. In a real GSF scenario, about 4 well placed sensor beacons would be enough to give your team the ability to see over the map, assuming nothing destroys the beacons. This job is best left to the full speed T3 Scouts to head out, plant their beacons and return to their allies for support.

sensor damping

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Now let's discuss how sensor damping works. In the example above, we have a T1 Strike Fighter with a sensor range of 15,000 meters and a sensor focus range of 17,500 meters. Meanwhile, there's a T1 Gunship in their sensor range that wouldn't actually be detected by the Strike Fighter's sensors. How do you do that? This is done with the sensor damping of the gunship. After gaining sensor damping buffs from a crewmate and a sensor dampening from his sensor component, he has a base sensor damping range of 6,000 meters. With the additional +1500 to his sensor damping range from his defense shield activated, he now has a sensor damping range of 7500 yards. This reduces the Strike Fighter's sensor radius and sensor focus radius by 7500, making its effective sensor radius 7500 meters and its effective sensor focus radius 10000 meters.

Remember thissoloapplies to the gunship in this example since all the damping benefits of its sensor are on itself. So now we see that the darker blue and green parts of the Strike Fighter's sensor range are its effective range against the fighter ship. That's a big difference and unless the Strike Fighter decides to rotate a bit, they're likely to miss this gunship entirely, which can be deadly for them. now thereEsOne trick to avoid this is to use your eyes. As long as you have the correct render distance, you should be able to spot a ship in the distance with your eyes. However, this can be tricky when the gunship hides behind cover which makes them harder to spot. That said, it's also hard to miss that the animation gunships use charge energy to generate power, which should also be a sure sign.

Sensor Dampening is also good for bombers, especially those focused on defending a satellite or creating a pit stop for their allies. If you want to go for a stealthy Assassin type built on top of a Strike Fighter or Scout then that is also an option. Never be afraid to experiment with your builds!

(Video) SWTOR 7.0 | 5 Awesome Galactic Starfighter Tips!

Overview and Tips for Galactic Starfighter Maps

Team-Deathmatch

This is a basic game mode where your objective is to kill the members of the enemy team. You can win here by reaching the point limit before time runs out or by having more points when time runs out. Note that committing suicide by crashing into the terrain counts as one point for the enemy team. If you get too close to enemy capital ships, they will shoot you down. On the maps used for Team Deathmatch you can find various power-ups that can be used to increase your performance for a short time.

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The Damage Overload buff increases the power of your primary weapons, making your shots that much deadlier. When active, your ship's main weapons will glow red.

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The Weapon Overload upgrade increases the regeneration rate of your weapon power. While active, your weapon's power pool will be highlighted in yellow in the power management menu.

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The Shield Overload buff increases the regeneration rate of your shield's power. While active, your shield's power reserve will be outlined in blue in your power management menu.

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The Engine Overload perk increases the regeneration rate of your engine's power. While active, your motor power set will be highlighted in purple in your power management menu.

Deathmatch Tips

In deathmatch games your goal is to destroy the enemy ships. The first team to get 50 kills wins. Self-destructing gives the other team a point, as does being destroyed by the capital ship's turrets.

Relax for the first few seconds and watch the locations of the next ignitions. The Damage Overload (Red Glow) buff is a key mechanic in Deathmatch. Players who have it will always win tournaments against players who don't.

Stay alive. Each kill is a point for the other team. Pretty useless advice, but one worth repeating. If you're crippled and nearly dead, don't be ashamed to hide near the spawn while Hydro Spanner's cooldown resets. Once you are healthy again, you can dive back in.

There are a few different "flavors" of deathmatch based on the other people on your team. Sometimes the fighting is highly concentrated, with bomber nests and gunships holding close while attack fighters and scouts hunt on the edges. These matches are won by conservative play and heavily favor long-range weapons on gunships.

In other cases, the match is a wild free-for-all with players all over the map. These games are won with teamwork. Gunboats are at a disadvantage when no one is protecting their flanks or shelling for them. Here, the best ships are likely to be scouts and fighters, which have the speed to hunt down individual enemies and escape when the time comes.

If your team is really fighting and the other team is camping their spawn, there's not much you can do. He tries to spawn in places with fewer enemies and sneaks past the gauntlet if possible. These matches are frustrating and some people walk or self-destruct to get them to finish faster. Do what you can.

When you get killed, press R and look at the other player's ship. Try to find out what build they are using (was it hit by a protorp? Slug Railgun? Blaster?).

Don't get caught alone. Keep an eye on your teammates' locations and don't be afraid to drop out. Communicate whenever possible.

Constantly use the tab key to see the closest enemies. Give names to the ship types. Support your colleagues. Peel for bombers and attack helicopters. A predictable player is a dead player. Avoid driving straight when someone is shooting at you. Use obstacles to break line of sight and sneak up before attacking. Try to find out which of the other team's pilots are the deadliest. You can then make efforts to avoid them or reduce their threat. Try to find out which drivers on your team know what they are doing. Stay with them and learn their tricks.

deathmatch maps

Battle of Iokath
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The Battle Over Iokath map can be considered one of the most frustrating maps for a team deathmatch due to the space littered with wreckage. With this junk floating around in abundance, it's very easy to get blown up by hitting the junk during an engine maneuver. However, one benefit of this map is that it allows for a lot of areas to take cover and a lot of junk to block missile traps. Just pay attention to your surroundings and you'll be fine.

Mesas powerful deathmatch
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This is your planetary flavor of GSF with large stone pillars reaching for miles in the air. This is a common map to find gunships, as they hide near these pillars to fire at their targets, with most melee ships flying towards the center. With ample cover from the great stone walls, it's easy for bombers to set up repair drone pit stops to repair their allies before rejoining the fight. You might have the idea of ​​setting up a business on top of one of these pillars, though it would be out of your reach to use weapons effectively and too isolated to gain immediate support, so I'd advise against such shenanigans.

Lost Shipyards Deathmatch
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The Lost Shipyards Deathmatch map is a fairly basic map where most of the terrain is made up of asteroids. These asteroids provide ample cover for bombers and gunships, while fighters and scouts fight around the asteroids to launch comets at enemies or lure them towards the asteroids. You should do your best to stay in cover and avoid large open spaces like those in the center or on the edges of the map, as you will be an easy target for railgun fire. If you spawn on the east side, there is a box structure in D2 that can provide a good spot for a pit stop to repair your hull.

domination

In domination games, your goal is to capture three satellites. A captured satellite awards points every second. Dying gives the other team 1 point. The first team to 1000 points wins. Remember the Civil War ruleset from regular PvP.

In a typical Domination game, the Republic initially captures Node C while the Empire captures Node A. Both sides send ships to B, and that's where most of the fighting takes place. Think back to the PvP tactics of the Civil War. B changes hands the most, but keep an eye on the outer node, as he gets attacked quite often.

An alternative strategy is to send people to both A and C with the goal of getting both quickly (abandon B for now). Typically, when this AC/B split occurs, the team with A and C gives up their external node in exchange for B. That is, if the Republic has A and C and the Imps have B, the most common result is that the Imps take A. B will stay with the Imps (if they can hold their own) or fall to the Republic. The combination of B and A or C is easier to defend.

Communication is key. Just like in normal PvP, when you're guarding a node, you need to keep the rest of your team informed of what's going on. Call incoming ships and get an idea if you need help or not.

Remember that the objective is to control the satellites, not to kill the enemy. When you're alone in a friendly knot, your goal is to stay alive. Turrets have damage reduction and their lasers can be deadly if you don't have shields. You need to GO with the satellite so you only have to fight one at a time.

Dogfights around satellites is a skill you will learn over time. Remember that the f4 power distribution gives you the tightest turning radius. Fight along the Z axis – Many players will orbit the satellites and use the paddles for LOS. If you're below the satellite and looking at them, they won't be able to escape your missile traps that way.

Tensor Field (T3S) is key to get started. Provides a significant speed boost, allowing your team to reliably cut through two knots without resistance if the other faction doesn't also have a TS3.

Hyperspace Beacon (T1B) is really useful for getting a spawn location closer to targets. Protect your side's beacons and track enemy beacons wherever you see them.

Attacking the external node: There are a couple of reasons why you might want to search for the external node. First and most obvious, if you can 1v1 the defender and towers, you can limit it. Alternatively, your goal could be to get an extra enemy or two out of the contested node to make it easier for your teammates to get past you.

T1S excels at attacking nodes itself, and I'll take a minute to discuss what that would look like.

  • Assuming a defender (not a gunship) and three turrets: Use afterburners to get from the spawn (or disputed node) to a location reasonably close but in cover. Fill up engine power before going in (take time to look at the defenders and their locations). Load up a turret and kill it with lasers and pods. At close range from the satellite, use the EMP field (at upgrade level t4 this also clears all missile locks). Now all mines around the node are destroyed, drones and turrets are disabled and damaged, and players cannot use their system abilities.
    Kill a second turret with lasers + pods and shoot away from the node. If there is a good obstacle, reset LOS and power/shields. If not, walk far enough and then head back to the node (break the missile locks again). Kill the third tower. At any time during this run, you can use QCS to restore your shield strength. Now it's just you and the defending players. If you can fight them 1v1, great; if not, hopefully you've gotten a few more players out of the main fight and made things easier for your teammates.
  • If the defender is a gunship, you'll have to deal with it early on, and it's a bit trickier. Cover is much more important, and you need to get as close as possible before leaving yourself vulnerable to a railgun shot.

domination cards

Denon exosphere
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Despite the large chunks of debris on the map, the Denon Exosphere is one of the widest and most open maps in the GSF. As such, there isn't much space to hide, especially in Satellite B, where it's easy to get pinned down by railgun fire. This map is good for scouts who can charge forward without interruption or who worry about having to dodge terrain, which can result in a loss of momentum. Keep your eyes peeled as it's easy to see someone walking from a mile away.

The reign of Kuat Mesa
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The Kuat Mesas Domain features large stone pillars like its Deathmatch counterpart, though they are not as cumbersome to manipulate. Rather, the troublesome factor centers around Satellite B. What makes this satellite difficult to acquire and maintain is that it sits low and is surrounded by side entrances within the stone walls. Coupled with scaffolding, it can be difficult to lock on a target with a missile or get away with engine maneuvering without risking self-destruction. That being said, satellites A and C should prove easier to acquire since they are in open space. While defending satellite A or C, watch out for spaceships approaching from point B or your enemy's spawn area. Hyperspace Beacons are great for this map, as there is only one spawn location available for each team.

Dominion lost over the shipyards
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When on the Lost Shipyards Domination map, your two main targets should be satellites B and C. B is a no-brainer, capturing the central satellite in the domain is always good for starships to fast travel to A or C (depending of what they caught). ) to provide support in case they are attacked. Point C is a difficult satellite for enemies to capture once the defenses are up. This is because this satellite has a casing inside the shipyard scaffolding that can provide protection against weapons while also posing environmental risks. Meanwhile, Satellite A is in open space and easier to pick up. So either way invest in Satellite C and save yourself there, or if you have the tools you should be able to lock onto Satellite A without much trouble. However, due to the lack of defense and cover at A, a defender may resort to setting up a minefield there, in which case a T2 Bunker Buster would come in handy here.

Battle tactics and tips.

Learn to aim your primary weapon

One of the most important things to improve your performance in GSF is to always practice with your primary weapon.

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It's very easy for newbies to get frustrated and rely solely on proton torpedoes to do the job for them. Missiles and torpedoes are fine but they are temporary, if you run out you will need good aim to survive and win a game. Don't get discouraged if you aim for the circle and still miss. Now that we've talked about accuracy, how distance and angle affect it, sometimes it just is. Never give up and give it your all!

What to look for on the screen

This advice is subjective as render distance may vary depending on computer specifications. However, always be careful with movements in the distance. Learn to notice moving objects to see if it is an enemy ship. Their sensors won't detect it until they're in range, but you can still see them a mile away. This tip is very important when defending a satellite or playing as a weaponized ship built for snipers. Communicate with your team if you see enemy ships approaching the X position.

How to behave in dog fights

Galactic Starfighter is a group PvP arena, which means you work as a team. Don't try to be a great driver at first, you need to practice your skills to finally get there. Even then, Hot Shots work best with a supportive group. The more allies you have around you, the more covering fire you will have. If you are alone and have someone behind you, it will be difficult to get rid of them. If you had an ally nearby, they could take care of this plague for you. Strength is in numbers, teamwork and objective play are far more important than getting the most kills or damage.

movement in combat

In a combat scenario, you must keep moving to prolong your survival. This can be accomplished with boosting, strafing, motor skills, kiting an enemy off the road, anything you do.Don't stay still or move in one direction for too long!The simpler your movements, the easier it will be for an enemy pilot to line up their shots on you. Make his life more difficult by staying on the move and zigzagging across the terrain. Snaking through debris or asteroids, or even moving around a satellite, is a great way to keep missile traps away.

how to rotate

If you need a refresher between pitch and yaw, now would be a good time to revisitcontrol and movementpart of the guide When you need to make tight turns, it's much better to use Pitch instead of Yaw, as it has a much better turn rate. This is useful for navigating in tight spaces or when trying to turn your ship to face an enemy behind you. It's possible your enemy is doing the same thing though, and if they both have the same turn speed, they'll both get stuck in the air and spin around to catch up with the other. To avoid this, use engine maneuvers or use your machine gun to strafe up, down, left, or right to break the loop and hopefully get in your sights.

Hide deployables

Some dropdown items you want to keep more hidden than others. Things like Interdiction, Missile, or Railgun Drones need to be placed more openly in order to have a higher view range to find targets.

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Deployable units with a short activation range, such as concussion, ion, or blockade mines, or non-offensive units, such as sensor beacons, repair drones, and hyperspace beacons, should be placed in cover. Avoid leaving them out in the open where they can be easily knocked over, instead place them behind or on the ground as in the example above. It's a bit hard to see the blue glow around the sensor beacons, but that's the point, theyoughtbe difficult to detect.

Sensor Beacons have the advantage of staying concealed, as they can reduce the sensor radius of nearby enemies, which could give them the advantage they need to stay hidden. Mines with a short trigger radius should be kept around corners where heavy traffic is expected, such as B. in a tunnel or around parts of a satellite. Hyperspace beacons should not be kept close to a high combat zone, as they can easily be shot down, but they should also not be kept too far away where reinforcements can't get to it quickly. Place all hyperspace beacons close to terrain, e.g. B. large walls to completely block the view of the hostile opponent.

How and when to use covers

Terrain use is often overlooked in combat, never overlook its potential. This is especially true for ships like bombers and attack helicopters. Without fighter support, these slow and bulky ships are easy prey. When traveling alone, these boats greatly benefit from coverage. Let's see some examples.

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Here we have a bomber with a repair drone hidden in a satellite. This type of hideout is found on bombers that act as satellite guards. Since this bomber has access to a healing drone, they use offensive drones to provide covering fire in the area. If the bomber is a T1 minelayer, you do not have access to a performed repair. Without the drone's green glow, this bomber would be difficult to detect both visually and with sensors, assuming they have sensor attenuation. Although the drone of this particular bomber gives them away and makes them jump. With enough shields, good aim, and full repairs, this bomber can still be hard to take down without the right equipment.

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Located on the Lost Shipyards map, this gunship uses the square scaffolding structure for cover. Notice how they use the structure to block access from their top and right side? Assuming her spawn point is coming from the left, that would also mean her left side is pretty well protected, as they are usually allies coming from that direction. This leaves the most vulnerable points at the front, back and bottom. Being in this one place, they can prevent the fire from entering from three sides. This is why using cover and terrain is important, seemingly small things can make a big difference.

Communication

At the start of each game, each team has one minute to decide which ship they want to fly before deploying it. This minute is a good time to talk with your team and come up with a strategy for the game. Once the game starts, talking becomes a bit more difficult for various reasons. First of all, if you don't turn off the engines, you will see your ship keep moving forward. This can lead to some accidents, e.g. B. for crashing into the ground while writing. If you turned off your engines, you'd be easy prey and an easy spot for the enemy. Given this reluctance, the use of acronyms is very important to convey messages in a short time. Thanks to Drakkolich from the SWTOR forums, we have a nice list of acronyms to use and refer to. His contribution is credited in the Credits and References section of the guide.

These are not all of their abbreviations, I just want to list the most common ones you may come across and need to know:

primary weapons

  • BLC = Ráfaga-Laserkanone
  • RFL or Rapids = Rapid fire lasers
  • LLC or Lights = Light Laser Cannon
  • LC or medium laser = laser cannon
  • Quadruples = Quadruple-Laserkanone
  • HLC or Heavys = Heavy laser cannon

secondary

  • cluster = rocket cluster
  • Capsules or cohetes = Cohetes capsules
  • Probe sabo or troll = sabotage probe
  • Conc = concussion missile
  • Protorp o Proton = Proton Torpedo
  • termite or termites = torpedo termite
  • Slug = Slug-Railgun
  • Plasma = Plasma-Railgun
  • Ion = Ion Railgun (This is usually the case, however as there are other ion weapons this is not always the case so this is just the most common)
  • Seis or Seismic = seismic mine
  • Seeker = seeker mine

systems

  • TT = target telemetry
  • BO = Blaster overload
  • Booster = Booster Charge
  • EMP = Campo EMP
  • Tensor = Tensorfeld
  • CC = Combat Command
  • Repairs or Probes or Heals (if Empire or Clarion) = Repair Probes

shields

  • Hence the DF = Distortion field
  • QC = Quick Charge Shields
  • Directional = Directional Shields
  • Feedback = feedback shields
  • Stronghold = Stronghold Shields
  • Overloads = Overload Shields
  • R drone = repair drone
  • CP = Charged Coating
  • S2E = motor power converter

The motor

  • BR or barrel = barrel roll
  • retros = retro engines
  • K-Turn oder Koio = Koiogran-Turn
  • PD o Power Die = Power Dive
  • Beacon o Bacon o Hyper Beacon o Hyper Bacon = Baliza Hiperespacial
  • InterDrive or Interdiction = Interdiction Drive

active co-pilot

  • WM = wingman
  • RI oder Running = Interference running
  • Hydro = Hydrolave
  • CF or Conc Fire = concentrated fire

Bucas

  • Explorer T1 or Type 1 = S-12 Blackbolt and Novadive
  • Explorador T2 or Type 2 = S-13 Sting, IL-5 Ocula, Flashfire and IL-5 Skybolt
  • Explorador T3 or Tipo 3 = S-SC4 Bloodmark and Spearpoint
  • Strike Fighter T1 or Type 1 = F=T6 Slayer, TZ-24 Gladiator, F-T8 Starguard and TZ-24 Enforcer
  • Strike Fighter T2 o Tipo 2 = F-T2 Quell y F-T6 Pike
  • Strike Fighter T3 o Tipo 3 = FT-3C Imperium y FT-7B Clarion
  • Cannon T1 or Type 1 = GSS-3 Mangler, VX-9 Mailoc, SGS-45 Quarrel and VX-9 Redeemer
  • Cannon T2 or Type 2 = GSS-5C Dustmaker, K-52 Demolisher, SGS-41B Comet Breaker, K-52 Strongarm
  • T3 or Type 3 Gunship = GSS-4Y Jurgoran and SGS-S1 Condor
  • T1 or Type 1 Bomber = M-7 Razorwire and Rampart Mark Four
  • Bombardero T2 o Tipo 2 = B-4D Legion, G-X1 Onslaught, Warcarrier y G-X1 Firehauler
  • T3 or Type 3 Bombers = B-5 Decimus and Sledgehammer

GSF Resource Collection

As I mentioned earlier, there are two types of requests you can use, shipping requests and fleet requests. The ship request can be used to purchase ship components, while the fleet request can be used to purchase components, new ships, and crew members. The best way to meet these requirements is by collecting Fleet Commendations. Fleet Commendations can be earned from GSF Dailys and Weeklies, as daily login rewards, or from space missions. The latter is a great option if you're worried you're not ready for real space combat.

space missions

Space Missions is a PvE game mode where you use your personal ship in combat. This is an on-rails experience, which means the direction of your path is predetermined, but you can move to avoid gunfire or terrain.

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Combat works a bit differently here than in GSF, as you aim your shots at the ships and there's less to manage and fear. However, the level 7 maps can be tricky, as you won't be able to complete them without the proper tools, and some require you to remember where and when to dodge to avoid hitting the terrain. You can buy ship upgrades in GTN, although Tier 7 parts can be quite expensive. However, these are fun missions and very forgiving, earning you some fleet recommendations to spend later. That way you can take it easy and upgrade a ship or two before heading into your first real GSF match.

GSF daily and weekly newspapers

GSF Daily and Weekly Missions are undoubtedly the best way to get GSF Commendations, Tech Fragments, Ship and Fleet Requests. It's also a good way to get WZ-1 Boosters and a Weekly Mission Crate, which can provide a guaranteed gear upgrade! Find them at a PvP mission terminal in the Fleet PVP section or at your faction's mission terminals in Oessen.

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However, with these large bounties introduced in 7.0, there has been an increase in people simply spawning and killing themselves to avoid getting kicked out, since kills count towards participation in GSF. This can make it hard to get those x2 points from wins unless everyone is actively participating. I feel like a lot of this is because people are afraid of GSF and want the rewards, so they just resort to being AFK to throw others off course. I hope that with this guide I can remove some of that fear and create more participation. If someone yells to kick someone for not participating, be quick so he can kick them before they force their way onto the ground.

issue fleet awards

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SWTOR 7.0 Galactic Starfighter guide and best builds (91)

You will be surprised how often people get lost trying to find the Fleet Commendation provider to spend their Fleet Commendation with. I've highlighted the areas where they can be found in the Republic and Imperial fleets respectively, followed by the specific NPCs you want to talk to. While they have numerous items for sale, we are going to specifically address the requirement.

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You should spend your commendations on the major requirements available, as they will grant you more than the smaller ones. The Major Fleet Requisition grant gives you 6,250 Fleet Requisition, while the Major Ship Requisition gives you 4,000 Ship Requisition for each ship you have unlocked when you consume it. Only use the fleet requirement to unlock other ships and crew members while leaving the ship requirement to unlock ship components. These can also be placed in your legacy storage, allowing you to upgrade ships in addition to your alt! This is great for doing the weekly quest multiple times with multiple characters.

About the Author

Christopher Siow (known as Siow in Star Wars: The Old Republic) describes himself as "a Native American who loves Star Wars and other nerdy stuff." He currently runs a Star Wars YouTube channel called "Siow's Holocron" where he touches on various Star Wars related lore topics. These videos include story videos on the Jedi Temple Guard, various professions that Jedi would take up, and there are plans to add many more in-depth story videos over time.

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Credits and References

Therefore, collecting all this information was not easy, it required numerous tests and the study of other guides to compile all this information just for you, the reader. Let me say a couple of greetings!

Phalczen at the SWTOR forums helped me with a post looking for information on GSF and I really learned some of the essentials. here is aLink to the post I made.where he listed more links to GSF!

Drakkolich has written some amazing guides on the SWTOR forums and a lot of that went into shaping the details of this guide. These include abbreviations and abbreviations used in GSF, he found the focus angle of the sensor to be about 29 degrees, which explains the benefits of power management, and much more! I tried to avoid using too much of his stuff so as not to steal the show from him. Moneythis Drakkolich postfor more of your guides!

Then there was Jinnora. Her guidance from her helped me establish a foundation of my own and much of the information from her was relevant to this day! Find Jinnora's SWTOR Galactic Starfighter (GSF) Beginner's Guide HereHere!

And lastly, I would like to thank everyone who took the time to help not only me but everyone reading this by creating custom GSF matches with group challenges.

here is aLink to my Starfighter comparison sheetwhich I made to indicate which ship can use which component.

(Video) Galactic Starfighter Basics Guide

**EDIT 02/14/2023**

I would like to thank Drakkolich, Tae-Gun, Remusqui and all the other members of the GSF Discord server for helping me improve this guide by optimizing ship builds! I really appreciate your support, patience, and understanding of your input, criticism, and perseverance. You all made this guide 1000 times better!

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