go and open RECalculator
In SWG space a good engine makes the
difference for PvPing. In my experience, engines are not so important
for PvE. This means that you are able to own different engines depending
on the mission you are thinking on.
In general, a high
speed engine (with a not so good PYR) is a good option for PvEing and,
in oposite, a High PYR engine is a must when you try PvP encounters.
There is no
"absolutes" for engines in any case and the most important thing is just
to fit the engine adapted to your gaming style in space.
Engines are a complex
element in your configuration and a good pilot must understand "every"
detail of the engines stats.
For the purpose of this notes, i will be
focused in the most important stats under my point fo view: Speed vs
PYR.
First, note that in SWG space, your engine's
max PYR values don't directly affect your performance, rather, they are
converted into a x.x radian mod value. Though these numbers aren't
stepped, it is still usefull to know how these indexes convert and
round. If you are crafting an engine, it is important to know when it is
appropriate to alocate experimenting points into an attribute. Here are
listed the numbers you need to make the mods:
71.4 = 1.3 mod gate
77.4 = 1.4 mod gate
83.1 = 1.5 mod gate
I also have listed the
values for engines running Engine Overload 4, a necessary buff to get
the edge in PvP.
71.6 x (EO4) = 1.8 mod
75.7 x (EO4) = 1.9 mod
79.8 x (EO4) = 2.0 mod
83.9 x (EO4) = 2.1 mod
(more info about
overloads:https://www.swglegends.com/forums/sho...omputers-guide)
The question now could
be: may i fit a RE'd engine or a crafted
one?
Before the Ord Mantel introduction, RE'ed
engines were much more better than crafted ones in most of the cases but
the schematics coming from OM, bring us new oportunities to own good
speed engines without sacrfiing PYR at all.
This next section
outlines the desired values for constructing RE engines of level 6, 8,
and 10. The RE8 engine is essentially the entry requirement for a viable
PvP vessel.When assembling an RE8 engine, try to also find a 100+ speed
quantum ion drive engine. The RE6 engine is great for lighter craft or
situations where you want to sacrifice engine for firepower. lootable L6
engines have paltry speed, about 72. This means a level 6 engine REed
must be focused on PYR, of course. RE10 engines are the best of the
best. If you can afford the mass, I'd heavily suggest using one.
RE6 components are
given a bonus of 1.04x during the RE process. These are the following
pre-RE stats you need for specific mods.
To make the 1.3 mod
gate, you will need P/Y/R values of 68.66, but I'd use 68.7 to be safe.
To get the 1.8 mod under EO4, you need values
of 68.85, or 68.9 to be safe.
If you happen to pull in some "uber-loot"
values, try for the 1.9 value with EO4. 72.8 should be the appropriate
pre-RE stat. RE8
components are given a 1.05x stat bonus during the RE process. Search
for the following pre-RE stats for the desired mods.
If you're running EO4,
aim for the 1.9 mod. To do that, you need values of at least 72.1
The main goal of an RE8 engine is to hit the
1.4 mod. The minimum raw value is 73.71428, but you'd be safe shooting
for 73.8 If you
really want to hit the 2.0 mod with EO4, 76.0 raw will RE to the
appropriate value. I really doubt engines of that value drop.
RE10 components receive the 1.06x boost during
RE. Follow the listed raw PYR values.
The bare minimun is to
got for the 2.0 mod with EO4. Use raw values of 75.2 or greater.
If you plan to use lower overloads, or just
want to accomplish the standard 1.5 mod, then use 78.4
The ultimate goal of L10 engines is to achieve
the 2.1 mod with EO4. Use a minimum of 79.2
Other Important Stats
Top Speed:around
engines
RE6 Engine: They had pre-nerf speeds on 92;
don't count on finding one though nowadays. swglegends will not drop
this engine anymore. The expected speed from the looted engines will
probably be 79; you can get one as a reward engine during Tier 3 of your
squadron grind. It will RE to ~82 speed.
RE8 Engine: The Starmap quest will get you the
fastest possible L8 engine. Anything in the mid 90s or up is a keeper.
95.24 is the minimun speed required to break 100. The fastest known
Quantum Ion Drive has a top speed of 108, but anything over 100 is very
rare. RE10
Engine: Their loot speed cap is around 98. Anything 93 or up is
definately a keeper. 94.34 is the minimum speed required to break 100
post RE. Mass
RE6 Engine: shoot for
under 9K mass.
RE8 Engine: Anything under 26K mass is a keeper. Anything under 23K mass
is an exceptional gem.
RE10 Engine: Anything under 45K mass is a
keeper. Engines under 42.5K mass will break below 40K post RE.
Energry Drain - For all three categories,
shoot for anything below 1400 drain.
Crafted Engines:
MkV crafted:
You will not be able to out-turn anyone with this engine. Although this
engine has negligable PYR values, they have tremendous speed caps, of
120.0 to be specific. When you craft this engines the you'll have to
settle for an engine around 118 speed. These engines are excellent for
jousters and strike bombers. Strapping one of these on a Vaksai is great
for chasing down POB ships. Be aware that these engines have insanely
high reactor drain: ~2500. Running EO4, it will multiply to be 25000, so
bring a big bad reactor. The Kuat RCT-Z and Slayn & Korpil "Vortex" Mk3
Reactors are the reactors with caps around 50K gen; you'll need one if
you want to use the MkV crafted. The mass is around ~35K.
Elite Engines (POB Only):
Obviously, these are for POB ships. Strap one onto a POB ship and be
ready to out-run most RE engine-using fighters. They have speed caps
around 134, but are bugged around 132 for the same reason as the MkV
crafted. The PYR is usually in the low 70s, able to break the 1.3 radian
mod in most cases, but too much turning will make your gunners puke all
over the interior. They have an insane drain like the MkV crafted, but
it won't be a problem if you use a POB Elite or Mining Grade reactor;
they have gen caps around 38000 and 46000 respectively.
We also have the
Gunboats schematics
for our high mass ships, but do not expect insane stats from those
schematics. I do not have the detailed stats datas for those schematics,
but i will recover the crafting caps for them in the near future. For
gunboats it is absolutelly sure we may fit the equipmet coming from
their specialiced schematics, not only for engines but for all the
equipment excepting for weapons. The best weapons for gunbots are the
RE'ed level 10 weapons for sure.
These are the main
guidelines. I will try to upload more detailed information and maybe
somekind of xcell summary about engines for our ships soon.
Regards
Logans Kenove
LOGANS KENOVE
Europe-FarStar.
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