Star Wars Squadrons Macklunky’s Klunky Guide to New Components (A Quick Breakdown) By: TFA_Macklunky66-7

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Ion/Regular Rocket

  • Ions fire at 5.9 shots /second while regular rockets fire 4 shots/second
  • Ions travel at 500 m/s, while regular rockets travel at 1000 m/s
  • Both have a range of 1000 m
  • Ions have a capacity of 30, while regular rockets hold 40

Ion Rockets

  • Can be used to disable subsystems (destroy power), however, you need to hit all 30. The rapid fire makes using these on subsystems very valid
  • Firing all 30 on flagship shields does minimal damage and should be avoided, if shields are low, save ions and fire lasers
  • Effectiveness against Corvettes/Raiders: Firing all 30 ions will take shields down to half. This greatly improves how efficient an interceptor is against these ships, however you should keep in mind that those rockets may be better used on incoming bombers or fighters
  • Can disable an enemy starfighter with 4 shots if all hit within a small amount of time
  • Large splash damage (hitbox similar to regular rockets, if not bigger)
  • Extremely effective for jousts

Piercing Torpedo/Proton

  • 2,000 damage compared to the 4,000 the proton does
  • Both must be fired between 500 and 1500 m
  • 8 sec cooldown, while the proton has a 10 sec cooldown
  • 1.3 sec lock-on time, while protons have a 2 sec lock-on
  • Can hold 3, while can only hold 2 protons

Piercing Torpedo

  • Damage against shield gens is very inconsistent (could be related to range fired at or a bug) when hit, I’ve seen these hitpoints taken away: 13, 15, 17, 20, 22. After firing all 3 I’ve left a gen at 38 health and 62 health
  • The effect above is also noticed on raiders/corvettes, trying to take out a raider with solely piercing torpedoes is not a valid strategy unless you have multiple fighters firing on it. Piercing torps can be used to damage the raider to make finishing it easier after shields are taken down, but overall the piercing torps are inconsistent and questionably useful unless multiple people bring them.

Rocket/Laser Turret

  • Rocket turret projectiles travel at 270 m/s while the laser turret’s lasers travel at 135 m/s
  • Rocket turrets last 40 sec, while laser turrets only last 24 sec
  • Rocket turrets have a cooldown of 20 sec, while laser turrets have a 16 sec cooldown
  • Both can have 4 held at a time

Rocket Turret

  • Completely ignores enemy squadron and AI
  • Rockets do not go through shields, if fired outside of a shield they will do minimal shield damage
  • Turrets do not prioritise your target (ex. If I target a subsystem then fire a turret, the turret will not automatically prioritise that subsystem)
  • Turrets are dumbfired to a range roughly 717-724 m out
  • Enemy flagships, cruisers, and raiders do not shoot at the rocket turrets, the turrets will only be destroyed if you fly near them and a shot randomly hits them, even when a player is outside of the ship’s range it will continue to ignore the turret
  • Enemy AI will not prioritise rocket turrets, although they can and will destroy them

Boost Extension Kit

  • Fills boost completely
  • The boost extension kit boost will last the same amount of time as a regular boost, depending on your engine: In an X-Wing with a standard engine, a full boost meter will get you roughly 2100 m, the extension kit will also reach 2100 m. When swapping for the Jet Engine (150% boost usage rate increase, boost is used much quicker), a full boost will get you roughly 800m, the extension kit now also only gets you 800m
  • Kit has a 30 sec cooldown
  • (Test completed with balanced power on standard engines) After activating the boost extension kit, the boost meter will stay full for 5 sec before beginning to fade

Note: Keep in mind these are from quick testing and short brainstorming. Information listed may not be 100% accurate. All tests were done in practise mode one pilot difficulty.

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