SWTOR Galactic Starfighter Scout Build guide

A discussion of the various components and builds for the scout ships in SWTOR Galactic Starfighter. Guide now includes both variants of scouts.

Build Calculator: http://dulfy.net/2013/11/16/swtor-galactic-starfighter/

Navigation

Blackbolt/NovaDive

Sting/Flashfire/Ocula/Skybolt

Quick Build – Blackbolt/NovaDive


Note that unlike class builds, there isn’t a single best build. It all depends on what works for you and the situations you will come under. Below is a general build I use.

Primary: Light Laser Cannon

Secondary: Rocket Pods

Systems: Booster Recharge

Shield: Quick-Charge Shield

Engine: Barrel Roll

Sensors: Range Sensors

Armor: Lightweight Armor

Thruster: Power Thruster

Capacitor: Range Capacitor

Companion Active Ability: Bypass (Khem Val/Skadge for Empire and M1-4X or Nadia for Republic)

Engineering Passive: Blizz on Empire side and C2-N2 on Republic side for passives to help with ship mobility.

Offensive Passive: On Empire side go with whoever you picked for Co-Pilot. On Republic side pick Kira if you are going with rockets.

Tactical Passive: Silent Running and Peripheral Vision (Talos Drellik/Treek)

Defensive Passive: Witch Hurley on Empire side if you want to focus on shields. Republic side go with whoever you picked as co-pilot.

Blackbolt/NovaDive Gameplay Videos

  • Loadout 1: Rapid-fire laser cannon + rocket pods
  • Loadout 2: Light Laser cannon + sabotage probe
  • Loadout 3: Light Laser cannon + thermite torpedoes

Primary Weapon – Blackbolt/NovaDive


Rapid-fire Laser Cannon/Light Laser Cannon/Laser Cannon

For primary weapons you have the choice of Rapid-fire, Light and regular Laser cannon on the S-12 Blackbolt/NovaDive.

Rapid-fire Laser Cannon is your default “spray and pray” laser cannon. It fires a lot of rounds (240 RPMS) and draws very little weapon power (16 per second). It doesn’t do a lot of damage however (100-200 dmg per hit on average) and has a limited range (4000m base). It is a good starter weapon but you will probably want to switch to the other two options if you want a bit more punch or more range.

Light Laser Cannon is the option with more damage but same range. It deals around 200-300 dmg per hit on average with the same range of 4000m. It fires slightly slower (180 RPMS) and draws more weapon power (21 per second). I prefer this cannon a bit more over the Rapid-fire as it deals more damage and the reduced firing rate/higher power draw doesn’t affect me as much.

Laser cannon is the option with more range (5000m max). It fires even slower at 150 RPMS and the DPS numbers are lower than the other two cannons. Weapon power draw is in between light and rapid-fire at 19 per second.

Rapid-fire is unlocked by default while the rest requires 2000 ship requisition to unlock.

Ingame Description

Rapid-fire Laser Cannon: BlasTech’s Spitfire rapid-fire laser cannon is capable of delivering an unparalleled number of bolts per second for a sustained period due to its low power consumption. Its damage fall-off and poor accuracy, however, limit its effectiveness to short-range engagements.

Light Laser Cannon: Favored by pilots who like to fight at close range, Merr-Sonn’s LCL-1 light laser cannons are twin-linked for high damage, and increased power consumption. Gunners should be aware that the LCL-1′s damage output drops drastically with distance.

Laser Cannon: Standard-issue laser cannons made by BlasTech Industries are reliable and effective, if not glamorous. The BlasTech HMC-15 fires quickly and accurately at mid-range, causing moderate damage for a medium power cost.

Default Stats (no upgrades)

  Rapid-fire Light Regular
Max Range 4000m 4000m 5000m
DPS vs Shields (500m-3000m-max) 860-722-585 975-770-624 791-735-560
DPS vs Hull (500m-3000m-max) 860-722-585 975-770-624 791-735-560
Weapon Accuracy (500m-3000m-max) 110%-85%-75% 110%-90%-80% 110%-95%-90%
Critical Hit Chance 0% 0% 0%
Critical Hit Damage 50% 50% 50%
Rate of Fire 240 RPMS 180 RPMS 150 RPMS
Weapon Power Draw 16/s 21/s 19/s
Shield Piercing 0% 0% 0%
Armor Piercing 0% 0% 0%
Firing Arc 32 deg 28 deg 24 deg
Tracking -0.8% per deg -1% per deg -1.2% per deg

Available upgrades

The upgrade options between Rapid-fire and Light are identical. Regular Laser cannons get 5% more range early on.

  Rapid-fire Light Regular
Tier 1 Blaster damage increased by 5% Blaster damage increased by 5% Blaster rate of fire increased by 8%
Tier 2 Cost of using blasters reduced by 10% Cost of using blasters reduced by 10% Blaster ranged increased by 5%
Tier 3 Blaster rate of fire increased by 8% Blaster rate of fire increased by 8% Blaster damage increased by 5%
Tier 4 (pick) Critical hit chance increased by 8%     Critical hit chance increased by 8% Critical hit chance increased by 8%     
  Firing arc increased by 2 deg and weapon tracking penalty reduced by 5% Firing arc increased by 2 deg and weapon tracking penalty reduced by 5% The cost of using blasters is reduced by 10%
Tier 5 (pick) Blaster damage to enemy ship hulls increased by 16% Blaster damage to enemy ship hulls increased by 16% Blaster damage to enemy ship hulls increased by 16%  
  Blaster damage to enemy ship shields increased by 18% Blaster damage to enemy ship shields increased by 18% Blaster damage to enemy ship shields increased by 18%

Secondary weapons – Blackbolt/NovaDive


Rocket Pods/Sabotage Probe/Thermite Torpedoes

Rocket Pods are dumb-fire missiles with no ability to lock on and limited ammunition. However, because they do not require lock-on, they offer more maneuverability to the scout as there is no need to chase after someone to get a lock-on. They have 6000m range but I typically use them with blasters as a way to tell if my rocket pods would hit the enemy in order to not waste them. There is no cooldown in firing them so you can keep spamming them for great burst DPS (although you can only fire them at a certain speed as they are limited to 90 RPMS). A barrage of blaster fire and rocket pods can down any ship in a matter of seconds if all of your attacks hit. They tend to run out faster than other secondary weapons so a lot of times you will be flying without any ammunition unless you die or self-destruct. This is my go to secondary weapon on the Blackbolt/NovaDive scout as I find the alternatives hard to use. Rocket Pods also have 20% shield piercing by default so some of its damage goes through the shield and hurt the hull directly.

Sabotage Probe locks your target so it flies in a straight line for a few seconds. This makes the enemy extremely vulnerable to blaster fire and missiles from allies. It also does a very minimal amount of hull damage, which can finish them off if their hull is below 20% HP (it has 100% shield piercing so it will damage the hull directly). Sabotage Probe does suffer from long lock-on time (3.0s) and long reload time (14s). While enemies cannot turn while under the effect of sabotage probe, they can boost away using afterburners away from your blaster range so you will need to keep up and give chase if needed. A trick I like to use with Sabotage Probe is using them on enemies near structures. Once the sabotage probe locks on, they are more likely to run into them and self-destruct.

Thermite Torpedoes are the worse cousins to the Proton Torpedoes that Strike Fighters can access. Not only they have a narrow lock-on circle, long lock-on time, shorter range and slow traveling speed, they also only have 20% shield piercing and do very low damage to shields. Unless you can rip the shields off your enemy target, your Thermite Torpedoes won’t be very effective and that is assuming you managed to get a lock-on to fire them and they don’t outrun the torpedo (happens a lot vs enemy scouts).

Rocket Pods are unlocked by default while rest requires 2000 Ship Requisition to unlock.

Ingame Description

Rocket Pods: Designed to fracture, fuse and atomize enemy infrastructure and other armored objectives, rocket pods can be loaded onto ships in large quantities but lack any guidance systems–they can only be fired straight ahead. As a means of obliterating bunkers, satellites and more, Elsinore-Cordova’s "Pulverizers" are one of the most compact and devastating varieties

Sabotage Probe: GSI’s LOS-0 sabotage probe droid, once launched and attached to a foe, rapidly disables maneuvering thrusters and other ship systems, dealing minor hull damage in the process. Once used primarily by bounty hunters and law enforcement to cripple fleeing ships, these devices are invaluable in the hands of expert starfighter pilots.

Thermite Torpedoes: A mainstay of Czerka’s explosive ordnance line, LC-9 Thermite Torpedoes can lock on and strike from extreme range. Though their damage against shielding is unimpressive, these torpedoes are highly effective at burning through armored starship hulls. Even hull sections not directly struck are temporarily weakened due to the superheating effect of the thermite detonation.

Default Stats (no upgrades)

  Rocket Pods Sabotage Probe Thermite Torpedoes
Max Range 6000m 5000m 7000m
DPS vs Shields 413 533
DPS vs Hull 413 280 1598
Critical Hit Chance 0% 0% 0%
Critical Hit Damage 50% 50% 50%
Rate of Fire 90 RPMS
Lock on Time 3s 4s
Reload Time 13.8s 11s
Ammo Pool Size 32 20 8
Shield Piercing 20% 100% 20%
Armor Piercing 0% 0% 100%
Firing Arc 12 deg 28 deg 12 deg

Available upgrades

Rocket pods become even more deadlier with upgrades, becoming 30% shield piercing and 100% armor piercing early on. Thermite Torpedoes gain a huge lock on time reduction on the first tier but you do have to make a hard choice between expanding the lock-on circle or increasing the missile speed in tier 4. Sabotage gains upgrade to reduce the ability cooldown significantly and further disable enemy ship engine components.

  Rocket Pods Sabotage Probe Thermite Torpedoes
Tier 1 Missiles damage ignores 100% of enemy armor Lock on time reduced by 0.3 seconds Lock on time reduced by 14%
Tier 2 Missile rate of fire increased by 8% Duration of the Sabotage Probe increased by 1 second Increases the duration of the armor debuff by 10 seconds
Tier 3 Shield piercing increased by 10% Ability cooldown is reduced by 5 seconds Increase the damage dealt by Thermite Torpedoes by 5%
Tier 4 (pick) Firing arc increased by 4 degrees    Target cannot use engine component ability while Sabotage Probe is active. Missile speed increased by 100%
  Ammunition capacity increased by 8 Range of Sabotage Probe increased by 500m Firing arc increased by 4 degrees
Tier 5 (pick) Increases the range of the rockets by 10% Target’s engine speed reduced by 35% while Sabotage Probe is active Ammunition capacity increased by 4
  Rocket Pods cause additional damage over 5 seconds Reduce the target’s power regeneration rates by 30% while Sabotage Probe is active 15% additional plasma damage is applied over 6 seconds

Systems – Blackbolt/NovaDive


Booster Recharge/Targeting Telemetry/Sensor Beacon

Booster Recharge: Regenerates 5% engine power per second for 6 seconds. Recharge: 60s

Targeting Telemetry: Increases weapon accuracy by 10%, critical chance by 5% and sensor range by 5000m for 10 seconds. Also removes cloaking effects from all enemies within 3000m. Recharge: 45s

Sensor Beacon: Drops a sensor beacon at your current location. The beacon will detect enemies, transmitting their location to nearby team members. It will also reduce the evasion of all foes within 5000m by 10%. It will last for 180 seconds, or until destroyed. One beacon may be active at a time.

Booster Recharge is perhaps the most useful systems ability out of the three available. It grant you a lot of mobility by refilling your engine power pool at a rapid rate, allowing you to outrun enemies and escape nasty firefights. This ability saved my butt so many times as a scout pilot that I can’t imagine running around with it.

Targeting Telemetry is the only offensive system ability Blackbolt/NovaDive scouts get. It looks good on paper but the buff you get isn’t that huge unless you can nail someone with blasters. The increased sensor range is nice for hunting down sensor dampened gunships but the Sensor Beacon might be better for that. Infiltrators are not in the game yet and won’t be for a couple months so part of the Targeting Telemetry is fairly useless.

Sensor Beacon is nice to have if you are hunting for gunships but honestly you are losing out so much by not having Booster Recharge that it is not worth it.

Booster Recharge is unlocked by default while rest requires 2000 ship requisition to unlock.

Ingame Description

Booster Recharge: Keizar-Volvec’s KV609-B engine battery cells allow a ship to rapidly refill a portion of its engine power reserve. In effect, this allows a pilot to use boosters for an extended period, maintaining particularly impressive speeds.

Targeting Telemetry: Alibata-Unyo’s advanced sensor system includes custom hardware and software that allow an equipped ship to temporarily boost its sensor range. In addition, the system’s targeting telemetry is so precise that it eliminates any cloaking effects on nearby enemy ships

Sensor Beacon: The Carbanti United Mark Six sensor beacon is an immobile, unarmed drone with long-range sensors and communication rigs. When deployed, it allows the deploying ship’s squadron to detect enemies in the beacon’s vicinity, and interferes with the systems of nearby hostile ships.

Available upgrades

Most of the upgrades from early on are very useful for Booster Recharge. Targeting Telemetry can become quite powerful if you acquire the last tier of upgrades.

  Booster Recharge Targeting Telemetry Sensor Beacon
Tier 1 Ability cooldown time reduced by 5 seconds Ability cooldown time reduced by 15 seconds Cooldown time reduced by 30 seconds
Tier 2 Booster Recharge regenerates 50% more power while active Sensor radius increased by 5000 m.Enemy cloaking dispel radius increased by 2000 m Sensor and communication radius increased by 5000m
Tier 3 Duration of the Booster Recharge increased by 2 seconds Increases the duration of Targeting Telemetry by 5 seconds Sensor Beacon lifespan increased by 2 minutes
Tier 4 (pick) Engine power regeneration permanently increased by 10% Targets within dispel radius have evasion reduced by 5% for the ability duration Probe reduces the accuracy of nearby foes by 10%
  Engine power capacity permanently increased by 10% Evasion increased by 8% for the ability duration Probe reduces the sensor radius of nearby foes by 5000m, and their communication radius by 2500m
Tier 5 (pick) 20% of the engine power pool is instantly refilled when Booster Recharge is activated Critical magnitude increased by 25% and critical chance increased by an additional 10% for the duration of the ability Up to 2 Sensor Beacons can be active at once
  Weapon and shield power slowly regenerates while Booster Recharge is active Primary weapon range increased by 15% for the duration of the ability Hull strength increased by 20%. Damage reduction increased by 50%.

Engine – Blackbolt/NovaDive


Barrel Roll/Koiogran Turn/Power Dive/Snap Turn

All of the engine maneuvers here will evade lock-on missiles and increase your evasion towards blaster fire by 30%. Whichever you pick comes down to personal preference and how much space you have to work with. They all have a 15s recharge on use.

  • Barrel Roll: Rolls the ship 360-degrees forward, boosting evasion from direct-fire weapons by 30% for 3 seconds. Evades lock-on missiles when activated
  • Koiogran Turn: A 180-degree vertical turn, boosting evasion from direct-fire weapons by 30% for 3 seconds. Evades lock-on missiles when activated
  • Power Dive: A 90-degree vertical turn, boosting evasion from direct-fire weapons by 30% for 3 seconds. Evades lock-on missiles when activate
  • Snap Turn: A quick 180 degree lateral turn, boosting evasion from direct-fire weapons by 30% for 3 seconds. Evades lock-on missiles when activated

Barrel Roll is very nice to have since it boost you forward quite a bit, very useful to escape enemies. The biggest drawback is that it uses a lot of space to perform the barrel roll and if you use it in tight spaces like objective C in Lost Shipyards map or objective B in Kuat Mesa you will likely hit something and self-destruct. I typically use Barrel Roll unless I know I will be going into tight spaces.

Koiogran Turn seems to use the least amount of space and is nice to have in tight spaces. This is my alternative to Barrel Roll.

Power Dive is the one I find the least useful compared to others. The way it orients your ship afterwards can be a bit confusing and cause you to lose your orientation.

Snap Turn is useful when used against enemy ships chasing you as you can quickly turn towards your pursuer and surprise them.

Barrel Roll is unlocked by default while rest requires 1500 ship requisition to unlock.

Ingame Description

Barrel Roll: Combined with high-grade inertial compensators and thrust regulators, the Vokoff-Strood STAR-94 engine system allows pilots to perform a barrel roll that boosts a ship’s evasive capabilities–making it difficult to hit with direct-fire weapons and shaking any enemy missile locks. Vokoff-Strood has only recently entered the starfighter market, but its expertise with high-performance land- and airspeeders is serving it well

Koiogran Turn: Utilizing a high-powered array of maneuvering thrusters, the Czerka K-57B engine system allows starfighters to perform the "Koiogran Turn," a defensive maneuver that quickly turns the ship 180 degrees to face any potential pursuers and return fire without losing speed. This maneuver has the added benefit of evading any missiles that might be locked on.

Power Dive: Bold pilots praise Celestial Industries’ Powerhouse engine for its ability to support power dive maneuvers, in which the pilot flips his or her vessel and "dives" in order to shake pursuers and evade lock-on missiles. The maneuver has been known to cause lesser pilots to black out, but those purchasing Powerhouses know what they’re in for

Snap Turn: The Czerka K-57CE engine’s gravity capacitors and maneuvering thrusters have been specially calibrated for the popular "snap turn" defensive maneuver, allowing bold pilots to perform a 180-degree snap turn in a matter of seconds

Available upgrades

Upgrades are pretty much identical and tier 2 reduce the cooldown to 10s.

  Barrel Roll Koiogran Turn Power Dive Snap Turn
Tier 1 Reduces the power cost of activating Barrel Roll by 15 Reduces the power cost of activating Koiogran Turn by 15 Reduces the power cost of activating Power Dive by 15 Reduces the power cost of activating Snap Turn by 15
Tier 2 Ability cooldown time reduced by 5 seconds Ability cooldown time reduced by 5 seconds Ability cooldown time reduced by 5 seconds Ability cooldown time reduced by 5 seconds
Tier 3
(pick)
Engine speed increased by 10% Engine speed increased by 10% Engine speed increased by 10% Engine speed increased by 10%
  Ship’s turning rate increased by 10% Ship’s turning rate increased by 10% Ship’s turning rate increased by 10% Ship’s turning rate increased by 10%

Shield – Blackbolt/NovaDive


Quick-Charge Shield/Distortion Field/Engine Power Converter

Quick-Charge Shield reduces your overall shield capacity by 30% but increased the shield regen rate by 45% and has an active ability that restores 30% of your shield immediately on activation (30s cooldown). It is the go to shield for many pilots and you can’t go wrong with it.

Distortion Field also decrease your overall shield capacity by 30% but increase your evasion by 15% and has an active that grant you 65% more evasion for 3 seconds (30s cooldown). This is handy when used against turrets/enemy blaster fire as you are very hard to hit with all the evasion boost. It won’t help you much against missiles though.

Engine Power Converter is exclusive to Blackbolt/NovaDive scout. Unlike other shields, it does not decrease your overall shield capacity but it transfer 20% of your shield power towards your engine power pool. If you are using this with Booster Overcharge, you are pretty much uncatchable as long you use engine power conversion (F3) whenever possible. With this power converter, you should aim to avoid combat and boost out if you get attacked. Only engage in combat against distracted enemy ships that are attacking or being attacked by other friendly ships.

Quick-Charge Shield is unlocked by default while others requires 1500 ship requisition to unlock.

Stats

Quick-Charge Shield

Stats:

  • +45% Shield Power Regen Rate
  • +45% Engine Power Recently Consumed Regen Rate
  • -30% Shield Power Capacity

Active Ability

  • Recharges 30% of your ship’s shield on activation
Distortion Field

Stats:

  • +15% Evasion
  • -30% Shield Power Capacity

Active Ability

  • Evasion increased by 65% for 3 seconds.
Engine Power Converter

Active Ability

  • Transfer 20% of the shield’s power to the engine power pool

Ingame Description

Quick-Charge Shield: The Cygnus PulseScreen quick-recharge shield has limited strength but regenerates quickly. The latest model also includes an emergency boost, allowing a pilot to instantly restore a large portion of the shield’s energy

Distortion Field: The Colicoid Creation Nest’s Membrane defense system augments a low-strength shield with unknown alien technologies, providing a constant boost to a ship’s evasion rating. Pilots can activate an additional function of the system to temporarily provide an additional (and enormous) evasion boost

Engine Power Converter: The Cygnus Burner deflector shield is average but unextraordinary in most respects, offering moderate total stopping power against enemy weapons. Where it shines, however, is its engine power converter, allowing a pilot to transfer a portion of shield power to the engine reserves. A "must have" for pilots who value speed above all else

Available Upgrades

  Quick-Charge Shield Distortion Field Engine Power Converter
Tier 1 Shield power pool regeneration amount increased by 6% Increases the chance enemies will miss you by 10% while the ability is in effect Ability cooldown time reduced by 3 seconds.
Tier 2 Shield power pool regeneration rate increased by 15% Ability cooldown time reduced by 10 seconds The cost of using shield component abilities is reduced by 10%
Tier 3
(pick)
Shields regen at 60% of normal while taking damage Ability duration is increased by 3 seconds Shield power pool increased by 25%
  Ability cooldown time reduced by 10 seconds Distortion field disables missile lock of enemies currently targeting you Engine power pool increased by 25%

Sensor– Blackbolt/NovaDive


Range Sensors/Communication Sensors/Dampening Sensors

Range Sensor is how far you can detect (able to see & tab target) enemy ships. Communication Sensors is how far you can broadcast the enemy targets you observe to friendly ships. Dampening sensor works against range sensors and the more dampening you have the closer enemy ships have to be near you to detect you.

Range Sensors allow to to detect enemies further away. This is useful against enemies ships that are using dampening sensors to hide themselves (i.e. other scouts or gunships). If you are looking to hunt down sensor dampened gunships, you should be using range sensors and upgrade it. I usually use range sensors unless I am getting targeted a lot by enemy ships. In that case dampening sensors come in handy.

Dampening Sensors  allow you to get much closer to enemy ships without being detected. It isn’t as useful for scouts as for gunships since you have to be within 4000m-5000m range to fire. However, you can lose pursuers easier with dampening sensors since they will lose your target after you have escaped beyond a certain range.

Communication Sensors allow you to broadcast the targets you see to friendly ships at a much greater range. This great for organized team play but if you are just pugging the matches it is better to have either Range or Dampening sensors. 

Range sensors is the default choice. Other sensors can be unlocked by spending 1000 Ship Requisition.

Stats

Sensor Stats
Dampening Sensors +3000m sensor damping
Range Sensors +2000m sensor detection range
+2000m sensor focused detection range
Communication Sensors +4000m communication sensors

Available Upgrades

  Range Sensors Communication Sensors Dampening Sensors
Tier 1 Sensor range increased by an additional 1000m Communication range increased by an additional 2000m The range at which enemies can detect you is decreased by an additional 1500m
Tier 2 Sensor range increased by an additional 1000m Communication range increased by an additional 2000m The range at which enemies can detect you is decreased by an additional 1500m
Tier 3
Sensor range increased by an additional 1000m Communication range increased by an additional 2000m The range at which enemies can detect you is decreased by an additional 1500m

Armor – Blackbolt/NovaDive


Lightweight Armor/Deflection Armor/Reinforced Armor

Lightweight Armor increase your ship’s evasion, Deflection Armor increase your ship’s damage reduction and Reinforced Armor increases your ship’s hull HP. For gunships and strike fighters with more hull HP I tend to go with Reinforced Armor but for scouts the default Lightweight Armor might be a better choice in avoiding getting hit with blaster fire.

Lightweight is the default choice for armor, other armor options can be unlocked by spending 1000 Ship Requisition.

Stats

Lightweight Armor: +4% Evasion

Deflection Armor: +8% Damage Reduction

Reinforced Armor: +8% Max Health

Available Upgrades

  Lightweight Armor Deflection Armor Reinforced Armor
Tier 1 Increases the chance enemies will miss you by an additional 2% Reduces the amount of damage done to your hull by an additional 4% Increases the total amount of damage your hull can take by an additional 4%
Tier 2 Increases the chance enemies will miss you by an additional 2% Reduces the amount of damage done to your hull by an additional 4% Increases the total amount of damage your hull can take by an additional 4%
Tier 3
Increases the chance enemies will miss you by an additional 2% Reduces the amount of damage done to your hull by an additional 4% Increases the total amount of damage your hull can take by an additional 4%

Thrusters – Blackbolt/NovaDive


Regeneration Thruster/Turning Thruster/Speed Thruster/Power Thruster

If you are using Booster Recharge and Engine Power Converter for the mobility, I would definitely pick Speed Thruster as your engine power pool should be pretty full with these two abilities. This give you a speed advantage over other ships, allowing you to chase/get away from any ship unless they also have speed thrusters.

If you are doing a lot of dogfighting against enemies who loves to turn in circles, Turning Thruster is the way to go as you can out turn them.

The other two thrusters are for engine power and you can’t go wrong picking any of them if you need engine power.

Power Thruster is unlocked by default while others requires 1000 ship requisition to unlock.

Ingame Stats

Thruster Stats
Regeneration Thruster +8% Engine Power Regen Rate
+8% Engine Power Recently Consumed Regeneration Rate
Turning Thruster +4% Turn Rate Modifier
Speed Thruster +4% Engine Speed
Power Thruster +8% Engine Power Capacity

Available Upgrades

  Regeneration Thruster Turning Thruster Speed Thruster Power Thruster
Tier 1 Engine power pool regeneration increased by an additional 4% Ship’s turning rate increased by an additional 2% Engine speed increased by an additional 2% Engine power pool increased by an additional 4%
Tier 2 Engine power pool regeneration increased by an additional 4% Ship’s turning rate increased by an additional 2% Engine speed increased by an additional 2% Engine power pool increased by an additional 4%
Tier 3 Engine power pool regeneration increased by an additional 4% Ship’s turning rate increased by an additional 2% Engine speed increased by an additional 2% Engine power pool increased by an additional 4%

Capacitor – Blackbolt/NovaDive


Range Capacitor/Frequency Capacitor/Damage Capacitor

Range Capacitor is a good default choice as most of your blasters are only 4000m in max range. You can’t go wrong with Frequency or Damage Capacitor either.

Stats

Capacitor Stats
Range Capacitor +4% to Close, Mid, and Max Range
Frequency Capacitor +6% Rate of Fire
Damage Capacitor +4% Weapon Damage

Available Upgrades

  Range Capacitor Frequency Capacitor Damage Capacitor
Tier 1 Primary weapon range increased by an additional 2% Primary weapon rate of fire increased by an additional 3% Primary weapon damage increased by an additional 2%
Tier 2 Primary weapon range increased by an additional 2% Primary weapon rate of fire increased by an additional 3% Primary weapon damage increased by an additional 2%
Tier 3
Primary weapon range increased by an additional 2% Primary weapon rate of fire increased by an additional 3% Primary weapon damage increased by an additional 2%

Companions – Blackbolt/NovaDive


You can consult this detailed companion guide if you don’t like the choices I have made here.

The recent nerf to Hydro Spanner affected ships with more hull HP than scouts which have the least hull HP. It is still a very viable companion active to have in order to repair hull damage.

Active Ability Option 1: Hydro Spanner.

Companions with this ability: Blizz is a very good choice on the Empire side. He is better than the default companion MZ-12 if you are using rocket pods as Rapid Reload passive that comes with MZ-12 won’t benefit them. On the Republic side you really want T7-01 as B-3G9 won’t give you Spare Ammo which helps a lot with rocket pods by increasing their ammo pool.

  • Blizz (Engineer) – Empire
  • MZ-12 (Offensive) – Empire
  • T7-01 (Engineer) – Republic
  • B-3G9 (Offensive) – Republic

Passives Option 1: To go with Hydro Spanner

Engineering: Blizz on Empire side/T7-01 or C2-N2 on Republic side.

The choice here are the following

  • Efficient Maneuvers: The cost of using engine component abilities and maneuvers is reduced by 13%
  • Power to Engines: Engine power pool increased by 10%
  • Efficient Fire: The cost of using blasters is reduced by 13%
  • Power to Blasters: Blaster power pool increased by 10%

Even if you didn’t pick Blizz as co-pilot, he is very good choice for Engineering since he is the only one to give you both Efficient Maneuvers and  Power to Engines, both of which will help with a scout’s mobility. On the Republic side if you didn’t pick T7-01 for co-pilot then C2-N2 is a good choice since he has both engine passives.

Offensive: Khem Val on Empire side if you are going with Rocket Pods. Kira Carsen is the Republic equivalent. If you are going with probe/torpedoes then go with HK-51 or Kaliyo/Corso Riggs.

The choices here are

  • Spare Ammo: Ammo capacity increased by 25%
  • Rapid Reload: Secondary weapon reload and cooldown times reduced by 8%
  • Improved Kill Zone: Firing arc increased by 2 degrees
  • Pinpointing: Weapon accuracy increased by 6%

If you are using Rocket Pods then Spare Ammo is a must have. Rapid Reload useless for Rocket Pods. If you are using Sabotage Probe or Thermite Torpedoes then you will want Improved Kill Zone and Rapid Reload.

Tactical: Talos/Treek

Your choices are

  • Comm Boost: Communication range increased by 5000m
  • Depth of Field: Sensor focus range increased by 2500m
  • Peripheral Vision: Sensor radius increased by 2500m
  • Silent Running: Sensor dampening increased by 4000m

Pick Peripheral Vision/Silent Running as it helps with both dampening and detecting enemy ships.

Defensive: Witch Hurley on Empire side/ Doc on Republic side if you want to focus on shields. Otherwise whichever companion you have unlocked works.

The four choices are

  • Power to Shields: Shield power pool increased by 10%
  • Quick Recharge: Shield power regeneration increased by 15%
  • Response Tuning: Evasion increased by 6%
  • Structural Support: Damage reduction increased by 9%

Go with Power to Shields and Quick Recharge if you want to max your shields. Otherwise any combination will work.

Active Ability Option 2: Bypass

Bypass with 35% shield piercing is awesome for damage and really good for any weapon combination.

Companions with this ability: Khem Val is a slightly better choice on the Empire side if you are using rocket pods as Improved Kill Zone does affect blasters somewhat.

  • Khem Val (Offensive) – Empire
  • Skadge (Offensive) – Empire
  • M1-4X (Defensive)- Republic
  • Nadia Grell (Defensive) – Republic

Passives Option 2: To go with Bypass

Engineering: Blizz on Empire side and C2-N2 on Republic side if you are going for passives to help your mobility.

Offensive: On Empire side go with whoever you picked for Co-Pilot. On Republic side pick Kira if you are going with rockets or Corso if you are going with sabotage probe/thermite torpedoes.

Tactical: Talos/Treek for improvements to both dampening and detection.

Defensive: Pick Witch Hurley on Empire side if you want to focus on shields. Republic side go with whoever you picked as co-pilot.

What to do against


Whenever you get into a firefight, remember that speed is your ally. If the fight is against your favor, boost out of range and sneak back in. You are squishy as a scout and can’t take much damage.

Scouts

Against regular scouts it comes down to who is a better shot and used their abilities at the right time. You can do a lot of damage if you have another scout in your sights and unload your rocket pods and blaster fire.

Against the scout variant with more firepower, head on firefight is not ideal as they have more powerful blasters and cluster missiles that can lock on to you while you are moving about. If you get the drop on them though, they still melt fast. Max range of an non-upgraded cluster missile is only 5000m while your rocket pods are 6000m. This this 1000m gap to your advantage.

Strike Fighters

Strike Fighter missiles lock on between 5000m-10000m range. You can outrun their missile lock ons easily so don’t let them hit you with that. Especially avoid the 10,000m Proton Torpedoes they have as otherwise it is near one shot. If you are going head on against a strike fighter, use afterburners to close the gap quickly so they won’t have time to finish their missile lock-on before you fly past them. Remember you can outturn and outrun a strike fighter so use that against them.

Gunships

When going against gunships, you want to close the gap between you and the gunship quickly as you are an easier target when you are far away. When you get really close to the gunship, their railguns are nearly useless so they are forced to either flee or use their laser cannons to defend. Prepare to use a lot of your rocket pods against gunships as they have a lot of shield and hull. Do watch out for their feedback shield and stop attacking when it is up or you will risk doing some serious damage to yourself. If the gunship decide to flee, give chase or they will just move to a safe spot and snipe you again with their railguns.

Quick Build – Sting/Flashfire/Skybolt/Ocula


Note that unlike class builds, there isn’t a single best build. It all depends on what works for you and the situations you will come under. Below is a general build I use.

Primary: Quad Laser Cannon

Secondary: Cluster Missiles

Systems: Blaster Overcharge

Shield: Deflection Field

Reactor: Turbo Reactor

Engine: Retro Thrusters

Armor: Reinforced Armor

Thruster: Regeneration Thruster

Capacitor: Damage

Companion Active Ability: Bypass (Khem Val/Skadge for Empire and M1-4X or Nadia for Republic)

Engineering Passive: Blizz on Empire side and C2-N2 on Republic side for passives to help with ship mobility.

Offensive Passive: On Empire side go with whoever you picked for Co-Pilot. On Republic side pick Kira if you are going with rockets.

Tactical Passive: Silent Running and Peripheral Vision (Talos Drellik/Treek)

Defensive Passive: Witch Hurley on Empire side if you want to focus on shields. Republic side go with whoever you picked as co-pilot.

Sting/Flashfire Gameplay Videos

  • Loadout 1: Light Laser Cannon/Cluster missiles/Targeting Telemetry/In Your Sights
  • Loadout 2: Quad Laser Cannon/Cluster missiles/Blaster Overcharge/Bypass

Primary Weapon – Sting/Flashfire/Skybolt/Ocula


Rapid-fire Laser Cannon/Light Laser Cannon/Burst Laser Cannon/Quad Laser Cannon

Rapid-fire Laser Cannon is your default “spray and pray” laser cannon. It fires a lot of rounds (240 RPMS) and draws very little weapon power (16 per second). It doesn’t do a lot of damage however (100-200 dmg per hit on average) and has a limited range (4000m base). It is a good starter weapon but there are better choices.

Light Laser Cannon is the option with more damage but same range. It deals around 200-300 dmg per hit on average with the same range of 4000m. It fires slightly slower (180 RPMS) and draws more weapon power (21 per second).

Burst Laser Cannon fire in bursts and deals more damage the closer you are to an enemy ship. It recently got a nerf so the damage it deals drastically drops with distance. You can deal on average 600-800 damage to enemy ships if you are close but if you are near max range 400ish damage is the norm. It fires at a speed of 80 RPMS with a weapon power draw of 20 per second. One thing to note about Burst Laser Cannons is that it is the only one of two laser cannons that gains shield piercing through upgrades (tier 4). This can be very effective as everytime you hit an enemy ship you are dealing hull damage.

Quad Laser Cannon is the only laser cannon here with 5000m range, dealing about 300 damage per hit. It has a firing rate of 150 RPMS with ~ 24 weapon power draw per second. Quad Laser Cannon is my choice for this scout variant due to the extended range and excellent damage. The only draw back is the weapon power consumption so you really need to make sure you switch to weapon power conversion (F1) before you fire it. Luckily if you picked Blaster Overcharge some of this weapon power draw can be countered.

Light Laser Cannon is the default loadout while others requires 2000 ship requisition to unlock. 

Ingame Description

Rapid-fire Laser Cannon: BlasTech’s Spitfire rapid-fire laser cannon is capable of delivering an unparalleled number of bolts per second for a sustained period due to its low power consumption. Its damage fall-off and poor accuracy, however, limit its effectiveness to short-range engagements.

Light Laser Cannon: Favored by pilots who like to fight at close range, Merr-Sonn’s LCL-1 light laser cannons are twin-linked for high damage, and increased power consumption. Gunners should be aware that the LCL-1′s damage output drops drastically with distance.

Burst Laser Cannon: The starfighter equivalent of a scattergun, the SoroSuub BLC-2 shoots clusters of high-damage bolts in a wide arc but has a slow rate of fire. Capable of annihilating even fast-moving opponents at close range, its damage drops rapidly with greater distance and it consumes large reserves of power.

Quad Laser Cannon: The gold standard of laser cannon design, Merr-Sonn’s LCQ-4 quad laser cannon fires alternating pairs of bolts from four cannon barrels, dealing considerably more damage than standard laser cannons while maintaining formidable accuracy and rate of fire. Its biggest downside is its power consumption–a drawback Merr-Sonn is keen to downplay.

Default Stats (no upgrades)

  Rapid-fire Light Burst Quad
Max Range 4000m 4000m 4000m 5000m
DPS vs Shields (500m-3000m-max) 860-722-585 975-770-624 933-625-476 848-787-638
DPS vs Hull (500m-3000m-max) 860-722-585 975-770-624 933-625-476 848-787-638
Weapon Accuracy (500m-3000m-max) 110%-85%-75% 110%-90%-80% 115%-90%-80% 110%-95%-85%
Critical Hit Chance 0% 0% 0% 0%
Critical Hit Damage 50% 50% 50% 50%
Rate of Fire 240 RPMS 180 RPMS 80 RPMS 150 RPMS
Weapon Power Draw 16/s 21/s 20/s 23.8/s
Shield Piercing 0% 0% 0% 0%
Armor Piercing 0% 0% 0% 0%
Firing Arc 32 deg 28 deg 32 deg 24 deg
Tracking -0.8% per deg -1% per deg -0.5% per deg -1.5% per deg

Available upgrades

  Rapid-fire Light Burst Quad
Tier 1 Blaster damage increased by 5% Blaster damage increased by 5% Blaster damage increased by 5% Blaster rate of fire increased by 8%
Tier 2 Cost of using blasters reduced by 10% Cost of using blasters reduced by 10% Accuracy increased by 2% and critical hit chance increased by 5% Blaster ranged increased by 5%
Tier 3 Blaster rate of fire increased by 8% Blaster rate of fire increased by 8% Firing arc increased by 2 deg and weapon tracking penalty reduced by 5% Blaster damage increased by 5%
Tier 4 (pick) Critical hit chance increased by 8% Critical hit chance increased by 8% Blaster damage ignores 100% of enemy armor Critical hit chance increased by 8%     
  Firing arc increased by 2 deg and weapon tracking penalty reduced by 5% Firing arc increased by 2 deg and weapon tracking penalty reduced by 5% Shield piercing increased by 9% The cost of using blasters is reduced by 10%
Tier 5 (pick) Blaster damage to enemy ship hulls increased by 16% Blaster damage to enemy ship hulls increased by 16% Blaster damage to enemy ship hulls increased by 16% Blaster damage to enemy ship hulls increased by 16%  
  Blaster damage to enemy ship shields increased by 18% Blaster damage to enemy ship shields increased by 18% Blaster damage to enemy ship shields increased by 18% Blaster damage to enemy ship shields increased by 18%

Secondary weapons – Sting/Flashfire/Skybolt/Ocula


Cluster Missiles/Rocket Pods/Sabotage Probe

Cluster Missiles are one of my favourite lock on missiles due to the short lock-on time and they are suited well for the scout class compared to other lock-on missiles. The default lock-on time is 1.5s but you can reduce that even further with first tier of upgrades and gain 10% shield piercing by the second tier. It does have a limited range of 5000m and you will run out of ammunition fairly quickly as well (although not as fast as rocket pods). They have more usability over the rocket pods and is my preferred secondary for the Sting/Flashfire variant.

Rocket Pods are dumb-fire missiles with no ability to lock on and limited ammunition. However, because they do not require lock-on, they offer more maneuverability to the scout as there is no need to chase after someone to get a lock-on. They have 6000m range but I typically use them with blasters as a way to tell if my rocket pods would hit the enemy in order to not waste them. There is no cooldown in firing them so you can keep spamming them for great burst DPS (although you can only fire them at a certain speed as they are limited to 90 RPMS). A barrage of blaster fire and rocket pods can down any ship in a matter of seconds if all of your attacks hit. They tend to run out faster than other secondary weapons so a lot of times you will be flying without any ammunition unless you die or self-destruct. Rocket Pods also have 20% shield piercing by default so some of its damage goes through the shield and hurt the hull directly.

Sabotage Probe locks your target so it flies in a straight line for a few seconds. This makes the enemy extremely vulnerable to blaster fire and missiles from allies. It also does a very minimal amount of hull damage, which can finish them off if their hull is below 20% HP (it has 100% shield piercing so it will damage the hull directly). Sabotage Probe does suffer from long lock-on time (3.0s) and long reload time (14s). While enemies cannot turn while under the effect of sabotage probe, they can boost away using afterburners away from your blaster range so you will need to keep up and give chase if needed. A trick I like to use with Sabotage Probe is using them on enemies near structures. Once the sabotage probe locks on, they are more likely to run into them and self-destruct.

Ingame Description

Cluster Missiles: Renowned for their quick lock-on time, Czerka’s RK-77 cluster missiles are a favorite for close-range dogfights. The missiles’ small frames allow pilots to carry more ammunition into battle, though this compact design also sacrifices fuel and payload space, resulting in comparatively low range and damage potential.

Rocket Pods: Designed to fracture, fuse and atomize enemy infrastructure and other armored objectives, rocket pods can be loaded onto ships in large quantities but lack any guidance systems–they can only be fired straight ahead. As a means of obliterating bunkers, satellites and more, Elsinore-Cordova’s "Pulverizers" are one of the most compact and devastating varieties

Sabotage Probe: GSI’s LOS-0 sabotage probe droid, once launched and attached to a foe, rapidly disables maneuvering thrusters and other ship systems, dealing minor hull damage in the process. Once used primarily by bounty hunters and law enforcement to cripple fleeing ships, these devices are invaluable in the hands of expert starfighter pilots.

Cluster Missile is unlocked by default while rest can be purchased with 2000 ship requisition.

Default Stats (no upgrades)

  Cluster Missiles Rocket Pods Sabotage Probe
Max Range 5000m 6000m 5000m
DPS vs Shields 650 413
DPS vs Hull 650 413 280
Critical Hit Chance 0% 0% 0%
Critical Hit Damage 50% 50% 50%
Rate of Fire 90 RPMS
Lock on Time 1.5s 3s
Reload Time 2.8s 13.8s
Ammo Pool Size 20 32 20
Shield Piercing 0% 20% 100%
Armor Piercing 0% 0% 0%
Firing Arc 24 deg 12 deg 28 deg

Available upgrades

Rocket pods become even more deadlier with upgrades, becoming 30% shield piercing and 100% armor piercing early on. Cluster Missiles gains a lot of neat upgrades in the first couple tiers: lock on time reduction, shield piercing, and damage increase.

  Cluster Missiles Rocket Pods Sabotage Probe
Tier 1 Lock on time reduced by 14% Missiles damage ignores 100% of enemy armor Lock on time reduced by 0.3 seconds
Tier 2 Shield piercing increased by 10% Missile rate of fire increased by 8% Duration of the Sabotage Probe increased by 1 second
Tier 3 Missile damage increased by 5% Shield piercing increased by 10% Ability cooldown is reduced by 5 seconds
Tier 4 (pick) Missile range increased by 5% Firing arc increased by 4 degrees Target cannot use engine component ability while Sabotage Probe is active.
  Ammunition capacity increased by 4 Ammunition capacity increased by 8 Range of Sabotage Probe increased by 500m
Tier 5 (pick) Fires two volleys of cluster missiles at a time, doing 30% more damage, but also reducing the ammo capacity by 50% Increases the range of the rockets by 10% Target’s engine speed reduced by 35% while Sabotage Probe is active
  Missiles cause an additional 15% damage over 5 seconds Rocket Pods cause additional damage over 5 seconds Reduce the target’s power regeneration rates by 30% while Sabotage Probe is active

Systems – Sting/Flashfire/Skybolt/Ocula


Booster Recharge/Targeting Telemetry/Sensor Beacon

Blaster Overcharge: Increases the rate of fire by 25% and weapon power regeneration by 15% for 9 seconds Recharge: 60s

Booster Recharge: Regenerates 5% engine power per second for 6 seconds. Recharge: 60s

Targeting Telemetry: Increases weapon accuracy by 10%, critical chance by 5% and sensor range by 5000m for 10 seconds. Also removes cloaking effects from all enemies within 3000m. Recharge: 45s

Blaster Overcharge is exclusive to the Sting/Flashfire variant and makes up the difference in firepower between scout and strike fighters. It is one of the best offensive abilities you can get and the upgrades it gains also benefits your cluster missiles. This is the systems ability you should be using if you are flying the Sting/Flashfire. The recharge might be long but you can drastically reduce it with upgrades. Coupled with shield piercing from Bypass (companion active ability), you can do some serious damage with your blasters and missiles if both abilities are used together.

Booster Recharge give you the mobility and engine power you need as a scout. It is definitely nice to have on the Blackbolt/NovaDive scout but for the Sting/Flashfire you may have learn to do without it since Blaster Overcharge is too good of an ability to miss out. This means you need to make an adjustment to your playstyle and use Engine Power Conversion (F3) whenever possible and only switch to others when needed.

Targeting Telemetry is as good as Blaster Overcharge so you should get rid of it and either use Blaster Overcharge or Booster Recharge. 

Targeting Telemetry is unlocked by default while rest requires 2000 ship requisition to unlock. Note that for the Ocula/Skybolt Blaster Overcharge is unlocked by default.

Ingame Description

Blaster Overcharge: Merr-Sonn’s LCC-33 Blaster Overcharge system temporarily increases the rate of fire of ship blasters to devastating effect, while simultaneously increasing the primary weapon recharge rate to compensate for the heavier power draw

Booster Recharge: Keizar-Volvec’s KV609-B engine battery cells allow a ship to rapidly refill a portion of its engine power reserve. In effect, this allows a pilot to use boosters for an extended period, maintaining particularly impressive speeds.

Targeting Telemetry: Alibata-Unyo’s advanced sensor system includes custom hardware and software that allow an equipped ship to temporarily boost its sensor range. In addition, the system’s targeting telemetry is so precise that it eliminates any cloaking effects on nearby enemy ships

Available upgrades

The first tier upgrades brings Blaster Overcharge cooldown to 40s, Booster Recharge cooldown to 55s and Targeting Telemetry cooldown to 30s. Blaster Overcharge gains 8% crit buff at tier 2, which can benefit your missiles in addition to blasters.

  Blaster Overcharge Booster Recharge Targeting Telemetry
Tier 1 Blaster Overcharge cooldown reduced by 20 seconds Ability cooldown time reduced by 5 seconds Ability cooldown time reduced by 15 seconds
Tier 2 Increases the chance to Crit by 8% while Blaster Overcharge is active Booster Recharge regenerates 50% more power while active Sensor radius increased by 5000 m.Enemy cloaking dispel radius increased by 2000 m
Tier 3 Increases the Duration of Blaster Overcharge by 3 seconds Duration of the Booster Recharge increased by 2 seconds Increases the duration of Targeting Telemetry by 5 seconds
Tier 4 (pick) Weapon power regenerates 14% faster while Blaster Overcharge is active Engine power regeneration permanently increased by 10% Targets within dispel radius have evasion reduced by 5% for the ability duration
  Increases the rate of fire by 8% more while Blaster Overcharge is active Engine power capacity permanently increased by 10% Evasion increased by 8% for the ability duration
Tier 5 (pick) Increases blaster damage by 10% while Blaster Overcharge is active 20% of the engine power pool is instantly refilled when Booster Recharge is activated Critical magnitude increased by 25% and critical chance increased by an additional 10% for the duration of the ability
  Blaster range improved by 10% while Blaster Overcharge is active Weapon and shield power slowly regenerates while Booster Recharge is active Primary weapon range increased by 15% for the duration of the ability

Engine – Sting/Flashfire/Skybolt/Ocula


Retro Thrusters/Barrel Roll/Koiogran Turn/Power Dive

All of the engine maneuvers here will evade lock-on missiles and increase your evasion towards blaster fire by 30%. Whichever you pick comes down to personal preference and how much space you have to work with. They all have a 15s recharge on use.

  • Retro Thrusters: Accelerates the ship in reverse for a short duration, boosting evasion from direct-fire weapons by 30% for 3 seconds. Evades lock-on missiles when activated
  • Barrel Roll: Rolls the ship 360-degrees forward, boosting evasion from direct-fire weapons by 30% for 3 seconds. Evades lock-on missiles when activated
  • Koiogran Turn: A 180-degree vertical turn, boosting evasion from direct-fire weapons by 30% for 3 seconds. Evades lock-on missiles when activated
  • Power Dive: A 90-degree vertical turn, boosting evasion from direct-fire weapons by 30% for 3 seconds. Evades lock-on missiles when activate

Retro Thrusters is exclusive to this variant of scout and one variant of Strike Fighter. It is an engine maneuver that can assist you offensively in addition to all the defensive attributes. When going head to head against an enemy ship, you can use Retro Thrusters to give you more time to finish a missile lock-on or put in more blaster shots. Your enemy will be at a disadvantage since you are evading 30% of the blaster fire while this ability is active. If an enemy ship is behind and chasing you in close proximity, you can use Retro Thrusters to shoot yourself backwards, possibility behind the enemy ship and shooting them in the back instead. This ability does use a bit of space but not as much as Barrel Roll. It is my preferred engine maneuver of choice.

Barrel Roll is very nice to have since it boost you forward quite a bit, very useful to escape enemies. The biggest drawback is that it uses a lot of space to perform the barrel roll and if you use it in tight spaces like objective C in Lost Shipyards map or objective B in Kuat Mesa you will likely hit something and self-destruct.

Koiogran Turn seems to use the least amount of space and is nice to have in tight spaces. It is a nice starter maneuver and should cause less self-destructs than Barrel Roll.

Power Dive is the one I find the least useful compared to others. The way it orients your ship afterwards can be a bit confusing and cause you to lose your orientation.

Koiogran Turn is unlocked by default while rest requires 1500 ship requisition to unlock.

Ingame Description

Retro Thrusters: Elsinore-Cordova’s Lukaze Four engine and thruster system stands out for its inclusion of retro thrusters, allowing a ship to briefly accelerate in reverse. The maneuvering ship flies straight backwards, boosting its evasion before resuming its original course (and accelerating back to its forward speed). Named for famed Bothan pilot Ne’wha Lukaze, retro thrusters allow a pilot to slip behind pursuers who get too close

Barrel Roll: Combined with high-grade inertial compensators and thrust regulators, the Vokoff-Strood STAR-94 engine system allows pilots to perform a barrel roll that boosts a ship’s evasive capabilities–making it difficult to hit with direct-fire weapons and shaking any enemy missile locks. Vokoff-Strood has only recently entered the starfighter market, but its expertise with high-performance land- and airspeeders is serving it well

Koiogran Turn: Utilizing a high-powered array of maneuvering thrusters, the Czerka K-57B engine system allows starfighters to perform the "Koiogran Turn," a defensive maneuver that quickly turns the ship 180 degrees to face any potential pursuers and return fire without losing speed. This maneuver has the added benefit of evading any missiles that might be locked on.

Power Dive: Bold pilots praise Celestial Industries’ Powerhouse engine for its ability to support power dive maneuvers, in which the pilot flips his or her vessel and "dives" in order to shake pursuers and evade lock-on missiles. The maneuver has been known to cause lesser pilots to black out, but those purchasing Powerhouses know what they’re in for.

Available upgrades

Upgrades are pretty much identica (exception are Retro Thrusters)l and tier 2 reduce the cooldown to 10s. One of the possible choices for tier 3 upgrade for Retro Thrusters increase the engine power pool by 20%, which is very nice for Sting/Flashfire ships running without Booster Recharge.

  Barrel Roll Koiogran Turn Power Dive Retro Thrusters
Tier 1 Reduces the power cost of activating Barrel Roll by 15 Reduces the power cost of activating Koiogran Turn by 15 Reduces the power cost of activating Power Dive by 15 Reduces the power cost of activating Retro Thrusters by 15
Tier 2 Ability cooldown time reduced by 5 seconds Ability cooldown time reduced by 5 seconds Ability cooldown time reduced by 5 seconds Ability cooldown time reduced by 5 seconds
Tier 3
(pick)
Engine speed increased by 10% Engine speed increased by 10% Engine speed increased by 10% Ship’s turning rate increased by 10%
  Ship’s turning rate increased by 10% Ship’s turning rate increased by 10% Ship’s turning rate increased by 10% Engine power pool increased by 20%

Shield – Sting/Flashfire/Skybolt/Ocula


Quick-Charge Shield/Distortion Field/Directional Shield

Quick-Charge Shield reduces your overall shield capacity by 30% but increased the shield regen rate by 45% and has an active ability that restores 30% of your shield immediately on activation (30s cooldown). It is the go to shield for many pilots and you can’t go wrong with it.

Distortion Field also decrease your overall shield capacity by 30% but increase your evasion by 15% and has an active that grant you 65% more evasion for 3 seconds (30s cooldown). This is handy when used against turrets/enemy blaster fire as you are very hard to hit with all the evasion boost. It won’t help you much against missiles though.

Directional Shield shifts shield strength and shield regen between the front of the ship and back of the ship. This helps if you are taking damage from only one side as you can adjust the shield to further reduce the damage you take. It also have the advantage of not reducing your overall shield capacity. This shield may require more micro-management but it is nice in a 1v1 fight where you know exactly where your opponent is shooting you from.

Distortion Field is unlocked by default while others requires 1500 ship requisition to unlock.

Stats

Quick-Charge Shield

Stats:

  • +45% Shield Power Regen Rate
  • +45% Engine Power Recently Consumed Regen Rate
  • -30% Shield Power Capacity

Active Ability

  • Recharges 30% of your ship’s shield on activation
Distortion Field

Stats:

  • +15% Evasion
  • -30% Shield Power Capacity

Active Ability

  • Evasion increased by 65% for 3 seconds.
Directional Shield

Active Ability

  • Shifts shield strength and regen priority between fore and aft shields.

Ingame Description

Quick-Charge Shield: The Cygnus PulseScreen quick-recharge shield has limited strength but regenerates quickly. The latest model also includes an emergency boost, allowing a pilot to instantly restore a large portion of the shield’s energy

Distortion Field: The Colicoid Creation Nest’s Membrane defense system augments a low-strength shield with unknown alien technologies, providing a constant boost to a ship’s evasion rating. Pilots can activate an additional function of the system to temporarily provide an additional (and enormous) evasion boost

Directional Shield: The most versatile shield available on the open market is Prexton’s MD-FA directional shield. It has moderate total stopping power but allows a pilot to shift shield strength and regeneration rate between fore and aft shield arcs

Available Upgrades

  Quick-Charge Shield Distortion Field Directional Shield
Tier 1 Shield power pool regeneration amount increased by 6% Increases the chance enemies will miss you by 10% while the ability is in effect The power cost of using the Directional Shield ability is removed
Tier 2 Shield power pool regeneration rate increased by 15% Ability cooldown time reduced by 10 seconds Shield power pool increased by 10%
Tier 3
(pick)
Shields regen at 60% of normal while taking damage Ability duration is increased by 3 seconds Shield regeneration delay decreased by 3 seconds
  Ability cooldown time reduced by 10 seconds Distortion field disables missile lock of enemies currently targeting you Shield power pool regeneration rate increased by 10%

Reactor – Sting/Flashfire/Skybolt/Ocula


Turbo Reactor/Large Reactor/Regeneration Reactor

Turbo Reactor if you prefer smaller delays between shield regen, Regeneration Reactor if you prefer faster regen rate and Large Reactor if you prefer more shield. Due to the limited shield capacity on the scouts, Large Reactor isn’t going to help you much so going with Turbo or Regeneration Reactor is a better choice.

Turbo Reactor is the default choice, others can be unlocked by spending 1000 ship requisition.

Ingame Description

Turbo Reactor: -24% Shield Power Regeneration Delay

Regeneration Reactor: +8% Shield Power Regen Rate, +8% Shield Power Recently Consumed Regeneration

Large Reactor: +8% Shield Power Capacity

Available Upgrades

  Turbo Reactor Large Reactor Regeneration Reactor
Tier 1 Shield regeneration delay decreased by an additional 12% Shield power pool increased by an additional 4% Shield power pool regeneration rate increased by an additional 4%
Tier 2 Shield regeneration delay decreased by an additional 12% Shield power pool increased by an additional 4% Shield power pool regeneration rate increased by an additional 4%
Tier 3 Shield regeneration delay decreased by an additional 12% Shield power pool increased by an additional 4% Shield power pool regeneration rate increased by an additional 4%

Armor – Sting/Flashfire/Skybolt/Ocula


Lightweight Armor/Deflection Armor/Reinforced Armor

Lightweight Armor increase your ship’s evasion, Deflection Armor increase your ship’s damage reduction and Reinforced Armor increases your ship’s hull HP. Typically I would prefer Lightweight Armor for the scout since it has less hull HP compared to Strike Fighters/Gunships so the HP increase from Reinforced Armor isn’t as big but it will do here.

Reinforced is the default choice for armor, other armor options can be unlocked by spending 1000 Ship Requisition.

Stats

Lightweight Armor: +4% Evasion

Deflection Armor: +8% Damage Reduction

Reinforced Armor: +8% Max Health

Available Upgrades

  Lightweight Armor Deflection Armor Reinforced Armor
Tier 1 Increases the chance enemies will miss you by an additional 2% Reduces the amount of damage done to your hull by an additional 4% Increases the total amount of damage your hull can take by an additional 4%
Tier 2 Increases the chance enemies will miss you by an additional 2% Reduces the amount of damage done to your hull by an additional 4% Increases the total amount of damage your hull can take by an additional 4%
Tier 3
Increases the chance enemies will miss you by an additional 2% Reduces the amount of damage done to your hull by an additional 4% Increases the total amount of damage your hull can take by an additional 4%

Thrusters – Sting/Flashfire/Skybolt/Ocula


Regeneration Thruster/Turning Thruster/Speed Thruster/Power Thruster

Speed Thruster give you a speed advantage over other ships, allowing you to chase/get away from any ship unless they also have speed thrusters.

If you are doing a lot of dogfighting against enemies who loves to turn in circles, Turning Thruster is the way to go as you can out turn them.

Regeneration Thruster allow you to regen your engine power pool at a faster rate. This is the default choice and perfect for the Sting/Flashfire since most pilots will not be picking the Booster Recharge so the extra engine power regen helps.

Power Thruster increases your engine power poo.

Regeneration Thruster is unlocked by default while others requires 1000 ship requisition to unlock.

Ingame Stats

Thruster Stats
Regeneration Thruster +8% Engine Power Regen Rate
+8% Engine Power Recently Consumed Regeneration Rate
Turning Thruster +4% Turn Rate Modifier
Speed Thruster +4% Engine Speed
Power Thruster +8% Engine Power Capacity

Available Upgrades

  Regeneration Thruster Turning Thruster Speed Thruster Power Thruster
Tier 1 Engine power pool regeneration increased by an additional 4% Ship’s turning rate increased by an additional 2% Engine speed increased by an additional 2% Engine power pool increased by an additional 4%
Tier 2 Engine power pool regeneration increased by an additional 4% Ship’s turning rate increased by an additional 2% Engine speed increased by an additional 2% Engine power pool increased by an additional 4%
Tier 3 Engine power pool regeneration increased by an additional 4% Ship’s turning rate increased by an additional 2% Engine speed increased by an additional 2% Engine power pool increased by an additional 4%

Capacitor – Sting/Flashfire/Skybolt/Ocula


Range Capacitor/Frequency Capacitor/Damage Capacitor

Damage Capacitor is the default choice for Sting/Flashfire. If you are already using Quad Laser cannons with 5000m, the increased damage is quite nice.

Stats

Capacitor Stats
Range Capacitor +4% to Close, Mid, and Max Range
Frequency Capacitor +6% Rate of Fire
Damage Capacitor +4% Weapon Damage

Available Upgrades

  Range Capacitor Frequency Capacitor Damage Capacitor
Tier 1 Primary weapon range increased by an additional 2% Primary weapon rate of fire increased by an additional 3% Primary weapon damage increased by an additional 2%
Tier 2 Primary weapon range increased by an additional 2% Primary weapon rate of fire increased by an additional 3% Primary weapon damage increased by an additional 2%
Tier 3
Primary weapon range increased by an additional 2% Primary weapon rate of fire increased by an additional 3% Primary weapon damage increased by an additional 2%

Companions – Sting/Flashfire/Skybolt/Ocula


You can consult this detailed companion guide if you don’t like the choices I have made here.

The recent nerf to Hydro Spanner affected ships with more hull HP than scouts which have the least hull HP. It is still a very viable companion active to have in order to repair hull damage.

Active Ability Option 1: Hydro Spanner.

Companions with this ability: Blizz is a very good choice on the Empire side. He is better than the default companion MZ-12 if you are using rocket pods as Rapid Reload passive that comes with MZ-12 won’t benefit them. On the Republic side you really want T7-01 as B-3G9 won’t give you Spare Ammo which helps a lot with rocket pods by increasing their ammo pool.

  • Blizz (Engineer) – Empire
  • MZ-12 (Offensive) – Empire
  • T7-01 (Engineer) – Republic
  • B-3G9 (Offensive) – Republic

Passives Option 1: To go with Hydro Spanner

Engineering: Blizz on Empire side/T7-01 or C2-N2 on Republic side.

The choice here are the following

  • Efficient Maneuvers: The cost of using engine component abilities and maneuvers is reduced by 13%
  • Power to Engines: Engine power pool increased by 10%
  • Efficient Fire: The cost of using blasters is reduced by 13%
  • Power to Blasters: Blaster power pool increased by 10%

Even if you didn’t pick Blizz as co-pilot, he is very good choice for Engineering since he is the only one to give you both Efficient Maneuvers and Power to Engines, both of which will help with a scout’s mobility. On the Republic side if you didn’t pick T7-01 for co-pilot then C2-N2 is a good choice since he has both engine passives.

Offensive: Khem Val on Empire side if you are going with Rocket Pods. Kira Carsen is the Republic equivalent. If you are going with probe/torpedoes then go with HK-51 or Kaliyo/Corso Riggs.

The choices here are

  • Spare Ammo: Ammo capacity increased by 25%
  • Rapid Reload: Secondary weapon reload and cooldown times reduced by 8%
  • Improved Kill Zone: Firing arc increased by 2 degrees
  • Pinpointing: Weapon accuracy increased by 6%

If you are using Rocket Pods then Spare Ammo is a must have. Rapid Reload useless for Rocket Pods. If you are using Sabotage Probe or Thermite Torpedoes then you will want Improved Kill Zone and Rapid Reload.

Tactical: Talos/Treek

Your choices are

  • Comm Boost: Communication range increased by 5000m
  • Depth of Field: Sensor focus range increased by 2500m
  • Peripheral Vision: Sensor radius increased by 2500m
  • Silent Running: Sensor dampening increased by 4000m

Pick Peripheral Vision/Silent Running as it helps with both dampening and detecting enemy ships.

Defensive: Witch Hurley on Empire side/ Doc on Republic side if you want to focus on shields. Otherwise whichever companion you have unlocked works.

The four choices are

  • Power to Shields: Shield power pool increased by 10%
  • Quick Recharge: Shield power regeneration increased by 15%
  • Response Tuning: Evasion increased by 6%
  • Structural Support: Damage reduction increased by 9%

Go with Power to Shields and Quick Recharge if you want to max your shields. Otherwise any combination will work.

Active Ability Option 2: Bypass

Bypass with 35% shield piercing is awesome for damage and really good for any weapon combination.

Companions with this ability: Khem Val is a slightly better choice on the Empire side if you are using rocket pods as Improved Kill Zone does affect blasters somewhat.

  • Khem Val (Offensive) – Empire
  • Skadge (Offensive) – Empire
  • M1-4X (Defensive)- Republic
  • Nadia Grell (Defensive) – Republic

Passives Option 2: To go with Bypass

Engineering: Blizz on Empire side and C2-N2 on Republic side if you are going for passives to help your mobility.

Offensive: On Empire side go with whoever you picked for Co-Pilot. On Republic side pick Kira if you are going with rockets or Corso if you are going with sabotage probe/thermite torpedoes.

Tactical: Talos/Treek for improvements to both dampening and detection.

Defensive: Pick Witch Hurley on Empire side if you want to focus on shields. Republic side go with whoever you picked as co-pilot.

What to do against


As a Sting/Flashfire pilot, you have both speed and firepower at your side. If you can’t shoot something down then run away from it. 

Scouts

When fighting against regular scouts using rocket pods, remember that their rocket pods shoot in straight lines so if you keep turning or move around their rockets will miss. If they do try go head to head with you, give them a taste of your blasters with Blaster Overcharge/Bypass combo and a splash of Cluster Missiles. If most of your hits land, the scout will be badly damaged if not dead.

Fighting against same scout variants as your own is a bit more difficult and comes down to who has better aim.

Strike Fighters

With Strike Fighters try get close to them. Most of their missiles have long lock-on times which doesn’t work well at close range when you are constantly moving off their lock-on circle. You have the advantage at close range with your cluster missiles that has faster lock-ons. If they try to get into a turning contest with you then it is their loss as you can turn better and get your lock-ons easier.

Gunships

Same deal with Strike Fighters. Get close to them and unload on them with your blasters. If you have Bypass/Blaster Overcharge up you can tear a big hole in their armor in no time at all. If they try to flee, give chase and don’t let them get away. If they get away, most of the time they will go hide somewhere and snipe you from afar. You can take maybe one  railgun hit but anymore and you are toast.

  • Caius

    Dulfy, how are you doing that quick turn to look behind you? I’ve seen you do it multiple times in the videos. Not the koiogran turn, but you just look behind you quickly to see who is on your tail but keep flying forward.

    • Press C, it is the target camera. It will switch your camera to your target.

  • iceberg265

    Scout is my favorite so far, the others I just think are too slow.

  • Mr D

    Has ANyone worked out how to open the sfoils on the scout??

  • M rD

    Has Anyone worked out how to open the Sfoils on the S-12 scout? its in nearly all the info with them open but not in game?

  • Tony

    Just a question – the guide seems to suggest you can use companions from other characters. Is that correct? I have unlocked all companions in the ground game and have max affection with them but I can only use the current characters companions… Jugg with Jugg, Knight with Knight… I can’t use the Gunslinger or Commando companions on other Rep toons…

    • You can unlock them by spending fleet requisition, it is 1250 per companion.

      • Tony

        thanks for the reply – Is that the only way to unlock them? It can’t be done by the ground game at all. Would prefer to spend my req on my ships…

        • That is the only way unfortunately. If you don’t mind spending cartel coins you can convert your ship reqs to fleet req.

          • Tony

            Thanks again – I’ll look into their specific abilities and see which ones to go with.

  • iceberg265

    Hey Dulfy, do you have any definitive answer on when the Daily Double Requisition resets? I was hoping to use mine before I went to work today, but it hasn’t come back yet.

    • I think it might be 24 hrs since you depleted the bonus requisition on that ship. It is not with the daily reset that is for sure and there doesn’t appear to be a set time.

      • iceberg265

        That’s kinda what I was thinking except I kinda thought it was 24hours from when you depleted it on all your ships, because I have noticed that it comes up for all my ships at once.

        However it has been about 25hours now since I completed it yesterday and it is still not there 🙁

        • iceberg265

          Its now been about 30 hours and its still not reset 🙁

          • Gerrik

            The bonus resets at the normal daily reset time (8AM EST iirc) but for some reason the icons do not get updated *until* you fly a mission. The bonus still gets applied on that first mission though. All icons will get updated once you’ve flown once.

      • ObiWanJabroni

        The Bonus Req resets after you complete your daily.

    • Delta_V

      I’ve been noticing some strange behavior with the double req bonus. Yesterday, I didn’t quite use up the double req on my Gunship (but I did on my other ships). When I logged in today, it still showed the same status as yesterday (complete on all ships except for the gunship, which had ~100 remaining). However, once I played a match (using just a Scout), the double req bonus was refreshed on all my ships, with the exception of the Scout I used in the match (and considering how much Req I earned that match, it seemed like the double req was applied).
      So it looks like the double req is resetting properly behind the scenes, but the display is not getting updated properly.

  • Nadiss

    Thank you Dulfy for these guides, they are all great! Are you considering to write for Strike Fighters as well?

  • Manny

    at thrusters funny typo 😀

    “Power Thruster increases your engine power poo.”

  • Ivan Bucchioni de Souza

    is there a TL;DR – USE THIS and THAT ?

    • Look under quick build?

      • Ivan Bucchioni de Souza

        I’ve realized it after i posted, really sorry.

        Very good in depth guide, I’m still getting the basics, but i will come back to this guide later.

  • Vertres

    I am a bit confused with the shield you mention in the quick build for Sting/Flashfire, you mention “Shield: Deflection Field” but under the detailed section you do not list it as an option.
    Otherwise it is a nice guide.

  • Gerrik

    Sensor Beacon question. Does anyone know the default sensor range and communication range of a sensor beacon? The 2nd tier upgrades this by 5km but there appears to be no way to know what the base numbers are.

  • RushJohnson

    Just a quick question. Is large reactor a waste on Flashfire? On my Star Guard with large reactor and quick charge I can take some damage and outlast almost everyone but the best pilots or outside assistance(a second missile lock, gunship help or just two really good pilots)

    With that said the difference between Flashfire (1040) and Star Guard (1260) shield isn’t awful. Between Star Guard and Nova Dive (910)…yea huge difference. I get one shot like crazy without evasion proc’ed on my Nova.

    I would love your two cents if you think a Flashfire with large reactor is a total waste. I just don’t want to be so squishy after spending 5k FR to buy a new ship. Thanks.

  • Shivago Joe

    I am wondering if maybe we could have an upgrade path. One of the toughest things about GSF is knowing what to upgrade first. Then from there a “path” or “order” pilots can follow and still be somewhat effective while maxing out req. for upgrades. Also is there a “fighter” guide? I just have to say that I am absolutely loving the mountains of information you have taken time to gather for us. I wish there was a way I could help/contribute to a community that has given me so much. Knowledge is power!

  • RushJohnson

    Shivago…I’ll throw in my two cents. Defensive first then depending if you find your self lacking turning (strike fighters) or engine power (flashfire) then offensive…remember it doesn’t matter how much damage you do if one missile turns you into dust. On my Nova I upgraded defense then started boosting weapons (light/rockets) and EMP ability(my Nova is all about taking satellites and hunting bombers/gun ships)

  • Worst Space Shooter Ever

    This is one of the worst games I’ve ever played. A newbie doesn’t stand a chance an ANY of these ships. Why would anyone make a game so unappealing to everyone but the handful of people who have been playing it since it launched? Stupid, stupid, stupid.

    • Dakhath

      It’s not too hard to get started with new ships, but these guides are terrible. The forums are where to get real information.

  • Dakhath

    Can you please update your GSF guides? If that’s not feasible, can you remove them and point to the guides on the forums instead? Your information is outdated at best and flat out wrong at worst.

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