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Revision as of 05:16, 30 October 2020 by Arrow (talk | contribs) (TIE fighters, not A-wings)
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Hull 1550
Speed 150
Acceleration 211
Manoeuvrability 80
The TIE fighter. Classic. Maneuverable. Flexible. Can't take much direct fire, but that's no problem for a skilled pilot.
-Willard Waylin

Fighters are flexible catch-all craft capable of dealing with any threat, though not to the same extent of interceptors or bombers. If in doubt what to pull, however, fighters are an easy choice. They reward accuracy with their 3-round burst weapons, which cause more damage than the standard, and can attack capital ships at range with torpedoes.

Occasionally known as the TIE/LN (TIE/Line fighter). Unlike X-wings, TIEs have no shielding but greatly simplified power management.

TIE Fighters can direct their power to either weapons or engines, and also have the ability to dump power from one system into the other at a single button press. By converting power into engines, they lose all offensive abilities but get free boost power. Converting power into weapons turns them into a stationary target, but instantly overcharges their weapons. Power can also be balanced between both boost and weapons.

Cockpit

Components

For more details on this topic, see Star Wars: Squadrons/Components.

Weapons

Name Description
Standard Sienar L-s1 Laser Cannon A well balanced weapon with good range.
Sienar Burst Cannon Burst cannons, as their name suggests, fire in 3-shot bursts. They lose less damage over longer ranges, making them more reliable over distance. Their general damage per minute, however, remain identical to the standard. Burst cannons are unique to the fighter class.
Sienar Guided Burst Cannon The guided burst cannon is identical to its non-guided counterpart, but features a lot of aim assist. This comes at a considerable damage reduction, making the guided burst cannon roughly beneath standard lasers in damage. This can prove helpful in engaging interceptors, which are hard to pin down. It otherwise has only situational uses. Guided burst cannons are unique to the fighter class.
Sienar Ion Cannon Ion cannons are often seen used in conjunction with Onslaught rockets - the ion cannons to remove a target's shields, followed by rockets to finish them off.
Plasburst Laser Cannon Plasburst weapons are rarely seen due to their low rate of fire and slow charge time. Plasburst lasers also are the only short range weapon on the TIE Fighter, having a range of 600 instead of 1000 like other weapons.

Countermeasures

Name Description
Sienar XX-5 Seeker Warheads Seeker Warheads, or sometimes called "flares", are the most common and flexible anti-missile countermeasure. TIE Fighters are often found turning and manoeuvring, making chaff less useful, and the sensor jammer only has a single use.
Chaff Particles Chaff particles is not often used on the TIE Fighter, as in order for it to reach maximum effectiveness, enemy missiles must fly through the static cloud. This cloud can be used to cover capital ships on occasion, but flares are the more popular choice.
Sienar Sensor Jammer The sensor jammer's short 4 second duration and single use make it not often used. Its biggest benefit is being able to shake missiles at any rate and from any direction.

Auxiliary

Name Description
Sienar CB-08 Concussion Missile Concussion missiles are no-frills missiles that simply lock onto and destroy their target. Like other missiles, it can be fired without a lock, usually against a target too slow to dodge it. Concussion missiles hit hard and have decent tracking, but lack the power to be used against capital ships on a regular basis.
Sienar KB-D28 Proton Torpedo Proton torpedoes cause up to four times the damage of a regular concussion missile, but are nonetheless rarely seen in fleet battles due to their slow speed. They lag behind even escorts, making it difficult to land hits on them. Additionally, they have a minimum lock-on distance and cannot be dumb-fired, necessitating their use from long range. They are also generally poor against shielding. While they can lock onto starfighters and will obliterate one if it hits, its slow speed means hits will be due to luck.
Sienar I-7 Ion Missile Ion missiles are designed to be used against starfighters, and have half the lock-on time of concussion missiles. They cause minimal damage upon hits, but are good against shielding. They inflict a stun on the target. Stunned targets are completely helpless until they reboot their systems, making them sitting ducks. However, ion missiles are rarely used by the Republic, as only the TIE Reaper has shielding.
Sienar Ion Torpedo Ion torpedoes are much like proton torpedoes in that they are designed to be launched from standoff ranges against capital ships. Ion torpedoes are very dangerous - one can eliminate the shields of a frigate or corvette, and two can knock out the shields of the enemy capital ship. When used on the X-wing, fly to the 1500 maximum range and cut your engines. Let your torpedo lock on, and then let it go. Use your agility to fly back home, or have a U-wing resupply you with another, and go again.
Sienar Onslaught Rockets Rockets hit hard, but their unguided nature makes it hard to catch mobile enemies with them. Individual rockets don't cause a lot of damage - fire them in large volleys to make the damage stack up against both shielded and unshielded targets.
Sienar R/D-77 Assault Shield The Assault Shield, when activated, puts up a shield in front of you that blocks a large percentage of damage. It only lasts 3 seconds, making it more useful on bombers than on fighters for attacking capital ships. The assault shield can, however, be used to give you an edge in head-on attacks against enemy fighters.
Sienar Emergency Repair System The repair system, when activated, will repair your ship. It has unlimited uses, but has a lengthy cooldown of 30 seconds.

Hull

Name Description
Sienar Ferroceramic Hull The standard hull, with no strengths or weaknesses.
Sienar Dampener Hull Increases the amount of time an enemy needs to lock onto you. It is a situational upgrade for fighters, dependent on how often missiles lock onto you.
Sienar Laminasteel Hull Reduces incoming missile damage, but increases incoming laser damage. Missiles in general are much rarer to find than lasers, making this a situational upgrade at best.
Sienar Agile Hull Equip to receive a reduction in maximum health, but receiving improvements to manoeuvrability and acceleration. Fairly useful for brawling and turning fights, though the most powerful technique to use in turning fights is microboosts, not traditional turns. The light hull does not offer any benefits to maximum speed, so this part alone will not help you make hit and run attacks.
Sienar Reflec Hull Equipping this on an TIE Fighter helps with approaching enemies from odd angles, with a moderate health reduction. The health reduction still makes you have more health than a stock TIE Interceptor, but the TIE Fighter will always lack the Interceptor's speed. Avoid head-on attacks, and stay close to the edges of the battle. Once you're spotted, this hull offers no benefit.
Sienar Reinforced Hull Far more suited to TIE Bombers than TIE Fighters, this hull option reduces acceleration and mobility in exchange for additional hull. This does not decrease your maximum speed, however, so you can potentially use this hull to make gun runs against the enemy capital ship's turrets. Avoid turning fights with this hull.

Engines

Name Description
Standard Twin Ion Engine The standard sublight engine with no benefits or drawbacks.
Unstable Twin Engine This engine makes you lose a moderate amount of both health, but offers greatly increased acceleration and speed. What really makes this engine stand out, however, is the large explosion you create when you are shot down. Some players use this explosion as an anti-capital ship weapon, hoping to take out the capital ship's turrets when they die.
Twin Microthrust Engine Use the Microthrust Engine for close-quarters brawling. You lose a notable amount of maximum speed and acceleration, but gain it back in mobility.
Twin Propulsion Engine The propulsion engine makes you start and stop quicker by a significant margin, at the cost of a small loss in manoeuvrability.
Twin Ion Jet Engine This engine greatly increases the rate at which you generate boost power, but also greatly increases the rate at which you consume it. This engine is mostly designed for drifting, as it performs very poorly when boosting in straight lines.
Twin Thrust Engine This engine greatly increases maximum speed, but reduces acceleration and manoeuvrability. Use this to make quick attack runs on enemy capital ships, or using boom and zoom tactics.
Twin SLAM Engine The SLAM (Sublight Acceleration Motor) engine automatically produces boost power regardless of whether there is maximum power in the engines or not, at the cost of maximum speed. Due to the power conversion abilities of the TIE models, however, the SLAM engine is not often used - if you need boost power, simply convert the power from weapons to engines, and back again.