Star Wars: Squadrons/A-wing: Difference between revisions

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{{Header Nav|game=Star Wars: Squadrons}}
{{Header Nav|game=Star Wars: Squadrons}}
{| {{prettytable|float=right}}
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|colspan="2"|[[File:SWS-Awing.png|300px]]
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| Hull || 500
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| Shield || 400
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|Speed || 160
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| Acceleration || 196
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|Manoeuvrability || 80
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:''A-wings go as fast as you can fly 'em. Their hull and shields are too light to take on capital ships, but Imperial starfighters won't stand a chance with you in this cockpit.''
::''-Zerelda Sage''
A-wings are interceptors equipped with highly damaging lasers. They hit are very fast, hit above their weight, and are very small and hard to pin down. The silhouette of the A-wing is very small in general, but is the largest from above or below.
A-wings are interceptors equipped with highly damaging lasers. They hit are very fast, hit above their weight, and are very small and hard to pin down. The silhouette of the A-wing is very small in general, but is the largest from above or below.


The A-wing has several tools for pinning down starfighters both armoured and unarmoured. Against more heavily armoured targets, the A-wing can use cluster missiles and rockets to hit a single target multiple times, and no other Republic fighter has the DPS of the A-wing. Its default missiles have excellent tracking but light damage, excellent at pinning down TIE interceptors.
The A-wing has several tools for pinning down starfighters both armoured and unarmoured. Against more heavily armoured targets, the A-wing can use cluster missiles and rockets to hit a single target multiple times, and no other Republic fighter has the DPS of the A-wing. Its default missiles have excellent tracking but light damage, excellent at pinning down TIE interceptors.


Against capital ships, the A-wing is out of its element, but can still assist the team. A-wings can do little against shielding, so they must instead use their manoeuvrability to skip past the shields and go for the hull of of the Arquitens and the Raider, or against the Star Destroyer's subsystems and gun turrets.  
Much like the defence of a football or soccer game, the interceptor's role is twofold: to stop the enemy from scoring hits against enemy capital ships, and prevent the enemy from moving the morale meter in their favour. While out of their element, they can still cause heavy damage to enemy capital ships, especially with Barrage Rockets.
 
'''Official Description:''' ''Since the early days of the Rebellion, the RZ-1 A-wing's exceptional speed has made it an effective, agile counter to Imperial starfighters.''
==Cockpit==
==Cockpit==
[[File:SWS-AwingCockpit.jpg|500px]]
{{img
===Components==
|file=SWS-AwingCockpit.jpg
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==Components==
For specific component numbers and statistics, see the [[Star Wars: Squadrons/Components|Components]] page.
===Weapons===
{| {{prettytable}}
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! !! Name !! Description
! !! Name !! Description
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===Countermeasures===
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{| {{prettytable}}
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! !! Name !! Description
! !! Name !! Description
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| [[File:SWS-Icons-Jammer.svg|50px]] || Melihat 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.
| [[File:SWS-Icons-Jammer.svg|50px]] || Melihat 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.
|-
|-
| [[File:SWS-Icons-Inverter.svg|50px]] || Carbanti Sensor Inverter || Exclusive to the A-wing and the TIE Interceptor, the sensor inverter only functions at short range, but can surprise opponents. The sensor inverter hacks the enemy missile in range and sends it back to its launcher. With two charges, it's superior to the sensor jammer in versatility and number of uses. Inverted missiles can be re-inverted by another interceptor.
| [[File:SWS-Icons-Inverter.svg|50px]] || Carbanti Sensor Inverter || The sensor inverter only functions at short range, but can surprise opponents. The sensor inverter hacks the enemy missile in range and sends it back to its launcher. With two charges, it's superior to the sensor jammer in versatility and number of uses. Inverted missiles can be re-inverted by an enemy TIE Interceptor or TIE Defender.
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|+ Auxiliary
===Auxiliary===
{| {{prettytable}}
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! !! Name !! Description
! !! Name !! Description
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| [[File:SWS-Icons-TargetingJammer.svg|50px]] || Carbanti Targeting Jammer || When activated, cloaks your ship from enemy radar for 5 seconds. Effective when you need to creep up on a target and hit them. With a long 30 second cooldown, however, your window of stealth must be expertly timed.
| [[File:SWS-Icons-TargetingJammer.svg|50px]] || Carbanti Targeting Jammer || When activated, cloaks your ship from enemy radar for 5 seconds. Effective when you need to creep up on a target and hit them. With a long 30 second cooldown, however, your window of stealth must be expertly timed.
|-
|[[File:SWS-Icons-IonRockets.png|50px]] || Krupx EM4 Ion Rockets || Ion Rockets function identically to Barrage Rockets, but carry an ion payload instead. This makes them effective against mostly capital ships. Ion rockets travel with half the speed of standard rockets, making them more of an anti-capital ship weapon than an anti-fighter one.
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|+Hull
===Hull===
{| {{prettytable}}
!  !! Name !! Description
!  !! Name !! Description
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|[[File:SWS-Icons-ReflecHull.svg|50px]] || Carbanti Reflec Hull || Equipping this results in the most fragile ship possible. With a -30 to health, you cannot stand up to any sort of head-on attacks, especially to capital ships. The passive stealth is only effective at long range, and is worthless in a melee. Use this hull to sneak around to the sides of enemies, using terrain and debris to mask your approach. Avoid using this on open maps like Yavin.
|[[File:SWS-Icons-ReflecHull.svg|50px]] || Carbanti Reflec Hull || Equipping this results in the most fragile ship possible. With a -30 to health, you cannot stand up to any sort of head-on attacks, especially to capital ships. The passive stealth is only effective at long range, and is worthless in a melee. Use this hull to sneak around to the sides of enemies, using terrain and debris to mask your approach. Avoid using this on open maps like Yavin.
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===Engine===
|+ Engines
{| {{prettytable}}
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! !! Name !! Description
! !! Name !! Description
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|[[File:SWS-Icons-ThrustEngine.svg|50px]]||Koensayr Thrust Engine||This engine modification provides an increase to maximum speed, but you lose acceleration and mobility. The implications are clear: this engine is for flying very fast in straight lines. Use this engine for high speed passes against enemy targets.
|[[File:SWS-Icons-ThrustEngine.svg|50px]]||Koensayr Thrust Engine||This engine modification provides an increase to maximum speed, but you lose acceleration and mobility. The implications are clear: this engine is for flying very fast in straight lines. Use this engine for high speed passes against enemy targets.
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{| class="mw-collapsible wikitable"
===Shields===
|+ Shields
{| {{prettytable}}
! !! Name !! Description
! !! Name !! Description
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