Editing Star Wars: Squadrons/Y-wing
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{{Header Nav|game=Star Wars: Squadrons}} | {{Header Nav|game=Star Wars: Squadrons}} | ||
[[File:SWS-Ywing.png|right|300px]] | |||
Bombers are flexible craft with extremely powerful guns. What they lack in mobility, they make up for in firepower, against both fighters and capital ships. Being equipped with both bombs and torpedoes for capital ships is half of their battle - they also feature the powerful rotary cannon, the most health out of all the ships, and multi-target missiles for dealing with groups of enemies. | |||
Bombers are flexible craft with extremely powerful guns. What they lack in mobility, they make up for in firepower, against both fighters and capital ships. Being equipped with both bombs and | |||
In Fleet Battles, Y-wings are often seen as inferior to the TIE Bomber, as Y-wings lack the power conversion ability of TIEs. This makes redirecting shields very important when performing bombing runs, and raises the skill floor of the craft. When attacking Star Destroyers, avoid flying over the full length of the ship, as this exposes yourself to nearly all of its defensive turrets; instead, approach it from above, below, or from the sides. | In Fleet Battles, Y-wings are often seen as inferior to the TIE Bomber, as Y-wings lack the power conversion ability of TIEs. This makes redirecting shields very important when performing bombing runs, and raises the skill floor of the craft. When attacking Star Destroyers, avoid flying over the full length of the ship, as this exposes yourself to nearly all of its defensive turrets; instead, approach it from above, below, or from the sides. | ||
==Cockpit== | ==Cockpit== | ||
[[File:SWS-YwingCockpit.jpg|500px]] | |||
| | |||
==Components== | ==Components== | ||
For | ''For component statistics, see [[Star Wars: Squadrons/Components|Components]].'' | ||
===Weapons=== | ===Weapons=== | ||
{| {{prettytable}} | {| {{prettytable}} | ||
|- | |||
! !! Name !! Description | ! !! Name !! Description | ||
|- | |- | ||
| [[File:SWS-Icons-StandardCannon.svg|50px]] || Standard Taim & Bak KX8 Laser Cannon || The default laser cannon on the Y-wing is used | | [[File:SWS-Icons-StandardCannon.svg|50px]] || Standard Taim & Bak KX8 Laser Cannon || The default laser cannon on the Y-wing is not often used, and is oftentimes replaced by the rotary cannon as soon as it is unlocked. | ||
|- | |- | ||
| [[File:SWS-Icons-StandardIon.svg|50px]] || Krupx JR-89 Ion Cannon || Ion cannons aren't often used on the Y-wing. They can be used to target a capital ship's shields to make it easier to attack. | | [[File:SWS-Icons-StandardIon.svg|50px]] || Krupx JR-89 Ion Cannon || Ion cannons aren't often used on the Y-wing. They can be used to target a capital ship's shields to make it easier to attack. | ||
|- | |- | ||
| [[File:SWS-Icons-GuidedRotaryCannon.svg|50px]] || Krupx Guided Rotary Cannon || | | [[File:SWS-Icons-GuidedRotaryCannon.svg|50px]] || Krupx Guided Rotary Cannon || Less often used than its non-guided counterpart, the guided rotary cannon's aim assist can be used to help pin down TIE Interceptors. It is otherwise not often used. | ||
|- | |- | ||
| [[File:SWS-Icons-RotaryCannon.svg|50px]] || Krupx Rotary Cannon || The rotary cannon | | [[File:SWS-Icons-RotaryCannon.svg|50px]] || Krupx Rotary Cannon || The most common weapon seen on the Y-wing. After a short wind-up time, the rotary cannon fires a flurry of blaster bolts with a DPS as good as the short-range gun on the A-wing, but with greater range. The wind-up time is negligible, as by the time players figure out they're in the sights of the rotary cannon, they are already dead. The rotary cannon's high damage also lends it well to dealing with capital ship subsystems. | ||
|} | |} | ||
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! !! Name !! Description | ! !! Name !! Description | ||
|- | |- | ||
| [[File:SWS-Icons-Flares.svg|50px]] || ArMek HM Seeker Warheads || Seeker Warheads, or sometimes called "flares", are the most common and flexible anti-missile countermeasure. | | [[File:SWS-Icons-Flares.svg|50px]] || ArMek HM Seeker Warheads || Seeker Warheads, or sometimes called "flares", are the most common and flexible anti-missile countermeasure. A-wings are often found turning and manoeuvring, making chaff less useful, and the sensor jammer only has a single use. | ||
|- | |- | ||
| [[File:SWS-Icons-Chaff.svg|50px]] || Particle Burst || The Particle Burst is not often used on the A-wing, 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. | | [[File:SWS-Icons-Chaff.svg|50px]] || Particle Burst || The Particle Burst is not often used on the A-wing, 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. | ||
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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. | ||
|} | |} | ||
===Auxiliary=== | ===Auxiliary=== | ||
{| {{prettytable}} | {| {{prettytable}} | ||
! !! Name !! Description | ! !! Name !! Description | ||
|- | |- | ||
| [[File:SWS-Icons-ProtonTorpedo.svg|50px]] || Krupx MG7-A Proton Torpedo || | | [[File:SWS-Icons-ProtonTorpedo.svg|50px]] || Krupx MG7-A Proton Torpedo || The proton torpedo is a powerful anti-capital ship missile. While it has a fairly long range of 1500, it also has a minimum range of 500 and cannot be dumbfired. This torpedo must be fired from a distance against a target, and it has trouble against shielding. Its biggest issue, however, is its slow speed - corvettes are able to outrun it. | ||
|- | |- | ||
| [[File:SWS-Icons-MultiMissile.svg|50px]] || Arakyd MD-88 Multi-Lock Missile || Not to be confused with the cluster missile, the multi-missile locks onto multiple targets and fires a missile at each one. It will always consume one charge of ammunition, no matter how many actual missiles are fired. Lock onto as many targets as possible before firing. It is best used | | [[File:SWS-Icons-MultiMissile.svg|50px]] || Arakyd MD-88 Multi-Lock Missile || Not to be confused with the cluster missile, the multi-missile locks onto multiple targets and fires a missile at each one. It will always consume one charge of ammunition, no matter how many actual missiles are fired. Lock onto as many targets as possible before firing. It is best used in dogfights at range, and against capital ship turrets. | ||
|- | |- | ||
| [[File:SWS-Icons-GoliathMissile.svg|50px]] || ArMek Goliath Missile || This variant of the normal concussion missile is identical in most respects to its fighter counterpart. Unique to the Goliath missile is that it explodes in a huge area of effect, destroying entire AI squadrons and causing considerable damage even if decoyed by flares or chaff. | | [[File:SWS-Icons-GoliathMissile.svg|50px]] || ArMek Goliath Missile || This variant of the normal concussion missile is identical in most respects to its fighter counterpart. Unique to the Goliath missile is that it explodes in a huge area of effect, destroying entire AI squadrons and causing considerable damage even if decoyed by flares or chaff. | ||
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| [[File:SWS-Icons-SeekerMine.svg|50px]] || Czerka Seeker Mine || Drops a mine behind you. The mine locks onto and chases any enemy that gets too close. Mines are most effective in narrow corridors where enemies will have to run near them. Particularly useful for bombers which have trouble shaking enemies off their tail. | | [[File:SWS-Icons-SeekerMine.svg|50px]] || Czerka Seeker Mine || Drops a mine behind you. The mine locks onto and chases any enemy that gets too close. Mines are most effective in narrow corridors where enemies will have to run near them. Particularly useful for bombers which have trouble shaking enemies off their tail. | ||
|- | |- | ||
| [[File:SWS-Icons-AssaultShield.svg|50px]] || Chempat Emergency 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 | | [[File:SWS-Icons-AssaultShield.svg|50px]] || Chempat Emergency 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. | ||
|- | |- | ||
| [[File:SWS-Icons-CompositeBeam.svg|50px]] || Quarrie Composite Beam Cannon || The composite beam cannon, sometimes called the "memebeam", is a powerful anti-capital ship weapon. While you can't alter your course with the beam active, it is more than capable of drilling through shields and hull to deal considerable damage - especially against enemy subsystems. | | [[File:SWS-Icons-CompositeBeam.svg|50px]] || Quarrie Composite Beam Cannon || The composite beam cannon, sometimes called the "memebeam", is a powerful anti-capital ship weapon. While you can't alter your course with the beam active, it is more than capable of drilling through shields and hull to deal considerable damage - especially against enemy subsystems. | ||
|- | |- | ||
| [[File:SWS-Icons-AutoIonCannon.svg|50px]] || ArMek Automatic Ion Cannon || Unique to the Y-wing, the automatic ion cannon is a stock option that adds a canopy-mounted automatic ion cannon. It is capable of dissuading enemies, but does not cause enough damage to ward off dedicated players. It is often removed and replaced by one of the other options as a result. With a cooldown shorter than its duration and infinite charges, always have this ion cannon working if you equip it. | | [[File:SWS-Icons-AutoIonCannon.svg|50px]] || ArMek Automatic Ion Cannon || Unique to the Y-wing, the automatic ion cannon is a stock option that adds a canopy-mounted automatic ion cannon. It is capable of dissuading enemies, but does not cause enough damage to ward off dedicated players. It is often removed and replaced by one of the other options as a result. With a cooldown shorter than its duration and infinite charges, always have this ion cannon working if you equip it. | ||
|} | |} | ||
{| class="mw-collapsible wikitable" | |||
|+Hull | |||
! !! Name !! Description | ! !! Name !! Description | ||
|- | |- | ||
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|[[File:SWS-Icons-DeflectorHull.svg|50px]]||Chempat Deflector Hull||This hull improves the shield capacity of your craft at the expense of health. This hull modification is best used for dogfights where it is possible to retreat and regenerate your shield. The default is preferable in bombing runs as it offers more total health, including shields. | |[[File:SWS-Icons-DeflectorHull.svg|50px]]||Chempat Deflector Hull||This hull improves the shield capacity of your craft at the expense of health. This hull modification is best used for dogfights where it is possible to retreat and regenerate your shield. The default is preferable in bombing runs as it offers more total health, including shields. | ||
|} | |} | ||
===Engines=== | ===Engines=== | ||
{| {{prettytable}} | {| {{prettytable}} | ||
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|[[File:SWS-Icons-SLAMEngine.svg|50px]]||Incom 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. It is similar to the Jet Engine, in that it provides smaller boosting power but lets you boost more often. The SLAM engine reduces your overall speed, but lets you divert power from engines to other systems and receive a small trickle of boost power. Increasing power to engines will appropriately increase the boost meter respectively. | |[[File:SWS-Icons-SLAMEngine.svg|50px]]||Incom 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. It is similar to the Jet Engine, in that it provides smaller boosting power but lets you boost more often. The SLAM engine reduces your overall speed, but lets you divert power from engines to other systems and receive a small trickle of boost power. Increasing power to engines will appropriately increase the boost meter respectively. | ||
|} | |} | ||
===Shields=== | ===Shields=== | ||
{| {{prettytable}} | {| {{prettytable}} | ||
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|[[File:SWS-Icons-ConversionShield.svg|50px]]||Krupx Conversion Shield||When the conversion shield is depleted, this shield takes all your weapon power and dumps it into a brief but impenetrable barrier. With no weapon power, you are effectively a sitting duck, but it can give you time to temporarily withdraw from battle to make it to safety. | |[[File:SWS-Icons-ConversionShield.svg|50px]]||Krupx Conversion Shield||When the conversion shield is depleted, this shield takes all your weapon power and dumps it into a brief but impenetrable barrier. With no weapon power, you are effectively a sitting duck, but it can give you time to temporarily withdraw from battle to make it to safety. | ||
|- | |- | ||
|[[File:SWS-Icons_RayShield.svg|50px]]||Loronoar Ray Shield||This shield falls quickly to missiles, but takes less damage than normal from lasers | |[[File:SWS-Icons_RayShield.svg|50px]]||Loronoar Ray Shield||This shield falls quickly to missiles, but takes less damage than normal from lasers. | ||
|- | |- | ||
|[[File:SWS-Icons-OverloadedShield.svg|50px]]||Overloaded Shield||The overloaded shield offers a lot of defence, reducing incoming damage while still having a good capacity. Once these shields are depleted, however, they will not regenerate. | |[[File:SWS-Icons-OverloadedShield.svg|50px]]||Overloaded Shield||The overloaded shield offers a lot of defence, reducing incoming damage while still having a good capacity. Once these shields are depleted, however, they will not regenerate. | ||
|} | |} | ||
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