![]() ![]() This is going to be the phase that takes place immediately after leaving the Star Destroyer. With this in mind, it’s time to move onto the Fleet Battles themselves. The Ion Torpedo is a must-have for this and the TIE-Fighter on bombing runs so you can take the shields out of the Corvettes and capital ships. Have another loadout (can even be the same loadout) for following the bomber on their bombing runs. You should be rocking the SLAM Engine to maintain the boost necessary for jetting over to friendlies and supplying them with the heals they need to stay out dog-fighting. Don’t bother with the Repair Droid, as you should have a Reaper out supplying heals. The Rapid-Fire guns are attractive but require being right on the enemy, and the Onslaught Rockets are absolutely the best Auxiliary Fire weapon in your arsenal. It doesn’t excel as well as the TIE-Fighter for taking AI ships out from a distance, but it will tear up a named enemy fighter if you can tail them long enough. You’ll be slow, with a top speed of 91, but with the SLAM Engine you’ll have the boost to get to your target. This, the SLAM Engine for boost gathering, and the Reinforced Hull are must-haves for bombing runs. It also deals solid damage and just feels oh so satisfying. The Rotary Laser Cannon is easy to lead with since it paints a straight line ahead of you. People are arguing that this is the best ship in the game due to what it brings to the table. Since it’s solid at doing the two things you’ll want to be doing, have two loadouts set-up: one for taking out capital ships and subsystems of the flagship, and one for taking out fighters and bombers. Here are some quick suggestions based on their purpose. No worries, because you’ll have a ship ready for any situation. However, this may not always be a sure thing, as you are playing solo or have RANDOMS on your team. Ideally you want to coordinate with your team to see what they plan to fly out in, and pick accordingly. A successful mission begins with a capable ship. ![]()
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