The hunter class in Star Wars: Squadrons will be your choice of hybrid hunters among the options. You can choose to make it an ideal choice to fight the various enemy hunters flying near you, or you can choose to make it an ideal option to attack the capital ship of your enemy. Some drivers may want to choose their components to use a variety of tools, capable of manipulating star hunters, but capable of seriously damaging the cash ships when they have the opportunity.
- Equipment 1 - Anti-Starfighter
- Loadout 2 - Balanced Dogfighter
- Equipment 3 - Anti-Capital Ship
- Equipment 4 - Protection of Capital
Equipment 1 - Anti-Starfighter
- Auxiliary 1: ionic missile
- Auxiliary 2: Multiple Lock Missile
- Countermeasure: sensor inverter
- Engine: MicroThrust Engine
- Case: Deflector hull
- Main Weapon: Fast Shooting Cannon
- Shield: Fortified deflector
Face enemy stellar hunters will be your main priority with this construction. You can use the ionic missile to start things, lower their shield, then use the explosion gun to destroy them regularly. The fast-shooting barrel inflicts decent damage remotely, but it is ideal to use when approaching. The micropower motor should be able to keep your enemy in your view, and you can still use the multi-lock missile to complete multiple targets. When you start receiving shots, your fortified deflector shield will be able to absorb most attacks, and the baffle hull makes it even stronger. The disadvantage is that once your shields are slaughtered, you are in trouble.
For tie hunters, you want to disable the baffle hull and reinforced deflector. You can not use shields, try using the hull of the shock absorber.
Loadout 2 - Balanced Dogfighter
- Auxiliary 1: Proton bomb
- Auxiliary 2: Beam barrel
- Countermeasure: Ogives researchers
- Engine: Jet / Ion Jet Engine
- Case: Reinforced hull
- Main weapon: laser / gun with explosion
- Shield: ray shield
Enemy hunters are not the only thing you need to worry because there is a lot of ships and heavy frigates with which you have to fight. Both will be the way you get the victory, so with the proton bomb and the beam barrel, you can inflict them with big damage. The proton bomb is plus a short-range bomb for capital ships, but it can work against both, especially if the pilots get closer too. Ogives researchers should protect you from heavy missiles, but for a short passage. Your plasburst laser barrel should be useful for any commitment, the disadvantage being that you have to load it for a few seconds before shooting.
Equipment 3 - Anti-Capital Ship
- Auxiliary 1: ion torpedo
- Auxiliary 2: Proton torpedo
- Countermeasure: sensor inverter
- Engine: Slam motor
- Case: Shock absorber shell
- Main Weapon: Rotary Canon
- Shield: resonant shield
You have some options for this version. The torpedoes are the way you open against the capital ship, expose it and inflict damage to some parts. After that, your rotating barrel, powered by the resonant shields to reconstruct quickly and more power of the Slam motors, giving you a lot of firepower to destroy the critical parts of the ship. The disadvantage is that you are slightly exposed, but your opponents have trouble targeting with locking capabilities.
Equipment 4 - Protection of Capital
- Auxiliary 1: Missile cluster
- Auxiliary 2: ion bomb
* Countermeasure: particles of glitter * Engine: MicroThrust Engine * Case: Case Reflec * Main weapon: ion cannon * Shield: Radius Shield
Being an offensive driver is excellent, but you must also protect your capital ships. With this construction, you can hang on your biggest ships and wait for the enemies to come to you. You can have an ionic bomb when they get closer too, forcing their shield down, or use your ion cannon to remove their shield. Without your shields, your clusters can do short work, but you also want to use the turrets of the capital ship, and an enemy without shield can not survive these shots. Your micropower motor ensures that you can hunt them, and glitter particles can be used to protect you or protect the missile vessels or any lock.
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