SWG Jump to Lightspeed Guide-1.7.2.Weapon group co

March 31st, 2010

The weapon group macro commands can be used in various macros or in the
command line by typing /ship WeaponGroup followed with one of these commands:
fire Fires weapons in the specified weapon group.
fireCountermeasures Fires loaded countermeasures.
fireMissile Fires weapons in the selected missile group.
fireProjectile Fires weapons in the selected weapon group.
nextMissile Used to select the next missile group.
nextProjectile Selects the next projectile weapons group.
previousMissile Selects the previous missile group.
previousProjectile Selects the previous projectile weapons group.

SWG Jump to Lightspeed Guide-Needed components Int

March 30th, 2010

As you become certified for higher-level components through your skill
progression, your natural desire will be to upgrade your ship each time you raise your
“level”, similar to the usual MMORPG “level-grind”. However, this is not exactly how it
works in JTL – each component has a specific use and can be extremely useful in various
configurations even if its “level” appears to be insufficient. See 2.0 – Reverse Engineering
and 10.3 – Appendix E for details about specific components.

SWG Jump to Lightspeed Guide-1.7.1.Assigning weapo

March 30th, 2010

Either “G” on the default keymap or the /weaponGroupAssignment macro
command will open your weapon group configuration window. This is the place where you
can group your weapons in order to make them fire simultaneously or, if you want to
achieve a more of a staggered fire effect, link them to fire one after the other. It’s
especially useful if you have more than one weapon type loaded – for example, a mining
laser and a couple of blasters. You can assign them to different groups and use them
separately.

SWG Jump to Lightspeed Guide-1.6.3.Other component

March 29th, 2010

Capacitor: The capacitor powers up your weapons as well as various droid
programs like, for example, Capacitor To Shield Shunt. Each weapon shot will spend
some of the energy stored in your capacitor so you must be careful you don’t run out of it
in the middle of a battle.
Blasters: The weapons are, of course, used to shoot at things. Blasters are
officially called “projectile weapons” and they depend on capacitor power to function. They
don’t need any extra ammunition.
Booster: A booster, activated by the default “B” key, gives your ship a short speed
enhancement, but it takes some time to recharge.
Droid interface: The interface allows for equipping an Astromech droid or a flight
computer – it can be installed only on non-starter ships.
Shields: The shields represent an energy field between your opponents’ blaster
bolts and your armor. They can be replenished by various droid commands and also have
a passive recharge rate.
Armor: Armor plates are a more tangible type of defense against enemy fire. They
are divided into two halves – front and back, which act as separate components.
Missiles and countermeasures: These weapons need special ammo packs. See
more about them in 1.8 – Missiles.

SWG Jump to Lightspeed Guide-1.6.2.Essentials

March 28th, 2010

These are the parts you absolutely need for your ship to take off. Note that you
won’t be able to defend yourself against attacks – configuration with these components
alone is pretty much useful only as means of instant travel.
Chassis: This is the core of your ship. Its mass represents how much component
mass you can squeeze in into your starship. Its yaw, pitch and roll stats are included in
various maneuverability calculations alongside your engine’s stats.
Reactor: The reactor generates energy that powers all other parts of your ship. If
there is not enough energy to power everything, some of your parts won’t be working.
Engine: This is the main component that affects your maneuverability and speed.
You can’t fly without one!

SWG Jump to Lightspeed Guide-Needed components Int

March 25th, 2010

As you become certified for higher-level components through your skill
progression, your natural desire will be to upgrade your ship each time you raise your
“level”, similar to the usual MMORPG “level-grind”. However, this is not exactly how it
works in JTL – each component has a specific use and can be extremely useful in various
configurations even if its “level” appears to be insufficient. See 2.0 – Reverse Engineering
and 10.3 – Appendix E for details about specific components.

SWG Jump to Lightspeed Guide-Disabling the Corvett

March 24th, 2010

The Corellian Corvette (5.2 – 5.3) is different from all the other ships – regardless
of the quest the Corvette appears in, the sub-components must be destroyed in a specific
order and, unlike the smaller ships, which register sub-component hits no matter where
you hit them, you’ll have to manually aim at the components. As soon as you select the
sub-component, it will be highlighted by a special targeting reticle, and you must align
your ship to the proper side of the Corvette, shooting directly at it. The correct order of
destroying the Corvette components is: Shields -> Secondary shields ->Engine ->
Reactor ->Bridge.

Gunboats and turret-equipped fighters

March 23rd, 2010

Fighters with rear turrets like, for example, TIE Aggressors, can be very difficult to
defeat in a lower tier ship, especially if there’s more than one of them attacking you at
once. The gunner in the back turret will quickly eat up your front shields if you get close,
and that is why it is important to disable the rear gun first. That way you can tail them
safely until they are destroyed.

To disable a gunboat, it is best to find a blind spot after you disable the rear turret
(the blind spot is usually at the bottom rear part). After the tail gun is down, the rest is a
breeze if you stay at the same spot and don’t end up in front of the boat. In any case, your
front shields should always be reinforced by a droid/flight computer program while doing
any kind of runs on the rear turrets.

Star Wars Galaxies Jump to Lightspeed Guide-Disabling enemy ships-Disabling vs. destroying

March 22nd, 2010

Disabling specific ship parts is extremely useful in cases in which you wouldn’t
want the whole batch of enemy fighters to respawn quickly (in some escort missions) or
when you’re simply overwhelmed by the number of enemy forces. If you’re outnumbered,
it is much faster to disable the reactors of the enemy squadron and turn them into sitting
ducks than to shoot them all down one by one. Remember – each disabled enemy counts
as a certain reduction of the firepower working against your shields and the radar dots you
must evade.
Tip: Disabling sub-components (engines, reactors, guns or shields) is
performed by targeting the enemy ship, choosing the sub-component you want to
destroy by cycling them with the ”[“ and “]” keys (according to the default keymap)
and blasting away.
On a lot of escort missions, you will be asked to disable the ship you’re escorting
by targeting the engine or the reactor before you /comm or /dock to them to start the
escort. Read the mission giver’s dialogue and the quest log very carefully, as a lot of the
missions will have the escort portion somewhere in the middle part and, once you destroy
the target, there’s no going back.
For experienced pilots who are acting as escorts for their friends or guildmates
while doing the storyline missions or simply grinding, disabling is the best way to ensure
that everyone, including the person running the mission gets the experience point credit
for all of the kills – they can simply finish the disabled ships off after you’re done with
them. It is also a safe way to help anyone without fear of accidentally destroying their
mission target.

Searching for a specific ship

March 22nd, 2010

If you know what (or who, in case of PvP encounters) you’re looking for, you can
make a /target macro to search for the ship you’re so anxious to meet. This can be useful
in PvP areas when you know someone’s going to show up, or on static spawns when
you’re waiting for a specific ship to respawn.
- Macro name: targetspecificship
/target [shipname]; (the ship name should be the first word of the name)
/pause 5; (change this depending on the frequency you want the macro to search on)
/macro targetspecificship;

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