Three stooges

By nurglez, in X-Wing

Right, I love firesprays, but I don't want a third as running 3 stock doesn't apeal to me.

So the shuttle fit right in. I made this list as a bit of a joke but its done alright and has no lived through a few different versions.

Original list.

BH, seismic charge

BH, seismic charge

OGS, HLC, APL

HLC is nice, but on a ship you generally move before others means less likely to get a target lock on ships at range 3, so didn't score many hits, and the shuttle is so **** sluggish..

Turned into

BH, seismic charge

BH, seismic charge

OGS, sensor jammer, darth vader, APL

Which did better. Putting crits onto Shieldless ties is great fun.

Current list

BH, seismic charge

BH

OGS, fire control system, gunner, engine upgrade

Though I could lose the charges to be 98, I dont feel initiative is worth that much and a charge can be very nice at times :D I'm yet to use this variant of the shuttle, but I do see that the engine upgrade could be quite good.

I still dont consider it an awesome list, but it is a fun list, and does pack 30 hit points and 3 large ships.

I'm happy to see more people using my shuttle variants. It really is a fun little ship. My suggestion is, don't be afraid to break the shuttle off and pull a wide turn for a second firing run. You can cover an entire range ruler in a single action, which can give you plenty of time to turn around.

Edited by SableGryphon

Here's an idea: If you're not hot on the Seismic Charge still on in list 3, let's look at the other options at two points:

With the Modification slots, we're looking at a single use of Anti-Pursuit Lasers . I'd think the Seismic Charges are better here, as folks aren't likely to run into a solitary Level 3 Firespray.

Co-Pilots give us a few other viable options, though.
We could go with 2x Intelligence Agents , one on each Firespray. Knowing where two ships will be will help you Boost your Shuttle correctly. It also keeps things nice and even.
We could also go with 1x Mercenary Co-Pilot for Range 3 Crits. The Firespray gives you twice the area for Range 3 to sweep, and the Shuttle gives you Gunner, Action-Free Target-Locks, a Boost, and the Sudden Stop maneuver for guaranteeing the Critical Damage. Decisions Decisions...

Additionally, we could go with 1x Saboteur , which gives your Shuttle some much needed Range 1 and out-of-arc effectiveness. For situations where Boost will do absolutely nothing for your survivability or damage, which is annoyingly often, the 50/50 shot of converting a landed hit into a Crit from Sabby is a pretty great finisher.

Well I like the look of that shuttle variant, so want to try it out. I like the shuttle, and want to make it work. And while Darth is a good choice, feels strange trying to kill your own ship to hurt the enemy, but it works great vs high agility ties, and as it shoots after the sprays, ships should have less shields.

Hopefully i will be able to get a few games in :D

I haven't had a chance to play the shuttle yet (hopefully after Christmas).

But I really like the idea of engine upgrade and advance sensors on yorr (mostly just for PS)

I love advance sensors alot, always grabbing that focus even if you bump, is a great ability

Honestly, not great on the shuttle. It's beautiful on most ships, but with the alabaster space bison you will almost always be boosting on. Yeah, you'll get focus before you bump, but you'd be getting Target Lock with FCS anyway and that's cheaper. Sure, you don't get it on your first attack, but you can still boost and attack to get it. If you add gunner, it turns into a buzz saw. If you wanted to put anything other than FCS, put the Sensor Jammer. That can really, really extend your survivability against most builds, because they will be pulling hard maneuvers or bumping you a lot, so they won't get focus as much as they would like.

The primary use of adv sensors on shuttle is just for engine + 2 hard turn (actually giving you some movement potential), rest is just gravy