Development Cycle Archive
Thread: New difficulty levels for the Corellian Corvette
Are Neutrals able to go in the Rebel version and vice versa?
I am in a Rebel/Neutral guild and some members are Rebel and some are Neutral, would we be able to go to the same instance?
Cordellbacination wrote:
one question rune,
can jedi go?
Lexy wrote:
I think SWG is turning into a Six Flags theme park. You pay a lot to get in, and then you have to wait in line for a couple hours to do the fun stuff
People actually GO to Six Flags?! o_O
I was hoping from the title of the post that this would be an announcement that the Corvette would have scaled difficulty levels, so it could be both a challenge for groups AND some new content for solo players who aren't uber-combat-masters...
SWG-Runesabre wrote:
SonGouki wrote:
Just a quick question here, have you guys load tested this thing yet?
With players spawning their own dungeon there could easily be hundreds of these spawned at a time oncethis hits live! Will this impact the server performance at all? (Please tell me it's no where near the server that support Coronet...)
There are a limited number of instances that are allowed so as to prevent overloading the servers allocated to operating the corvettes.
Hmmm what exactly does this mean for us then? Will we get some I am sorry we could not generate a mission at this time notice? Or do we start filling up others missions? I dont know if you seen a live server and the genosian lair lately but these places are ALWAYS packed and this is going to suck if players sit there and cycle missions over and over again and some are left standing in the breeze never getting in when they want.
I thought having waiting lists in EQ was bad, do we now have a waiting que assigned to us? A heads up b4 the masses hits these would be nice..![]()
I've solo'd the Geonosian Dungeon and the Acklay myself now, I guess, 30 to 40 times. I posted how to do it in the Game Guide Forums, you can check my posting history for the write-up. It uses no exploits, only a careful analysis of the Lab monsters behavior and using two Rifleman specials, Take Cover and Conceal Shot. When I kill the Acklay, it does not aggro me and I take no damage from other monsters in it's Lair.
Maybe if you didn't troll the forums so much 2500 posts? and the play the game more, you wouldn't be an exploit cry baby, lol.
Skedoozy wrote:
J2xC wrote:
unless this is harder than the geonosian dungeon it'll be soloable. Probably pretty tough with warcry gone, but since I doubt any of the humanoids would intimidate, shouldn't be too bad. (P.S. I'm actually hoping its really hard... need some good group content)
Im sorry, but anyone that can SOLO the Geonosian Dungeon is either exploiting or.. um.. exploiting. For one thing it is never empty. There are ALWAYS people there camping it. No one could truly solo it. Now let all the uber1337 wannabes come and tell me different.
Darth73Infamous wrote:
Are Neutrals able to go in the Rebel version and vice versa?
I am in a Rebel/Neutral guild and some members are Rebel and some are Neutral, would we be able to go to the same instance?
I've solo'd the Geonosian Dungeon and the Acklay myself now, I guess, 30 to 40 times. I posted how to do it in the Game Guide Forums, you can check my posting history for the write-up. It uses no exploits, only a careful analysis of the Lab monsters behavior and using two Rifleman specials, Take Cover and Conceal Shot. When I kill the Acklay, it does not aggro me and I take no damage from other monsters in it's Lair.
A Bothan Spy has delivered this Holodisk via a messenger in typical Novice Artisan clothing. You open it and begin to read...
Imperial 2nd Lt. Rosaline, Pistoleer/Combat Medic, Dragon's 8th Battalion
Duty Station: Dragon's Call, Tatooine, TestCenter Galaxy
Top Secret ::For Top Level Operatives Only!
I have completed 13 forays to the Corellian Corvette, 12 on behalf of the Empire, and once covertly on behalf of Hutt operatives.
In my opinion and experience, The Corellian Corvette is a VERY difficult target, even for a group of four elite combat personnel, and especially so foroperatives of certain professions.
My Findings:
The currentCorvette is staffed with Rebel Naval NPCs.Light,Medium, and Heavyarmor and varying resists. Malfunctioning Battle Droids are present, but no longer considered a threat when compared to the Rebel personnel.
It is my opinion that the new Rebel NPCs favor Swordsmen and Heavy Armor piercing classes too much.
For my example, I will use the "weakest" of these NPCs, The Rebel Ensign. The statistics I am working with are from this screenshot:
http://www.imagedump.com/index.cgi?pick=get&tp=48969
All Weapon damage types and AP ratings are from memory. Please forgive any inconsistencies.
Rebel Ensign
Light Armor
Special Protection
45% Kinetic
35% Energy
30% Cold
30% Electricity
80% Acid
65% Stun
Effectiveness
25% Blast
25% Restraint
25% Heat
Unarmed is Kinetic damage only, with a VK, Light AP. They should face only the 40% Reduction to Kinetic.
Fencers must gowith Kinetic (40% reduction in Damage) or Stun (AP1?) (65%?)
Heavy Swordsman's Power Hammer is Blast and AP2, therefore greater or equal in AP and only 25% effectiveness for a reduction
Pikeman can use a Vibro Lance for AP1 and 30% Electricity, or LVA for AP2 and Kinetic (40%)
Riflemen have AP2 with the T21, and 35% reduction
Carbineer has AP1 and Energy 35% or AP1 and 80% Acid.
Commando can use Blast and the BH can use Carbines or the LLC to hit appropriate AP levels and dmg type.
The Pistoleer, and Smuggler (with some Pistoleer), however, are equipped with:
(from Best to Worst):
Rep Blaster: AP1, Energy = 35%
FWG5: AP0, Heat = 25%
DX2: AP1, Acid = 80%
Geonosian Blaster or Tangle Pistol: AP0, Stun = 65%
Striker: AP0, low Kinetic Damage = 45%
This givesPistoleers an option for 35% dmg reduction on the Ensigns with the outlawed Republic Blaster. The "Rebel First Mate" andSuperior officersare AP2 and 65% (or greater) to Energy, making Smugglers and Pistoleers ineffective in combat vs. these new Rebel NPCs. (It seemed that Admirals are nigh invulnerable to Pistols!)
CodeBreaker's Note: Document's encryption is too difficult to decypher after this point... Will need some more time to work on this.
Developers: Please review the aboveexample and consider making adjustments to the resists. With the Modified Republic Blaster (from Luke) and 0020 Pistoleer, I (as Rosaline)am doing about 175 damage per Double Tap.I've watcheda NOVICE (0000) Swordsmanhit these NPCs for approximately 5 times my damage and, with a good hammer, at the sameto half the rate I attack. I'm just plain ineffective as the current resists are lined up. A Smuggler with no Pistoleer and no TKA is dead meat.
ASuggestion: One possibility would be reducing the Stun resists to simultaneously assist Fencers and Pistoleers.
We who prefer sidearms wait patiently for the combat rebalance.
Proving further that this is constructive and I love this game:
I REALLY LOVE the Corvette. It's everything I've loved about this game since Beta and I can't go on enough about how much I love it. (Ask ood-bnar. He's stood there (in-game) as I (as Rosaline) refuse to shut up about how beautiful the Corvette is and how much I enjoy this game.)Thanks for your time (and for fixing those buggy Imperial Prisoners!!)
Again, Much Thanks.