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Thread: X-Wing woes
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Aden_Nak
Wed Jun 30, 2004 12:57 am
#1
Yeevle wrote:Rebels, when will you learn that the X-Wing is for the grunts, A-Wing for the twitch players, B-Wing to pwn everything?
Sure, as long as it doesn't move at all.
RUSKULL
Thu Dec 02, 2004 8:33 am
#2
Finally gotan X-wing and um...basically it's supposed to just control better, and be able to carry a third gun (if you have enough mass and reactor energy left)? I'd trade myLongprobe's mass, second Ordinence and accuracy for a third gun and a little change in controls. Ughh, the accuracy using four spread out guns...don't get me started. Maybe I've just gotten too used to my Y-Wing, but something about this doesn't really make sense. Am I alone on this, or am I just missing something? Why would I fly my X-Wing anymore?
Arands
Thu Dec 02, 2004 8:40 am
#3
I like the Bothan Brawler's comment on this: "Believe it or not, the Y-wing Long Probe is the fighter of choice for most established master aces in PvE combat."
I grinned when I read it, but now I agree completely. I have my A- for speed and maneuverability ... and my Y- (LP) for anything that requires heavy firepower. Alot of people like the X-wing and that's great - but I agree with you: the LP is a better slugger than the X-wing. But you better just sit still when fighting anything with speed and make them joust you head on, because you're never getting behind an Interceptor or an Oppressor. You might have the speed, but the manv just isn't there.
Arands
Aden_Nak
Thu Dec 02, 2004 8:42 am
#4
The handling is dramatically improved, or so everyone insists. The numbers seem to back that up. But honestly, as an Ace my favorite ship is still the Longprobe. The Longprobe is absolutely endgame capable, so if you like it, I'd say stick with it. I'm quite the tank in space, but I can also maneuver just enough to dogfight. Rolling is the trick, of course.
Aden_Nak
Thu Dec 02, 2004 9:08 am
#5
Arands wrote:But you better just sit still when fighting anything with speed and make them joust you head on, because you're never getting behind an Interceptor or an Oppressor. You might have the speed, but the manv just isn't there.Arands
Yes, turning your ship into a turret when fighting the fast, nimble TIEs is important. However, I can drop behind an Interceptor some of the time, and I find Oppressors to be easy pickings to drop behind. The fact is, though, if you are already jousting an Interceptor/Advanced, there is little need to drop on their six. Let them come around and finish them off with 1 or 2 shots. Though don't give up on real dogfighting in a Longprobe. Certainly not against anything as akward as the Oppressor. If you begin your turns early, know your maximum cornering speed, take advantage of yaw and pitch stacking, and become proficient at knowing when and how to roll, you can drop on the butt of any ship in the game.
Ducimus
Thu Dec 02, 2004 9:09 am
#6
Sounds like what your grappeling with, is convergance.
Alot of your shots seemingly straddle the target?
Im going to cut and paste a post i made elsewhere, as it kind of applies here:
------------------------
I could be wrong, but here's my understanding. (from an X wing perspective.)
I have Two guns.
Gun 1: ion (2600 damage)
Gun 2: disruptor (2600 damage)
When mounted it's configured:
1a--2b
2a--1b
Both guns fire 2 bolts (A and B), so i have 4 bolts total.
If i fire and:
hit my target with bolt 1A, i score 2600 damage.
hit with both bolts 1A and 1B, i still score 2600 damage.
hit with bolts 1A, 1B, 2A, and 2B, i score 2600 damage X 2.
Now the fun part is..
if i hit with only bolts 1A and 2A, i still score 2600 damage X 2.
In short, two bolts, one gun. I read a post somewhere that essentually said if one bolt hits, they all hit. Im assuming that they were refering to the bolts a single gun produces.
Oh ya, as to weapon damage and math.
Take your min/max damage stat, and mulitply it by the modifer.
A blaster for example that does 1500-2600 damage with a .420 mod vs shield and armor acutally does
630- 1092 damage.
----------------------
To sum, from a certain perspective, you acutally have a greater chance of hitting. Convergance is a funky thing, but generally, its healty to roll alot, and keep a mental note that the closer you are to your target, the greater chance your shots will straddle the target.
As an aiside, i would change the target reticle to the 2nd style.
/ui reticleSelect 2
it helps alot.
Here's what i mean, (crappy picks i know)
http://www.42ndfireants.com/42nd/ducimus/outplane2.GIF
Now, heres the same pic where i annotated the targets direction of travel (best guess), as well as my own, and where the bolts would be going.
http://www.42ndfireants.com/42nd/ducimus/outplane3.GIF
Next shot, is where im in the same plane of motion as my target. Depending on how close i am to him, im might have a problem wtih convergance. Bumping my nose to the left or right a little may help if im too close. Or if the situation allows, roll into him as you fire your guns.
http://www.42ndfireants.com/42nd/ducimus/inplane.GIF
BTW, how do i make teh clicky on this board?
Alot of your shots seemingly straddle the target?
Im going to cut and paste a post i made elsewhere, as it kind of applies here:
------------------------
I could be wrong, but here's my understanding. (from an X wing perspective.)
I have Two guns.
Gun 1: ion (2600 damage)
Gun 2: disruptor (2600 damage)
When mounted it's configured:
1a--2b
2a--1b
Both guns fire 2 bolts (A and B), so i have 4 bolts total.
If i fire and:
hit my target with bolt 1A, i score 2600 damage.
hit with both bolts 1A and 1B, i still score 2600 damage.
hit with bolts 1A, 1B, 2A, and 2B, i score 2600 damage X 2.
Now the fun part is..
if i hit with only bolts 1A and 2A, i still score 2600 damage X 2.
In short, two bolts, one gun. I read a post somewhere that essentually said if one bolt hits, they all hit. Im assuming that they were refering to the bolts a single gun produces.
Oh ya, as to weapon damage and math.
Take your min/max damage stat, and mulitply it by the modifer.
A blaster for example that does 1500-2600 damage with a .420 mod vs shield and armor acutally does
630- 1092 damage.
----------------------
To sum, from a certain perspective, you acutally have a greater chance of hitting. Convergance is a funky thing, but generally, its healty to roll alot, and keep a mental note that the closer you are to your target, the greater chance your shots will straddle the target.
As an aiside, i would change the target reticle to the 2nd style.
/ui reticleSelect 2
it helps alot.
Here's what i mean, (crappy picks i know)
http://www.42ndfireants.com/42nd/ducimus/outplane2.GIF
Now, heres the same pic where i annotated the targets direction of travel (best guess), as well as my own, and where the bolts would be going.
http://www.42ndfireants.com/42nd/ducimus/outplane3.GIF
Next shot, is where im in the same plane of motion as my target. Depending on how close i am to him, im might have a problem wtih convergance. Bumping my nose to the left or right a little may help if im too close. Or if the situation allows, roll into him as you fire your guns.
http://www.42ndfireants.com/42nd/ducimus/inplane.GIF
BTW, how do i make teh clicky on this board?
Blackjack_Nova
Thu Dec 02, 2004 11:44 am
#7
The convergance issue is one that is going tokeep coming back again and again untilthere is some determination made one way or another.The majority of the community would like to see convergance happen, and from what you are saying (orginal poster)the ship is notas much of a dog, as it is just difficult touse effectively with the weapons being sospead apart.
Aden_Nak
Thu Dec 02, 2004 12:15 pm
#8
The simple solution would be a command like /convergeXXXX where the XXXX represented, in meters, the convergance distance. Obviously, a "bottom" cap of 200 or maybe 250 is needed, but even at that steep angle, you could hit targets closer to you. Darth Vader's TIE Advanced was equipped with this feature (that's what he is doing with the knobs on the flight yoke), and it was a throwback to WWI and WWII pilots calibrating their guns.
Aden_Nak
Thu Dec 02, 2004 2:03 pm
#9
If they fly in the proper trio setup, the B-Wing can be truly devestating. However, because of the gun placement and the utter lack of convergence, I find it to be little more than a clumsy Y-Wing Longprobe right now.
Flong
Thu Dec 02, 2004 2:49 pm
#10
oooh boy, I guess I'm the only ace pilot in an xwing?
I have 101500 mass chassis
2 lvl 8 3700d Guns
lvl 8 Shield
lvl 6 Engine
lvl 2 44.0 Cap
lvl 3 14k Reactor
lvl 1 Driod interface.
lvl 4 reactor/engine overload.
Doesn't look like a grunt ship to me, the guns have under 20 eps so the cap never goes dry. I fly circles around anything so I'd put my prestige points on me being able to out fly/damage an Awing...
O_Shua
Thu Dec 02, 2004 3:13 pm
#11
I am not master yet (I am so close, just need to get a group to kill the 'vette) but I do agree that once I get master that my ship of choice is going to be either a Y-LP or a B-W because of the sheer mass of it. At lower levels, the Y-LP seems better compared to the normal Y-W or the Z-95 but still seems lacking. You can only use low level equipment that usually isn't good, and its not all that manuverable.
Myself, I have a X-W, A-W and my Y-LP that doesn't have an engine or a reacor (using as as storage ship for loot I can't fit into my other ships). When I get master I plan on retiring my A-W and maybe sell it or give it to a friend. I got the A-W for the first Kessel mission, I was so manuverable that I hardly got touched fighting the T5s. It is not as fast, speedwise, because I couldn't fit the same engine that my X-W has (I was lucky and got the 92.2 engine). But I had an amazing combination on my A-W, my Weapon is as strong as a level 9 gun (1.8k-3.1k) and uses so little energy (14.1) per shot that my crappy little level 4 capcitor never runs out of energy.
I still like the X-W more because of its versitility as a ship. It can be used as a Light Bomber orAgile Assualt Fighter. I am planning NOT to get the Nova when I master, but rather be on the crew or escort of a friend's Nova (I think its dumb if everyone has a multiplayer ship
)
I will have to do more research on the B-W before I buy it. Thus far I have heared that it is really Horrible or realy Good.
I will ask an Ace how they like theirs. But when I master I still look forward to using my Y-LP, I have had it sinceI was amere'recruit' (even though I was Major at the time).
Just one scoundrel's oppion 
Ducimus
Thu Dec 02, 2004 3:21 pm
#12
Flong wrote:oooh boy, I guess I'm the only ace pilot in an xwing?
No, your not the only one. If i disassembled and packed up every ship i owned, execpt for one, that one would be my X wing.
I was about to ask how in the hell you managed to squeeze in some L8 guns, but looking at your part list, you have alot of prepatch loot drops in there. Low level parts with low mass and good stats. You didnt mention armor either so im guessing you shimmed that down as well as boosters and ECM to save weight.
JediArchon
Fri Dec 03, 2004 1:41 am
#13
I've had the exact same problem with my X-wing of late. When I first got the ship and outfitted it, I never really had a problem with the bolts hitting from the guns.
After patch 11.3, I've attempted to dogfight TIE interceptors and regular TIE's numerous times, only to fly around in space for 2-3 minutes rolling, yawing and doing everything I can to get my shots to hit. I usually end up watching my shots fly harmlessly past, regardless of where and how I position myself when firing.
I'm going to try the second reticle in the hopes it will improve things. Otherwise, I'm moving on to an A-wing or moving back to a longprobe.
After patch 11.3, I've attempted to dogfight TIE interceptors and regular TIE's numerous times, only to fly around in space for 2-3 minutes rolling, yawing and doing everything I can to get my shots to hit. I usually end up watching my shots fly harmlessly past, regardless of where and how I position myself when firing.
I'm going to try the second reticle in the hopes it will improve things. Otherwise, I'm moving on to an A-wing or moving back to a longprobe.
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