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Thread: Who designed the space missions?!
SigilW wrote:
"Hey, it's the daily JTL-is-too-hard-blame-the-dev's-post.
JTL is skill based, that means that just maybe not everyone should be an Ace. Every mission is soloable, most of them very easily done. If you can't solo it, bring friends. But many many people have made it to Ace level in the past, the missions are very doable, and the setup is fine for most of us.
No offence but i would reallylike to see someone solo 4th tier 3 imperial black epsilon mission (katharkian queen or something like that). The rebel assault boat in the end is pretty insane to someone flying Tie interceptor or bomber. I truly hope that the tier 4 missions are bit easier (unfortunately i've been told that the BE missions are the hardest imp missions in game)
On the orher hand i whole heartedly agree with the part "bring friends" - loads of friends. Thats what i did with the katharkian queen mission and we finally got the assault boat and its escorts destroyed (need 2 ace pilots and 1 tier 4 pilot to go with me). Some of the harder missions are really fun to do with a large group and little rp.
Gorgosaur Zen
The t3 and 4 missions are for advanced pilots, they SHOULD be hard. My problem is with mission length. How can I possibly sit at the computer for an hour or 2 without moving?? I have 2 kids, I can't stay there that long without somebody needing a drink, or breaking something, or putting the cat in the washing machine.
I only ask that the mission segments be broken up, so that we can land between them.
If it takes me 20 fifteen minute segments instead of a single one hour mission, I'd be fine.
And for the record, as an ex-Storm pilot who moved to Inquisition, Storm is definitely harder.
No offence but i would reallylike to see someone solo 4th tier 3 imperial black epsilon mission (katharkian queen or something like that).
Message Edited by Attacca on 06-06-2005 08:11 AM
I've got 5 aces in 5 difference squadrons, and I've solo'd almost every mission since my first ace, including two Corvettes. There's a huge difference in space equipment, ships, and how to use them. Here's my advise for PVE:
Droid programs: Learn them, and employ them. I use 4 overcharge programs (cap, guns, engine, reactor - all at 3)and CTSS.
Equipment: Learn what the stats do, and how to evaluate it. Here's the crash course:
Reactor: lowest mass that will run your stuff. These can be crafted by a good shipwright. I use a tier 4RE (reverse engineered) reactor that produces 14k energy for 5k mass. Remeber, you're going to overcharge your reactor, so you can even run a little bit in the red.
Engine: Don't buy into top speed hype. PYR (pitch, yaw, roll) is what gets you through dog fights. Some of the elite crafted engines can be well made, but I use RE engines: tier 6 9k mass/PYR ~70, top speed 95 for small ships; tier 8 22k mass PYR ~ 78, top speed 95 for big ships (i.e. Firespray, B-wing)
Shield: invest your mass here! Armor only works once, right before you die, these recharge throughout the mission. Pool size and recharge rate is key. I use RE 8 22k mass 2550 front/back 15 recharge rate. With a good cap and CTSS, you can take on whole swarms of ships.
Capacitor: save your mass here. With it overcharged and good guns, you should never run out. Pool size and recharge rate are key. I like RE 2's and 4's. I use a 3K mass 1200 pool 48 recharge rate teir 4 typically. I have a RE 2 1500 mass 1000 pool 40 recharge for smaller ships. When overcharged, these recharge upwards of 70+ and have pools close to 2000, more than enough to lay on the guns all day long.
Guns: Trade off for firepower and mass here, but these are why you're up there and get the bulk of my mass. There are a lot of stats to pay attention to here, so RE guns are very important. I have three primary guns: twin RE 8's, mass ~ 24k, 3800 damage, .76 shields & armor, .14 energy per shot. RE 10, 38K mass, .4700 damage, .9 shields & armor,.14 energy per shot. I can load all three in my heavy X and hit for over 12K and not drain my cap at all with a total of 42 energy per shot. Good crafted elite guns can be made, but RE is really the way to go.
Droid interface:it's all about speed and masshere. I have a pre-nerf tier 1 for 400 pounds that has 15 speed. After you do the initial set of overcharges, this really only applies to CTSS, but that's an important one.You can get a decent RE 2 for 1500 pounds at .21 speed, and I don't shunt my shields that often.
Armor: This is the last thing to consider. After you put on all your gear, look at this. Ignore hit points, you want armor rating. Trade off mass for armor. I use a lot of crafted armor here, my favorite is low mass tier 5 at about 5k for 1100 armor, but if I don't have the mass for this, I'm not worried, as I have wisely invested my mass in shields and have a capacitor that I can shunt to keep them up.
Missiles: Useful against gunboats and capital ships (note, you can't harm 'vette shields with guns). I prefer to handle most things with guns, and if I have some mass, I might put on a Mark III proton for some extra punch. These such reactor energy, causing my reactor mass to go up, etc....
Counter measures: PVE, who cares. Most of your opponents don't have missiles, and those that do would do well to use their guns instead. Certain missions these might be handy, but they are rare, and likely not worth the mass and energy.
Droid: get one that holds the above 5 programs. A tier 4 droid should do it.
Ship: This is something of a choice, but my experience in PVE says mass over speed.
and READ. The pilots on these forums have tons of good info. The more you read and learn, the better you'll be. A decent pilot should be able to solo anything if they prepare.
I've got 5 aces in 5 difference squadrons, and I've solo'd almost every mission since my first ace, including two Corvettes. There's a huge difference in space equipment, ships, and how to use them. Here's my advise for PVE:
Droid programs: Learn them, and employ them. I use 4 overcharge programs (cap, guns, engine, reactor - all at 3)and CTSS.
Equipment: Learn what the stats do, and how to evaluate it. Here's the crash course:
Reactor: lowest mass that will run your stuff. These can be crafted by a good shipwright. I use a tier 4RE (reverse engineered) reactor that produces 14k energy for 5k mass. Remeber, you're going to overcharge your reactor, so you can even run a little bit in the red.
Engine: Don't buy into top speed hype. PYR (pitch, yaw, roll) is what gets you through dog fights. Some of the elite crafted engines can be well made, but I use RE engines: tier 6 9k mass/PYR ~70, top speed 95 for small ships; tier 8 22k mass PYR ~ 78, top speed 95 for big ships (i.e. Firespray, B-wing)
Shield: invest your mass here! Armor only works once, right before you die, these recharge throughout the mission. Pool size and recharge rate is key. I use RE 8 22k mass 2550 front/back 15 recharge rate. With a good cap and CTSS, you can take on whole swarms of ships.
Capacitor: save your mass here. With it overcharged and good guns, you should never run out. Pool size and recharge rate are key. I like RE 2's and 4's. I use a 3K mass 1200 pool 48 recharge rate teir 4 typically. I have a RE 2 1500 mass 1000 pool 40 recharge for smaller ships. When overcharged, these recharge upwards of 70+ and have pools close to 2000, more than enough to lay on the guns all day long.
Guns: Trade off for firepower and mass here, but these are why you're up there and get the bulk of my mass. There are a lot of stats to pay attention to here, so RE guns are very important. I have three primary guns: twin RE 8's, mass ~ 24k, 3800 damage, .76 shields & armor, .14 energy per shot. RE 10, 38K mass, .4700 damage, .9 shields & armor,.14 energy per shot. I can load all three in my heavy X and hit for over 12K and not drain my cap at all with a total of 42 energy per shot. Good crafted elite guns can be made, but RE is really the way to go.
Droid interface:it's all about speed and masshere. I have a pre-nerf tier 1 for 400 pounds that has 15 speed. After you do the initial set of overcharges, this really only applies to CTSS, but that's an important one.You can get a decent RE 2 for 1500 pounds at .21 speed, and I don't shunt my shields that often.
Armor: This is the last thing to consider. After you put on all your gear, look at this. Ignore hit points, you want armor rating. Trade off mass for armor. I use a lot of crafted armor here, my favorite is low mass tier 5 at about 5k for 1100 armor, but if I don't have the mass for this, I'm not worried, as I have wisely invested my mass in shields and have a capacitor that I can shunt to keep them up.
Missiles: Useful against gunboats and capital ships (note, you can't harm 'vette shields with guns). I prefer to handle most things with guns, and if I have some mass, I might put on a Mark III proton for some extra punch. These such reactor energy, causing my reactor mass to go up, etc....
Counter measures: PVE, who cares. Most of your opponents don't have missiles, and those that do would do well to use their guns instead. Certain missions these might be handy, but they are rare, and likely not worth the mass and energy.
Droid: get one that holds the above 5 programs. A tier 4 droid should do it.
Ship: This is something of a choice, but my experience in PVE says mass over speed.
and READ. The pilots on these forums have tons of good info. The more you read and learn, the better you'll be. A decent pilot should be able to solo anything if they prepare.