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Thread: Ermm... how does the x-wing having 3 weapons work exactly?

SharkBoy007
Thu Nov 04, 2004 12:00 am
#14






blahs wrote:

what SOE did to the X-wing is they took away one missiel launcher and added one blaster group instead.

Here is the infrom form Star Wars databank


/quote :


Four identical Taim & Bak KX9 laser cannons are mounted on each S-foil wingtip. During combat situations, the S-foils split into attack position, deploying in an "X" configuration. This increases the fighter's field of fire, and ensures that all lasers target in to a specific "zero" point, typically half a kilometer from the fighter. The lasers are powered by the engine power converters and are fed by dynoric energy lines that run the surface of the S-foils. A number of X-wings used Taim & Bak IX4 laser cannons instead. The New Republic era fighters employ even more powerful cannons. The laser cannon efficiency is one of the hallmarks of the X-wing starfighter. At full recharge, this allows for continuous fire.

For long range targeting, the fighter has two Krupx MG7 proton torpedo launchers housed in the main fuselage. Each launcher fires from a three-torpedo magazine for a total payload of six warheads. For added accuracy in bombing runs, a targeting computer screen mask extends on a mechanical arm to assist the pilot with precise firing data. The refitted X-wing recon fighters have had the proton torpedo launcher removed and replaced with high-gain long range sensors, processors and high-speed hypertransceivers







I believe the in-game X-wings have 2 missle slots. I'd like to know where they got the idea it had a third weapon slot.



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Glzmo
Thu Nov 04, 2004 5:22 am
#15






-Staberinde- wrote:

X-Wings dont have 2 missle slots, they have 1 missle and a countermeasure dispencer, what everyone is missing here is these are supposed to be modified versions of basic models. No one ever said they were off the shelf X Wings. If you want to go into that who ever saw an X Wing with Twin Ion Engines or flame decals. This is yet another case of people trying to put the movies in front of what makes gaming fun.

And while Im here for all the Imps complaining about being underpowered in JTL, Id just like to point and laugh. Now you know how it feels to have to deal with ATs and Dark Jedi during PvP. Its about time Rebels had something decent, and besides, Imperials were always the underdogs when it came to fighter design.




This is Star Wars, it has to follow it's continuity. Otherwise it could very well be a no-license game.


SOE tends to not care about it, though.





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john_p
Thu Nov 04, 2004 5:25 am
#16

If you don't like it, how about just don't fit the third cannon to the ship? It's not like you can use them in any case .. unless you gimp on something else to free up reactor space


Just rememeber you're not flying a proper Alliance-issue X-Wing; you are a factioned privateer pilot who has obtained and built his own ship ....




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-Staberinde-
Thu Nov 04, 2004 5:30 am
#17

That was my point John, these arent Alliance issue ships, and you pretty much cant run 3 cannons, personally Ive swapped out the third cannon on favour of a concusion missile launcher. Which i would HIGHLY advise people get. One shot kills on every fighter in the game, two shot kills on allmost everything else.
Ducimus
Thu Nov 04, 2004 9:57 am
#18



KaylBreinhar wrote:

Ducimus wrote:
I dunno how the Xwing gets 3 hard points. THe bloody thing only had 4 cannons (2 hardpoints in JTL terms) in the movies.

At any rate, id be surpised if anyone could acutally mount 3 decent weapons and not go over mass or reactor limits.


So did the TIE Interceptor, but pretty much every thread complaining that it only have one projectile mount and a paltry 10k mass change over the TIE/In has been shot down by Rebels telling us to shut up and deal whilst they get a 3p/2m 100k ship to deal with on the third tier.

Now you're complaining that you're pissed the X-Wing doesn't have four even if you wouldn't be able to use it due to mass concerns? I can't show sympathy there. Maybe if you'd help Imperials get a ship that isn't crippled mass-and-offensive-wise, we'd help you get a better X-Wing.

Message Edited by KaylBreinhar on 11-03-2004 10:18 PM





You misunderstood me.
I was complaining that the Xwing has 3 hardpoints. I dont think it should. 1 hardpoint displays 2 cannons in game, so it should only have 2 hardpoints since 4 cannons was all you saw in the movies.
Oh ya, and im a privateer, not a rebel pilot...... yet. Might drop privateer, i dunno.



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Iwami
Thu Nov 04, 2004 10:03 am
#19

1 2

3 3

2 1 thats how it is, the extra guns in the middle threw me off a bit in beta
FuryoftheStars
Thu Nov 04, 2004 1:48 pm
#20



SharkBoy007 wrote:


blahs wrote:
what SOE did to the X-wing is they took away one missiel launcher and added one blaster group instead.
Here is the infrom form Star Wars databank
/quote :

Four identical Taim & Bak KX9 laser cannons are mounted on each S-foil wingtip. During combat situations, the S-foils split into attack position, deploying in an "X" configuration. This increases the fighter's field of fire, and ensures that all lasers target in to a specific "zero" point, typically half a kilometer from the fighter. The lasers are powered by the engine power converters and are fed by dynoric energy lines that run the surface of the S-foils. A number of X-wings used Taim & Bak IX4 laser cannons instead. The New Republic era fighters employ even more powerful cannons. The laser cannon efficiency is one of the hallmarks of the X-wing starfighter. At full recharge, this allows for continuous fire.

For long range targeting, the fighter has two Krupx MG7 proton torpedo launchers housed in the main fuselage. Each launcher fires from a three-torpedo magazine for a total payload of six warheads. For added accuracy in bombing runs, a targeting computer screen mask extends on a mechanical arm to assist the pilot with precise firing data. The refitted X-wing recon fighters have had the proton torpedo launcher removed and replaced with high-gain long range sensors, processors and high-speed hypertransceivers




I believe the in-game X-wings have 2 missle slots. I'd like to know where they got the idea it had a third weapon slot.



Yup, they do. But whether or not missile slots follow the same rule as the weapon slots (1 slot = 2 weapons) I don't know. But I also would like to know where in the blue blazes they came up with the third weapon.
HeyHolo
Thu Nov 04, 2004 1:54 pm
#21

You guys will be complaining about this stuff for months as the devs don't really care, all these issues were issues in beta. I don't even know why they have the beta, they'll fix bugs (sometimes) but they hardly ever changed stuff that's just stupid, like the dumb arse mass system or the retarded (and un Star Wars) mounting points. I mean geeze the mounting set-ups are already given to them by Star Wars lore and they can't even read and do it right, they gotta come up with their own system that makes no sense.



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