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Thread: Weapons Capacitor Overload = Doctor Buffs
That's what you get for not repairing every time you land. If you repair all the damage caused by overload programs below level 4 before landing, you'll get zero decay on your components.
heapum wrote:
Every one has access to all the droid commands for their ships Via droid chips. in a way they are stat buffs. but thesse stat buffs can be used on command by the pilot whenever s/he wants. thers no doc involved, no waiting 10 minutes to get the capasitor up and running, and the down side to using the overcharge commands is very devastating in the long run. I just blasted through my 600 armor and hitpoint capasitor in a week and a half using capasitor overcharge three. Now I gotta go back out and find another one or I'm a$$ed out.
Besides with shield shunt and weapon overcharge, capasitor overcharge is still bogged down heavily. Your throwing all that power all over the place to stay alive in a fight. Its the way it should be. Also a passive interdependency is setup between all the pilot profs. To really be effective in space you need a hodge podge of all the droid commands to survive. Use whats there to develop your own arial combat style. Adding capasitor overcharge and shield shunt was a good thing.
The only bad sesign flaw in JTL to date it the fact that all the ships fly to slow and in effect promote the space chicken games. If they all moved faster sagnificantly faster some real dog fighting would come about. two to three hit kills is the norm every where else. If the ships were faster that wouldn't be a prob in PvP. combat flight sims are all about avoiding the shot not tanking it.
Message Edited by Amuro0079 on 01-10-2005 02:46 PM
I die alot in kessal chasing those damned agressors into packs of 8 or more ties. The damage to the components upon dying combined with the initial damage from overcharging really eats up parts. But what can you do? Gotta have tohse parts for re-engineering.
Amuro0079 wrote:
That's what you get for not repairing every time you land. If you repair all the damage caused by overload programs below level 4 before landing, you'll get zero decay on your components.
heapum wrote:
Every one has access to all the droid commands for their ships Via droid chips. in a way they are stat buffs. but thesse stat buffs can be used on command by the pilot whenever s/he wants. thers no doc involved, no waiting 10 minutes to get the capasitor up and running, and the down side to using the overcharge commands is very devastating in the long run. I just blasted through my 600 armor and hitpoint capasitor in a week and a half using capasitor overcharge three. Now I gotta go back out and find another one or I'm a$$ed out.
Besides with shield shunt and weapon overcharge, capasitor overcharge is still bogged down heavily. Your throwing all that power all over the place to stay alive in a fight. Its the way it should be. Also a passive interdependency is setup between all the pilot profs. To really be effective in space you need a hodge podge of all the droid commands to survive. Use whats there to develop your own arial combat style. Adding capasitor overcharge and shield shunt was a good thing.
The only bad sesign flaw in JTL to date it the fact that all the ships fly to slow and in effect promote the space chicken games. If they all moved faster sagnificantly faster some real dog fighting would come about. two to three hit kills is the norm every where else. If the ships were faster that wouldn't be a prob in PvP. combat flight sims are all about avoiding the shot not tanking it.
Message Edited by Amuro0079 on 01-10-2005 02:46 PM
Imaridril wrote:
It has nothing to do with Capacitor Overload. The problem is that Weapon Overload 3 is bugged and causes your guns to use LESS energy and not MORE like it is supposed to. Capacitor Overload 4 doubles your cap's energy level and recharge rate. Weapon Overload 3 is supposed to make your guns use 3.33x as much cap energy. If WO3 worked right, even with Capacitor Overload 4 you'd still be running out of energy unless you were using a single, very efficient gun. However, as it stands right now, even without Capacitor Overload most players can fire their guns indefinately if they use Weapon Overload 3. The only reason anyone uses Capacitor Overload right now is because they want more energy available when running Capacitor to Shield Shunt, or its because they aren't using Weapon Overload 3. Once WO3 gets fixed, Capacitor Overload won't seem that overpowering.
Exactly, running cap overcharge 3 with 3 guns and a 46 recharge I can still emty it unless I use wep overcharge also ![]()
Also in pvp everything is a one shot kill so who cares about the pvp argument
Pseudopd wrote:
I dont think you're getting what the subject was about. The post was made to point out the play imbalance of some droid programs. That the positive needs to be balanced with the negitive to make good dynamic combat (what the upcoming Combat Upgrade is all about as well).
BruSwillis wrote:
Except it's not your choice. If you are going up against an enemy with the command and you do not have it, he will not stop firing when you have to, so you die. So to counter that, you have to get the programme and use it yourself to be competative. Exactly the same as the ground game. You have to have buffs now to participate in PvP and thats why PvP is dead and no one is overt 24/7 anymore.
If you do not use the program, you will have to develop superior skills at gunnery. Once you have them, it does not matter that your opponent can sustain fire indeffinitely while yoy run empty after 30 seconds or so. It does not take the entire capacitor charge to kill your opponent, just a few well placed shots.
Imaridril wrote:
It has nothing to do with Capacitor Overload. The problem is that Weapon Overload 3 is bugged and causes your guns to use LESS energy and not MORE like it is supposed to. Capacitor Overload 4 doubles your cap's energy level and recharge rate. Weapon Overload 3 is supposed to make your guns use 3.33x as much cap energy. If WO3 worked right, even with Capacitor Overload 4 you'd still be running out of energy unless you were using a single, very efficient gun. However, as it stands right now, even without Capacitor Overload most players can fire their guns indefinately if they use Weapon Overload 3. The only reason anyone uses Capacitor Overload right now is because they want more energy available when running Capacitor to Shield Shunt, or its because they aren't using Weapon Overload 3. Once WO3 gets fixed, Capacitor Overload won't seem that overpowering.
Five stars to Imaridril for dropping a clue for the clueless.
To be honest though, i wasn't fully cognizant of the WO3 bug until a buddy told me about it either.
Looks like what really eats up your parts is the dying, not the overload 3s. What can you do? Well, you can eithergo loot hunting in Deep Space instead of Kessel, or you can take destroy duty missions fromanyTier 4trainers ofyourfaction, so if you find theAggressors hard to kill, gotake on the pirates. Duty missions are good way for loot hunt.
heapum wrote:
I die alot in kessal chasing those damned agressors into packs of 8 or more ties. The damage to the components upon dying combined with the initial damage from overcharging really eats up parts. But what can you do? Gotta have tohse parts for re-engineering.
Amuro0079 wrote:
That's what you get for not repairing every time you land. If you repair all the damage caused by overload programs below level 4 before landing, you'll get zero decay on your components.
heapum wrote:
Every one has access to all the droid commands for their ships Via droid chips. in a way they are stat buffs. but thesse stat buffs can be used on command by the pilot whenever s/he wants. thers no doc involved, no waiting 10 minutes to get the capasitor up and running, and the down side to using the overcharge commands is very devastating in the long run. I just blasted through my 600 armor and hitpoint capasitor in a week and a half using capasitor overcharge three. Now I gotta go back out and find another one or I'm a$$ed out.
Besides with shield shunt and weapon overcharge, capasitor overcharge is still bogged down heavily. Your throwing all that power all over the place to stay alive in a fight. Its the way it should be. Also a passive interdependency is setup between all the pilot profs. To really be effective in space you need a hodge podge of all the droid commands to survive. Use whats there to develop your own arial combat style. Adding capasitor overcharge and shield shunt was a good thing.
The only bad sesign flaw in JTL to date it the fact that all the ships fly to slow and in effect promote the space chicken games. If they all moved faster sagnificantly faster some real dog fighting would come about. two to three hit kills is the norm every where else. If the ships were faster that wouldn't be a prob in PvP. combat flight sims are all about avoiding the shot not tanking it.
Message Edited by Amuro0079 on 01-10-2005 02:46 PM