Jump To Lightspeed Archive
Thread: JTL UPDATES, UPDATED 4/28 945am PDT
Page 2 of 2
Tumbler2002
Mon Apr 25, 2005 9:43 am
#14
Yes, forgot the name of the medal, it was a red neck band with a silver/pewter medallion. Seemed a lot like a rebel version of the medal I received when I did the emporers retreat quests.
It didn't work well when I tried it though, a lot of clipping problems with the clothes and my toons skin. Hopefully they'll iron all that out later.
It didn't work well when I tried it though, a lot of clipping problems with the clothes and my toons skin. Hopefully they'll iron all that out later.
Ducimus
Tue Apr 26, 2005 4:17 pm
#16
No.. not really.
Acutally ive done imperial pilot about 4 or 5 times, but only have 2 badges to show for it. Im not doing storm, simply because i can't STAND ESCORT MISSIONS.
Seriously, i simply can't do them anymore.. storms the worst for that.
Acutally ive done imperial pilot about 4 or 5 times, but only have 2 badges to show for it. Im not doing storm, simply because i can't STAND ESCORT MISSIONS.
Seriously, i simply can't do them anymore.. storms the worst for that.
Loki_Ashaman
Tue Apr 26, 2005 7:24 pm
#17
Ducimus wrote:
Eh, they replace the jacket/helmet with a medal, or they added a medal in addition to the currrent rewards? Wonder if these medals are retroactive too.
Not sure, but each time I talked to the Imp trainer guy on TC he gave me another medal, I had 6 in under a minute, rofl
Docbengal
Wed Apr 27, 2005 12:59 am
#18
Tumbler2002 wrote:
Yes, forgot the name of the medal, it was a red neck band with a silver/pewter medallion. Seemed a lot like a rebel version of the medal I received when I did the emporers retreat quests.
It didn't work well when I tried it though, a lot of clipping problems with the clothes and my toons skin. Hopefully they'll iron all that out later.
In the .tre files there is a listing for a medal for each of the 9 squadrons. Hopefully they all look different. (and cool!)
Docbengal
Thu Apr 28, 2005 8:16 am
#19
Loki_Ashaman wrote:
Ducimus wrote:
Eh, they replace the jacket/helmet with a medal, or they added a medal in addition to the currrent rewards? Wonder if these medals are retroactive too.
From the look of it, they were in addition to the helmet/jacket. So all masters go talk to your trainer and see whats up at some point.
S-1-l2-H-C
Thu Apr 28, 2005 8:49 am
#20
TomoRainer wrote:
By the way, what was the status of your ship's guns, ordnance, and countermeasures? The cargo bay appears to be creating some conversion issues I could still use more info on.
my lightly modified z95 on ahazi is fine. i left all the gear on it, and it s all still there and working properly.
Tumbler2002
Thu Apr 28, 2005 9:44 am
#21
UPDATE:
Now that Ahazi is back up I logged into see how CU looks and how my home above the planets has faired.
1. First thing I noticed. The droid programs I have currently installed do not have icon art. They have the moving man. (I haven't tried loading them again to see if art appears)
2. The space specials do have artwork and it's a nice change. I'd like to be able to make those icons slightly larger and don't know how to do that at this time.
3. My Xwing has a chassis modification component slot which I am assuming is for the Z95/Xwing Strakes that i can build now. (Cept I need a resource that must be mined in space and still no way to do that.)
4. All ships now have a cargo containter component slot. Not sure if this is just something all ships have or if you have ot purchase a component to be installed in it. (Probably need to purchase something.)
Overall interface changes.
1. EVERY SINGLE TARGET in space has a blue or red corners around it. I think it looks awful and i want to turn it off. Before I could enjoy flying around in space and seeing the vast openess it was, not my viewscreen is cluttered with targets friendly and enemy all over and it just looks bad.
2. Deep space has some new music tracks. When I started fooling around in deep space I noticed there was at least 1 new music score that came on while I was using my imperial ace. I liked it. (And I could be imagining this.)
3. Corvette's in deep space. Can't kill them, can't even hurt them. I can target all teh subcomponents but blaster fire seems to do nothing, I launched a bomber strike on one and noticed one of teh guns was down to 92%. Not sure if that was me or my bomber strike but my lvl 9 and 10 Re'd blaster did nothing to the vette's.
I had missles installed but they would not lock onto the cap ship, go real close and nothing.
4. Killing Gunboats, Nova's was fine, Awings seemd to be faster and may hit just a tiny bit harder but again this could be my imagination.
5. Deep space with a Rebel ace. In my xwing I brought on 2 Boltdrivers and a space bomb 2 launcher w/4 missles. Went to ISD. Targeted sub component Shield. It was missiong a few side guns so I was hopeful. Blasted shield a few time and took I did no damage. The ship guns seem to fire more in general when you are attacking but they didn't hit much. So I tried firing my space bombs. No luck, won't lock. Since center of ISD is what is targeted I tried getting within missle lock range, still no lock. I tried making a few straffing run on teh guns behind the command tower (new guns protecting the blind spots), no luck, no damage that I could see.
6. Noticed at this point I have no wp's in space. None Zip Zero. Left deep sapce and when to station to declare overt. Made a WP for that turned it on, seems to be working fine. Back to DS, I get faction pts still for killing imperials, no worries there. Loot drops were very sparse, but I didn't spend a great deal of time there so that could easily be a fluke.
7. Went to land and make some changes, see what armor for sale on market. Market does not list details of items for sale, looks like it's trying to pull the info but it's not coming up. Lots of composite on teh market...
i'm guessing that stuff will come down in price...
Thats all I did for now, didn't find anyone to pvp with so no idea if they changed anything there but i'm interested to know if kessel vette's are able to be killed or are they invulnerable like DS. And is it possible to Kill Vette's/Rebel Station/ISD atm?
Now that Ahazi is back up I logged into see how CU looks and how my home above the planets has faired.
1. First thing I noticed. The droid programs I have currently installed do not have icon art. They have the moving man. (I haven't tried loading them again to see if art appears)
2. The space specials do have artwork and it's a nice change. I'd like to be able to make those icons slightly larger and don't know how to do that at this time.
3. My Xwing has a chassis modification component slot which I am assuming is for the Z95/Xwing Strakes that i can build now. (Cept I need a resource that must be mined in space and still no way to do that.)
4. All ships now have a cargo containter component slot. Not sure if this is just something all ships have or if you have ot purchase a component to be installed in it. (Probably need to purchase something.)
Overall interface changes.
1. EVERY SINGLE TARGET in space has a blue or red corners around it. I think it looks awful and i want to turn it off. Before I could enjoy flying around in space and seeing the vast openess it was, not my viewscreen is cluttered with targets friendly and enemy all over and it just looks bad.
2. Deep space has some new music tracks. When I started fooling around in deep space I noticed there was at least 1 new music score that came on while I was using my imperial ace. I liked it. (And I could be imagining this.)
3. Corvette's in deep space. Can't kill them, can't even hurt them. I can target all teh subcomponents but blaster fire seems to do nothing, I launched a bomber strike on one and noticed one of teh guns was down to 92%. Not sure if that was me or my bomber strike but my lvl 9 and 10 Re'd blaster did nothing to the vette's.
I had missles installed but they would not lock onto the cap ship, go real close and nothing.
4. Killing Gunboats, Nova's was fine, Awings seemd to be faster and may hit just a tiny bit harder but again this could be my imagination.
5. Deep space with a Rebel ace. In my xwing I brought on 2 Boltdrivers and a space bomb 2 launcher w/4 missles. Went to ISD. Targeted sub component Shield. It was missiong a few side guns so I was hopeful. Blasted shield a few time and took I did no damage. The ship guns seem to fire more in general when you are attacking but they didn't hit much. So I tried firing my space bombs. No luck, won't lock. Since center of ISD is what is targeted I tried getting within missle lock range, still no lock. I tried making a few straffing run on teh guns behind the command tower (new guns protecting the blind spots), no luck, no damage that I could see.
6. Noticed at this point I have no wp's in space. None Zip Zero. Left deep sapce and when to station to declare overt. Made a WP for that turned it on, seems to be working fine. Back to DS, I get faction pts still for killing imperials, no worries there. Loot drops were very sparse, but I didn't spend a great deal of time there so that could easily be a fluke.
7. Went to land and make some changes, see what armor for sale on market. Market does not list details of items for sale, looks like it's trying to pull the info but it's not coming up. Lots of composite on teh market...
Thats all I did for now, didn't find anyone to pvp with so no idea if they changed anything there but i'm interested to know if kessel vette's are able to be killed or are they invulnerable like DS. And is it possible to Kill Vette's/Rebel Station/ISD atm?
TomoRainer
Thu Apr 28, 2005 11:13 am
#22
Capital ships can be killed with missiles. And missiles do lock.. it's just they have no sound associated with them currently, so the only way to know when to fire them is just to hold down the button till they launch. Both these things are, I'm guessing, bugs.
The reason blaster fire doesn't hurt them is probably due to something you already noticed--the components all seem to have been shifted inside the middle of the ships, where lasers can't get but crafty missiles can. I'm hoping both these issues will be addressed ASAP, but we'll have to wait and see. At least there are workarounds.
The reason blaster fire doesn't hurt them is probably due to something you already noticed--the components all seem to have been shifted inside the middle of the ships, where lasers can't get but crafty missiles can. I'm hoping both these issues will be addressed ASAP, but we'll have to wait and see. At least there are workarounds.
Tumbler2002
Thu Apr 28, 2005 1:41 pm
#23
Capital ships can be killed with missiles. And missiles do lock.. it's just they have no sound associated with them currently, so the only way to know when to fire them is just to hold down the button till they launch. Both these things are, I'm guessing, bugs.
The reason blaster fire doesn't hurt them is probably due to something you already noticed--the components all seem to have been shifted inside the middle of the ships, where lasers can't get but crafty missiles can. I'm hoping both these issues will be addressed ASAP, but we'll have to wait and see. At least there are workarounds.
I have a feeling this is a change that was intended. While not complete yet this makes bombers have a purpose and it makes taking out capital ships impossible with almost all light fighters. Plus it makes it very difficult to harvest anything from them, each kill could involve a lot more time and effort and hopefully come with a reward. I remember suggesting someting like this a while back but this is only half the idea.
Without some reason to do this we just lose another part of the game that is fun. Currently taking out capital ships are certainly not worth the trouble of arming your ship with enough missles to do so. The Rebel station and ISD even more so. Without some sort of great reward no one will do this and these ships will just become things to avoid.
When Iattacked fighters I was able to lock missles and fire 1 salvo. I have 3 launchers on my ship and if I fire all 3 everything is fine. HOWEVER, if I fire only 1 and then try and fire more after I get another lock it doesn't let me. Once I made a missile lock on a target and fired a missile off the original lockthat was all it would let me fire. I had to select a new target and let the lock happen on them before I was able to fire again. I assume changing targets is what resets the target lock but I think we're not able to fire missiles repeatedly at the same target. Will do more testing on this later. When I attacked theISD or the corvette's I did not get the visual or audio que that a missle lock was occuring. I could be wrong butif you're able to fire missiles at cap ships Iguess I just need to figure out where I need to be to get a lock.Mabye both those things are bugged and in fact I could fire missles. I'll have to try it again.
When targetting sub components the little yellow corners did move round the ship and highlight the areas they were supposed to be. But since the lock is coming from the middle of the ship I think that is what the missile is firing at. I'll ahve to do more testing on this.
Docbengal
Fri Apr 29, 2005 12:21 am
#24
I just hope its addressed before Im ready for my master missions.
Page 2 of 2