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Thread: TIE Series Chassis Stats (for REAL !)

Dreamland
Mon Nov 15, 2004 7:14 pm
#14






Sylia wrote:





FuryoftheStars wrote:





Sylia wrote:





Almansour wrote:

Thanks FuryoftheStars !


Hummm it seems that the rebels have "bricks" for ships...


Ok please keep on posting the stats you have available !






Or the stats are being mis-calculated.


They are after all coming from different sources.


From in game exp I can tell you the A-wing outmanuvers TIE's.

All the rebel and privateer heavy's outmanuver the TIE bomber.


For these numbers to be this far off where common-sense tells you they should be we either have botched numbers, or we're missing a variable.





All numbers I posted were directly copied down from in game while looking at the HUD (speed) and engine stats from the ship status screen in-flight. Not sure if you were referring the miscalculation to me or not, so I just thought I'd point that out.





What I meant was we get the IMP, and Rebel numbers from different sources, using slightly different equip.

Also that we may be missing a base factional chassis modifier of some sort. There may as well be other factors or modifiers applied that you can't see in the stats interface. For example what if all Rebel ships get a modifier of X that's applied post status screen calculations?

SOE has a history of leaving sloppy coding in, instead of cleaning it up and simplifying it.

Perhaps they started with a baseline factional ship modifier, then tuned from there using the modifiers we can calculate.





Equipment has no bearing on the pitch/yaw/roll acceleration rates.


What these contol is the responsiveness of the ship, how fast it starts moving in the oposite direction when you change it. The a-wing is no more manouverable in this respect than a tie interceptor. What engine you have plays its part too. If you put an engine with a 60 60 60 rating for max manouverability values in it would turn harder than one that had a 50 50 50 engine, but it would still take the same time to change direction. Thats what it means by acceleration rate.


You could stick a 90 90 90 manouverability engine in a b-wing, and it would turn hard, but it would still slide all over creation.


Sylia
Mon Nov 15, 2004 7:18 pm
#15

Profession: Shipwright



  • Increased possible max armor stats for Mark IV and V Durasteel Plating
  • Ship Components don't display yaw, pitch, or roll acceleration values, since these are determined by the chassis, not the engine
  • Existing equipment factories that would not take shipwright schematics should now accept them
  • Moved missile and countermeasure launchers to separate categories in the crafting tool



from publish 11/2 notes


Dreamland
Mon Nov 15, 2004 7:23 pm
#16






WS-GodLike wrote:
The acceleration values for pitch/yaw/roll are not really important, they are infact being removed with publish 11.2





They are very important, and they are not being removed. They will not be didplayed on the engine itself any longer, only in the ship status readout. It was leading to confusion for people to see an engine that said 300 300 150, only to put it in their y-wng to watch it change. The engine was holding the stats of the last chassis it was used in.
Jyeoi
Tue Nov 16, 2004 8:15 am
#17






Almansour wrote:



Hi,


This is a summary of the stats that are chassis based for the TIEs I have played so far.


TIE Light Duty TIE Fighter TIE/In TIE Interceptor TIE Bomber

Pitch Accelaration 10.5 (600) 8.7 (500) 7.0 (400)5.2 (300) 0.9 (50)

Yawn Accelaration 10.5 (600)8.7 (500)7.0 (400)5.2 (300)0.9 (50)

Roll Accelaration 5.2 (300) 4.4 (250) 3.5 (200) 2.5 (150) 0.4 (25)


Top Speed Diffrential (+/-)-4% -2% -3% 0% -15%






Tell me if im wrong here... Accleration the higher the better?


I know Interceptors move faster but why do they seem more sluggish in turning... and have a lower accleration for pitch/yaw/roll?


Aren't interceptors supposed to be the extreme Imperial dogfighter which is super agile and can turn corners and pull maximum Gs? What's going on? I seemed to dog fight better in a TIE fighter...


Message Edited by Jyeoi on 11-16-2004 07:17 AM



"Fear will keep them in line. In discipline there is strength."

Capt. Jyeoi Yulo,
Stormtrooper Squad Leader, White Legion Commander
-IRG- Co-Leader

Capt. Anein Niena, Twilight 4, -IRG- Twilight Squadron

RM-125
Tue Nov 16, 2004 8:28 am
#18






Jyeoi wrote:






Almansour wrote:



Hi,


This is a summary of the stats that are chassis based for the TIEs I have played so far.


TIE Light Duty TIE Fighter TIE/In TIE Interceptor TIE Bomber

Pitch Accelaration 10.5 (600) 8.7 (500) 7.0 (400)5.2 (300) 0.9 (50)

Yawn Accelaration 10.5 (600)8.7 (500)7.0 (400)5.2 (300)0.9 (50)

Roll Accelaration 5.2 (300) 4.4 (250) 3.5 (200) 2.5 (150) 0.4 (25)


Top Speed Diffrential (+/-)-4% -2% -3% 0% -15%






Tell me if im wrong here... Accleration the higher the better? Higher is better.


I know Interceptors move faster but why do they seem more sluggish in turning... and have a lower accleration for pitch/yaw/roll? They are more sluggish in turning but its at what speed they have the best manueverability in comparison.


Aren't interceptors supposed to be the extreme Imperial dogfighter which is super agile and can turn corners and pull maximum Gs? What's going on? I seemed to dog fight better in a TIE fighter...Explaination below



Message Edited by Jyeoi on 11-16-2004 07:17 AM



Ok, the TIE Interceptor is the dogfighter. It has a sweetspot of about 90% throttle so that it handles the best at almost top speed. Whereas the TIE, TIE/In and LIght Duty all require that you drop to about 60% throttle to make the same turn a TIE Interceptor can make at 90%. The faster you fly ina TIE Interceptor the better it will handle.




RM-125
Medical Corp
Stormtrooper Detachment Epsilon
Dreamland
Tue Nov 16, 2004 12:16 pm
#19






RM-125 wrote:


Ok, the TIE Interceptor is the dogfighter. It has a sweetspot of about 90% throttle so that it handles the best at almost top speed. Whereas the TIE, TIE/In and LIght Duty all require that you drop to about 60% throttle to make the same turn a TIE Interceptor can make at 90%. The faster you fly ina TIE Interceptor the better it will handle.





Yes, this is why you run into the situation wherea y-wing or b-wing for example will get you into the "i can go slower than you game" The b-wing will drop down to a very slow speed where its turning actualy outperfroms your interceptor if you match its speed.

Kudali
Tue Nov 16, 2004 12:36 pm
#20



Dreamland wrote:


RM-125 wrote:

Ok, the TIE Interceptor is the dogfighter. It has a sweetspot of about 90% throttle so that it handles the best at almost top speed. Whereas the TIE, TIE/In and LIght Duty all require that you drop to about 60% throttle to make the same turn a TIE Interceptor can make at 90%. The faster you fly in a TIE Interceptor the better it will handle.


Yes, this is why you run into the situation where a y-wing or b-wing for example will get you into the "i can go slower than you game" The b-wing will drop down to a very slow speed where its turning actualy outperfroms your interceptor if you match its speed.





I dont understand that at all. It doesn't seem to make any sense to me why a b-wing or y-wing could outperform an interceptor at any speed. I was very excited to get my interceptor and I am somewhat disappointed at how quickly it turns throughout the throttle range.

-kudali
FuryoftheStars
Tue Nov 16, 2004 1:44 pm
#21

updated post. Turns out that the % of top speed that the ship actually goes at will vary. I wonder why....
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