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Thread: Interesting and Important tidbit concerning MP ships

JoKen_Jash
Wed Apr 20, 2005 9:12 am
#14

Agreed. Make fighters the attack craft that can be one-shot or two-shotted, make the mp ships the things that can take at least 30+ hits (considering the refire rate on some weapons) and have horrible aim (already implimented in turrets). Then just give em a bunch of turrets and basically hope that they can hit the fighter coming in on a strafing run. That's how capital ships worked in the X-Wing games; if they had one turret you could practically always avoid being hit, however, if they had a large amount of turrets, you would have a harder time avoiding all of the blasts.



JoKen Jash
Commando to the end!

SWG in a nutshell:
JoKen Jash flips a coin.
RandomJedi: OMG!!!! IT'S AN I WIN BUTTON!!!! NERF IT!!!!!!


"It's the End of the World as we Know it, and I feel fine..."
SickSix
Wed Apr 20, 2005 10:09 am
#15

i don't think weapons need to be more powerful. I agree with the Tank idea.


MP ships should not be soloable by one Player in a fighter. well, they should be really hard to solo.


They should have 6-10k shields, and basically just be the assualter In PvE, using heavy ordance against the SD or Reb Station, and the turrets to ward off fighters.


In PvP they should be like fire support. just another threat for the enemy fighters, but one they have to make a coordinated attack on. and with only two turrets, that shouldnt be that hard.



SickSix
MASTER INVISI-PUSS
HadesNNHellriders
You're supposed to sit here
and die while I poison you.

Kalaf
Wed Apr 20, 2005 1:00 pm
#16

"and I'm sure they'll fix it so that all crafted elite lv equipment is worth while"



ROFL... your kidding right? Are you and I thinking of the same Devs that have made all the different Combat weapons cookie cutters of each other in the ground game? THe same Devs that told the rangers for almost 2 years there was NO WAY they could have us not on Radar with our Camo then POOF rifleman Coverup does just that? heheh,,,



Man thanks I needed a good laugh after the way this week has gone..
CommTampers
Wed Apr 20, 2005 6:07 pm
#17

Either cut the refire delay on the weapons, or stagger the fire between cannons in order to make tracking much easier for the gunners.


Add turrets for the side, front, and rear hemispheres.


Give repair access to droid interface.



Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue~ Field Doctor
shootingiron
Thu Apr 21, 2005 12:06 am
#18

Actually, having two sheilds (fore and aft) and caps for mp ships would have been a great idea. All the devs would have had to do is whip up a bit of new code for the ships and avoid having to design a brand new addition to crafting. But it's too late now, elite equipment is on it way ... and I'm sure they'll fix it so that all crafted elite lv equipment is worth while.

Message Edited by shootingiron on 04-20-2005 12:09 PM



Keva - Bothan Master Bounty Hunter (pre CU/NGE)
Master Rebel Pilot many times over.
Expert Corvette Attack Pilot.
Corbantis.
shootingiron
Thu Apr 21, 2005 10:36 am
#19

Kalaf, are we talking about the ground game or JTL?

We certainly don't need extra turrets, two lv 10 guns and a sharp crew are even now more than enough fire power for anything. The only thing I really think we need with this new elite weaponry is just an extra 50m range. Having any more that that would unballance the PvE game too much. At least we could get a chance to engage that PC a half second earlier, thats the key, seeing and shooting at him before he can shoot at us.

The problem with mp ships is purely defensive, we are ten times the size of an oppressor, but with the same sized sheilds.

And -yes- give us a chance to repair the droid interface!

Message Edited by shootingiron on 04-21-2005 10:47 AM



Keva - Bothan Master Bounty Hunter (pre CU/NGE)
Master Rebel Pilot many times over.
Expert Corvette Attack Pilot.
Corbantis.
ParnellOfBria
Thu Apr 21, 2005 11:51 am
#20


my thoughts on it...


improve level 8-10 shields incredibly...

improve level 8-10 armor incredibly...


add a capacitor to MP ships.. (1 per turret)

add another gun per turret (2 guns per turret)


problem solved.


peace out.


ps "message contains prohibited style = blah blah" SUCKs... it took me 5 tries to type this message... the good part is it got edited down to a lot smaller version


PSS: HAH it wouldn't let me even type style = into a message, so i had to revise it yet again!




-----------------------------------------------

I will be playing DDO and BF2:SF.
/salute Bria and so long.
ParnellOfBria
Thu Apr 21, 2005 11:52 am
#21

OH hell and in addition... make turrets behave just like the turrets on planetside tanks... if you don't know what i'm talking about... basically the tank turns but the turret stays on the current vector/axis as it is...



meaning your pilot can fly all over th eplace all crazy and your gun will stay pointing where you have it pointed.



-----------------------------------------------

I will be playing DDO and BF2:SF.
/salute Bria and so long.
shootingiron
Thu Apr 21, 2005 2:14 pm
#22

OMG ... brilliant suggestion.

I nominate you for the JTL dev team.

(Check out this link - http://www.smartalix.com/turretstabilization.htm)



Keva - Bothan Master Bounty Hunter (pre CU/NGE)
Master Rebel Pilot many times over.
Expert Corvette Attack Pilot.
Corbantis.
GrimBear
Fri Apr 22, 2005 4:48 am
#23

the turret situation can be handled with better communication between gunners and pilot.


Both gunners need a macro setting up and hotlinking to their toolbar. This macro does this....


/GC Upper Turret Clear

or


/GCLower Turret Clear


When the ships start flying past ... the pilot should hold their heading and orientation and wait for the turrets to report before turning the ship. The MP ships are not fighters ... trying to fly them like fighters is pretty futile and works against your gunners.


The effect overall is that the MP ship makes multiple steady passes at the battle.


You'll kill a lot more in PvE vs fighters this way.



GrimBear
ValiantHalibut
Fri Apr 22, 2005 9:33 am
#24

When you're flying an MP ship, turn padlock view on and use smooth, slow movements until the agro ships are beyond range of your gunners. In the YT there is a point where the turrets have an overlapping field of fire, so use that to your advantage. The main thing is to remember to use smooth, steady movements. I really don't see the problem that people always seem to have with this.



--
Wise man say, "forgiveness is divine, but never pay full price for late pizza."
OddjobXL
Fri Apr 22, 2005 10:16 am
#25


That's my experience. Get a target into the sweetspot of overlapping fields of fire. But also letting gunners know you're chasing a particular target can be helpful so they -do- doubleup on the same bandit. My technique comes from actually using the cockpit view so there's no visual distortion and I can set a target up on the equator of my YT. Then I try to close with it but throttle back as it starts turning back towards me. The rest of it is slowing up so my gunners have some time to fire as it makes a pass, getting it on my nose as much as possible, and then using rudders to roll the ship gently onto an angle that puts the bandit into the gunner's sweet spot. I want that thing flying right along side me.

Message Edited by OddjobXL on 04-22-2005 10:18 AM



Mandash Grim
Captain of The Ikopi Stag

"If tyranny's cold grasp should tighten, what is left to endure? One man or one woman, a grain of sand in that clammy clot, a fellowship of wet misery. But if some strange fire should fuse that sad company into glass, then what newborn edges might bloodily cut and win release?"
ValiantHalibut
Fri Apr 22, 2005 10:45 am
#26

Exactly. And if you have gunners that know what they're doing you can take out just about anything ina few passes.



--
Wise man say, "forgiveness is divine, but never pay full price for late pizza."
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