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Thread: This is my Nova Courier, owned almost everywhere, not surprised as some boss wants us all to EQ2

Eeloominath
Tue Nov 16, 2004 6:20 am
#27

I agree with Mastodon in part. While it is hugely based on team tactics to kill the corvette, the multiplayer ships we have now, are way underscaled when it comes to comparison with... lets say B-Wing or Opressor (can't judge the firespray yet).

With a multiplayer ship capable of carrying 5 million mass and flying like a brick, i would at least expect them to be able to withstand a bit more punch than a bomber would, since it's basically an attack ship for large scale assaults (as the corvette and the deep space targets).

While 2 turrets are perfectly fine for anti-fighter-defense, a ship of that size should be able to have like two shield slots (see gunboats, they have a primary and secondary shield too), and perhaps even multiple armor slots.

The multiplayer ship configuration as it is now, actually creates a bomber-like craft (protection wise), with only marginally improved firepower, but the requirement of having at least(!) 4 people to operate it.

So i would make the suggestion to have multiplayer ships get the role of massive-damage dealing tank ships (not suggesting to always use them as 'shielding') so using team tactics actually work.

Let me put in a scenario here (rebel in this case):

Lets say we have a group of Xwing fighters, that take care of light to medium enemy snub fighters, a group of AWing for the faster fighters and for enemy distraction, and a group of damage dealing bombers (including or solely consisting of novas).

Now, i would have the Awing group jump in front of the rest of the groups right into the middle of the enemy snub fighters to draw their fire onto them, so the Xwing group can come in from behind and take care of those.

Now since the path is basically cleared (or at least massively distracted), the bomber group would come into play and take care of the capital ship (assuming we dont really care about the gun ships for now). The state the novas are in currently, they wouldn't be able to take more damage than every average y-wing or b-wing. And this somehow doesn't sound right to me.

You CAN use tactics, but there's no real sense behind using multi person craft in those tactics, because using a y/b-wing with all players manning the nova you wouldn't only be punching out more damage, but also have more protection (since it would basically be 4x the shields that would be in the nova, and 4x the weapons that would be in the nova). The result of this would be that our poor nova is all but useless in large scale tactical assaults, which i find kinda sad.

Its not easy to get to master, it really isn't, but the ability to fly a multiperson craft as a reward isn't how it should be in my opinion.

So, the suggestion would be:

Let the POBs have:
- Multiple Shield slots (2-4) (either have their values adding up or shield different parts of the ship, since it's a large one after all)
- More Armor slots (maybe have Top Armor, Bottom Armor, Left/Right, Front/Back Armor)
- 2 Guns in front (operatable by the pilot)
- maybe 4 to 6 rocket launchers (this isn't REALLY needed imho tho)

We could even go far enough here to differentiate the three versions:
- Decimator: Focused on Damage dealing (as is the whole imperial pilot profession), ie. double guns in the turrets etc., 2 shields max.
- YT: Balanced out between Damage and Defense (normal armament, 3 shields)
- Nova: Focused on defense, such as 4 shields, more armor, lesser damage output than the YT (normal armament as it is now maybe)

That way it would make more sense to use a POB in favor of a bomber. In my opinion...
CerionSkydreamer
Tue Nov 16, 2004 6:57 am
#28

One observation: You don't have any droid interface or droid program options?? High end content requires every edge, and the fact that you don't have droid capability tells me you haven't quite mastered the finer points of ship tactics.








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Raiten
Tue Nov 16, 2004 7:39 am
#29

Yeah, on those points I do agree. Our multiplayer ships are horribly underpowered, my previous post was just to point out it is possible to survive and fight using one. But that doesnt mean its more effective than letting the crew man bombers instead, but have a look at privateer pilots like myself. No high-mass bombers in our master box, just the multiplayer ship and nothing else. Our YT1300 is probably twice as manouverable as the Nova or decimator with proper configuration as a perk, but what does that matter if 4 rebel aces/imperial aces can outdamage, out-tank, out-everything what 4 master privateers in any craft can do. Our closest thing to a bomber is the Rihkxyrk, 130k mass.. thats our tier4 ship and it moves like your 150-250k mass bombers... Ive tricked my YT out in high end gear ending up using 240k mass, with a 250k bomber you guys have I would have the exact same firepower and defense and I wouldnt need a crew to operate.


I think one of the issues with our multiplayer ships is that turrets are highly over-rated as offensive measures, what good does it do if an YT1300 is the fastest most manouverable multiplayer ship of all the others if moving just ever so slightly is putting the aim off for your gunners and making you defenseless. For our turrets to be as effective as made out to be we're gonna need a revamp of how they work, a lock-on mechanism perhaps for the gunners that makes the turret always face your selected target but youll have to do the actual aiming yourself, because right now its just too hard for a gunner to compensate for a pilot whos actually piloting the ship not just putting it on cruise-control and hope your rear-shields last long enough so the gunners can take your enemies out.



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Rorenikibi
Tue Nov 16, 2004 7:40 am
#30






Mastodon wrote:

Flight computer.







Same difference. I've called in a lot of favors and use an Level 5 Astromech with programs from all three professions. I have Engine Overload, Reactor Overload, Weapon Tuning (rarely used, but there are cases where this helps), and Extreme Shield adjusting. It almost becomes a situation like buffing where you need a few minutes to set them all up before you hit the mission zone, but the edge is definitely worth it.


I have my X-Wing set up with 2 advanced blasters and a heavy blaster, a Type III Proton torpedo launcher and a 92.3 speed engine.


With all the programs activated, I have 2750 front, 975 rearshields (1850/1850 unmodified), a top speed of 1040 (~600 sweet spot)with the Strike Foils open (1150with them closed)and can fire all my weapons with no power issues.You have to work all the tools to make it at the high end.


Also. Multiplayer ships should have crews that extend beyond Pilots and Gunners. A friend of mine is working his out with his guild to create a fully trained crew that includes him piloting, two gunners, three engineers and a doctor (for putting out fires on players). There's more to the mix than meets the eye.

Message Edited by Rorenikibi on 11-16-2004 09:42 AM




Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


Eeloominath
Tue Nov 16, 2004 7:52 am
#31



Rorenikibi wrote:


Mastodon wrote:
Flight computer.



Same difference. I've called in a lot of favors and use an Level 5 Astromech with programs from all three professions. I have Engine Overload, Reactor Overload, Weapon Tuning (rarely used, but there are cases where this helps), and Extreme Shield adjusting. It almost becomes a situation like buffing where you need a few minutes to set them all up before you hit the mission zone, but the edge is definitely worth it.

I have my X-Wing set up with 2 advanced blasters and a heavy blaster, a Type III Proton torpedo launcher and a 92.3 speed engine.

With all the programs activated, I have 2750 front, 975 rear shields (1850/1850 unmodified), a top speed of 1040 (~600 sweet spot) with the Strike Foils open (1150 with them closed) and can fire all my weapons with no power issues. You have to work all the tools to make it at the high end.

Also. Multiplayer ships should have crews that extend beyond Pilots and Gunners. A friend of mine is working his out with his guild to create a fully trained crew that includes him piloting, two gunners, three engineers and a doctor (for putting out fires on players). There's more to the mix than meets the eye.

Message Edited by Rorenikibi on 11-16-2004 09:42 AM



That's exactly my point. Your friend trains a crew of 7-8 people for 1 ship, while all those people could fly singleperson bombers, becoming 8 times more effective than a multiperson battleship, that's what i mean.
YamadaMan
Tue Nov 16, 2004 8:28 am
#32

one thing to know

if you wanna fly in a mp ship, you'll need more than 1 pilot/2 gunners

add at least one more guy, but basically, I'm not confortable when I fly with less than:

1 pilot: myself
2 gunners
1 copilot/technician for droid and repairs


the REAL crew, to be effective would be (not going against corvettes with less than that)

1 pilot
1 ace copilot
2 gunners
2 technicians
(1 doctor with fire blankets)
passengers so they can hang out in it


flying a mp ship with only 3members crew is suicide, plain and simple, 4 is a straight minimum



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pyromonkey89
Tue Nov 16, 2004 8:55 am
#33

DUDE when you go to that website delete the last number on the web address and look wat u get



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Rorenikibi
Tue Nov 16, 2004 11:31 am
#34






Eeloominath wrote:





Rorenikibi wrote:






Mastodon wrote:

Flight computer.







Same difference. I've called in a lot of favors and use an Level 5 Astromech with programs from all three professions. I have Engine Overload, Reactor Overload, Weapon Tuning (rarely used, but there are cases where this helps), and Extreme Shield adjusting. It almost becomes a situation like buffing where you need a few minutes to set them all up before you hit the mission zone, but the edge is definitely worth it.


I have my X-Wing set up with 2 advanced blasters and a heavy blaster, a Type III Proton torpedo launcher and a 92.3 speed engine.


With all the programs activated, I have 2750 front, 975 rear shields (1850/1850 unmodified), a top speed of 1040 (~600 sweet spot) with the Strike Foils open (1150 with them closed) and can fire all my weapons with no power issues. You have to work all the tools to make it at the high end.


Also. Multiplayer ships should have crews that extend beyond Pilots and Gunners. A friend of mine is working his out with his guild to create a fully trained crew that includes him piloting, two gunners, three engineers and a doctor (for putting out fires on players). There's more to the mix than meets the eye.


Message Edited by Rorenikibi on 11-16-2004 09:42 AM




That's exactly my point. Your friend trains a crew of 7-8 people for 1 ship, while all those people could fly singleperson bombers, becoming 8 times more effective than a multiperson battleship, that's what i mean.






For starters, not all people aboard a multiplayer need to be Master Pilots, so the assumption that putting them in single seaters making them better is a false economy. The other falsehood stems from the maneuvering of a multiplayer. It NEEDS to be stable in order to properly fight. Its not meant to be a dogfighter, its meant to be a gunboat. The turret crews have to be on their toes and accurate to make the thing work. Too much maneuvering and your gun crews can get yanked off a target. It takes a LOT of time and coordination to make a multiplayer ship run properly, its not going to be a ship that competes effectively until its crewhas some time to train.


You have to fly differently than a fighter. You're a B-17, not an F-16, don't fight like one.





Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


Vegitaa
Tue Nov 16, 2004 11:47 am
#35

Decimator, crew of 8. 2 gunners, Pilot, Ops, 3 engineers and a doctor (to put out fires...)


No escorts (not suggested)


7 Corvettes in Deep Space fell to our guns. We made it out alive.


Multiplayer ships do need some balance. I would like to see higher shields, better firerate, and it has been suggested to add auto-leveling guns.

Even if all that happens, without a proper crew of at least 6, good communication while in flight, and defined roles of the crew... you will get owned.

As it should be. Ok, you have experience in a bunch of flight sims. Well how many of those were online? (Not a flame just a question...)


Personally, I've been doing online flight sims since AirWarrior1 all the way up to currently flying in Aces High.

As a bomber pilot I can say there are specific tactics that are for bombers/large gunships that are totally different than fighter tactics.


A Nova/Deci/YT can be very effective. I'm not going to say out right pilot error. I will say you need a better crew with more practice.

Instead of going straight to Kessel/Deep Space start off with some tier4 spots and see how your crew reacts.

Call out your targets and make sure everyone is following orders.

Do those things and see if it makes a difference. This is not like the groundgame, you can't just tab a target and hit F8.

But I do believe that with some better training/practice and a slightly bigger crew you will notice a major difference.


Do multipassenger ships need a little lovin... sure, why not.

Can these missions be completed as currently implemented... you betcha, I've done it. I'm not even an Ace yet...



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