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Thread: Devs need to talk to TIE Fighter and XWA developers could learn a lot.
Necro posting is bad, m'kay?
Secondly,
>>if the shields were taken away, I garentee Imperial Pilots would take their friends with them on every mission. Gee. That would cause community involvement. We would have players "playing" together
>>
No offense intendted, but you sound like you're deranged, and a bit out of touch.
>>As for the missles, the system stinks. The whole point is to cause a largER amount of damage to the target than your lasers.
>>
Go PvP some, and you'll sing a different tune. Missles in PvP are arguably overpowered. In Pve, they have use against a vette, but thats about it.
NobleKnight wrote:
So it's been what...four/five months since this thread was first posted and not one thing has improved. Everything we've talked about in this thread is still valid. So....
No, complaints were
No inertia. But there is, very noticable at higher levels.
Wrong type of radar, try /ui radarSelect (0-3)to set radar style to one you like. Not sure if it's possible to select x-wing style.
Slow fighters, yeah sure, if you start complaining at Tier 2.
Slow laserblasts, k,I think it's the dev's wing commander background.
AI needs revamp. Nah, AI is only there to master pilot, try PvP fora challenge in flying.
Musical score, given the amount of hours spend on JTL, they would need to fill an 80 gig harddrive to prevent repetive music.
Crap flight dynamics, with my Wing Commander background I like them. PlayedX-Wing, TIE Fighter and X vs TIE, didn't really notice any big differences between those and Wing Commander.
AI hitting 99% of the time, not me, must be your flying.
Lead indicator, think it was Wing Commander II where it was introduced. Great help for the less skilled pilots.
Pointless to use all ships. then why does the JTL and pilot forum get a weekly post to increase the ship cap?
JTL isn't perfect, but necroing this load of bull...
DarthDiesel wrote:
Perhaps the latest versions of Wing Commander, but the original and earlier ones (it's been a while - forgive my memory), I believe at LEAST up through #3 or 4, had the kind of feel the JTL does - particularly, the lackof inertia, and also bank. It was well known amongst space combat sim fans at the time - TIE Fighter FELT MORE like a "REAL" starfighter.
If you're laser are doing more damage then your missles then you have some really bad missles. When you pvp with missles its' pretty much a guaranteed hit. 1) You can't see the missle on radar. All you get is an incoming warning. 2) You can't see the missle till its about to hit you. So there's no chance of avoiding it. The missles that most people use in PvP (in my experience with missles in pvp) are high lvl missles that will kill you when they hit. So imo using missles in PvP is gay/lame. Yes its part of hte system that can be used, but when there is no chance to avoid a missle with out using a CM (and that's not a guarentee that it will work) then its (almost) an exploit of the system imo. Makes you look lame in my eyes. But that's me.
NobleKnight wrote:
>>Go PvP some, and you'll sing a different tune. Missles in PvP are arguably overpowered. In Pve, they have use against a vette, but thats about it. <<
First, I must admit that I'm not a Rebel Pilot Ace yet. I'm only 3/4/3/3. But that's enough play time to have used missiles. From my experiance, the missiles cause only a fraction of the damage my laser cannons do. And I would love to PvP in space. Probelm is, I can't find any Overt pilots. Wait. Let me guess. "Go to Kessle or Deep Space NobleKnight." I would except I'm not skilled enough to be allowed access.
DarthDiesel wrote:Seriously.The visuals/graphics in JTLS are great. However, I have lots of little pet peeves, but the key one is this, and ought to be easy to fix: The flight dynamics.Add inertia to craft directional control. The instant I let go of the joystick, the reticle/fighter instantly goes into straight-line flight. This feels VERY unrealistic, and makes flight very erratic and unsmooth - I have a decent joystick too. A simple bit of inertia alone would dramatically help things.There are other peeves, such as:- why are the laser blasts so slow (not fire rate, but projectile speed) that one must almost lead so much that the target is off the screen ?- why are fighters so darn slow?? Relatedly, it seems like all the maneuvers in the world won't help evade enemy fire. Hopefully, this is just an issue on lower-grade ships.- the AI needs a serious revamp; again, look at XWA.- as mentioned elsewhere, the musical score for battle sequences is pretty repetitive. Again, XWA, as I recall, had very good interactive musical scoring/coreography.There are surely other aspects of JTLS that could be improved by borrowing from existing LucasArts products.Anyway, like the title says - the flight dynamics of the fighters leaves a lot to be desired.Otherwise, I'm having fun so far with JTLS after a couple days of playing. I like a lot of the content, and a chance to fly for the Emperor again!I really hope the full potential of JTLS is exploited fast, because it definitely has a lot of potential. This really seems like a great game, but like all great games, we want to make them even better. So why don't we?
Message Edited by DarthDiesel on 11-03-2004 03:20 AM
Blame them having to cater for 56kers in their code thus a slower paced twitch game is the result. It's the year 2005,56k is a waste of time. Those still with 56k are a minority who are unlucky enough to live in area's BB can't reach. They're not worth holding up the progress of an online gaming when most your customers will be broadband users. You wouldn't see the formula one racing world ask everybody to slow down in races because a few racers wanted to race in 1960 model race cars.
NobleKnight wrote:
>>Go PvP some, and you'll sing a different tune. Missles in PvP are arguably overpowered. In Pve, they have use against a vette, but thats about it. <<
First, I must admit that I'm not a Rebel Pilot Ace yet. I'm only 3/4/3/3. But that's enough play time to have used missiles. From my experiance, the missiles cause only a fraction of the damage my laser cannons do. And I would love to PvP in space. Probelm is, I can't find any Overt pilots. Wait. Let me guess. "Go to Kessle or Deep Space NobleKnight." I would except I'm not skilled enough to be allowed access.
NobleKnight wrote:
What? Since when? News to me. So how do you get to Kessle then?
If anyone can go there, then why isn't it on the map? That's kinda dum.
NobleKnight wrote:What? Since when? News to me. So how do you get to Kessle then?If anyone can go there, then why isn't it on the map? That's kinda dum.
You need to complain less and fly more
Acutally it woud be dumber if deepspace and kessel were on the map. Both are supposed to be PvP areas. By making them accessable only by a special space station, it solves the issue of ppl accidently going there when they dont want to pvp.
That said, Kessel is not a PVP zone as sony's temperarily permenant fix to the master pilot mission being in a PvP area. Someday, when hell freezs over, they'll acutally go about redoing the master mission like they said they would and restore kessel to being a PvP sector.
Learning how to fly isn't the problem kid aka Jonny_FS. XWA allows us to fly the exact same ships (for the most part) and yet, they were realistic. I feel the same way. When I try to manevuer out of fire (using the Woton Weave (SP?)) it never works, but in every other game based on the original Xwing, the woton's weave works very well (as you can't rely on the targeting computer at all). The reason it never works is 1. the ships foot print is bigger then in XWA (it is bigger then the shields and when the shields go down, it should be the ship) and the ships arn't as fast and manuverable as in other Xwing games.
Jonny_FS wrote:
learn how to fly kid.