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Thread: Weapons Capacitor Overload = Doctor Buffs
It fits in line with what we saw in the movie. Han Solo and Chewbacca were always overcharging and running their ship beyond their specifications. I do not think overcharge should be removed but perhaps the damage the system takes should be increased some. Overcharge is the freelancers core strategic move, just as Repair and Shield readjustment is the Rebel.
Engineer137 wrote:
I disagree completely. The weapons capicator overcharge is exactly something that the freelance pilot needs. The freelance vessels are significantly undermassed compared to the other two pilot professions and can not store nearly the amount of stuff as they can. I personally use the over charge then shunt the weapon capicator energy to shields when they start to take a significant hit.
It fits in line with what we saw in the movie. Han Solo and Chewbacca were always overcharging and running their ship beyond their specifications. I do not think overcharge should be removed but perhaps the damage the system takes should be increased some. Overcharge is the freelancers core strategic move, just as Repair and Shield readjustment is the Rebel.
I'd have to call that statement BS. If you thinkfreelance ships are significantly undermassed, what are you going to say about the Imperials? Freelance ships are wellbalanced in terms of mass, maneuverability and firepower. The only reason that Capacitor Overcharge matters most to Freelancers is that they are so used to flying high mass ships with 3 or even 4 projectile weapon hardpoints. Before the cap programs were introduced, Freelancers were stuck with weapons with low energy per shot and lower firing rate, which was good because it actucallycreated a balance. But now with all those cap overcharge programs, the Freelancers get a firepower increase and can become virtually unstoppable. However, cap overchargedoesn't make much of a difference for Imps because none of their shipscan carrymore than twoprojectile weapons anyways. The Rebels probably don't gain as much from those programseither, since the X-wing's mass isn't high enough to accomodatethree high level guns and the B-wing has such poor handling that mostpeople don't even fly it.
Message Edited by Amuro0079 on 01-12-2005 10:59 AM
Amuro0079 wrote:
Engineer137 wrote:
I disagree completely. The weapons capicator overcharge is exactly something that the freelance pilot needs. The freelance vessels are significantly undermassed compared to the other two pilot professions and can not store nearly the amount of stuff as they can. I personally use the over charge then shunt the weapon capicator energy to shields when they start to take a significant hit.
It fits in line with what we saw in the movie. Han Solo and Chewbacca were always overcharging and running their ship beyond their specifications. I do not think overcharge should be removed but perhaps the damage the system takes should be increased some. Overcharge is the freelancers core strategic move, just as Repair and Shield readjustment is the Rebel.
I'd have to call that statement BS. If you thinkfreelance ships are significantly undermassed, what are you going to say about the Imperials? Freelance ships are wellbalanced in terms of mass, maneuverability and firepower. The only reason that Capacitor Overcharge matters most to Freelancers is that they are so used to flying high mass ships with 3 or even 4 projectile weapon hardpoints. Before the cap programs were introduced, Freelancers were stuck with weapons with low energy per shot and lower firing rate, which was good because it actucallycreated a balance. But now with all those cap overcharge programs, the Freelancers get a virtual firepower increase. However, cap overchargedoesn't make much of a difference for Imps because none of their ships has more than twoprojectile hardpoints anyways. The Rebels probably don't gain as much from those programseither, since the X-wing's mass isn't high enough to accomodate 3 high level guns and the B-wing has such poor handling that mostpeople don't even fly it.
Message Edited by Amuro0079 on 01-12-2005 10:56 AM
They freelancers do gain a virtual frepower increase on all weaponery. the pvercharge droid commands can be used by any one. By the looks of the system weapon overcharge and cap overcharge can be stacked, in effect balancing out the cost per shot vs the amount of power the cap has and still give DPS. If all these droid options were constrained to the specific profs then a serious imbalance between pilots would occur. the only imbalance I see in JTL thus far is the difference in mass between the three ship types and what they can use. imps have lighter more manueverable craft all around with some have as many as 3 ordinance spots. the freelance craft are effective assualt gunships. while the rebal fighters offer a middle ground between flying tanks and fast craft. Thats were the differences appear.
Oh and if you cambine all the driod programs you essentially get the flight system from the old Xwing vs tie fighter. the capasitor is essentially the power meter you use to power shields or weaponery. the only thing missing is the drop in speed when to much power is shifted to shields or weapons.
Essentually every one becomes the same once they get ahold of their droid commands and find a ship they like. but one factor will differeinte people. the flying style and open flight combat system. I've seen multiplayer craft with little fighter support take out the vette. have seen A-wings rip the vette apart. have seen a group of tie backed by a krayt fighter blast through the vette. every one is handed the smae stuff. the differences will come about in what people choose to use in the fights.
Message Edited by Amuro0079 on 01-12-2005 02:26 PM
Amuro0079 wrote:
No, no, the Freelance is in themiddle and more balanced. The Rebels have mass and firepower, but lack maneuverability in general, with expection of the A-wing. The Imperials, like you said, have maneuverability but lack mass and firepower. The Freelancers have a little less mass but not less maneuverable than the Rebels, andsame firepower. Just take the masterships for example, the B-wing has the most mass and awesomefirepower, but very poor handling; the Oppressor and the Kraypt have the exact same handling, but the Krayt has 40K more mass and samefirepower as the B-Wing, and plus everyone can use the same droid commands, so there's no way for the Oppressor, being a smaller and lighter ship, to outmaneuver the Krayt. Do you honestly call this balanced? As for the 3 ordinance hardpionts on the Oppressor, they're really nothing. Missiles are costly and not at all useful.
I also disagree with you on the statementtat if all the droid commands werefaction exclusive thena serious imbalance would occur. I think it's the exact opposite.Making the droid commands faction exclusive would not only balance the game better, but also make each faction more unique.
Message Edited by Amuro0079 on 01-12-2005 02:26 PM
If the Imperials fought in large numbers and called in their bomber strike supports which is their pilot skill, there would be no problem in getting people who use overcharge to deplenish it to the point where it is not really an issue.
So, I disagree overcharge capicator does not remove the need for strategy in pvp.
Imaridril wrote:
SeraphDauthi wrote:
Why did the Devs implement Weapons Capacitor Overload droid programs? Prior to the program, I had to be mindfull and conserve my shots. I actually had to use STRATEGY in firing at my target. For example, I would try to get on my target's Six before firing since I would have the best probability of hitting it. Now with a crappy capacitor and WCO3 programs, I can fire continuously and recklessly without regard to conserving energy. I can fire at any angle, from high above and from the sides ,even when I do not have a good angle and have a lower chance of landing. While this might be nice from a PvE and leveling standpoint, it detracts the skillful pilot from using strategy and precision in firing weapons. As a result there is no consequence or tradeoff to shooting as much as you want. This is evident in PvP (along with 25% damage reduction being too little) as ships are blown away too quickly since pilots will fire as often as they can pull the trigger. If pilots werecareful of when to fire,knowing thatthey will land a good shot,using energy in their capacitor,battlesCAN lastlonger in PvP. While this is not the only reason that PvP is almost non-existant in space, it certainly contributes to it due to the fact that engagements last only a few moments.
Now, fighting in space reminds me of how the ground game came to be once doctor buffs came about. Prior to that, people made the tradeoff between spamming specials and watching your HAM go down (back then,few would touch heavy armor since the encumberance was too high.) Now,combat is all about pushing the "I win" button as fast as you can and does not exibit any kind of strategy since there is no tradeoff to specials as long as you are buffed.
I think it was a big mistake for the Devs to add this program to the pilots arsenal. Unless this is changed, I think that space will closely resemble ground combat...devoid of strategy and skill. This is another example of the Devs implementing a change to the system without thinking ahead of the consequences it may bring.
My $0.02.
It has nothing to do with Capacitor Overload. The problem is that Weapon Overload 3 is bugged and causes your guns to use LESS energy and not MORE like it is supposed to. Capacitor Overload 4 doubles your cap's energy level and recharge rate. Weapon Overload 3 is supposed to make your guns use 3.33x as much cap energy. If WO3 worked right, even with Capacitor Overload 4 you'd still be running out of energy unless you were using a single, very efficient gun. However, as it stands right now, even without Capacitor Overload most players can fire their guns indefinately if they use Weapon Overload 3. The only reason anyone uses Capacitor Overload right now is because they want more energy available when running Capacitor to Shield Shunt, or its because they aren't using Weapon Overload 3. Once WO3 gets fixed, Capacitor Overload won't seem that overpowering.
EXACTLY
When I run cap overload and dont run wep overcharge I run out of cap energy all the time. I run wep overcharge (which is supposed to use more power) and I can spam lol
Cry4Dawn wrote:
oh Jesus, here goes the NERF threads.. Just let it go and enjoy the game...
Thank you Dawn......5 stars for you.
Yeah, for PVE, you have an option, butwhen it comes toPVP, you don't have a choice really because if you don't use them while everyone else does, you'll beat an disadvantage.
Engineer137 wrote:
If everything was the same it would not be any fun. You have the option of using the program chips or not using them. I do not hear anyone complaining about Imperials being able to call in additional bomber support. From the movies only my opinion of imperial ships were that the support craft were fast and easily destroyable. Their strategy was not superiority but instead numbers. The Rebel craft were powerful but few in numbers. And the smuggler was always fixing his ship because he ran it over the specifications. So, I personally think the devs did a good job in keeping with the star wars theme here.
If the Imperials fought in large numbers and called in their bomber strike supports which is their pilot skill, there would be no problem in getting people who use overcharge to deplenish it to the point where it is not really an issue.
So, I disagree overcharge capicator does not remove the need for strategy in pvp.