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Thread: Will the b-wing ever be a viable ship?

truewildman
Wed Dec 08, 2004 9:02 pm
#40






GangaWolf wrote:





Amuro0079 wrote:





sumner wrote:

Another thing to rember with the X-wing series gamesargument is that they are old, AI was not very advanced, and you basically had to solo every mission because your wingmen were terrible. Now JTL is a massively multiplayer game, so you can have real pilots flying it, hence it has to move back into it's intended role as a bomber that requires support. They did the same thing with the tie bomber, it doesn't handle near as good as it did in the TIE Fighter games.




Those games are old only in the graphics department. The AI was much better than the one in JtL. And you know what? The best AI I have seen so far in space sims so far was the Wing Commander series.





If you liked the Wing Commander series I'd suggest trying out Freelancer - it is a spititual successor to Privateer (which was set in the WC Universe) and the ship AI is pretty good too. Graphics are great.





I still prefer the graphics of Haegemonia.





Boslo
-Elder Smuggler/Elder Commando-
Ra'van Crowe
-Elder Smuggler/Elder BH-
I'on
-Pirate-
"You gotta be a little insane to stay sane."
Warmaker01
Thu Dec 09, 2004 2:20 am
#41






Limobacca wrote:

Come on it is supposed to be an upgrade from the y-wing not a flying coffin. yeah so it has tons of mass so what if you cant turn. just means it will take them a few extra shots to get thru the armor. "woopty freakin doo"



at least make it turn as well as the y-wings do jeez







This has already been beat up some by other repliers, but I'll get into this also. I'm sort of speaking from my experience from the X-Wing series and the sharp depictions & roles each fighter had.


The B-Wing is a pure bomber, replacing the roles the Y-Wing used to perform. In the old X-Wing series of games, the B-Wing was, simply put, a turd in starfighter combat. Despite this, there were many ways a B-Wing is a big asset to the Alliance.


* With fighter protection and unit cohesion (i.e. wingman), B-Wings will be able to focus more onto their targets of priority.


* In strikes against tough, well defended targets, the big defenses of the B-Wing truly shines through. There were places other Alphabet fighters would never dare to go, but a B-Wing, and to a degree the Y-Wing, can go there due to their immense defenses. Their heavy firepower makes use of the short durations of their attack runs. Hanging out by a capital ship like a Star Destroyer is asking for death, regardless of the fighter you have. It's not a matter of "if I'm going to be hit" but "will my ship hold up after I get hit X times?"


If you're insisting on using the B-Wing for starfighter combat, you really need to be careful or have a good team that works together to watch your Six. If you're inside your B-Wing, fighting a player inside his TIE, and get into a turning dogfight, you have already lost.


The B-Wing isn't a good starfighter... it's a Bomber! The Alphabet fighters have specific roles to fill and they excel in certain aspects. Dogfighting? A-Wing. Bombing/Strikes? Y-Wing and the B-Wing. Not sure? Want a wonderful, multi-role fighter? The reliable X-Wing. Know what your craft are capable of and use them for that role. Let's not try to fit that star into the square slot in the puzzle.


Kalaf
Thu Dec 09, 2004 3:19 am
#42

The thing that you must remember. The B-wing is not intended to go off as a 1 or 2 ship flight and hunt other fighters. It's designed job is to have a squadron of them with X or A-wing escorts while they as a group Kill a Capital ship.... Use the ship for what it is made for.


It's like trying to use a A-10 to dogfight a modern jet air superioity fighter. It's just a really bad idea.


kalaf
GangaWolf
Thu Dec 09, 2004 6:29 am
#43






Amuro0079 wrote:





GangaWolf wrote:


If you liked the Wing Commander series I'd suggest trying out Freelancer - it is a spititual successor to Privateer (which was set in the WC Universe) and the ship AI is pretty good too. Graphics are great.



What makes you think I haven't tried that? I bought it the day it came out lol.



Sorry...you didn't mention it so I thought I'd recommend it. And IMHO, the Devs missed the boat on the mouse interface in JTL - they should have adopted the one Freelancer uses - it is superior in so many ways.




/GANGA\
Ganga WolfvCrymsinvRiten Sayer
MercenaryvSmuggler/BHvPvE-only Jedi
"There are 3 sides to every story - yours, mine, and the truth."
SWG will go down in gaming history as the MMOG with the most potential that achieved the least.

Sundown6
Thu Dec 09, 2004 4:52 pm
#44








truewildman wrote:


And again I say, the playing field has been provided by the devs. It now falls on the players to get off their dead arses and set up a battle where there are capital ships.


I have yet to see that happen, and, quite frankly, until players start doing that, no one has a leg to stand on as far as crying to the devs for "space content".





Sound game design does not push the responsibility of providing content solely off to the players. It simply does not work well in practice. The game design must provide the motivation, immersion, and reward through gameplay mechanics to make it worthwhile to the players. You can blame lazy players (although I wouldbe wary of directing that accusation towards players, seeingas how they're the onespaying, and not the ones being paid)-- but if it's not working, the burden of responsibility still falls back to the game designers, especially as players are paying monthly fees for both content and a playing field.


It also remains that there is less content for a B-Wing than for the other ship types, due to it being not as useful in most of the missions provided. Andit again falls to thedeveloper to provide mission types that get more out of this master level ship.


Players should not have to go out of their way, and ask many other players to go out of their way-- all for no incentive,just so they can use their masterlevel shipwith any regularity. Just being able to use the reward is not incentive enough. And if playersmust organize PvP events just so a master level certification might be useful, something is gravely wrong with the game design.


Remember battlefields? It was just as you described, a playing field provided for players, but poorly implemented, and with no incentive for the player to go out of his way to use. They're gone now. Even the devs have recognized the futility of providing spaces to play with no reason to play there other than so you can play there.

Imaridril
Fri Dec 10, 2004 12:17 pm
#45






Jakd wrote:

I have a reversed engineered level 10 engine in my B wing which has 100 speed and YPR in the early 80s.


I can turn fast enough to keepon the tail of tier 5 ties in kessel.


Its still hard to control but im getting used to it.


Just save those level 10 engines people







Jakd knows what he's talking about. Go get yourself a nice lvl10 looted engine. Nice ones aren't that rare. Since JTL came out I've looted at least eight lvl10 engines that will all RE to have max speeds into the 90s and YPRs in the high 70s or low 80s. After that make sure you're running Engine Overload 3. The Engine Overload 3 program will increase your engine's max speed AND its YPR rates by 30%. With a nice RE'd lvl10 engine, that will result in your engine behaving as if it has 120+ for top speed, and around 100+ for its YPR rates. With stats like that even a B-wing will be able to pull sharp, fast turns. One other thing is that in my opinion the B-wing presents a smaller target profile than the Rikh. (Though not a small as the Oppressor.)


PvP is another issue. The balance between damage and defenses is still out whack. Until damage in PvP is toned down further, small, fast interceptors will rule the day.





Master Pilot - Adonis Overstar
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Juusman
Sat Dec 11, 2004 11:09 am
#46






Imaridril wrote:





Jakd wrote:

I have a reversed engineered level 10 engine in my B wing which has 100 speed and YPR in the early 80s.


I can turn fast enough to keepon the tail of tier 5 ties in kessel.


Its still hard to control but im getting used to it.


Just save those level 10 engines people







Jakd knows what he's talking about. Go get yourself a nice lvl10 looted engine. Nice ones aren't that rare. Since JTL came out I've looted at least eight lvl10 engines that will all RE to have max speeds into the 90s and YPRs in the high 70s or low 80s. After that make sure you're running Engine Overload 3. The Engine Overload 3 program will increase your engine's max speed AND its YPR rates by 30%. With a nice RE'd lvl10 engine, that will result in your engine behaving as if it has 120+ for top speed, and around 100+ for its YPR rates. With stats like that even a B-wing will be able to pull sharp, fast turns. One other thing is that in my opinion the B-wing presents a smaller target profile than the Rikh. (Though not a small as the Oppressor.)


PvP is another issue. The balance between damage and defenses is still out whack. Until damage in PvP is toned down further, small, fast interceptors will rule the day.






Yup.. the biggest problem that I see with the B-Wing is that it's defensive/tank capabilities are not sufficient to compensate for it's sluggish maneuverability. This is becuase weapon damage is soooo overwhelming currently. Although I like the quickness of current PvP combat and would argue against further damage reductions, I think the shield and armor of higher level components needs a boost to help the higher mass ships out a little.


In my X-Wing with 3 advance blasters, I'm doing around 8.5k max damage per round. That's enough to killany MP ship in 2 hits max. Instead of another damage reduction, I would ask for a 50% increase in armor/shield strength for L7 components, 100% for L8 components, 200% for L9, and 300% for L10. That should give the high mass ships more durability while keeping combat engagements between low mass ships exciting and quick.





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CORE: Cadre of Republic Elite
RandAiden
Sat Dec 11, 2004 5:23 pm
#47

The problem I see with the B-wing is the lack of ability to "lock S-foils in attack position". If they have it for the X-wing, why not for the B-wings stubby foils too?
truewildman
Sat Dec 11, 2004 5:31 pm
#48

You ever see an emu flap its wings? Alot of useless coding, that one....





Boslo
-Elder Smuggler/Elder Commando-
Ra'van Crowe
-Elder Smuggler/Elder BH-
I'on
-Pirate-
"You gotta be a little insane to stay sane."
Amuro0079
Sun Dec 12, 2004 1:36 pm
#49






The followingis what the ships should be handling:


X-Wing

Speed Rating: 100 MGLT

Maneuverability Rating: 75 DPF


A-Wing

Speed Rating: 125 MGLT

Maneuverability Rating: 100 DPF


B-Wing

Speed Rating: 90 MGLT

Maneuverability Rating: 65 DPF


Y-Wing

Speed Rating: 80 MGLT

Maneuverability Rating: 50 DPF




TIE Bomber

Speed Rating: 80 MGLT

Maneuverability Rating: 75 DPF


TIE Fighter

Speed Rating: 100 MGLT

Maneuverability Rating: 100 DPF


TIE Interceptor

Speed Rating: 110 MGLT

Maneuverability Rating: 125 DPF


TIE Advanced

Speed Rating: 145 MGLT

Maneuverability Rating: 150 DPF



Source: The Stele Chronicles novella that came with the original 1994 release of the TIE Fighter: Defender of the Empire computer game. Also, every single site on the internet tha has information onStar Wars starfighters lists the same information.

Message Edited by Amuro0079 on 12-12-2004 04:40 PM



Giovane - Imperial Pilot Ace | Jedi Master
Guo - Freelance Master Pilot | Master Medic
Rong - Alliance Ace Pilot | Master Trader (Shipwright/Architect)


Drop-off vendors: 3895 -6157, roughly 1250m from Mos Eisley starport


((((Official Thread about Jedi Innate Armor))))
truewildman
Tue Dec 14, 2004 12:35 pm
#50






Amuro0079 wrote:






The followingis what the ships should be handling:


X-Wing

Speed Rating: 100 MGLT

Maneuverability Rating: 75 DPF


A-Wing

Speed Rating: 125 MGLT

Maneuverability Rating: 100 DPF


B-Wing

Speed Rating: 90 MGLT

Maneuverability Rating: 65 DPF


Y-Wing

Speed Rating: 80 MGLT

Maneuverability Rating: 50 DPF




TIE Bomber

Speed Rating: 80 MGLT

Maneuverability Rating: 75 DPF


TIE Fighter

Speed Rating: 100 MGLT

Maneuverability Rating: 100 DPF


TIE Interceptor

Speed Rating: 110 MGLT

Maneuverability Rating: 125 DPF


TIE Advanced

Speed Rating: 145 MGLT

Maneuverability Rating: 150 DPF



Source: The Stele Chronicles novella that came with the original 1994 release of the TIE Fighter: Defender of the Empire computer game. Also, every single site on the internet tha has information onStar Wars starfighters lists the same information.

Message Edited by Amuro0079 on 12-12-2004 04:40 PM





So, is that based on metric, or standard?





Boslo
-Elder Smuggler/Elder Commando-
Ra'van Crowe
-Elder Smuggler/Elder BH-
I'on
-Pirate-
"You gotta be a little insane to stay sane."
Amuro0079
Tue Dec 14, 2004 8:35 pm
#51






truewildman wrote:





Amuro0079 wrote:






The followingis what the ships should be handling:


X-Wing

Speed Rating: 100 MGLT

Maneuverability Rating: 75 DPF


A-Wing

Speed Rating: 125 MGLT

Maneuverability Rating: 100 DPF


B-Wing

Speed Rating: 90 MGLT

Maneuverability Rating: 65 DPF


Y-Wing

Speed Rating: 80 MGLT

Maneuverability Rating: 50 DPF




TIE Bomber

Speed Rating: 80 MGLT

Maneuverability Rating: 75 DPF


TIE Fighter

Speed Rating: 100 MGLT

Maneuverability Rating: 100 DPF


TIE Interceptor

Speed Rating: 110 MGLT

Maneuverability Rating: 125 DPF


TIE Advanced

Speed Rating: 145 MGLT

Maneuverability Rating: 150 DPF



Source: The Stele Chronicles novella that came with the original 1994 release of the TIE Fighter: Defender of the Empire computer game. Also, every single site on the internet tha has information onStar Wars starfighters lists the same information.

Message Edited by Amuro0079 on 12-12-2004 04:40 PM





So, is that based on metric, or standard?



Doesn't really matter.What matters is that those numbers show you howeach ship performs relative to other ships in the Star Wars universe.




Giovane - Imperial Pilot Ace | Jedi Master
Guo - Freelance Master Pilot | Master Medic
Rong - Alliance Ace Pilot | Master Trader (Shipwright/Architect)


Drop-off vendors: 3895 -6157, roughly 1250m from Mos Eisley starport


((((Official Thread about Jedi Innate Armor))))
Insidius
Wed Dec 15, 2004 12:38 am
#52



S-1-l2-H-C wrote:
us 'rebs are just mad cause we dont get a good heavy fighter. if the bwing is gonna have the same ypr as a nova, than the tie-opp and rhik should also. i would rather see one hardpoint taken away and it made more manuverable than a y-wing, than it turn like a nova and have a forth gun that you cant hit anything with anyway.

as it is right now, a longprobe can dish out more damage to a target and survive longer than a bwing.

the ONLY thing a bwing does better than a longprobe is killing gunships. since gunships are large targets and you dont have to hit a small component to do dmg, the fours guns can all be used. you still will never find a cap that will support four guns firing though, and my longprobe will kill a gunship very quickly anyway, all while being able to fend off fighters too.




People need to get out of the way of thinking that just because it's a "master level" ship, it should be better in every respect than those that came before it.

Each ship has it's own role on the battlefield.
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