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Thread: 2 reasons noone goes overt in space
VemaGara wrote:
My Opressor with 2400 shields got one-shotted over the weekend. Yup. That's what's wrong with the system.
"omg i got shot thats what's wrong with the system? i should GAIN shields when i get hit!"
"i want to be able to get hit over and over and still win! what's wrong with this system?!"
quadpers0n wrote:
VemaGara wrote:
My Opressor with 2400 shields got one-shotted over the weekend. Yup. That's what's wrong with the system.
"omg i got shot thats what's wrong with the system? i should GAIN shields when i get hit!"
"i want to be able to get hit over and over and still win! what's wrong with this system?!"
TomoRainer wrote:
Ducimus wrote:
What ship we talking about here anyway?
Personnaly ive gotten a T/A with loaded to the hilt with twin L7 cannons, booster, chaff, etc etc and had it at or below 11.5K power needed to run it all. (im a spannerwrench junky from hell, i RE everything that goes into my ship save shield/booster/armor)
You might consider getting a new MK IV shield made (thats what your using im assuming). The old train of thought was to use an intensifer in the shield to boost the F/B hitpoints, but it increases enrgy useage. Personally i use err i thnk its a booster component in my shields. Instead of increasing enrgy output, it cuts on the shield regen rate. But thats what CTSS4 is for! so phhht on shield recharge.
Don't mind me im bored.
It's an Interceptor. Advanceds are for wusses.
Were you running EO4 on that setup?
Nope, had no intention of EO4, i dont PvP that much in my advanced. use my T/I cheifly, and my T/O for the IR missle loving that Awings truly deserve. Right now im running a 23K mass L8 cannon in my T/I, thinking of bumping that down to a decent L7. But as fast as im wizzing around, im only gonna get one hit.. so i want it to be a good one, my fear is if i go too low with cannon ill end up just taking out one half of my oppoents shields and not much else (had a couple A wings who got a hit on me eventually lose becaus thats all they did to me ). Honestly im toying around with the idea player made L7's with as fast of a refire rate as i can get, but again, im hesitant to use a 1400 or 1500 min damage weapon at a 0.48 mod
KraytFlee-er wrote:
ill just make this out plain and simple:
1. Overt or not, enemy NPC's attack you on sight. shouldnt the changes to the GCW apply in space to?
2. Because noone else is overt! there is no point in being overt unless you are able to attack other players. the only other players in space that you see overt are the people who are a master pilot with ships that would probably cost like 1000k not even including the cost of the merciless weapons, the impenetrablearmor, and its fast funcitioning systems. if you ever do run into an overt player in space and your overt and you havent mastered your pilot proffesion i suggest hyperspacing to the other side of the galaxy
these are probably the 2 main reasons.
if you think there are other reasons, please post them here.
1. I think that NPCs attacking you on sight even while covert is more "realistic". Think about it....if I'm flying around in a TIE fighter and a group of rebs see me what are they going to do? personally I think if you are in a faction ship you should be perma overt. however, that would take away the fun factor from those who don't like to PVP.
2. There are 2 reasons to fly overt....1) to kill other overt players....and 2) to get a cubic ton of FP. The FP alone is worth the small risk of flying overt. I am overt 100% of the time I am in space. I farm FP and also go on regular patrols for other overt players. I don't fly a uber ship but I'm an ok pilot with above average situational awarness skills so I do alright for myself in PVP. Although I do have the merciless weapons and fast systems you were talking about. As for the armor....I run armorless so if you score a hit on me then I'm dust. But knowing that keeps me on my toes. So hypering out when you see me might still be a good idea.![]()
Ramona_Garcia wrote:
After you get the reward engine at 3333you can fly with the best of them, strictly equipment wise, as an Imperial pilot. But as long as you think better shields and better guns are the answer, as they are in PvE, and try to treat a player opponet as some dumb AI, you will lose. Try to switch to an interceptor instead of the bomber, if you can't bring your guns to bear fast enough, and see how the A-Wing likes an opponent with the same speed and agility.
problem is, to fit that damn engine in my interceptor, i have to leave off, armor and boosters. and even then, what parts i have on me that will fit in the interceptor after the engine, are crap. but yes, i do see from what happend to me, and what i've been reading on older threads, is that PvP is all about the first shot, and that's it. so manuvering is priority.
but, should PvP take more than 3 seconds per engagement? where's the time to get into a good'ol dogfight?
(also, flying by mouse, so i don't have the greatest control
)
Message Edited by SickSix on 04-05-2005 11:15 AM
Ducimus wrote:
SickSix wrote:
1. because only master pilots even have a chance at surviving a PvP encounter.
the gaps between player pilot levels is exponentional.
Gonna have to disagree with that.
95% of the equipment in my ship, does not exceed level 7. Thats teir 3. Infact my primary ship that I PvP wwith is teir 3. I could even conceivably use a teir 2 ship - but thats specific to being an imperial pilot.
Where the gap really comes in at, is how much time you spend in space. Ya i use level 7 and below equipment in my ship, however, all of it is re engineered. I spent ALOT of time in space, just harvesting parts for re engineering to fine tune my ships to the bleeding cutting edge of performance. Anyone who spends time doing this, is going to have something of an advantage.
But none of this, has anything to do with having to be a master pilot.
Message Edited by Ducimus on 04-05-2005 12:06 PM
hmmm, ok. i'll have to try and pvp more then. and can i ask exactly what does re-engeneering do? lower the mass and keep the performance? because all the good lvl7, and even lvl6 parts i'm getting are pretty damn heavy for t3 ships.
SickSix wrote:
Ramona_Garcia wrote:
After you get the reward engine at 3333you can fly with the best of them, strictly equipment wise, as an Imperial pilot. But as long as you think better shields and better guns are the answer, as they are in PvE, and try to treat a player opponet as some dumb AI, you will lose. Try to switch to an interceptor instead of the bomber, if you can't bring your guns to bear fast enough, and see how the A-Wing likes an opponent with the same speed and agility.
problem is, to fit that damn engine in my interceptor, i have to leave off, armor and boosters. and even then, what parts i have on me that will fit in the interceptor after the engine, are crap. but yes, i do see from what happend to me, and what i've been reading on older threads, is that PvP is all about the first shot, and that's it. so manuvering is priority.
but, should PvP take more than 3 seconds per engagement? where's the time to get into a good'ol dogfight?
(also, flying by mouse, so i don't have the greatest control
)
Message Edited by SickSix on 04-05-2005 11:15 AM
Try a TIE Advanced first if you're not used to PVP. You will be a larger target but an Advanced moves and has the same speed as an Interceptor but almost double the mass.
If you fly an Interceptor use it mostly for PVP. If you do that you won't need boosters or armor as in PVP neither will help you out much and only take up valuale mass. Also go with as light a capacitor as you can get. using Cap Overload 3 or 4 will take care of the low stats and you won't run out of energy. Shields are not worthless in PVP but since the best (and heaviest) only charge in the 2500 range and most PVPers use weapons in the 2.5k-4k range, your shields are pretty much only there to protect you from the random NPC ship that you might run into. Engine is EVERYTHING for an Interceptor. Top speed is important but high PYR is VERY important. Try to get an engine RE'd to about 70+ PYR. Then strap a blaster that does at least 2500 damage and you'll be all set and may even have a little room for some CMs.
Try to get ALL of your equipment RE'd.
As for the dogfight thing, we have some really good reb pilots on Shadowfire who I have had some 5-20min dogfights with. It's not always about who gets the first shot but who is simply the better pilot. If you're up there and not paying attention you'll get blasted.
something like that, only better.
Simply put, RE'ing is where you take the best statistic off of several items of a given type, and combine them all to make one uber part which inherits the best stats of all the parts used. How many parts you need depends on the RE level of the item.
For example, a level 6 engine is typically RE level 6. Which means i need six engines of that RE level to make one damn cool engine.
So of these six engines.... ill scavange for something with low mass. Then ill find another engine with low reactor drain, another with high yaw, another with high pitch, etc etc.
Then ill get a Shipwright to combine them for me to produce said RE'd uber part.
SickSix wrote:
hmmm, ok. i'll have to try and pvp more then. and can i ask exactly what does re-engeneering do? lower the mass and keep the performance? because all the good lvl7, and even lvl6 parts i'm getting are pretty damn heavy for t3 ships.
Here's an example of a very good PvP Intercepter Loadout....
KUAT RE'ed lvl 4
Mass 3689.1
Generation Rate 12287.5
Level 6 reward (Not RE'ed yet)
mass 13765.9
Top Speed 79.0
YPR 63.2
Level 7
mass 14642.7
Front/Back 10000.0/1734.8
recharge rate 12.0
level 2
mass 1042.9
armour 162.5/162.5
level 1
mass 890.3
armour 102.3/102.3
Level 4 RE'ed
mass 3254.5
energy 1000.0/942.2
recharge 40.2
level 4 RE'ed
mass 3245.6
acceleration 34.5
top speed 26.0
level 1 re'ed
mass 433.4
speed 16.4
Some of the components i make myself. Being your own SW helps.
- L1 player made Reactor, 11.5K output, )
- L2 RE'd Capacitor. (909ish / 37.1ish )
- L1 DC
- MK I armor (265ish armor / 975ish mass)
- MK III player made shield (1300 f/b)
- MK II player made booster - 10 sec burn time
- L6 RE'ed reward engine
- Chaff launcher
Now heres where i vary alot, depending on my mood
Alternate loadouts:
- L8 REd blaster
OR
- L7 RE'd blaster + 1 MK II IR missle launcher
or
- L7 RE'd blaster + 1 MKIII reactor 14K output to run EO4.