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Thread: Privateer Issue Thread

truewildman
Tue Nov 02, 2004 1:24 am
#66






NightGun wrote:

I should apologize for my last couple of posts I have gotten off topic. With that in mind I will comment on the original topic of this post, Issues with Privateer.







Me too. Sorry.



I've been a master smuggler for a long, long time. So, it kinda goes without saying that I'm going te be Privateer. But, I'm always up for a good challenge.


You say the abovelike PvP as a Privateer is near impossible. I definitely agree that it will be more difficult, but I'm one that loves a good challenge. At first, I was upset that I couldn't use my good components in my craft.


But, eventually, I will be able to. I dunno. I can't wait to see how the YT-1300 handles. I love to, ideally, have a MP ship and a decent medium fighter to use as master, though, and I just don't think I'll be able to with the components that I want.


That being said, I do like the fact that flying what I've been stuck with has afforded methe opportunity to hone my skills moreso than rebels or imperials, and that "twitch" is what will determines ultimately who come out on top in PvP, regardless of lvl of components.


Also, keep in mind, I have some lvl 6 components that out-perform some lvl 9 and 10 components I have.





Boslo
-Elder Smuggler/Elder Commando-
Ra'van Crowe
-Elder Smuggler/Elder BH-
I'on
-Pirate-
"You gotta be a little insane to stay sane."
XFS0701
Tue Nov 02, 2004 1:29 am
#67

Yeah...it's all about being good enough to stay in the game. I do just as well with my Dunelizard and it's two looted Taim & Bak blasters to do 900-1300 damage as I do with my Kimogila with its crafted advanced blasters that do 1800-2300 simply because I can fly better and maneuver better than in my gunship. Of course, I'll get to the point where a full blast from my Taim & Baks do like 2% damage to an enemy...but I can run it up against most tier 4s and even some tier 5s and blow them apart.
NightGun
Tue Nov 02, 2004 1:31 am
#68

having not yet made the higher levels I will defer some. I would say that I also enjoy a good challenge and hope to PVP extensivly with my Privateer craft. I think that if our masses are lower then our equpiment will make the difference. Privateers will have to be on the lookout for good low mass equipment to help their ships. Also it may make a differnce what SW you use because I am sure we will be intrested in ones that experiment on low mass. This means our equipment may not be quite as powerful as some of the military minded equipment used by the faction piolots but I am sure the Devs will make efforts to keep us at least on par with them. Possibly some better abilities or maybe added ability to help level the scales if we really need it. The pirate trap ability sounds like it could do just that if it is handled correctly (Can't wait to get it myself and start using it).



"I ain't in this for your revolution I'm in it for the MONEY"
LarsGreyEagle
Tue Nov 02, 2004 1:32 am
#69






willismaximus wrote:



1st let me get droid programs out of the way. We get one. Reactor overload. Nothing useful like transfer shields (rebels)or weapon power boost (Imps.) Personally I think transferring shield power from front to back should be available to everyone. However, since other people can burn programs onto your chips, this can be overlooked . . . especially since our ships don't have enough mass to fit a droid interface on anyways.




as far as i know at least in beta they may have fixed it but if you have a rebel or imp pilot burn the chip for you you can use thier droid programs ie power to shields or power to weaps course the trade offf is the imps have reactor spike so they wouldnt be willing to trade however a rebel probably would for reactor over load might come in handy for some of thier abilities

again i havent tested this theory in live yet so it may be a moot point but if its possible it would kinda nullify the program argument
NightGun
Tue Nov 02, 2004 1:42 am
#70

I agree that being able to buy preprogramed driod chips does help equal everyone however It would stand to reason that privateers are probably gonna have good chips since they are all illegal and such. Also it would be nice not to have to rely on someone else for droid chips just because are ability is more or less useless.



"I ain't in this for your revolution I'm in it for the MONEY"
truewildman
Tue Nov 02, 2004 1:49 am
#71






XFS0701 wrote:

What's the point of Reactor Overload when we can't put enough stuff on our ship to max out the reactor energy anyway, except for very low-end equipment? I think, if anything, it's a good program to burn off onto chips and sell to Imps and especially Rebels who can't find a reactor powerful enough to power all the high-end weapons they can load up.







/eyebrow


I have the opposite problem atm. I have a Rhyk and can put all lvl 6-7 components in it. I can put Mark III missile launcher in there with 3 2000 damage guns in it and won't overload the mass. But, I have a 13k reactor in it, and it just goes over by about 400.






Boslo
-Elder Smuggler/Elder Commando-
Ra'van Crowe
-Elder Smuggler/Elder BH-
I'on
-Pirate-
"You gotta be a little insane to stay sane."
XFS0701
Tue Nov 02, 2004 1:58 am
#72

I had problems with my Kimo at first, and spent the money to get a MkIV reactor that puts out over 15k output. However, since I upgraded past looted weapons to crafted, the energy requirements have nosedived, and I only need about 13.5 now, which lets me put a less massive reactor in...so now I can actually have a droid interface and have room left over for countermeasures.

I'll have to see what the energy drain is when I get the last 250k xp I need to use my Rihk.
Silest
Tue Nov 02, 2004 3:48 am
#73

I'm still waiting on my order of JtL so not had a chance to play yet. I will be going neutral when I eventually do get to play.


One thing that strikes me about this thread (a very good thread too and thank you for the info) is that while I understand the privateer/freelance pilots wont have access to the millitary vessels we should find our edge elsewhere. I'm not sure if space slicing is in the game (I know about reverse engineering) but it occured to me that as a freelance pilot modifications to our ships and components probably wouldn;t have to follow the strict millitary way of doing things. Han Solo modified the Falcon himself so maybe we could have the ability to cram more into the smaller ships ... or at the very least improve what we can put fit in other ways.


Sorry if this is something already in the game (besides reverse engineering) but it struck me that freelance should have this option that millitary probably wouldn't have and it might help even the scales a little.



Silest - Sill

Jedi - Bounty Hunter

"Before you criticise someone, you should walk a mile in their shoes.......

That way, when you criticise them, you're a mile away and you have their shoes"

Road-Kill21
Tue Nov 02, 2004 8:54 am
#74







Rihk is slower, but once it gets moving, it's hard to stop Kinda like running into a brick wall . . . that's moving towards you






^^Classic line!



Ive got a Dunelizard at 69k and have been using it since I got Tier1 Ships. I have gotten so used to it that I can not pilot a Kimo successfully. Too sloppy for me. I have hade to restrict myself to a minimal loadout for components, but I still have a 92.2 Engine, 13k Reactor, 34.6 Capictor, 2 1700 Lasers, 1200 Rear Armor, 500 Front Armor, 9.51 1200HP Shields, and I can even toss on a booster for good measure. Now granted I would like to be able to stack on more equipment but limiting like this does give it a much more personalized feel. Take my equpiment and my ship, give it to someone else, and you probably have a completely different ship.


I would like there to be an Interceptor class for a Tier3 or 4, just because I like small quick ships. If possible, I would love to be able to fly a TIE Interceptor but I went neutral. How about the Devs add a Dunelizard Type B that has a mass of 80-90k? That would make me a happy pilot.

But I still would rather have my YT-2400



-------------------------------------------------------
Avowyn Star
-Imperial Colonel
-Out of Retirement as of 1 April 2006
-------------------------------------------------------
truewildman
Tue Nov 02, 2004 9:15 am
#75








willismaximus wrote:


Naa, we don't need another worthless multipass ship. We need a hardcore, unique fighter!! Oh, I just had an idea though. YT-2000 and YT-2400 can be variants of our multipass ship! That would be kickass!


But, 1st things 1st. Plus, rebels and imps would have a fit if we got variants and they didn't







Well said. YT-1300 is great and all, but I want a good personal fighter. Black sun ships simply don't offer that.





Boslo
-Elder Smuggler/Elder Commando-
Ra'van Crowe
-Elder Smuggler/Elder BH-
I'on
-Pirate-
"You gotta be a little insane to stay sane."
willismaximus
Tue Nov 02, 2004 11:08 am
#76


Ok . . . the dunelizard is really nice. All you duneliz fans are fans rightfully so. 70K mass seems like plenty at 1st!! Like I said though, once you get up to Tier 4+ especially, in order to compete with the crazy NPC AI, you simply have to have better equipment. I have hordes of good loot in my inventory that I can't use. Heres a breakdown of the change in mass curve:


Lvl 7 average mass for components is roughly 20K a pop.

lvl 8 is 30+K

Lvl 9 is 40+K

Lvl 10 is 50+K mass a piece !!



It takes at least 5 componets to have a operational, combat worthy,skeleton ship

Reactor

engine

shield

capacitor

one laser


Suddenly 70K for a medium fighter isn't looking to great. Two hardpoints is a moot point if you have no roomto put a weapone on it. Even 130K is really low, compared to the other bombers.

I know we can't have all lvl 10 or 9 stuff on a fighter . . . but we should at least be able to get one and still have room for the rest It makes having high lvl equipment pointless. As it is . . . I have some great equipment that are just serving as giant paper weights






------------ Attitichuk, Bria ------------
Bullbyte
Tue Nov 02, 2004 11:30 am
#77






willismaximus wrote:





darkseedcac wrote:

I totaly agree with this, I also think its pretty gimp that we as privateers got to go through the damn jabba theme park just to get to our tier 3 trainer. This is messed up some of us dont have good faction with jabba ad it takes forever to get good with him. Which by the way I cant find the trainer, anyway, in that damn palace. Where is he / she? Can someone help me with this






Well, I dunno about Jabba, cause I'm acorsec privateer. HOWEVER, *my* tier 3 trainer was in Nym's cantina, with -5000 Nym faction. Can't tell you how frustrating THAT was. Every time I went back it was like "Great Escape" all over again.






LOL .. glad to hear I'm not the only one with this problem. I have to blast my way in and blast my way out of the cantina. Which means I have to get a buff everytime I need to see the trainer, which is way to often in my opinion. If I wasn't a MCH/MP I'd be more perturbed than I already am. Who's brilliant idea was it to nest five sub-quests into the main one and have you fail all of them if you make it to the last part and die? The T3 second set end battle is point and case. Anyone know just how many waves the total is you must defeat? I gave up counting at seven.



Bullbyte
Tue Nov 02, 2004 11:38 am
#78

Heads up. On the topic of the YT-1300. This was a HUGE issue in Beta and you may or may not know this. There are no forward fuiring guns on it. What that means is that you must have a crew to even fly it into combat. Maybe they changed that but last I read on the Beta boards it was still a sore issue.
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