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Thread: SOE why do you hate Privateers?

NeonCoyote
Sat Nov 20, 2004 11:12 am
#1





No 2 person ship... wahh?

Hay we hijack everyone's ships and use em, we should have one too!



Only 1 Program?

Why not Overload Capacitor?

Everyone else has multi Programs.



Emergency Engine Boost?

Funny But the Overload Engine from the Imps works much better so I run that and if I emergency on top, it does... Nothing?

Personally I think as Privateers we shoulda been the ones to have in space repairs. (sorry rebels )



Pirate Trap!

Please rename this 'Kill me Quicker!'

It might not be so bad if it gave me enough time to make an emergency Jump or something, but since using it locks up any other tricks ect and they usually start attacking us right off the bat (even at tier 3+) it's kinda un-fun. Perhaps it could be done with a 60 second window of safety and no trick lock?



FireSpray!

Yea! I am a privateer because I want a Firespray! Wah?? Wait!?!? You Mean Rebels and Imps can use em too???

So they can have FS, a Nice Gunboat and a Multiperson Gunship???? And we get What? Oh a 1300... where is our Gunboat like the B wing or Bomber?



I do have a cool Bandoleer that holds stuff though, so I guess that evens it all out.



How bout a lil Love eh?


I am not sure if I should or

Message Edited by NeonCoyote on 11-20-2004 01:14 PM



Playin Since Closed Beta - Hologrinder - 3 test toons - 8 live toons
Converted supporter of NGE and Long time suporter of SOE
If someone tries to kill you, you try and kill em right back.

Jullep
Sat Nov 20, 2004 11:21 am
#2

Privateer ~ Smuggler.. hence no love



ATWU EDIOD
DND
yorukaze
Sat Nov 20, 2004 11:22 am
#3






NeonCoyote wrote:





No 2 person ship... wahh?

Hay we hijack everyone's ships and use em, we should have one too!



Only 1 Program?

Why not Overload Capacitor?

Everyone else has multi Programs.



Emergency Engine Boost?

Funny But the Overload Engine from the Imps works much better so I run that and if I emergency on top, it does... Nothing?

Personally I think as Privateers we shoulda been the ones to have in space repairs. (sorry rebels )



Pirate Trap!

Please rename this 'Kill me Quicker!'

It might not be so bad if it gave me enough time to make an emergency Jump or something, but since using it locks up any other tricks ect and they usually start attacking us right off the bat (even at tier 3+) it's kinda un-fun. Perhaps it could be done with a 60 second window of safety and no trick lock?



FireSpray!

Yea! I am a privateer because I want a Firespray! Wah?? Wait!?!? You Mean Rebels and Imps can use em too???

So they can have FS, a Nice Gunboat and a Multiperson Gunship???? And we get What? Oh a 1300... where is our Gunboat like the B wing or Bomber?



I do have a cool Bandoleer that holds stuff though, so I guess that evens it all out.



How bout a lil Love eh?


I am not sure if I should or

Message Edited by NeonCoyote on 11-20-2004 01:14 PM






If you try out the Imperials, you'll see that their situation is far worse. They may have a couple 2-person ships, but they have very little mass.


If you're refering to the "vampiric repair" of the Rebels, it would be nice if Privateers got that. However, the Repair Vessel should be Rebels only - Privateers are alone: they shouldn't be able to get help from others... They should be able to do a lot of great things by themselves, however, like repair themselves.


I totallyagree that the Privateers need a Master level ship, however: Nah, not just one, make lots of em! Let the Privateers have access to a variety of ships - hijacked ships included.





________________________________________________________________________________________________________
Yorukaze
Alliance Pilot, Starfighter Engineer/Spaceframe Designer for the Alliance
______________________________________________________________________________
NeonCoyote
Sat Nov 20, 2004 11:31 am
#4






yorukaze wrote:



If you try out the Imperials, you'll see that their situation is far worse. They may have a couple 2-person ships, but they have very little mass.


If you're refering to the "vampiric repair" of the Rebels, it would be nice if Privateers got that. However, the Repair Vessel should be Rebels only - Privateers are alone: they shouldn't be able to get help from others... They should be able to do a lot of great things by themselves, however, like repair themselves.


I totallyagree that the Privateers need a Master level ship, however: Nah, not just one, make lots of em! Let the Privateers have access to a variety of ships - hijacked ships included.





I thought they were adding Mass though to the Imps?


Yes I agree BTW the Vampiric repair should be Privateer but the Vessel should be Rebel


I would be happy with just 1 master level ship adition, i believe the Firespray was intended to be Privateer only but then a bad decision was made and no replacement for them given. If they had made the FS Privateer only I think it would have been a good choice... I wouldnt have even minded that I have to sell my soul to get one



I think a single tier 2 or 3 two person ship would be a fine addition as well.



Message Edited by NeonCoyote on 11-20-2004 01:32 PM



Playin Since Closed Beta - Hologrinder - 3 test toons - 8 live toons
Converted supporter of NGE and Long time suporter of SOE
If someone tries to kill you, you try and kill em right back.

YamadaMan
Sat Nov 20, 2004 11:40 am
#5

try and play up to tier 4 first box with 1 blaster, so we can talk about it later.

then check around you who uses the 2seater ships, rebels or imp, with a friend/gunner

then check your tier 4 ship's stats...

again, go do privateer tier 3 with a kimo ship

imps/rebs have multi programs

1 - u can use em as well (read the manual).
2 - imp programs at level 4 are nearly unusable, too much energy required, and levels 2 and 3 can't be used with efficiency without reactor overload.


etc... etc... ok the abilities suck, I agree.



"This morning, the team made a decision to delay the Smuggler profession revamp to Publish 11." TH

Loot Shop (Painting, CAs etc...) Coronet/junction (860 -4724)
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-- Aki'xianghua - Twilek Thug (Master of the LongPole - Rarities Collector)
NeonCoyote
Sat Nov 20, 2004 11:49 am
#6


Hay i love bein a gunner. Just because lotsa folks dont use em doesnt mean we shouldnt have the option.


Yes I can use their programs, aint it great that ours are in such high demand... and on a 1 for 1 swap with someone else we can offer... umm... oh yeah ONE.


Just because you dont care, doesnt mean other privateers shouldnt have some options and value.


The class needs some attention, it's easy to trash the thread sure... but it's true and there are actually some useful ideas in here.


Btw My Bria toon is an Imp Pilot 4343

As is my Tempest Pilot

My Infin is a reb, but that was just for fun and I dont play on that server other than i wanted to try out Rebels 3343

So while I am not a master I do know a lil bit about them all. Again the point is Privateers are lackin, sorry.

Message Edited by NeonCoyote on 11-20-2004 01:52 PM



Playin Since Closed Beta - Hologrinder - 3 test toons - 8 live toons
Converted supporter of NGE and Long time suporter of SOE
If someone tries to kill you, you try and kill em right back.

NeonCoyote
Sat Nov 20, 2004 11:55 am
#7






YamadaMan wrote:

1 - u can use em as well (read the manual).



LOL and read my post, you know the part where i say I RUN an IMP program overload Engines?




Playin Since Closed Beta - Hologrinder - 3 test toons - 8 live toons
Converted supporter of NGE and Long time suporter of SOE
If someone tries to kill you, you try and kill em right back.

NeuralBurn
Sat Nov 20, 2004 12:05 pm
#8

AMEN!
Yeevle
Sat Nov 20, 2004 12:05 pm
#9

Both Privateers and Imps have some problems at the moment. Privateers biggest problem is Pirate Trap, I mean really, it is so funny to use, tried it yesterday, pressed my hotkey for it, watched as the pirates spawned in right next to my target, start laughing my head off as they all turn away from my target and head straight for me, then they open fire on me!!!


Luckily the pirates that spawnsuck otherwise I would have stopped laughing.


For us Imps we get fast ships that have no mass whatsoever, jeeze the TIE/In and the TIE Interceptor are laughable. One has about 39k, the other about 49k. What the hell are we supposed to put on those?!?! I couple of spud guns and a catapult?!?!?!?!?


Oh well, I know it will be balanced eventually but it seemed pretty obvious to begin with.
Sin-Vraal
Sat Nov 20, 2004 12:08 pm
#10

I'd love it if I knew someone who had a ship with a gunner position... I like manning turrets in other games; I can't imagine that JtL would be much different.

At any rate, privateers really should have at least three things (all of which have already been alluded to) that they don't:
-Multiple programs, preferably of the vampiric variety. Drain shields to increase engine speed, empty capacitor to boost shields, whatever. Basically an SWG version of the power distribution that X-Wing had, but with even more lopsided effects. On a related note, all ships with shields should be able to switch full front/rear and equalise front/rear.
-Hijacked ships. Perhaps not high-end Imperial vessels, but certainly Rebel ships and a plethora of as-yet-nonexistant ships that I hope are added sometime in the relatively near future. The way I envision it, at tier 4 or Master, privateers would gain loads of ship certifications for vessels that can be had on the open market. This would include ships such as Y-Wings and Z95s, but not necessarily TIEs or X-Wings (as later Rebel ships were generally designed for and given/sold directly to the Alliance, and not acquired from the open market). In all honesty, this idea could also be applied to Rebel pilots with more common privateer ships (if so, then the Imperial tree would probably require some tweaking also; I'd call for it in the form of better commands, but I disgress).
-A Master ship that's useful for something. The YT-1300 is a freighter. Regardless of your take on whether or not it should be ingame (I vote nay), it's not a combat vessel. Privateers--both historically and in Star Wars--generally need to engage in combat nwo and again to make a living. Smugglers do not (this gives me an idea; see below). At any rate, I think that a Skipray Blastboat would make a good Master level ship for privateers: it's designed for a crew of three, I think, but can be effectively flown by a single pilot. See how that works? Useable and nominally effective by one, best when manned by three. Wow... something that would work for the "I want to solo" camp as well as the "multiplay = teamplay" camp.

A new idea: If people really demand the YT-1300 to be ingame, why not just give that to Master SA privateers? Freighters are good for smugglers, bad for combat pilots. So the smugglers can keep their iconic vessel while the reast of us can have something a little more useful.
NeuralBurn
Sat Nov 20, 2004 12:16 pm
#11






Sin-Vraal wrote:


A new idea: If people really demand the YT-1300 to be ingame, why not just give that to Master SA privateers? Freighters are good for smugglers, bad for combat pilots. So the smugglers can keep their iconic vessel while the reast of us can have something a little more useful.





Actually I am hoping that some day.... Privateers with a YT-1300 can actually (ok now keep with me) SMUGGLE!

I know I know I am dreaming. But it would be nice if the YT-1300 actually had a use and the use fit the ship.


Seems like the Firespray was to be our crown ship but I am guessing too many folks cryed for it. From what I found out in beta the YT is pretty useless, but I like the interiour. *wink* But shhh or someone will post another 'Well yeah, try it with one eye closed and flying backwards with half a gun then come talk to me post.


A black sun Frigit or something would be nice.
NeonCoyote
Sat Nov 27, 2004 8:40 am
#12

Bump



Playin Since Closed Beta - Hologrinder - 3 test toons - 8 live toons
Converted supporter of NGE and Long time suporter of SOE
If someone tries to kill you, you try and kill em right back.

JediNizar2
Sat Nov 27, 2004 8:56 am
#13






NeonCoyote wrote:






Pirate Trap!

Please rename this 'Kill me Quicker!'

It might not be so bad if it gave me enough time to make an emergency Jump or something, but since using it locks up any other tricks ect and they usually start attacking us right off the bat (even at tier 3+) it's kinda un-fun. Perhaps it could be done with a 60 second window of safety and no trick lock?






Looooooooooooooooooooooooooooooooooooool, this 1 is my favorite.








Blixtev wrote:
Until the Producers decide otherwise, the game stay bugy how it is. and we will continue to nerf and ignore Smugglers





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