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Thread: Can anyone point me in the right direction please

Neogame
Tue Nov 09, 2004 2:19 am
#1

Hi all,

i've posted a similar message over in the shipwright forum, but wondered if i can get the help here first. I'm a little confused about all the ship components. is there a post somewhere that explains them all? If not could somebody please post a brief explaination on the Parts and what we should be looking at Stat wise to tell if its a good part or not, as i havent got a clue. (IE what make a good reactor, or weapons capaicitor etc...)


Thanks in advance



Colonel Youngbull
Imperail ACE pilot for Hire
Master Carbineer, Master Bounty Hunter, ACE Imperial Pilot, Novice Pistoleer
Lumpi667
Tue Nov 09, 2004 2:28 am
#2

It is hard to tell what are good stats, I think...

If you only have 5k mass left in your ship, a reactor with less then 5k mass and as much energy output as possible or as much as needed is good.

If you have "unlimited" mass, but you need as much as energy as possible, every reactor with high energy output is good, mass dont matter.

for example a 5k mass/10k energy reactor would be good for the first example, but wouldnt be of much use in the second

a 5001 mass 12k energy reactor would be useless for the first but good for the second



DARK SIDE - Imperial Rolls

I hope you understand my pseudo english
Kodpese
Tue Nov 09, 2004 2:54 am
#3


1) Main Reactor - Supplies power for your entire ship. Higher numbers better all round. All other components draw power form this and if it doesn't generate enough power you might not be able to use all those other components you want.


2) Capacitor - Supplies power to your weapons. Again, higher numbers are better. Most important is recharge rate - if your capacitor runs out of power you have to wait for it to recharge some power before you can fire again. High recharge rate will let you keep firing.


3) Front & Rear Armour - Fairly obvious what this does. Again higher numbers are better. However, if you start taking damage to your armour then the battle is already lost though good armour might buy you enough time to escape in one piece. Once your armour is gone you will start taking damage to your other components and chassis - this is very expensive...


4) Shields - Probably the single most important component. Amazingly higher numbers are better here again. A good recharge rate is important as is the shield strength itself. If your shields are taking a pounding time to think about retreat.


5) Weapons - Your second most important component. If your not putting out enough damage you won't be able to take down your opponents quickly enough. Obviously higher numbers are better again except for energy per shot and refire ratewhich you want to be as low as possible - the lower the amount of energy expended per shot the longer the power in your capacitor will last. While max damage is important don't ignore min damage. It's better to average 1200 damage per shot than have the odd shot do 2000 and have many that do 800 or less. A lower refire rate will allow you to shoot faster. Also look for effectiveness vs shields and vs armour (higher the better) - some weapons are better against shields and vice versa.


6) Droid Interface - If you're Rebel and using an Astromech you'll need one of these. The only important consideration here is the droid command speed. Lower the better here as it will increase the speed with which you can issue commands to your droid.


7) Countermeasures - You'll want these to stop you getting hit by missiles. I have not used them yet so I can't really tell you anything about them.


8) Missiles - Again, not used these so I can't really advise. Though I believe you need to buy missile packs to keep them loaded which could prove expensive.


9) Engine - Higher numbers are better. Top speed is generally considered the most important factor here though don't ignore the pitch/turn/yaw etc rates. This is the component that is most drastically effected by your chassis though, so don't be surprised if even with a good engine that your Y-Wing is slow and maneuvers like a brick - if you put the same engine in an A-Wing you would have a very very fast highly maneuverable craft.


10) Droid/Flight Computer - This will enable you to execute droid/flight computer commands such as shield adjust/reinforcement and reactor overload. You need to buy unprogrammed chips from droid vendors and program the commands yourselfor obtain already programmed ones from other pilots. The higher the level of the droid/computer you use the more commands it can hold. I believe this is the only difference. Make sure you are certified to use the level of droid/computer you are buying.


Think that covers everything...


EDIT: Oh yeah, forgot that you can only fit components into your ship up to the maximum mass it can support so you might need to compromise on some components in order to fit in those big nasty guns and a nice strong shield. If your stuck for mass you can compromise your shield a bit for a better engine as extra speed obviously makes you harder to hit.

As well as maximum mass you are also limited by your reactor power output - you need enough power to run all your toys, if you need some extra juice get yourself the reactor overload command from a neutral pilot (or program yourself if you are neutral).

Message Edited by Kodpese on 11-09-2004 10:02 AM




Zokra Losse - Elder Bounty Hunter
Oloi Oubraki - Master Structures Trader
Please drop off all auction winsto Loot Vendor,Tatooine -3067 1383 just outside Mos Espa.
Sypherist
Tue Nov 09, 2004 3:50 am
#4






Kodpese wrote:


1) Main Reactor - Supplies power for your entire ship. Higher numbers better all round. All other components draw power form this and if it doesn't generate enough power you might not be able to use all those other components you want.


2) Capacitor - Supplies power to your weapons. Again, higher numbers are better. Most important is recharge rate - if your capacitor runs out of power you have to wait for it to recharge some power before you can fire again. High recharge rate will let you keep firing.


3) Front & Rear Armour - Fairly obvious what this does. Again higher numbers are better. However, if you start taking damage to your armour then the battle is already lost though good armour might buy you enough time to escape in one piece. Once your armour is gone you will start taking damage to your other components and chassis - this is very expensive...


4) Shields - Probably the single most important component. Amazingly higher numbers are better here again. A good recharge rate is important as is the shield strength itself. If your shields are taking a pounding time to think about retreat.


5) Weapons - Your second most important component. If your not putting out enough damage you won't be able to take down your opponents quickly enough. Obviously higher numbers are better again except for energy per shot and refire ratewhich you want to be as low as possible - the lower the amount of energy expended per shot the longer the power in your capacitor will last. While max damage is important don't ignore min damage. It's better to average 1200 damage per shot than have the odd shot do 2000 and have many that do 800 or less. A lower refire rate will allow you to shoot faster. Also look for effectiveness vs shields and vs armour (higher the better) - some weapons are better against shields and vice versa.


6) Droid Interface - If you're Rebel and using an Astromech you'll need one of these. The only important consideration here is the droid command speed. Lower the better here as it will increase the speed with which you can issue commands to your droid.


7) Countermeasures - You'll want these to stop you getting hit by missiles. I have not used them yet so I can't really tell you anything about them.


8) Missiles - Again, not used these so I can't really advise. Though I believe you need to buy missile packs to keep them loaded which could prove expensive.


9) Engine - Higher numbers are better. Top speed is generally considered the most important factor here though don't ignore the pitch/turn/yaw etc rates. This is the component that is most drastically effected by your chassis though, so don't be surprised if even with a good engine that your Y-Wing is slow and maneuvers like a brick - if you put the same engine in an A-Wing you would have a very very fast highly maneuverable craft.


10) Droid/Flight Computer - This will enable you to execute droid/flight computer commands such as shield adjust/reinforcement and reactor overload. You need to buy unprogrammed chips from droid vendors and program the commands yourselfor obtain already programmed ones from other pilots. The higher the level of the droid/computer you use the more commands it can hold. I believe this is the only difference. Make sure you are certified to use the level of droid/computer you are buying.


Think that covers everything...


EDIT: Oh yeah, forgot that you can only fit components into your ship up to the maximum mass it can support so you might need to compromise on some components in order to fit in those big nasty guns and a nice strong shield. If your stuck for mass you can compromise your shield a bit for a better engine as extra speed obviously makes you harder to hit.

As well as maximum mass you are also limited by your reactor power output - you need enough power to run all your toys, if you need some extra juice get yourself the reactor overload command from a neutral pilot (or program yourself if you are neutral).

Message Edited by Kodpese on 11-09-2004 10:02 AM





Good post Five stars!




Sypherest Darkcloud
- M*A*S*H -
- Imperial Ace -
- Heavy Swordsman -


ScReemB
Tue Nov 09, 2004 3:52 am
#5

Missile packs at lvl 1 don't take many resources to make so they should be relatively cheap in comparison to other crafted ship parts.


SCM T'R



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* SCM T'R - Master Rifleman, Teras Kasi ** Aski T'R - Master Architect, Artisan, Merchant *
Eldana
Tue Nov 09, 2004 3:57 am
#6

Right, and they don't make much damage and eat up the mass that you might better use in getting better shields.

I suggest to forget missiles in low tiers
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