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Thread: Privateer Issue Thread (Revised)

willismaximus
Sun Nov 21, 2004 8:05 pm
#1






Well, due to the success of the original thread, and the fact that many things have changed, I thought I'd make a new thread for discussion. So, here goes!


As you all know, our privateer ships just got a huge upgrade. This was my biggest issue. The Rihk and Ix are now contenders. I was very disappointed in the minimal increase in the Kihrazx light fighter though It was 30K before, and was bumped to 40K. Considering a T/I is 50K and an A-wing is 65k. . . this thing, based on it's relative size, needs to be between 55K and 65K to even be worth buying. Right now, it still isn't.


There are some problems with the YT as well. The other Muil-pass ships get 3 ordinance hardpoints. We get two. Why? I can only assume this is a bug. Also, the non-existent loot box problem, and the alarms not going off. Muilti-pass ships as a whole need some work, but the YT getting shafted an ordinance slot is just mean.


Also, MASTER SHIP!! Cmon devs, mastering Privateer is like someone selling me a car with a lawnmower engine, saying "use this till we get around to finishing it." I have my YT . . . and it's not that great. I bought it solely cause I wanted to have something to justify mastering Privateer But cmon, give us our damn single-seater The Star-Viper seems to be the crowd favorite at the moment. This would work great as a light fighter, considering our light fighter blows so hard right now.


Now on to abilities (some of which are shamelessly copy/pasted from my old thread )



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 . . .


Ok, special abilities. Lets start with speed boost. At 1st I kinda liked it, but now I'm not too sure. Even at master, it often only lasts a few seconds (5-20 usually.) And since you cant shoot until the effect wears off, it really only helps when you want to get from point A - B faster. When running away, it helps some. But, if you have an Imp player chasing you, forget it. I tried running once in Kessel, before is was PvE only. An imp was about 2K away, chasing me. I hit hyperspace and thought I had plenty of time. I hit e-thrust and my booster, and saw that he was matching my speed (despite my badassengine) When the ethrust and booster wore off like, 5 sec later, I was amazing at how fast he was closing. Well, I didn't make it to hyperspace. I think the imps have a droid program that boosts their speed a LOT more than our ethrust, and they have a longer duration of the effect (or they can spam it) AND they can shoot with it on. Ouch. Please make an ethrust 2 that lasts considerably longer and has more power. Thanks


Now lets look at pirate trap. Useless. There are two lvls of pirate trap, the second being at master.I have tried both. The way it is now, I hit pirate trap and 2 or 3 tier 1 sycks jump in. Please. You call that a distraction? Ok, I finally get p-trap 2 and try it. Well, instead of 3 or 4 tier 1's . . . I get 5 or 6 tier1's.Gah! This is terrible! This needs to be made more useful.


Ok, e-pluse. After experimenting, I've realized this ability does in fact work, allbeit not very well. I thought nothing was happening, which is understandable considering there is no visual effect what-so-ever. As far as damage, it's laughable. Tier 3 ships lost, I dunno, 5-10% shields, at the cost of all my capacitor energy. I tried this near the corvette, just for ****s and giggles, hoping it would damage all of it's subsystems. Well, it did nothing but piss everything off in a 500 meter radius It did no visible damage to anything. This is now my official "aggro everything in sight" button All it does is turn all the yellow blips on your radar to redOh yes, and I read something else about e-pulse 3!! If you read the description, it says that it will hurt friendlies. Well, apparently it's true, as people are using it to grief!! You can sit at the starport and hit epulse 3 and kill all players in the vicinity. The devs needs to revise the way this works!!

(Boslo has stated that epulse 3 works good on NPC's. When I was talking about doing crap damage to tier 3's, I was referring to epulse 2 I have not personally tried lvl 3 yet)


(Ok, I tried epulse 3. And it rocks I was in kessel and saw 6 awings chasing an aggressor (all tier 5 of course.) Well, I mix in with the A-wings and hit EP3. Wow. All 6 Awings were annihilated and the aggressor too. Major prestige points in the blink of an eye. Unfortunately it drains not only your capacitor, but your shields as well. I aggroed two nearby awings when i set off the pulse, but, being the smart cookie thatI am, I started hyperspace and waited till 75% before hitting epulse THAT, my friends, is a hit and run )


Finally is IFF transponder scramble. This is nice when it actually works. However, it's only useful when trying to run away, as attacking the scrambled craft makes them aggro you again, as it should be.


So basically the only abilities we have that work and are useful are defensive ones. Offensive skills are non-existent.


Ok, to sum up, in order of importance


-need unique single seater at master

-need unique single seater at master

-need unique single seater at master!!!!!!


-mass needs to be increased on the Kihrazx some more (a lot more )

-special abilities need dire attention. Pirate trap is useless and epulse could be better. Plus, e-pulse 3 is exploitable.

-YT needs work

-need better droid programs


After reading this, post any comments you might have, as well as any errors, and I'll correct them. Again this thread is for discussing *privateer* issues. If you have anything to add to the above list that is noteworthy, post it, and I'll add it to the list and credit it to you

Message Edited by willismaximus on 11-21-2004 09:12 PM


Message Edited by willismaximus on 11-21-2004 09:39 PM

Message Edited by willismaximus on 11-22-2004 10:34 PM





------------ Attitichuk, Bria ------------
willismaximus
Sun Nov 21, 2004 8:13 pm
#2


Been up two min and already edited


I added some problems with the YT (and multi-pass ships in general)





------------ Attitichuk, Bria ------------
Paulioiscool1
Sun Nov 21, 2004 8:17 pm
#3

Yay, I was gonna post the same thing. You saved me time!



Unlocked: 8/19
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truewildman
Sun Nov 21, 2004 8:21 pm
#4






willismaximus wrote:


Been up two min and already edited


I added some problems with the YT (and multi-pass ships in general)







Well, about the epulse thing. I don't kow how bad your components are, but in my Rihk, I hit epulse3, and it completely wiped out 5 Tier 3 Ywings and my entire group. I sittin' all alone in space wondering what the hell just happened.


Your other points, as you brought out already, are pretty much moot, since, like on the chip thing, we can actually have any program we want.


As far as having a fighter to contend with the Awing, and the Interceptor, we just about have that in the Dunelizard.


Really, this recent mass change negated all arguments we had on getting a master fighter. At Master, the Imperials get the Oppressor, which has less mass and maneuverability than our Rihk, and the Bwing is just a pregnant water buffalo swimming in molasses.


Given all factions' weak points and strong points, we're all about equal now.






Boslo
-Elder Smuggler/Elder Commando-
Ra'van Crowe
-Elder Smuggler/Elder BH-
I'on
-Pirate-
"You gotta be a little insane to stay sane."
Cuality
Sun Nov 21, 2004 8:46 pm
#5

you have the same amount of ships as the rest of the classes do, and the imp and rebel master fighters are really jokes, so you really have nothing to complain about there.




(_-·._.)¯._Jarik Suul·._.·´¯(._-·._)
)¯`·.__.·-·._.* Dark Commando Troll*._-·._·._.·´¯(
~Trolleone Mafia~
willismaximus
Sun Nov 21, 2004 8:46 pm
#6






truewildman wrote:





willismaximus wrote:


Been up two min and already edited


I added some problems with the YT (and multi-pass ships in general)







Well, about the epulse thing. I don't kow how bad your components are, but in my Rihk, I hit epulse3, and it completely wiped out 5 Tier 3 Ywings and my entire group. I sittin' all alone in space wondering what the hell just happened.


Your other points, as you brought out already, are pretty much moot, since, like on the chip thing, we can actually have any program we want.


As far as having a fighter to contend with the Awing, and the Interceptor, we just about have that in the Dunelizard.


Really, this recent mass change negated all arguments we had on getting a master fighter. At Master, the Imperials get the Oppressor, which has less mass and maneuverability than our Rihk, and the Bwing is just a pregnant water buffalo swimming in molasses.


Given all factions' weak points and strong points, we're all about equal now.







I revised my post a bit to make it more clear on the e-pulse 3 thing. Edited comments are in yellow in the main post. Also, components have no effect on how much damage e-pulse does. Whether I'm flying a scyk or a YT-1300, epulse will always have the same chance of doing a range of damage (if that makes sense.)


I'll get to testing epulse 3 as soon as the ships I bought decide to appear in my inventory


Oh, and about being even with the other factions, here's my though on that: You're right, in that we all have broken crap that makes it even out. But my post deals just with privateers. If they fixed all our stuff, and not the other professionswe would pwn However, I would expect other people to makes posts on the other professions like this one, so that all professions get equal attention, and thus remain balanced as they are all being fixed at the same time





------------ Attitichuk, Bria ------------
willismaximus
Sun Nov 21, 2004 8:51 pm
#7






Cuality wrote:

you have the same amount of ships as the rest of the classes do, and the imp and rebel master fighters are really jokes, so you really have nothing to complain about there.







Imps have 9 ships, rebels and privateers have 7.


And our light fighters are jokes, so I thought that making a light fighter for our curiously absent master fighter would be a good idea.






------------ Attitichuk, Bria ------------
Cuality
Sun Nov 21, 2004 9:40 pm
#8






willismaximus wrote:






Cuality wrote:

you have the same amount of ships as the rest of the classes do, and the imp and rebel master fighters are really jokes, so you really have nothing to complain about there.







Imps have 9 ships, rebels and privateers have 7.


And our light fighters are jokes, so I thought that making a light fighter for our curiously absent master fighter would be a good idea.






imperials have the TIE fighter (there is no difference in the LD, TIE, and TIE/In... except the TIE/In is blue) TIE Bomber, TIE interceptor, TIE Advanced, and the TIE Opressor. They also have the Agressor, which is a dual fighter and the Decimator.5 fighters, 1 2 player, 1 MP.


Rebels have the z-95, Y-wing longprobe, x-wing, a-wing, b-wing. They have the Y-wing as a 2 seater and the Nova. 5 fighters, 1 2 seater, 1 MP.


Privateers have: kimogila, dunelizard, syck (which has the option for 2 skins each), the Rihkxyrk, Ixiyen, Kihraxz and the yt-1300 at master. 6 fighters, 1 MP ship.


So in essence, there are more fighters available to the privateer class than any others. You don't get a master fighter... so i guess we can petition the devs to take the Rihkxyrk and put it at master... that would give you a master fighter now, wouldn't it?


the dunelizard is actually a really stable platform, almost on par with the Int or the a-wing. the only thing missing from the privateer lineup is a really weak, low level ship with one blaster and low mass.






(_-·._.)¯._Jarik Suul·._.·´¯(._-·._)
)¯`·.__.·-·._.* Dark Commando Troll*._-·._·._.·´¯(
~Trolleone Mafia~
Nim_Cross
Sun Nov 21, 2004 11:22 pm
#9

"Privateers have: kimogila, dunelizard, syck (which has the option for 2 skins each), the Rihkxyrk, Ixiyen, Kihraxz and the yt-1300 at master. 6 fighters, 1 MP ship."

The only thing is that the Hutt Light and Medium fighters are pretty much the same as the Black Sun light and medium fighter... so in reality, we have 6 fighters, but there are carbon copies of two of them... so if you think about it, we only have 4 different types of fighters, and 1 mp ship.

Personally, though, I think we need a master fighter. Something that is like the TIE Advanced and A-Wing... Fast, manuverable, and heavily armed. Our current fighters that come close to the TIE Adv. and A-Wing is the Dunelizard and/or Ixiyen... the only thing is, they have a bigger ship signature, thus making them way easier to hit than the A-Wing is. It would be nice to have a counter for the A-Wing.





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Cuality
Sun Nov 21, 2004 11:50 pm
#10






Nim_Cross wrote:
"Privateers have: kimogila, dunelizard, syck (which has the option for 2 skins each), the Rihkxyrk, Ixiyen, Kihraxz and the yt-1300 at master. 6 fighters, 1 MP ship."

The only thing is that the Hutt Light and Medium fighters are pretty much the same as the Black Sun light and medium fighter... so in reality, we have 6 fighters, but there are carbon copies of two of them... so if you think about it, we only have 4 different types of fighters, and 1 mp ship.

Personally, though, I think we need a master fighter. Something that is like the TIE Advanced and A-Wing... Fast, manuverable, and heavily armed. Our current fighters that come close to the TIE Adv. and A-Wing is the Dunelizard and/or Ixiyen... the only thing is, they have a bigger ship signature, thus making them way easier to hit than the A-Wing is. It would be nice to have a counter for the A-Wing.




the imperials would like a ship to compete with the a-wing too. i mean, our ships signatures are larger than any others with those huge solar arrays on the side.


And saying that your ships are only carbon copies of each other is a complaint created by the imperials. Our first 3 fighters and the interceptor are the exact same except for coloring and texture. The bomber is THE slowest and less manueverable than any other ship so is only useful if you are in a large group and you need a bomber platform. The advanced is slower and less manueverable than the interceptor and the a-wing but gives that needed extra weapon slot for more of a punch. The oppressor is not even worth mentioning. So an imp pilot has the choice of TWO fighters... the interceptor if they don't mind trading shields and armor and power for speed, or the advanced if they want something that can survive at least 5 shots.






(_-·._.)¯._Jarik Suul·._.·´¯(._-·._)
)¯`·.__.·-·._.* Dark Commando Troll*._-·._·._.·´¯(
~Trolleone Mafia~
fareone
Mon Nov 22, 2004 12:26 am
#11


pulse 3 can kill everythink( 5 tier5s in 200 far from me and all dead) in 200m

Message Edited by fareone on 11-22-2004 01:29 AM



got Ofio( lowca)... opef ofio( lowca)
2-DIMENTIONALGUY
Mon Nov 22, 2004 6:21 am
#12

/bump-o-ramma
/agree



- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!
Sin-Vraal
Mon Nov 22, 2004 6:35 am
#13

While I've not yet made master pilot, I'm rather annoyed at a couple of point brought up in this post already. I'm really at a loss as to why privateers don't have at the very least weaker versions of the other trees' droid commands. Freelancers are often of the scrappy sort, no? So one would think that they could at least jerry-rig stuff up, even if it's not as good as the "real" commands. But as was pointed out, since we can shell out exorbinent sums of cash for other trees' programs and still use them, it's not really a huge issue.

I do object to our ship selection, however. I'd gladly give up one of the higher level ships (like, oh... the YT-1300, whose inclusion I've never liked) to get something decent at Master. Personally, I favour the Skipray Blastboat. Yeah, it was designed for use by the Empire, but older versions were quickly making their way into private fleets by the Battle of Yavin, and it wasn't a terrbily uncommmon ship to see in private hands. Best of all, it's designed for a crew of three (pilot, gunner, engineer-type), but can be effectively (if not efficiently) flown by one.

At any rate, that's my take. Though... it would be nice if at least pirate trap did something useful.
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