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Thread: ARC-170: Apart from the obvious, would you change it?

KalonarT
Mon Jul 11, 2005 3:52 pm
#1

Ok, we all know about the weird cannon floating bug. But I must address another issue:


It's current mass.


I mean, it's 120/125k if I recall mine.


It has 3 gun positions - yet most other ships with equal amounts of hardpoints have at least 30k extra mass to aid in this.


It's the only 3 person ship that isn't a POB - for such a unique and cool ship, it's completely useless.


It's lasers do not seem calibrated - trying to hit anything as the main pilot is a grueling task as the shots do not converge.




I'd really like some feedback on what I think is one of the most unique ships we have. Ideally i'd love for at least 50k more mass considering it's carrying 3 guys and an R2 unit.... it's like an X-wing's big brother. If they want to go crazy, i'd love the ability to have droids fire the extra turret to help out on all multiperson fighters for when you can't find a willing co-pilot.



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DeepFatFryer
Mon Jul 11, 2005 5:12 pm
#2

It has loads of mass.

It's an X-wing with better manuverability and a different usage.

And 'completely useless', well, I suppose it is if you don't use it in the right situations. It's advantage is being able to destroy things from their blindspot, such as gunboats.

Fix the floaty guns, and it'd be a fine ship. Great fun to fly, too.

It isn't a dogfighter, and never will be. If you start looking at it's advantages, it is a great ship.

And all the ROTW ships have too much mass, if you ask me. Mass constraints keep the ship components side of the game fun, and overall balanced.



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Imaridril
Mon Jul 11, 2005 9:57 pm
#3

Unless there's major changes to the way MP ships work, the ARC-170 is never going to be that viable of a ship in PvP. Even once the issue of the floating guns gets fixed, it will still have one of the worst fire patterns of any ship. In PvP, a wide fire pattern can be usefull if you also have some center-line guns, thus giving you a shotgun type ability, however in the case of the ARC-170, you essentially have to aim off center and use just a single bolt to try and hit your target, which is the exact opposite of having a shotgun effect. On top of that the two turret gunners are pretty much worthless in PvP. In a large scale fight you might be able to get lucky and pick off a few newbs, but in most PvP, not turning means death, and even the best turret gunners out there have a difficult time hitting anything while the ship is turning, especially if the target they're trying to hit is turning himself. The only way the ARC-170, and all the other MP ships for that matter, will ever be of any real use in PvP is if the devs add in stabilized turrets.




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rcoe6663
Mon Jul 11, 2005 10:17 pm
#4

i use my arc all the time, it has 25k mass more than my xwing, once you figure out how to do it hitting an opponent is easy, and i tend to forget the gun emplacemnts and use a cert 10 cannon with an re'd starmap reward engine, nimble fast and tough, its a good ship once you learn how to use it



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psikobunny
Tue Jul 12, 2005 6:35 am
#5

When using the ARC as designed and intended, you need to realize that the pilot gun is a token weapon. Primarily it's there to draw some aggro and get things to chase you for the gunners, or to get a few shots in if you need to reverse facing for a few seconds and recharge the rear deflectors. Some guy wrote a pretty decent strategy guide for the ARC, and it's clickied in the Pilot FAQ. Go take a look to get some ideas for how the ARC works best.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



ComCypher
Tue Jul 12, 2005 6:38 am
#6






KalonarT wrote:


It has 3 gun positions - yet most other ships with equal amounts of hardpoints have at least 30k extra mass to aid in this.


It's the only 3 person ship that isn't a POB - for such a unique and cool ship, it's completely useless.


It's lasers do not seem calibrated - trying to hit anything as the main pilot is a grueling task as the shots do not converge.





I agree with these points completely. In addition, the turrets themselves are next to worthless (not just the ARC turrets, but turrets in general).It is next toimpossible for even the best gunner to hit anything if the turret rotatesalong with the ship. Thisproblem is furtherexacerbated by the fact thateach ARC turret has avery limited firing arc--you can't even fire directly forward,whichreally would make all the difference in the world inhelping thepilotkill his targets.With the way it is now, the pilot is so busy chasing his target that thegunner is left trying to find a target withinhis own firing arc, and by the time he finds one it is already too late because the pilot is rolling and swerving the ship around.


Add to this the incredibly low weapon range (only about 70m) and the very weak feel that all turret lasers have. Basically, turrets are completely useless on a fighter with the waythey arecurrently implemented.









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Epofa
Tue Jul 12, 2005 7:53 am
#7






psikobunny wrote:
When using the ARC as designed and intended, you need to realize that the pilot gun is a token weapon. Primarily it's there to draw some aggro and get things to chase you for the gunners, or to get a few shots in if you need to reverse facing for a few seconds and recharge the rear deflectors. Some guy wrote a pretty decent strategy guide for the ARC, and it's clickied in the Pilot FAQ. Go take a look to get some ideas for how the ARC works best.






I haven't even seen one of these yet, only a level 3-3-3-3 but now I really want one. That sounds sooo cool.


I think the x-wing is pretty good on mass. It doesn't make too much sense that mass matters in space since there is no gravity..... but what ever, either way it makes sense that a ship that is fast can't also have strong armor and weapons. I don't believe in having perfect anything, just makes the game boring need a challenge.


But this ship sounds sooo cool.. I'll have to bug people to come up with me once I do the mission to get the ARC.
psikobunny
Tue Jul 12, 2005 8:08 am
#8






Epofa wrote:


It doesn't make too much sense that mass matters in space since there is no gravity..... but what ever,


Physics 101- Mass and Weight are two different things. Think of mass in a spaceship as amount of free space for equipment, and the ability of the control systems to set it in motion.




Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Epofa
Tue Jul 12, 2005 8:12 am
#9






psikobunny wrote:





Epofa wrote:


It doesn't make too much sense that mass matters in space since there is no gravity..... but what ever,


Physics 101- Mass and Weight are two different things. Think of mass in a spaceship as amount of free space for equipment, and the ability of the control systems to set it in motion.






My mistake, that is correct. In that case, it does make sense.
Zeon_Zaku
Tue Jul 12, 2005 11:36 am
#10

Two things I'd change about it: get the mass up to about 200k so we could get some better components onto it, and fix the damn weapons on the wings so they actually sit on the wings and don't float off in the air!



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TomedNor
Tue Jul 12, 2005 1:35 pm
#11

I'd like an extra forward gun, but for what I use it for I don't have any problems. (That being, it looks cool, it's fun to fly, and I use it mainly for helping other pilots with lower level tiers.)



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Aetius73
Tue Jul 12, 2005 2:30 pm
#12

Being that the ARC is basically a platform for the gunner the top rear facing gun need to be moved to the top of the canopy and be able to traverse 360 degrees. Took this thing into PVP last night with a sweet engine it actually did pretty good but with the lame firing arcs of the tail gunners the gunnersgot bored fast.



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Muon-Gold
Tue Jul 12, 2005 5:03 pm
#13

The floaty gun problem can be solved by using a crafted disruptor. Ion canons don't fit right for some reason. Same problem occurs with the 2'nd gun on the Grievous' except in the Grievous' an Ion appears as a "Default Appearance" box on the bottom of the ship. I haven't tried but I'll bet a nice RE'd disruptor will work perfectly in the ARC-170.



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