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Thread: A little help with overload?

Tumbler2002
Wed Feb 23, 2005 3:43 pm
#1

I'm interested to see the specifics of these programs myself. Far as I know the only way to check things is by trial and error. Wpn overload 3 is definitely bugged, it takes less cap to fire each shot, takes no additional power from the reactor and gives you 100% boost in damage (best guess). I know that /eweapons give a very slight boost over wpn overload 3 based on how long it takes me to kill a Tier 5 gunboat. I'd say /eweapons gives a 125% bonus. Rumor has it that lvl 4 wpn overload is 150% but I've never been able to use it without knocking out most of my ship.

I hope they fix this for 2 reasons. 1. Wpn overload 3 has no side effects, save a tiny bite in the armor. And 2, imperial pilots have no real reason to use eweapons/pump reactor because it resets all the droid programs which are more effective because wpn overload 3 works so well.

Really hoping this gets fixed soon.
Menyor
Wed Feb 23, 2005 5:32 pm
#2

i'm not really sure if it's even possible to see how all the astromech commands affect your ship and it's performance...at least not that i've seen. it would be nice, though, on the ship readout (default: v) it would show the different components and their current outputs. it kinda seems like that would be a given on that screen, but really, i haven't found any real use for it.



The Dude Abides.

mentali - lowca
Rishathra
Wed Feb 23, 2005 5:48 pm
#3

As for the exact benefits, I'm not sure, but the drawbacks are pretty well known. If you look at a component (not the reactor) on the ship status screen - V key - that has had an overload program run on it, you will see a new stat called energy effeciency or power efficiency, something like that. There will be a number like .7, .5, or something similar. Divide the reactor drain of the component by that number, and you will get the drain that that component generates while overloaded. The number for the Engine Overload 4 and Weapon Overload 4 programs is .1, so that means ten times the drain of the component before. This will pretty much cripple any reactor out there, except those exceptional looted ones that have like 20k and up generation.




I am a Rebel With Connections
...has become an Ace Pilot in nine squadrons.
Blue Glowie MCH
NGE Cancellation Bug
DotSWarlock
Thu Feb 24, 2005 1:46 am
#4

Ok so my current flight computer is loaded with the following chips:


Reactor overload 4
Weapon overload 3
Engine overload 3
Capacitor overload 4
Capacitor to shield stunt level 4


They work wonderfully together and everything is good even though I don’t know how the balance between energy bonus, capacitor and additional energy cost is calculated. I had my eyes fixed on weapon overload 4 and engine overload 4 for a while but each attempt to use one or the other usually resulted in a cataclysmic system failure (guns, capacitors, flight computer, you name it).


Could someone explain to me the numbers behind the overloads, how to see those numbers and/or point me to another helpful link?

DotSWarlock
Thu Feb 24, 2005 11:19 am
#5






Rishathra wrote:

As for the exact benefits, I'm not sure, but the drawbacks are pretty well known. If you look at a component (not the reactor) on the ship status screen - V key - that has had an overload program run on it, you will see a new stat called energy effeciency or power efficiency, something like that. There will be a number like .7, .5, or something similar. Divide the reactor drain of the component by that number, and you will get the drain that that component generates while overloaded. The number for the Engine Overload 4 and Weapon Overload 4 programs is .1, so that means ten times the drain of the component before. This will pretty much cripple any reactor out there, except those exceptional looted ones that have like 20k and up generation.






Um... that should help me a lot. Granted it means that I won't be using weapon overload 4 tomorrow but maybe if I tweak this thing *picks up a wrench and goes under his tie advance to play*.

Jasrion
Fri Feb 25, 2005 1:00 am
#6

I have been playing with Weapon Overload 4 (WO4) for months now. I have successfully installed it in vehicles with massive reactor generation levels, and gotten it to function with all my other parts still running properly! This takes truely big reactors, usually I exceed my power consumption by 4-5K for this to work. The problem is always, there is never enough capacitator regeneration to support firing weapons on WO4. I really have tried slow firing weapons with low energy consumption, and these measures have never yielded a worthwhile product. I now run all my components at overload 4, but the weapons on overload 3. I'm just done with test flights using WO4 that result in failure.


The conflict between imperial pilot commands and driod programs is definitely a big bug. The inability to use them without resetting all my droid programs is annoying, but perhaps intended. I mean, maybe I'm being too ambitious in hoping to uber my ship up by running WO3, CO4, RO4, EO4, and punching EWeapons for more firepower. Should my TIE Oppressor really take down an assault gunboat in under 20 seconds? I'm not sure how long it takes me know, but I know it's less than a minute. The AI sure needs adjustment. I gut those rebel gunboats through the belly all the time and they never change their course or roll to bring their weapons to bear on me.



Who is more foolish, the fool, or the fool who follows him?
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