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Thread: Engine Overload 4, Droid Commands, MP Turret range

Timeless164
Tue Mar 01, 2005 10:56 am
#1


As you can see I'm not a frequent poster, but I assure you I did make an effort to search existing posts before creating this. I've seen a lot of bug reports I wasnt even aware of, a lot of ships that are way better than mine, and a lot of great suggestions for improvements and/or content for space.


Problems I've experienced as an Imperial Ace:

1.Engine Overload 4.. will short out power to nearly every system on the ship, including astromech, booster, and the engines themselves. I've tried using this on my Decimator with a 23K energy reactor with at least 10K of reserve energy all things considered, and yet I still get the exact same effect. My impression is that the command is bugged and takes no regard of your reactor energy whatsoever and automatically applies those penalties no matter the configuration ofthe ship. While I cant argue the need for penalties for overloading commands, this one in particular seems uselss imo b/c it reduces engine power to 1/2, kills the astromech power & kills booster power. Three vital engine related components that are being adversely affected by a droid command intended to benefit the engine. I dont understand that.


2. MP Turret range ... the maxviable shooting range on MP ships seems to mimic the old problem with NPC gunboats and how they were so severely exploited. The turret range is no longer, if not shorter, than fighterblaster shooting range. That being said, MP ships suffer from extreme speed, maneuvrability, & size vulnerabilities and are not properly balanced by the same long shooting range that NPC ships have. Can anyone enlighten me as to why player MP ships did not receive the same turret range upgrade that npc gunboats and cap ships rec'd?

I know a lot of you have used turrets effectively and I commend you on that. I'd think you agree for the most part however that turrets do need a better on screen tracking reticle(s) for friendly and hostile targets, possibly a gyro stabilizing effect for smoother tracking ability, and a longer shooting range even if only as small as an add'l 50 meters.


3. Droid Commands... I read in some post that you can trade them? Even trade with rebel pilots for rebel commands? I always assumed if the ability wasnt listed on your skill sheet then you couldnt use it, so is there any truth to what I'm reading about buying/trading for the rebel commands and using both on your ship? I'd like to do it, but seems silly to me that we can, if so. Personally I'd rather them scrap a lot of those commands and go for something that relies more on tactics than brute force, but would anyone mind filling me in on the mixed commands issue?

4. Co-Pilot on MP ship... sure is a boring job. Piloting is boring enough on those things, I'd hate to just sit there and do practically nothing. Definitely needs re-working for more integration. I've read some great suggestions in the forums on this, as well as other MP ship related suggestions.

5. NPC missiles dont miss... I've read that and noticed it myself that I always seem to get hit without dropping several chaffs.

6. NPC invulnerability ... very annoying after disabling a ship and coming back for the coup de grace, you cant even hurt it without aiming at a precise spot, but its been a very minor problem for me. Very minor. I hear it applied to gunboats as being a much larger issue. I generally stay away from those things if they're tier5

7. NPC turrets never miss... I dont think this is true. I would like to add that the larger the turret the more damage and the more likely it should be to miss a small craft for obvious reasons. When I'm in PvP by the stardestroyer I use the small turrets for cover fire b/c the large ones DO miss frequently and fire too slowly for good cover fire (no,I dont like pvp so I run home to mama). Turrets are lethal, no doubt and they SHOULD miss more frequently.

8. Too easy. Everything is too easy as a master with aRE modified ship. And my ship which for a while was one of the best in chilastra, apparently sucks compared to what I read about on forums with guns that have 4000 max damage. Wow. I clean up groups of Tier 5's with no danger other than being hit by missiles. I've attempted taking out tier5 gunboats solo but that proves too much for me, grats to those who can. Anyways, I'm with you all in saying there is a dire shortage of content for master level players, especially the ones that have the highly tuned ships.

9. MP ships too slow ... as in max speed penalty too severe. I never thought about it much but I agree completely with the post I read on this. Its virtually a universal concept in sci-fi and space combat games that bigger ships have a HIGHER top speed, not lower. There should be NO max speed penalty at all. We suffer the maneuv. & accel. penalties already, though with a higher top speed applied I'd be willing to suffer even more severely on acceleration.


**** These arent intended as complaints, only my own observations and perspective of space gameplay at this point in time. If you read something that you can offer advice on, or correct a misunderstanding of some game concept I may have, your input is very welcome. I'll check this thread a few times over the next month so please dont hesitate to respond, it wont be in vain. Thanks ****



/hearnoevil;
/seenoevil;
/speaknoevil;
Xanda
Tue Mar 01, 2005 11:17 am
#2






Timeless164 wrote:


3. Droid Commands... I read in some post that you can trade them? Even trade with rebel pilots for rebel commands? I always assumed if the ability wasnt listed on your skill sheet then you couldnt use it, so is there any truth to what I'm reading about buying/trading for the rebel commands and using both on your ship? I'd like to do it, but seems silly to me that we can, if so. Personally I'd rather them scrap a lot of those commands and go for something that relies more on tactics than brute force, but would anyone mind filling me in on the mixed commands issue






Once a command is burned into a memory chip, it is usable by anyone (until it is loaded into the droid). Therefore, a rebel can burn shield commands onto a memory chip that I, an imp, can (and do) use in combat. Keep in mind that each droid command takes up a certain amount of space, so you're limited by how much room your droid/flight computer can hold. While you can get rebel and imperial chips burnt with commands, there are only so many higher level commands you can fit in your bot .


Believe me when I say, we benefit a lot from each other's knowledge .






--Xanda
Imaridril
Tue Mar 01, 2005 11:35 am
#3






Timeless164 wrote:


As you can see I'm not a frequent poster, but I assure you I did make an effort to search existing posts before creating this. I've seen a lot of bug reports I wasnt even aware of, a lot of ships that are way better than mine, and a lot of great suggestions for improvements and/or content for space.


Problems I've experienced as an Imperial Ace:

1.Engine Overload 4.. will short out power to nearly every system on the ship, including astromech, booster, and the engines themselves. I've tried using this on my Decimator with a 23K energy reactor with at least 10K of reserve energy all things considered, and yet I still get the exact same effect. My impression is that the command is bugged and takes no regard of your reactor energy whatsoever and automatically applies those penalties no matter the configuration ofthe ship. While I cant argue the need for penalties for overloading commands, this one in particular seems uselss imo b/c it reduces engine power to 1/2, kills the astromech power & kills booster power. Three vital engine related components that are being adversely affected by a droid command intended to benefit the engine. I dont understand that.




Engine Overload 4 causes your engine to use 10x as much reactor energy as normal. If you want to be able to use it with a crafted reactor, you need to make sure that when you RE your engine that you work real hard to make sure that it has a very low reactor drain. Since the multiplier for EO4 is x10, every little bit of energy you save on the engine will matter. Also, if you're not getting enough power from your reactor, try running Reactor Overload first. No one knows the exact numbers, but it appears the Reactor Overload 4 doubles the energy output of your reactor.





Master Pilot - Adonis Overstar
Pre-NGE Weaponsmith/Armorsmith - Ulrech Overstar

KSE Firespray: Baphomet

X-Rebel
Tue Mar 01, 2005 2:15 pm
#4

8. Too easy. Everything is too easy as a master with aRE modified ship. And my ship which for a while was one of the best in chilastra, apparently sucks compared to what I read about on forums with guns that have 4000 max damage. Wow. I clean up groups of Tier 5's with no danger other than being hit by missiles. I've attempted taking out tier5 gunboats solo but that proves too much for me, grats to those who can. Anyways, I'm with you all in saying there is a dire shortage of content for master level players, especially the ones that have the highly tuned ships.



well ya your a master things are suppose to be easy for masters hence the reason they are masters. lol(not ment to be a flame) but even i have run into a group of 5 or 6 teir 5's and had a issue because of issue. As you stated"apparently sucks compared to what I read about on forums with guns that have 4000 max damage" I cant seem to find any wepaons over 3000 to 3200. You shipwrights must be hoarding thing good stuff lol j/k. I havnt had such good luck with gunboats myself.




gravaton loakee
I love my Ships
My krayt YT-1300 Retrofit Kimo My Grevious
My Arc-170
Noobs Rule
learn from yesterday
live for today
hope for tommorow
xTekx
Tue Mar 01, 2005 2:27 pm
#5


Well Timeless.. on your command probs.. I did some serious testing with my nova and the EO4, WO4, and CO4. I was using a 40k energy reactor and was able to get all the commands working. Think I ended up using RO3. Can't remember if I tried RO4 or not or if it worked if I did. Anyways, on the commands, I got them to work. The jump between EO3 and EO4 isn't worth the trouble. The jump from WO3 to WO4 was huge. Lots of damage. But.. If i wasn't using CO4 then I drained the cap in 3-4 shots. maybe 5 shots. If I was using CO4 then the number of shots to drain the cap doubled. Basically I scrapped even trying to use them as they would serve no purpose for my style of flying and fighting. Hope that helps a little.



__________________________
xTekx-Omega 9

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Pseudopd
Tue Mar 01, 2005 3:19 pm
#6

Very Valid questions and issues. I'd like to concur and add: (my text will be in green)







Timeless164 wrote:



Problems I've experienced as an Imperial Ace:

1.Engine Overload 4& 3. Droid Commands...


Most droid programs take the twitch based action to just piling on bonuses. And with most lvl 3 programs bugged so they cause no real i'll effects, the whole point of being a great pilot are nulified.


Droid programs needan overhaul. They need to be a last didtch option, instead of a needed norm.


An idea #1: Make non-native programs provide less of a bonus. An esxample would be if a Imperial pilot uses a privateer program chip, the effectiveness would be less than if a privateer used it. This would promote the need to find pilots who are experts with certain programs for specific missions. This makes programs and pilot factions special, and have inheirent strengths and weaknesses to use and exploit ina dogfight.


An idea #2: Maximum cap on stats. Right now, most people will have a things like a weapon overload for damage. lets say you have a blaster that can do 2000-3000 damage. A WO3 can provide that with a 3500 max right now, for example. Well, instead of having that max damage raised, how about instead making the damage range 2500-3000. Weapons will have a better chance of doing maximum damage, and you wont have overpowered weapons.


For things like Engine overload, rebalance. Faster engine due to a programs, reduces y/p/r and accel/decell dramatically.


2. MP Turret range ...& 9. MP ships too slow ...


MP ships are already at a disadvantage. A good boost would be a slightly longer range, to balance the ship being a sitting duck, most of the times. MP ships are slow, hard to aim, lack handling, shields like a tier 5single pilot ship...it's most of the time, a flying coffin in combat.


Larger engine should mean higher speed caps. Acceration and manuverbility will be like current standards. This means you can catch up to that intercepter...eventually...if they dont pull a fast turn and leave you in the dust in another direction.


4. Co-Pilot on MP ship...


I've previously posted ideas to make this a fun part of any crew.

http://forums.station.sony.com/swg/board/message?board.id=lightspeed&message.id=168095&highlight=#M168095



7. NPC turrets never miss... Turrets are lethal, no doubt and they SHOULD miss more frequently.


Truer words could not me said. Player ones miss a lot, NPC ones dont. Ever fly behind a TIE aggeressor? just about everyshot hits it's mark! Ever try being a gunner in a two seater? biiiiig difference, eh?


8. Too easy. ..


Exploited shields dont help this. Thers should be a a resetted max on shields...no more 4000 pnt shields to unbalance warfair. The devs have done this before with other grossly unbalanced stats.




Baz Pseudopod


Kid_Tusken
Wed Mar 02, 2005 1:02 am
#7






Timeless164 wrote:


As you can see I'm not a frequent poster, but I assure you I did make an effort to search existing posts before creating this. I've seen a lot of bug reports I wasnt even aware of, a lot of ships that are way better than mine, and a lot of great suggestions for improvements and/or content for space.


Problems I've experienced as an Imperial Ace:

1.Engine Overload 4.. will short out power to nearly every system on the ship, including astromech, booster, and the engines themselves. I've tried using this on my Decimator with a 23K energy reactor with at least 10K of reserve energy all things considered, and yet I still get the exact same effect. My impression is that the command is bugged and takes no regard of your reactor energy whatsoever and automatically applies those penalties no matter the configuration ofthe ship. While I cant argue the need for penalties for overloading commands, this one in particular seems uselss imo b/c it reduces engine power to 1/2, kills the astromech power & kills booster power. Three vital engine related components that are being adversely affected by a droid command intended to benefit the engine. I dont understand that.








Same problmem here. I am an Alliance Ace Pilot and I have the same issue with the Engine Overload 4. Its really annoying and personally, I think it should be tweaked to be more reactor friendly. Even with a specially designed race ship with no weapons, armor, capacitor, or missle systems onboard, it still disables all my stuff and decreases my engines to a meer 736 speed. If I agree the strongest with anything on this post, it is your mentioning of the EO 4 drawbacks.
shfire
Wed Mar 02, 2005 1:57 am
#8

Nothing new here, everyone move along, move along.



Dourne Cloudstryder

Elder Smuggler / Elder Pistoleer / Elder Marksman
Master CorSec Pilot

Alloworall - Master Medic
Meraf - Master Spy
Chalosatuk - Master Shipwright

X-Rebel
Wed Mar 02, 2005 11:38 am
#9






X-Rebel wrote:

8. Too easy. Everything is too easy as a master with aRE modified ship. And my ship which for a while was one of the best in chilastra, apparently sucks compared to what I read about on forums with guns that have 4000 max damage. Wow. I clean up groups of Tier 5's with no danger other than being hit by missiles. I've attempted taking out tier5 gunboats solo but that proves too much for me, grats to those who can. Anyways, I'm with you all in saying there is a dire shortage of content for master level players, especially the ones that have the highly tuned ships.



well ya your a master things are suppose to be easy for masters hence the reason they are masters. lol(not ment to be a flame) but even i have run into a group of 5 or 6 teir 5's and had a issue because of issue. As you stated"apparently sucks compared to what I read about on forums with guns that have 4000 max damage" I cant seem to find any wepaons over 3000 to 3200. You shipwrights must be hoarding thing good stuff lol j/k. I havnt had such good luck with gunboats myself.







ah man whats the one star for



gravaton loakee
I love my Ships
My krayt YT-1300 Retrofit Kimo My Grevious
My Arc-170
Noobs Rule
learn from yesterday
live for today
hope for tommorow
Crypto-
Wed Mar 02, 2005 11:53 am
#10



CRYPTO'
.......:::: ARMS DEALER ::::.......
.......:::: SLICING EXTRODINARE ::::.......
.......:::: Colonel of the Imperial Army ::::.......
| 12 PT MASTER WS | MASTER SMUGGLER |

Halyn
Wed Mar 02, 2005 12:18 pm
#11

I disagree with non-natives being penalized for using outside droid programs. This would give Imperials an edge in PvP, as their ships would not be penalized for using EO3 and WO3; on the contrary, Rebel ships would lose out to Imps in terms of firepower and maneuverability.


Keep in mind that only droid commands are tradeable; it's not like the Rebels have the uber-powerful /bomberstrike3 or the Imperials have the ever-useful /iffscramble.




Halyn Lance -- Rara Avis Flight School
Common sense is highly uncommon.
...has mastered the Pilot profession.
"I'll type this slowly so even Imperials can understand..."--Michael Stackpole, RS IRC
Pseudopd
Wed Mar 02, 2005 11:44 pm
#12






Halyn wrote:

I disagree with non-natives being penalized for using outside droid programs. This would give Imperials an edge in PvP, as their ships would not be penalized for using EO3 and WO3; on the contrary, Rebel ships would lose out to Imps in terms of firepower and maneuverability.


Keep in mind that only droid commands are tradeable; it's not like the Rebels have the uber-powerful /bomberstrike3 or the Imperials have the ever-useful /iffscramble.







Well, at least i know where the one star came from...lol


Remember, these are only suggestions.


ALL droid programs need to be overhauled, including Imperial ones. And, the rebel programs (as well as privateer) are pretty powerful as they go. Engine overload only increases speed, something that is not really needed in PvP. Rebel shield boosts and emergency repair, if used right, and be a huge tactical advantage in PvP...But not the one shot PvP it is now.


Let me ask then: Do you think Droid Programs are fine the way they are?


What would you suggest?


Are the programs idea and trading fine as they are, but the actual content needs to be tweaked?


Would it be fun to have the non-native programs idea, if the programs were more balanced?


Should there be greater disadvantages to balance the huge advantages?


Baz Pseudopod


hase2
Thu Mar 03, 2005 6:40 am
#13

EO raises PYR as well.


and regarding piloting a MPS is boring - that depends on the way you fly.

when you prefer flying passes and let the gunners do the work youre in danger of falling asleep.

you also utilize only a part of your offensive potential.

but you also could try to tail the ship youre fighting and bring your ship into a good firing position.

similar to a fighter. just tell your gunners to look forwardish and shoot the target youre tailing.

and use your launchers - thats what the 3 tubes are for

you will get hit a lot less as well.


for copilots - well - i fly without one. your gunners can run droid programs as well and use most of the skills anyway.

when i have a copilot he is more an engineer than an actual pilot/operator.
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