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Thread: Engine Overload 4, Droid Commands, MP Turret range
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.
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.
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.
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.
Very Valid questions and issues. I'd like to concur and add: (my text will be in green)
Baz Pseudopod
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.
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.
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
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