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Thread: almost complete ingame ship stats, bugs and concerns
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Zilod
Sun Oct 31, 2004 5:13 am
#1
I made this post during final phase of beta, as i think it is still actual i repost it on this board.
Some ships probably had some stats changed, if so plz post the new stats so i can update it.
The post is divided in 2 sections.
1) ingame ship stats and bugs
2) personal concerns
for weapons..
p = projectile weapon (lasers)
t = turret weapon for multiperson ships (is a projctile)
m = missile weapon
so for example
weap: 1p,1t,1m means that the ship have
1 standard projectile weapon
1 turret mounted projectile weapon that must be used by a second player
1 missile weapon
REBEL SHIPS
NOVA
mass 5M
acc 5
dec 5
pitch 50
yaw 50
roll 37.5
acc 5
dec 5
pitch 50
yaw 50
roll 37.5
weap 2t,3m
B-wing
mass 240k
acc 10?
dec 15?
pitch 50?
yaw 50?
roll 25?
mass 240k
acc 10?
dec 15?
pitch 50?
yaw 50?
roll 25?
weap 4p,2m
A-wing
mass 65k
acc 40
dec 60
pitch 250
yaw 250
roll 125
acc 40
dec 60
pitch 250
yaw 250
roll 125
weap 1p,1m
X-wing
mass 100k
acc 25
dec 30
pitch 300
yaw 200
roll 150
mass 100k
acc 25
dec 30
pitch 300
yaw 200
roll 150
weap 3p,1m
Y-wing 'longprobe'
mass 170k
acc 10
dec 20
pitch 70
yaw 70
roll 35
mass 170k
acc 10
dec 20
pitch 70
yaw 70
roll 35
weap 2p,2m
Y-wing
mass 150k
acc 15
dec 25
pitch 80
yaw 80
roll 40
mass 150k
acc 15
dec 25
pitch 80
yaw 80
roll 40
weap 1p,1t,2m
Z-95
mass 12k
acc 50
dec 50
pitch 600
yaw 600
roll 300
mass 12k
acc 50
dec 50
pitch 600
yaw 600
roll 300
weap 1p,1m
IMPERIAL SHIPS
Decimator
mass 5M
acc 5
dec 5
pitch 50
yaw 50
roll 37.5
mass 5M
acc 5
dec 5
pitch 50
yaw 50
roll 37.5
weap 2t,3m
TIE oppressor
mass 150k
acc 35
dec 35
pitch 100
yaw 100
roll 50
mass 150k
acc 35
dec 35
pitch 100
yaw 100
roll 50
weap 2p,3m
TIE advanced
mass 65k
acc 40
dec 60
pitch 300
yaw 300
roll 150
mass 65k
acc 40
dec 60
pitch 300
yaw 300
roll 150
weap 2p,1m
TIE aggressor
mass 120k
acc 20
dec 30
pitch 150
yaw 150
roll 75
mass 120k
acc 20
dec 30
pitch 150
yaw 150
roll 75
weap 1p,1t,1m
TIE bomber
mass 190k
acc 10
dec 15
pitch 50
yaw 50
roll 25
weap 2p,2m
TIE Interceptor
mass 50k
acc 40
dec 60
pitch 300
yaw 300
roll 150
mass 50k
acc 40
dec 60
pitch 300
yaw 300
roll 150
weap 1p,1m
TIE/In
mass 40k
acc 40?
dec 50?
pitch 400
yaw 400
roll 200
mass 40k
acc 40?
dec 50?
pitch 400
yaw 400
roll 200
weap 1p,1m
TIE fighter
mass 20k
acc 40
dec 50
pitch 500
yaw 500
roll 250
mass 20k
acc 40
dec 50
pitch 500
yaw 500
roll 250
weap 1p,1m
TIE light duty fighter
mass 12k
acc 50
dec 50
pitch 600
yaw 600
roll 300
mass 12k
acc 50
dec 50
pitch 600
yaw 600
roll 300
weap 1p,1m
PRIVATEER
YT-1300
mass 5M
acc 5
dec 5
pitch 50
yaw 50
roll 37.5
acc 5
dec 5
pitch 50
yaw 50
roll 37.5
weap 2t,3m
BS attack ship
mass 130k
acc 35
dec 35
pitch 100
yaw 100
roll 50
mass 130k
acc 35
dec 35
pitch 100
yaw 100
roll 50
weap 3p,1m
BS fast attack ship
mass 80k (style1 70k)
acc 25
dec 30
pitch 200
yaw 200
roll 100
mass 80k (style1 70k)
acc 25
dec 30
pitch 200
yaw 200
roll 100
weap 2p,1m
BS light fighter
mass 30k
acc 40?
dec 50?
pitch 400
yaw 400
roll 200
mass 30k
acc 40?
dec 50?
pitch 400
yaw 400
roll 200
weap 1p,1m
Kimogilla
mass 90k
acc 35
dec 35
pitch 100
yaw 100
roll 50
mass 90k
acc 35
dec 35
pitch 100
yaw 100
roll 50
weap 3p,1m
Dunelizard
mass 70k
acc 30
dec 30
pitch 300
yaw 300
roll 150
mass 70k
acc 30
dec 30
pitch 300
yaw 300
roll 150
weap 2p,1m
Scyk
mass 12k
acc 50
dec 50
pitch 600
yaw 600
roll 300
mass 12k
acc 50
dec 50
pitch 600
yaw 600
roll 300
weap 1p,1m
BUGS
- BS fast attack ship: style 1 have 70k mass, other styles 80k mass
- BS attack ship: style 1 and 2 have not enought visibility, you don't even seen where you are shoting
- BS attack ship: engine's lights are visible from the cockpit during the hyperspace anymation
- Some ship with weapon mount near the cockpit suffer from excessive glowing effects of some weapons
notes:
thanks to Cece for the A-wing stats
will be really helpfull and appreciated if someone can post the B-wing stats... so i can add them, the ones i put are suppositions basing on the mass and the TIE bomber stats.
Message Edited by Zilod on 11-04-2004 08:22 PM
Message Edited by Zilod on 11-06-2004 04:47 PM
Zilod
Sun Oct 31, 2004 5:14 am
#2
before to start i want to remark that i'm not very positive about to use mass to give roles to ships, mass can be used for customization to force a player to chose how to fit his fighter but to give roles to ship in my opinion a restriction system or even a mod ones will give better results.
now tried to categorize various ships in different "roles", these roles are based mostly on the flight models, i will try to compare various ships in a single role for balance issues.
BOMBERS
B-wing
TIE bomber
Y-wing 'longprobe'
Y-wing
TIE bomber
Y-wing 'longprobe'
Y-wing
in my opinion bombers are quite balanced, the B-wing with its 240k mass seem a bit out of scale, but it could be balanced if the maneuver stats are equal or a bit inferior to the TIE bomber and considering that is a tier5 ship.
The comparsion between the TIE bomber and the Y-wing longprobe seem ok to me. the TIE have 20k more mass but the longprobe have a better maneuverability.
HEAVY FIGHTERS
TIE oppressor
BS attack ship
Kimogilla
TIE aggressor
TIE oppressor
BS attack ship
Kimogilla
TIE aggressor
The 2 TIEs are quite balanced for mass and stats, but the aggressor in my opinion have too low firepower.
the rear turret need a second player to be used and it have a very bad angle so that it can just shot to rear enemies in upper 'sector'. The possibility to rotate the turret forward and an additional weapon (the aggressor have just 1 proj, 1 turret, 1 missile) will make the ship more balanced.
The Kimogilla in my opinion needs a big boost, expecially comparing it to the X-wing, the 2 ships have the same mass and weapon slots, but the X-wing is way more maneuverable. We must also consider that the Kimo have one of the worst profiles in the game and is an easy target both for npcs and pcs.
A mass of around 110-120k should be more appropriate to make it more suited as a heavy fighter.
BS attack ship need some boost too 130k is not bad, but if we consider that it's profile is the worste in the game (half the size of a multiperson ship) i think it should be improved.
150k as the oppressor or even more but lowering a bit the maneuvering. it could also be nice to make it a hybrid heavy fighter/bomber with 2 missiles slots, around 170k mass, maneuverability comparable to a longprobe and acceeration/decelleration a bit worse than a standard heavy fighter
MEDIUM FIGHTERS
X-wing
BS fast attack ship
Dunelizard
BS fast attack ship
Dunelizard
The X-wing here simply outperform all other ships, it have good maneuverability and firepower of a heavy fighter. The Dunelizard is a very good ship too and we can consider it balanced to a X-wing keeping in account that is just a tier1 ship, the BS fast attack ship otherwise is a delusion.
It is the same tier of the X-wing, it have 10k less mass, 1 gun less, worse maneuverability and a very bad profile. In my opinion BS fas mass should be higher than the X-wing 10k more could be ok considering the worse maneuverability and profile.
Note: the X-wing was upgraded from 90k to 100k, if the maneuverability is the same (can't check it now) i think is too much, expecially comparing it to a Kimo or a BS attack ship.
in my opinion 90K mass for X-wing and 100k mass for a BS attack ship should be more balanced (again if X-wing have still the same maneuverability)
INTERCEPTORS
TIE advanced
A-wing
TIE Interceptor
A-wing
TIE Interceptor
the TIE advanced dominates in this category equal mass to an A-wing and better maneuverability, it mount also 2 proj weapons but have not enought mass to be able to use them...
The TIE interceptoris just a grinding ship, considering that it have 15k mass less than other ships..
I will like to see the TIE advanced moved to the mid fighters, with 80-90k mass and maneuverability comparable to a dunelizard.
For theTIE interceptor i suggest 60k mass, this way we can have the A-wing more "sturdy" with 65k mass and the interceptor more agile.
LIGHT FIGHTERS
TIE/In
BS light fighter
These ships seem to be totally useless in my opinion the mass is too low to do anything and the accelleration seem quite terrible.
The 2 ships are also umbalanced, the TIE have 10k more mass than the BS, both have the same maneuverability and the prifateer ship have even a worse profile.
My suggestion is to boost the mass to 55k for the tie and 60k for the BS, and to make the TIE more maneuverable, and to improve a bit accelleration/decelleration.
NOOB FIGHTERS
TIE fighter
TIE light duty fighter
Scyk
Z-95
TIE light duty fighter
Scyk
Z-95
the CDEF of the space, these ships are totally useless with so few mass that you have problem to mount even a decent engine.
note that the TIE fighter (tier1) is a noob ship.
in my opinion all of these ships should have at least 40k mass with the TIE fighter with 5-10k mass more than the standard TIE.
It will also be nice to characterize them a bit more, i really liked the idea of the Scyk with 2 proj instead of 1 proj/1 missile or even differentiate more the mass and maneuverability between various models.
make them viable ships even at higher levels, not just noob flying CDEF
THE MASS SYSTEM AND COMPONENTS
engine
in my opinion is the most important part of the ship, a better engine improve your maneuverability, permit to approach faster to an opponent (usefull to avioid missiles)or to flee if needed.
The actual system is quite strange, in fact are not the low mass, most maneuverable ships to be the fastest, but the biggest ones.
a mk5 engine have a mass requirement of over 50k, and only heavy fighters or bombers can use them.
this is really a thing to look at and to change before the relase.
Actually there is mod to ship speed, for example a Bomber seem to have a max speed = 85% of engine speed while a light ship use it at 100% value.
I was not able to test it effectively, and also don't know the max values of various MK engines (both crafted and looted), but for what i saw this reduction is not sufficent to resolve the problem for high tier ships.
weapons.
is important to give to all ships the ability to use at least 1 good level weapon.
a mk4 weapon weights around 15k. still too much for a 30k ship.
for this reason i think necessary to put the min mass of ship at 40k or maybe even at 50.
shields.
even here is quite important to fit some decent shield.
atm in the game the option to go unshielded is not viable...
missiles are too good and can't be evaded even by light ships and also all the missions put the player in a situation when he is greatly outnumbered.
Shileds so are essential both to absorb a casual shot or the missile damage.
capacitator
is usefull but the benefits of higher level capacitators are not comparable to mass improvement, also droid commands give a big help here and generally using looting items is the best choice.
I think that higher capacitator should give way more energy and/or use a lot less mass.
reactor
is very important but is more a luxury atm, the privateer droid command is sufficent to power all the ship, aslo generally energy output is quite balanced so that only big ships with a lot of weapons will really need a mkIV or V reactor. (again using the privateer command)
armor
have the problem tha you need 2 of them to protect well the ship, some armor is generally usefull for additional protection, but to fit 2 good ones can be problematic.
droid interface
is really usefull but as droid command as more used as a 'configuration' than as situational i will not use anything over a mk1 to save mass
counters
counters atm are quite a luxury, they are not very effective and in PvE probably they will end after 2-3 battles. their main role seem to be in PvP... the space they use is excessive in my opinion, expecially as light fighters can't evade missiles and due to worse defence they are also more vulnerable to missiles.
boosters
a booster is usefull but who can will ever fit a 60k mass one?
even here i think that mass is excessive and should be lowered.
overall as we can see the current system give big advantage to high mass ships, not only in theirstrong points as the sields or firepower, but even for speed asthey can fit big engine and boostersoutrunning any interceptor/light fighter and against missiles, cause they can fit better defences that lighter ships can't permit and maneuverability doesn't help against missiles.
in my opinion some components like counters, boosters, droid interface and in a minor way capacitators should require less mass.
a lgiht fighter should have at least the same chances to avoid a missiles than a bomber and for other comps the benefits are not worth the mass increment.
Message Edited by Zilod on 10-31-2004 01:43 PM
Zilod
Sun Oct 31, 2004 5:22 am
#4
ehm too small?
lol i thought they where pretty big, anyway going to increase the font size a bit
Jetfire117
Sun Oct 31, 2004 5:26 am
#5
Ah... that's better 
What does 'p' mean in the weapons collumn?
Message Edited by Jetfire117 on 10-31-2004 07:27 AM
mrbleepbleep
Sun Oct 31, 2004 5:42 am
#7
Thanks for taking the time to put all that info together, this is just what I've been looking for!
Zilod
Sun Oct 31, 2004 5:46 am
#8
but beware as said these are ships stats from beta, i'm quite sure that some ships stats have changed a bit so for now take it more as an indication.
Zilod
Mon Nov 01, 2004 5:57 am
#13
Tehra wrote:
What about the firespray?
during beta for different reasons the firespray was quite rare, also the only ones i know to be built where before some big changes that revamped both mass and flight model.
i saw some shots of firespray deed crafted on live and it seem to be a havy fighter, probably stats will be similar to these.
Firespray
mass 180k
acc 35?
dec 35?
pitch 100?
yaw 100?
roll 50?
acc 35?
dec 35?
pitch 100?
yaw 100?
roll 50?
weap 4p,3m?
is all about supposition.
for weapons it is heavily armed but don't remember the exact configuration.
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