Pilot Archive
Thread: POB Ships Suggested fixes to make them effective again.
JanuHull wrote:Well, we're making noises about wanting them to be more than flying closets, so what should we do about them?My ideas (some borrowed, some my own):1) Dual Shield and Armor mounts. These things have 5 million mass. We should be able to fortify them accordingly.2) Rapid Shot speed. More power for weapons than normal should allow for faster shot speed. This to balance them against more maneuverable starfighters. We don't have the NPC aimbots working for us, so really all POB gunners do is spout fireworks. Keep this with POB components, but please consider adding it.3)If shot speed isn't feasible, is it possible to increase the size of the beam hit area to allow for a wider possible area of impact on the target.
Instead of dual shields and 2 more armor slots just increase the stat on the Elite Components. All of them.
The Null Blaster I can match in quality and make a faster.
The Cap still isnt as good as the level 10 looted ones.
Shields can hace great recharge, mine is 21 recharge or high shield points. Why shouldn't the shield have a base recharge of 25 and a base point value of 3k?
The engine for elite is ok, these aren't supposed to be racing ships or fast strike fighters.
Haven't realy seen Elite Armor so I can't comment on it.
Elite Reactors are ok. A bit low compared to looted and soem crafted mark 5s.
I could go on but it comes to the PoB only parts need to be upgraded and then the PoBs would be viable. Not to mention it would give busines to the Shipwrights and peopel would mine in space more.
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Instead of dual shields and 2 more armor slots just increase the stat on the Elite Components. All of them.
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Best suggestion I've heard .... they need to be ELITE , not just high end.
JanuHull wrote:
3)If shot speed isn't feasible, is it possible to increase the size of the beam hit area to allow for a wider possible area of impact on the target.
Capacitors on POB's don't need to be beefed up. Maybe the crafted ones. The cap I have on my POB I can spam CtSS 3 and have both gunners fireing constantly and STILL recharge the pool.
That's exactly what i'm proposing though. It may appear they do but they don't. Also from what i've seen the barrels all recoil at the same time. All barrels recoil just not 1 at a time. You take that 1 gun and put it in a fighter and it shoot just as fast out of 1 emitter as it does out of 4 on a POB.
The dual shields idea I like as well. Having two lairs of shields could be cool. Perhaps also add that fighters could target specific components and damage them directly like on the corvette, but only after the first shield was gone. (To stretch out the time between starting to loose components and total ship destruction)
Also a possibility to reload missiles and counter measures from with in the ship, or have special POB versions with extra high number of shots (and a much higher mass) of them.
Yes, the bolt firing from a POB or in a Fighter is the same, Iagree withthat in my initial post. As for the recoil, or what I refered to as the barrel firing (no bolts, just movement), my decimator's barrels are somewhat staggered when I pull the trigger. They'll fire a shot, but barrels move somewhat differently. Thus art-wise, we're part way to your proposal for the barrels firing independently.
Otherwise, you seem to be confusing yourself or highly misunderstood my post. You stated your proposal and said for it to work capacitors would need to be beefed up. Igave an alternative to beefing up the capacitors (one capacitor per turret since each turret would technically represent 4 weapons) and you then turn around and say capacitors don't need to be beefed up (by your context you seem to be talking about present design, which I don't see the relevence as we are discussing potential concepts, not current functionality).
Ehm, the idea is to make them more effective, not die faster. As they are now, a POB ship with a full load out of Elite components has a lifespan of four shots in PvP.
Useless doesn't begin to cover it.