Pilot Archive

Thread: why are Star Destroyers so easy to kill?

SeniorSpanky
Fri Jun 17, 2005 10:54 pm
#1

so i finally mastered pilot, killed my vette, and prepared myself for the awesome glory that would be attacking an imperial star destroyer.


as i waited for my group, i decided that i'd try a little kamikaze mission and check out just how much the sd would kick the crap out of my a wing.


so i closed in on the sd... no fighter support... i though huh, that's odd

so i decided i'd do a little damage to it to prep it for our pending attack with the group. took my little a wing with its advanced red blasters and shot at the primary shield generator. i started to take damage but not nearly as much as the vette would do. i was able to go in, shoot, and run away with minimal damage to myy shields.


so i destroy the shields, kill the engines, blow the reactor, and destroy the bridge. the bridge was by far the toughest to kill as it had the most hitpoints but the toughest part of the entire thing was waiting for my shields to recharge between attacks.


so, i soloed an imperial star destroyer with my a wing.


does that seem odd to anyone else?


insofar as difficulty is concerned, i'd rate the most difficult ships in deep space as:


1. decimator

2. aggressor

3. gunship

4. star destroyer


so either i really suck at killing kessel vettes, decimators, and aggressors, but have a super strategy for killing the star destroyer, or something isn't right here.


what is your experience with killing a star destroyer master reb pilots?



Irebobacca
Elder Bounty Hunter/
Walking Carpet

Raptor2k1
Fri Jun 17, 2005 11:43 pm
#2

Basically, the ISD is vulnerable without fighter support. I'd personally blame the ease in taking it out on the lack of playerImperial escorts in the area (though I can undsertand why there wouldn't be any, since the Rebel station is bugged invulnerable right now).


All it would take is one player hounding me while I'm trying to take out the ISD and the difficulty would increase exponentially.




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


GileHarleen
Fri Jun 17, 2005 11:59 pm
#3

It's the rushed design of JTL. The game wasn't ready by the October ironcladdeadline and was pushed out unfinished, unpolished, and lacking post-Ace content. Since then, space has been ignored and not taken into consideration when RotW was released. The Star Destroyer is a cake-walk, WO3 is still broken, and gunboats have huge blindspots. Which is sort of a blessing, the aimbots on enemy ships are unavoidable, I'd hatehaving to take on fully functional Tier 5 gunboats.



Gaile Harleen


Ace Pilot - Master Rifleman - Master Shipwright


Because self-reliance is sexy.


And it's not our fault - it's just your own new suicide.

TomoRainer
Sat Jun 18, 2005 1:18 am
#4

I don't disagree, I just think the situation's a hard one to properly implement. I'd love to see some more suggestions and discussion of the whole problem, because I think it should play a big role in any expanded GCW in space. It isn't much of an accomplishment to destroy the Freedom Station (back when you could, anyway) by holding down the trigger and boosting past it as past as you could.

It does become immeasureably more difficult when there are PC Rebels around to harry you, but these things need to be a little more complex on their own right.







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


Raptor2k1
Sat Jun 18, 2005 1:48 am
#5

I'd personally argue that a big part of the problem is with cap to shield shunt. The way it was implemented makes combat perhaps a bit too forgiving, in that you can instantly recharge your shields if you mess up for some reason.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


GileHarleen
Sat Jun 18, 2005 2:34 am
#6

Sorry, I needed a small rant. This is getting severaly frustrating. The only challenging thing in space is the Blackscale missions.



Gaile Harleen


Ace Pilot - Master Rifleman - Master Shipwright


Because self-reliance is sexy.


And it's not our fault - it's just your own new suicide.

Washell
Sat Jun 18, 2005 3:21 am
#7






Raptor2k1 wrote:
I'd personally argue that a big part of the problem is with cap to shield shunt. The way it was implemented makes combat perhaps a bit too forgiving, in that you can instantly recharge your shields if you mess up for some reason.




Actually CtSS is so powerful thanks to WO3. I frequently fly with WO4 and it makes quite a difference to dump 500 cap energy into your shields instead of 2000.


When WO3 get's fixed all the pilots that spray fire and shunt away their damage are going to have a hell of a time adapting.

-JungleKing-
Sat Jun 18, 2005 5:36 am
#8

My suggestion is to remove all Weapon Overload Programs, and replace it with another overload (dont know, booster overload, droid interface overload, Proton missile overload or whatever). This could make more diffcult destroy the ISD and Corvets with lasers, and make people use missiles vs capital ships when piloting heavy figthers.
If your are piloting an A Wing (or Eta2, TIE/f, 1 weapon slot/and few mass ships) you shoudnt be able to generate the necessary firepower (1 weapon slot) to destroy a capital ship yourself. That could make that there were Ship Roles. If you fly a B-Wing you can destroy "easily" the Shield Generators of a Star Destroyer, but we know that this ships are not so fast an manouverable, so it adds a challege.
Is just a quik thought.



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JediNg
Sat Jun 18, 2005 5:43 am
#9






Washell wrote:






Raptor2k1 wrote:
I'd personally argue that a big part of the problem is with cap to shield shunt. The way it was implemented makes combat perhaps a bit too forgiving, in that you can instantly recharge your shields if you mess up for some reason.




Actually CtSS is so powerful thanks to WO3. I frequently fly with WO4 and it makes quite a difference to dump 500 cap energy into your shields instead of 2000.


When WO3 get's fixed all the pilots that spray fire and shunt away their damage are going to have a hell of a time adapting.





Yep. I converted to WO2 because of this. Had enough of that bugged program heh.



Ritha Egasiso - 12 experiment point Master Weaponsmith.
To BB, Jo-Jo, Reilly, Beano, Dipper, Flat Top, Chuckles, Jolly, Crashdown, Sheppard, Dash, Flyboy, Stepchild, Puppet, Fireball...
You said that humanity never asked itself why it deserved to survive. Maybe you don't?
Stand by, FTL.
On the day before pub 10, jdmaldo said: "for everyone who grinded the last months of their lives away and didn't get jedi: owned"
Electro5
Sat Jun 18, 2005 8:23 am
#10

Easiest way to make the SD difficult to kill would be to require you to kill every single gun on it before you can damage the bridge. Though you'd have to make sure none of the guns were bugged and not visible.



Bria - Electro (N) ~ Shadowfire - Hydrolus (R) ~ Sunrunner - Zaxu Trizki (I) ~ Ahazi - Xonoryt (R) ~ Gorath - Geitizo Nimoirist (I) ~ Radiant - Tygran Virfais (N)
padren
Sat Jun 18, 2005 10:15 am
#11


A few ways that could make it harder would be to have on cue, when acomponent is destroyedhave the SD launch some defense fighters. AI wise, they would target biased towards whom has done the most damage to the ship weighed against distance (perhaps following up to 2k). The fighters would have to be able to update their priorities to prevent easy 'turn taking' at handling the wave, and they'd either split into a pursuit group and a defense group or recall quickly should the SD come under new attack.


If you don't deal with the fighters and get back on the job, they could repair the components you are working down, but they should only be working on the last component damaged until its fixed, because it would be impossible to destroy if the first component you destroy is back up you can take the bridge.



For a real challange, put the whacko gunboat pilots that like to do dounuts in charge of the ISD's navigation. Another thought, if you get too close to the engines (while they are in use) they could do damage and/or force you back. They are some pretty big engines afterall.






Padren Talisan - Starsider pilot
Padrig Talsani - Corbantis
KiwiKnutten
Sat Jun 18, 2005 11:06 am
#12

Yeah thats a great idea, send a few fighters after you when a component is destroyed, maybe a chasing T5GB when the reactor goes



Remeber. you lived in a time of kiwi.
TomoRainer
Sat Jun 18, 2005 12:24 pm
#13

Dude, Lando almost soloed the Death Star in a YT, and those things suck in combat.



I think it's actually pretty hard to come up with a large, partially- or un-maneuverable object that's supposed to be too hard to effectively solo, but not so hard that it basically destroys you as soon as you get within range--particularly when we have access to such fast, small, well-built ships as we do. I've been thinking about this for a while now, especially since the whole player-controlled capital ships thing came up, and it just seems like a very tricky balance to strike.

The one thing that's occurred to me is to make capital ships be able to "heal"/repair injured parts, so long as they're above 0 condition. If the numbers were tweaked right, you could maybe at least force a stalemate situation where one A-Wing/Vaksai/Crimson TIE couldn't put out enough firepower to knock out a cap ship part before it could repair itself--not if they were doing "charge in, boost out, shunt your shields back" strafing runs, anyway. If you could find the right numbers, you would force them to either stick around and land a lot more shots at once, in turn leaving themselves open to the (presumably superior) firepower of their target, or find a few wingmen to help them take it down.

This is all pointing back to one problem with PVE in space: if you can survive one pass, you can solo it. Unless there's something else around you putting pressure on you--a time limit, constant fighter spawns, cap ships that actually chase you, etc.--your own shields are effectively infinite over time. Any solution to the problem of a lone pilot being able to solo anything has to be built with that condition in mind.







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


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