Pilot Archive

Thread: Invincible Corvettes

TomoRainer
Fri Apr 29, 2005 10:02 pm
#1

Update: Looks like everything's fixed.

Original post: Since the CU, we've seen a change where Corvette (and other capital ship) subcomponents are impervious to gunfire. I'm still trying to get confirmation on this being a bug--almost sure it is, but not 100% sure--but in the meantime, Corvette subcomponents can still be damaged and destroyed with missiles.

My personal recommendation, if you only have one ordnance slot, is to pack some Mk III Concussions and focus on the critical subcomponents: the shields, the engine, the reactor, and the bridge, all of which are currently centered in the middle of the Vette. You may have a couple spares to use on key Vette guns, but it'll be close.

The Imperial Star Destroyer and Rebel Freedom Station appear to be completely invulnerable at the moment--guns don't hurt them and missiles don't get lock--so you may want to hold off on them for now.

I know this is going to make things harder on those trying to make master, but I've mentioned it multiple times and hope to have both bug confirmation and a fix on the way as soon as possible. Good luck up there.

Message Edited by TomoRainer on 05-01-2005 11:51 PM







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


GileHarleen
Fri Apr 29, 2005 10:15 pm
#2

What about the fighters crowding around the ISD and the cannons going off? I hate to be a nag about this but, it's keeping all of Scylla out of Deep Space (not that there are whole lot of us out there).



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
Fri Apr 29, 2005 10:20 pm
#3

Guessing that's partially tied to the ISD being completely invincible. I've been up there some and have seen the lag and reduced frame rate. Also, the strange firing from the ISD is probably a result of this, too; part of the problem is the components have been moved on the ship models. As soon as this one problem is fixed, we should see a lot of related issues diminish or disappear as well.







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


Ducimus
Sat Apr 30, 2005 2:03 am
#4



TomoRainer wrote:
Since the CU, we've seen a change where Corvette (and other capital ship) subcomponents are impervious to gunfire. I'm still trying to get confirmation on this being a bug--almost sure it is, but not 100% sure--but in the meantime, Corvette subcomponents can still be damaged and destroyed with missiles.

My personal recommendation, if you only have one ordnance slot, is to pack some Mk III Concussions and focus on the critical subcomponents: the shields, the engine, the reactor, and the bridge, all of which are currently centered in the middle of the Vette. You may have a couple spares to use on key Vette guns, but it'll be close.

The Imperial Star Destroyer and Rebel Freedom Station appear to be completely invulnerable at the moment--guns don't hurt them and missiles don't get lock--so you may want to hold off on them for now.

I know this is going to make things harder on those trying to make master, but I've mentioned it multiple times and hope to have both bug confirmation and a fix on the way as soon as possible. Good luck up there.




Well if theres anyone trying to master pilot, i can confirm this. Just smoked the vette about an hour or two ago and completed CorSec ( by far the easist squadron, EVER!)

Make sure you bring a good ammo pack for those MK III concussion missles. WIth a minim quantiy of 12 missles. You'll need them

Privateers have it the easiest, as you can go right for turret 5 first thing. Imps/rebs i think will have to make a straffing run, which can get hairy given the time it takes to make a strafe vs the time it takes to get missle tone.

At any rate Turret 5, both shields, engine, reactor, bridge. Count on 2 missles each componnent, thats 12 missles total If you only have one tube you dont have any margine for error, or you'll have and refill your missle launcher. On that note, i sugges keeping an extra pack or 3 in your backpack just in case of that event.

It's not hard at all. Personnaly i was already doing vettes with missles for my master missions so not much has acutally changed for me. Although i guess i need to update my guide, concussion missles (as opposed to MK III protons) are the best missles to use.



Major Rapax Victis - Commando
Time wasted playing MMO's:
Meridian59, Ultima Online, Everquest, Asheron's Call 1 & 2, Dark Age of Camelot, Anarchy Online, Earth & Beyond, Eve Online, Planetside, Star Wars Galaxies

"I'm really bored."
...has mastered the Pilot profession
Sandzibarr
Sun May 01, 2005 5:34 am
#5

still no news from the devs on a fix for this issue?



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SANDZIBAR : IMPERIAL COLONEL : ACE : SNIPER

Ducimus
Sun May 01, 2005 7:39 am
#6



Sandzibarr wrote:
still no news from the devs on a fix for this issue?






The cynic that i am simply cannot resist saying....

When was the last time the devs had a fix for ANY of our issues?



Major Rapax Victis - Commando
Time wasted playing MMO's:
Meridian59, Ultima Online, Everquest, Asheron's Call 1 & 2, Dark Age of Camelot, Anarchy Online, Earth & Beyond, Eve Online, Planetside, Star Wars Galaxies

"I'm really bored."
...has mastered the Pilot profession
Myopik
Sun May 01, 2005 7:56 am
#7


Ducimus wrote:
The cynic that i am simply cannot resist saying....

When was the last time the devs had a fix for ANY of our issues?
March 24 But I know what you mean...

On the subject of Corvettes, I just re-did the master mission that got lost in The Great Chimaera Time Warp Disaster of '05. I prefer to use just blasters for these missions, but attempting to take out gun 5 with missiles only certainly makes for an 'interesting' experience! Having only one working gun and a disabled droid interface for the rest of the mission kept me awake too...

Message Edited by Myopik on 05-01-2005 03:56 PM





player_signature:[chimaera_myo_pilot]
Fuss
Sun May 01, 2005 7:59 am
#8

I played around with a vette in DS. I don't like the change if this thing is intended. Basicly its alot easier for me now to kill a Vette but I"m limited to the number of missiles I can hold being a privateer. I have probably killed 100 of these things pre-CU they offered some challenge strafing gun 5, then slowly widdling the thing down using positioning from behind and below. Even though I had gotten really good at killing them pre-CU it still offered some challenge. Currently there is no challenge its just run in get a lock fire a missile and run away. Basicly I thought it took some skill before the change, now I don't think it takes any skill.


I"m at the point where I have really nice components and the chances of looting a new component that is better then my current load out is really low. Might not see a marginally better component in a week of looting. Vettes were the only thing that offered some decent challenge and thats kind of gone. I'm getting bored except for pvp.


PvP is the only thing I have left and its as hard as ever to find a good pvp fight. Although I must say I finally had my first 5 minute long pvp fight with an A-wing , and I ended up giving the guy a Firespray because I was so happy to get a good fight finally (I still won though :lightsaber.



Fuss Bango (Chilastra)





SPACE PVP 000 DEEP SPACE

Fuss Bango (IA) Imperial Ace Pilot/Elder Shipwright Chilastra

Hord (INQ-14) Privateer Ace Pilot Kettemoor

1st_Viduus
Sun May 01, 2005 5:59 pm
#9

This issue is resolved.


Vettes are returned to as they were before the CU, excepting now the subs have those nifty yellow target boxes on them.






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Sandzibarr
Sun May 01, 2005 6:37 pm
#10

good news



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SANDZIBAR : IMPERIAL COLONEL : ACE : SNIPER

idolatry
Sun May 01, 2005 6:48 pm
#11







1st_Viduus wrote:

This issue is resolved.


Vettes are returned to as they were before the CU, excepting now the subs have those nifty yellow target boxes on them.





Thanks for getting us a resolution, Tomo!



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FelNuruodo
Sun May 01, 2005 8:54 pm
#12



1st_Viduus wrote:

This issue is resolved.

Vettes are returned to as they were before the CU, excepting now the subs have those nifty yellow target boxes on them.






I found this out as well, unfortunatley it wasn't until after I had dropped 1/4 mil in missiles and missil related components



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Geevo
Sun May 01, 2005 11:29 pm
#13

I confirm ... I blew it today (and I don't carry missiles at all)



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