Pilot Archive

Thread: Need a bit of weapons help in my Eta-2 (Capitator energy management)

Berdelsan
Tue Jun 14, 2005 2:29 am
#1

ill try that, thx alot



Berdel - Master Tailor
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Washell
Tue Jun 14, 2005 2:37 am
#2

Clarification: Weapon Overload is supposed to increase damage, drain and energy/shot. Weapon Overload 3 is currently bugged. It increases damage but decreases drain and energy/shot. It makes the game a lot easier.

twosweeeeeeeeet
Tue Jun 14, 2005 3:27 am
#3






Washell wrote:
Clarification: Weapon Overload is supposed to increase damage, drain and energy/shot. Weapon Overload 3 is currently bugged. It increases damage but decreases drain and energy/shot. It makes the game a lot easier.






True, but for some reason on me it causes damage to my blasters every time I use it. When it activates my weapons take dmg, eventually they stop working if I am up to long



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Washell
Tue Jun 14, 2005 3:33 am
#4

All overloads do damage to your components. Weapon Overload 3 does 8 damage to each of your weapons upon activation. No more. Do you continually reactivate Weapon Overload 3 while you're up?

twosweeeeeeeeet
Tue Jun 14, 2005 3:35 am
#5

yeah I run a macro usually




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"I will be the nightmare in your dreams that cause you
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Berdelsan
Tue Jun 14, 2005 4:00 am
#6



Washell wrote:
All overloads do damage to your components. Weapon Overload 3 does 8 damage to each of your weapons upon activation. No more. Do you continually reactivate Weapon Overload 3 while you're up?





Ah, i didn't know that, perhaps macroing isent a good idea then m8. Is it repairable damage or non-repairable equipment decay?

Another question while we are at it, which weapon type is recommended for a pilot like me with 4.3.3.3. As mentioned earlier im using 2 x advanced blasters (crafted)



Berdel - Master Tailor
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Goraf
Tue Jun 14, 2005 5:55 am
#7

What is the energy and recharge on your capacitor as well as the refire rate and energy per shot on your 2 blasters? With 1 blaster, your cap recharge rate was higher than your EPS*shots/second. With 2 blasters, it will be pretty difficult to keep your cap energy usage to below your your overloaded cap recharge rate, even with the bugs of WO3 helping you out. The cap should drain on you eventually, although it will take a little while.



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MDaniel
Tue Jun 14, 2005 6:16 am
#8

Well, I use a level 4 REd cap with mass of 2700, energy of 1050+ and recharge of 41. With Cap OL3 running, I can't drain my cap for the life of me with my REd level 6 and REd level 8 guns. Only thing that drains the cap is shield shunt3.



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TomoRainer
Tue Jun 14, 2005 7:36 am
#9



Berdelsan wrote:


Washell wrote:
All overloads do damage to your components. Weapon Overload 3 does 8 damage to each of your weapons upon activation. No more. Do you continually reactivate Weapon Overload 3 while you're up?





Ah, i didn't know that, perhaps macroing isent a good idea then m8. Is it repairable damage or non-repairable equipment decay?

Another question while we are at it, which weapon type is recommended for a pilot like me with 4.3.3.3. As mentioned earlier im using 2 x advanced blasters (crafted)




Droid commands last until you land, repair, or shut them off, so there's just no need to run a macro for them. They'll last until you do something to make them stop.

You can repair up to 10 HP of damage without any decay, so as long as your part has taken no other damage, repairing the damage done by an Overload 3 command (which, as Washell said, does 8) won't cause decay. Overload 4s do around 30-36 damage, depending on the command, but there are still a couple ways to repair this damage without decay: either go to Deep Space (if you're a master) or repair 25%/25/50/100 at a space station before landing. That'll prevent overload decay, anyway, but not from any other damage you suffer.







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Zanholo
Tue Jun 14, 2005 11:36 am
#10

Yeah, absolutely destroy those macros. The only command macro for flight programs that makes any sense is one to shield shunt every timer recycle, but I don't even use this one anymore.



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Berdelsan
Tue Jun 14, 2005 12:03 pm
#11

Hi guys.

Ive just reached 4.3.3.3 and can now fly my Jedi Starfighter, at last, Yey!

My last ship was the intercepter where i used 1 Advanced blaster (max dmg)with about 2.8 max dmg and with weapons capitator overchange 4+weapon overcharge 3 i was able to fire almost infinitely without emptying my capitator.

But now what i can fly my Eta-2 that can hold 2 weapons (2 x advanced blasters)i have trouble with my capitator energy, even with weapon overcharge 2. It drains the energy too fast. Without weapon overload it was alot better but i felt i didn't do much damage.

Is it supposed to be like that or am i using a wrong setup? What can i do to increase my efficiency?

thx in advance



Berdel - Master Tailor
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Zanholo
Tue Jun 14, 2005 12:21 pm
#12

Cap overcharge 3 and weapon overload 3 (until they fix it some year) should be all you ever need to never be able to drain your cap.



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CommTampers
Wed Jun 15, 2005 12:19 am
#13

FYI, the crafted caps were boosted a while ago. I can make L7 caps with recharge of mid forties. Try upgrading your capacitor. Also, one weapon with a fast refire rate is better than 2 weapons with a slow refure.




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