Pilot Archive

Thread: Rebel Gunboat- Bugged?

WornTraveler
Mon Jun 13, 2005 3:48 pm
#1

I was in my Krayt with a gunner (before I accidently destroyed the ship hehe) and we took out gunboat without getting hit AT ALL by any laser. Came in from the bottom, when I thought we were getting too close we simply headed back down for anothe rpss. Disabled it, took a seat and held my mouse button down until the thing was destroyed. Is this a bug or is it truly that simple?



Gledako Fo'Kray- Retired Master Ranger
Encoded until further notice!
Proud Captain of the YT1300 Vasarian Escape- Confirmed Stats from Last Battle- at least 3 kills, 5 disables, 2 spacebombs to the rear shielding and 4 snubs to take us down. Go crew!
Current one-on-one win-loss ratio for the Escape and her Crew- 11:1

Gledako -- Mercenary Dog of Spice --
TUMOS_GHOST
Mon Jun 13, 2005 3:49 pm
#2

the bottom turrets dont work on it. AND THATS A GOOD THING!





__.:FQ:. Inc.________
Totai & Fatoos



Sylia
Mon Jun 13, 2005 3:53 pm
#3


!) Yes it is a bug.


2) It is that simple .. dunno if it'll ever be fixed.



For some reason the lower turrets have a firing arc above the gunboat, in other words they shoot from the bottom of the gunboat, through the gunboat at targets above the gunboat.


Add to that the devs don't have a clue when it comes to turrets, everything has 0 downward deflection. So you end up with an inverted firing arc with no down deflection, and a gunboat that can't shoot you if your below the turret's 0 degree inclination.... actually you would be "above" the 0 degree mark because the turret is upside down.


In other words, if the devs were to design a tank someone would have to get out and place blocks under the back of it's treads once the enemy got close so it could angle the barrel down.

Message Edited by Sylia on 06-13-2005 03:55 PM

WornTraveler
Mon Jun 13, 2005 3:57 pm
#4

Hehe, well the XP for my gunner DEFINITELY beats camping the Raider Tyrants in Endor, so I won't complain :-D doe sit work on the Imperial gunbaot too?



Gledako Fo'Kray- Retired Master Ranger
Encoded until further notice!
Proud Captain of the YT1300 Vasarian Escape- Confirmed Stats from Last Battle- at least 3 kills, 5 disables, 2 spacebombs to the rear shielding and 4 snubs to take us down. Go crew!
Current one-on-one win-loss ratio for the Escape and her Crew- 11:1

Gledako -- Mercenary Dog of Spice --
TUMOS_GHOST
Mon Jun 13, 2005 3:58 pm
#5

there is a blind spot on imperial gunboats too. just so much harder to find. I wish i could still remember, maybe below it to the left or something like that





__.:FQ:. Inc.________
Totai & Fatoos



Sylia
Mon Jun 13, 2005 4:01 pm
#6

I havn't done too much with Imp gunboats as my main is Imp.


But from my experience doing the Imp vette for my alt, who frequently drops and re-grinds rebel and neutral pilot, the Imp gunboats have I think like 5 or 6 guns not just 3, and have much better firing coverage.


If they have a "blind spot" like the rebel boats it's not an obvious one, and I havn't noticed it.



WornTraveler
Mon Jun 13, 2005 4:54 pm
#7

Haha, perhaps that is why I can never find rebel boats in Kessel, only Imperial :-D



Gledako Fo'Kray- Retired Master Ranger
Encoded until further notice!
Proud Captain of the YT1300 Vasarian Escape- Confirmed Stats from Last Battle- at least 3 kills, 5 disables, 2 spacebombs to the rear shielding and 4 snubs to take us down. Go crew!
Current one-on-one win-loss ratio for the Escape and her Crew- 11:1

Gledako -- Mercenary Dog of Spice --
TUMOS_GHOST
Mon Jun 13, 2005 5:02 pm
#8



WornTraveler wrote:
Haha, perhaps that is why I can never find rebel boats in Kessel, only Imperial :-D



perhaps. but imperial ones give out more XP stay under it (shorter fin is whereis belly is) and come in at it at a sharp angle





__.:FQ:. Inc.________
Totai & Fatoos



Yoda-5499
Tue Jun 14, 2005 1:44 pm
#9

Is the gunboat also bugged in the the destruction of it? I had disabled a gunboat in the Kessel system and as I was shooting it's reactor, it blew up. Now I realize that someone coud have come and helped me but I didn't recieve and XP or loot from it. Is it bugged in that aspect of the game? Maybe self-destruct?



***My Signature***

Adnil Nedlog
Master Droid Engineer/Master Artisan/Master Merchant
Master Pilot/Freelance Pilot Ace/Novice Marksman

Read my posts as if I talked just like C-3PO:

"Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!"
quadpers0n
Tue Jun 14, 2005 2:12 pm
#10


self destruct.


what happened was the disable timer expired as you were finished killing it.



i really don't understand what the deal is with not fixing the gunboats. it's absurd the way they work now. A) the turrets should work properly, not all fire up, B) they should chase you like the mission gunboats. worried about people training gunboats? well figure out a way to fix it, but not by having them never deviate from a straight line pinball course across the zone.


bah, maybe next year.






-meeuki


lumpini
RpTheHotrod
Tue Jun 14, 2005 2:20 pm
#11

I'd say a good way to fix them is to have them rotate and sway when under attack, but still continue on their path. This means, if someone tries to stay under the ship, they'd be spending all of their time just to try to keep under the ship and not being able to look up to attack.
quadpers0n
Tue Jun 14, 2005 2:34 pm
#12

yeah that's a good way to "fix" the problem and you can sort of tell the devs have that in mind as the gunboats sometimes get stuck in that defensive mode. but the problem with that is it's still unimaginative and makes taking out a gunboat nothing more than a more complicated strafing run.


if the gunboats chased you, like they do in all other player missions, then you'dhave an interesting dynamic. not only are 10 tier 5 ships after you, but 3 gunboats as well. that's a challenge!i really think that given the complexity of this game the developers could figure out a way to code the boats to continue on a flight path or break off attack after giving chase for a while. perhaps rethink the amount of spawns in DS? who knows.


honestly though, if you want to get into theories about why the gunboats behave the way they do in DS, i think it's to encourage grinding. the zone seems expicitly set up to be a faction/loot grinding haven and not a place to find a challenging PVE fight. perhaps i'm being too cynical, but i don't expect deep space to change for a very, very long time.



-meeuki


lumpini
WornTraveler
Thu Jun 16, 2005 7:20 am
#13

I dunno, rebel boats like I said are pretty easy, but I still get pretty beat up strafing them, even if I am not tryin to shoot, just evade. Then again, I am in a Krayt, but I always thught that teh Krayt should be able to take these things out a little easier than most ships, and have more of a problem with the fighters.


However, I was killing Imperial boats yesterday by staying out of range, and every time I strafe I just couldn't take it in the Krayt. The damn thing is too big, and without better shielding/armor capabilities, plus no way to repair it from the inside, a major advantage of POB ships, it simply is not effective to try a real challenge of taking out a gunboat. Sure, I can stay out of range of the guns or underneath it, but it feels slightly like cheating. And when I strafe, I just get blown up and pissed off. Even going at speeds over 1400, I* died ariund four times trying to develop a strafing technique in my Krayt.





Gledako Fo'Kray- Retired Master Ranger
Encoded until further notice!
Proud Captain of the YT1300 Vasarian Escape- Confirmed Stats from Last Battle- at least 3 kills, 5 disables, 2 spacebombs to the rear shielding and 4 snubs to take us down. Go crew!
Current one-on-one win-loss ratio for the Escape and her Crew- 11:1

Gledako -- Mercenary Dog of Spice --
Page 1 of 2
Previous Next