Pilot Archive
Thread: *** Pilot Bugs and Issues (Updated: 11/02/04) ***
Seshemw
Tue Nov 02, 2004 1:55 pm
#131
Issues that are up in my mind: Mass restrictions still obsolete chassis (sometimes in the same tier you first get the chassis). I made a z-95 that's mighty nice for tier2 missions... but will never be useful again.
I made a Tie Interceptor, and kitted it with mostly cert5 (or lower) gear, with a cert7 engine and weapon. It's only borderline effective in tier3 missions(I expect to only be able to complete tier3 mission 3 or higher in storm squadron if I'm grouped, if I use this chassis). I expect it to be utterly useless in tier4 or later.
The incredible mass increases at every equipment tier mean that (short of bomber chassis types) the tier after you get a ship, and possibly the tier you GET the ship, you already can't equip it with anything like 'on par' gear to your opponents. There's no balance in getting an Awing, but having to use mostly cert5 gear, with a couple of cert7s for flavor, when you're able to use cert8s (there is no huge power increase between 7 and 8 to start with, the vast majority of 8s MUST be looted, etc).
'Travel' option still messed up. Shame the beta forums are closed, i'd love to quote the dev post saying it was a known issue, and should be fixed to show your current starport's destination list, NOT 'all planets are tatooine' like we currently have. The people making up crap about how much 'sense' it makes are only fuelling a 'too much work to fix it, so we'll leave it like it is' cop out in the end, IMO.
Droid commands seem broken.
From testing: Imperial overcharge weapons 2 (tier 2 droid command to make weapons do more damage) seems to drain my capacitor twice as fast, but actually appears to do less damage per shot. Engine overload 2 works fine (speed and boost speed go up). Could be tested in pvp (You have a shield rating. we're both motionless and duelling. I shoot you once. Register the hit. I overcharge2, shoot you once. Register the hit).
From prior testing, the rebel transfer-to-shield (front at least) was also broken. it subtracted from back shield (I saw my shield level drop) but added nothing to the front shield (nearly empty shield didn't budge).
Difficulty for tier3 missions in general (in beta, we were told tier-4- missions would require grouping. no similar statement was made about tier3) seem inconsistantly difficult. Also true at tier4. Some squadrons can solo all the way to 4444, some can't even pass 2222 without a group (in general). From beta, the feedback and efforts to balance the rebellion track seemed well done. From beta, the feedback and tuning on imperial seemed nearly nonexistant. Since it wasn't addressed it beta, it NEEDS to be addressed now that it's been pushed live. 'Oh, we'll get to it', or 'we're tuning all the way to release' are no longer valid. One way to address it would be to actually allow you to switch squadrons without surrendering the profession first (so if you hit a gated track you can try some other track).
I made a Tie Interceptor, and kitted it with mostly cert5 (or lower) gear, with a cert7 engine and weapon. It's only borderline effective in tier3 missions(I expect to only be able to complete tier3 mission 3 or higher in storm squadron if I'm grouped, if I use this chassis). I expect it to be utterly useless in tier4 or later.
The incredible mass increases at every equipment tier mean that (short of bomber chassis types) the tier after you get a ship, and possibly the tier you GET the ship, you already can't equip it with anything like 'on par' gear to your opponents. There's no balance in getting an Awing, but having to use mostly cert5 gear, with a couple of cert7s for flavor, when you're able to use cert8s (there is no huge power increase between 7 and 8 to start with, the vast majority of 8s MUST be looted, etc).
'Travel' option still messed up. Shame the beta forums are closed, i'd love to quote the dev post saying it was a known issue, and should be fixed to show your current starport's destination list, NOT 'all planets are tatooine' like we currently have. The people making up crap about how much 'sense' it makes are only fuelling a 'too much work to fix it, so we'll leave it like it is' cop out in the end, IMO.
Droid commands seem broken.
From testing: Imperial overcharge weapons 2 (tier 2 droid command to make weapons do more damage) seems to drain my capacitor twice as fast, but actually appears to do less damage per shot. Engine overload 2 works fine (speed and boost speed go up). Could be tested in pvp (You have a shield rating. we're both motionless and duelling. I shoot you once. Register the hit. I overcharge2, shoot you once. Register the hit).
From prior testing, the rebel transfer-to-shield (front at least) was also broken. it subtracted from back shield (I saw my shield level drop) but added nothing to the front shield (nearly empty shield didn't budge).
Difficulty for tier3 missions in general (in beta, we were told tier-4- missions would require grouping. no similar statement was made about tier3) seem inconsistantly difficult. Also true at tier4. Some squadrons can solo all the way to 4444, some can't even pass 2222 without a group (in general). From beta, the feedback and efforts to balance the rebellion track seemed well done. From beta, the feedback and tuning on imperial seemed nearly nonexistant. Since it wasn't addressed it beta, it NEEDS to be addressed now that it's been pushed live. 'Oh, we'll get to it', or 'we're tuning all the way to release' are no longer valid. One way to address it would be to actually allow you to switch squadrons without surrendering the profession first (so if you hit a gated track you can try some other track).
mikeal
Tue Nov 02, 2004 2:09 pm
#132
Texture on rear end of large black sun is not showing up....
Feedback: give a full body color option on it not just on the texture
Gizmarke
Tue Nov 02, 2004 2:43 pm
#133
I'd also like to request a Unload All button for ship management. So if you want to redeed a ship you don't have to manually unload each component. You can just press a button and presto, ship ready to be redeeded.
Atuarre
Tue Nov 02, 2004 11:02 pm
#134
Imperial Pilot Mission 4 Tier 4 Inquisition Bug
The Grand Inquisitor in the room with Vader asks you to Patrol three waypoints in Dathomir. At the end of the patrol is a Crystal Runner YT1300 that does not aggro. When you reach that point in space, the mission reports succeeded and done, nothing left to do in the Journal
If you go back to the Grand Inquisitor, he tells you you've failed, and gives you the same mission, over and over again. The YT1300 has some inspectable loot onboard, but there are no hints as to if this matters or not.
There is no workaround. There is no way past this. There is no indication of what to do next.
Help?
AlmightyKay
Tue Nov 02, 2004 11:29 pm
#135
The following is a link of a screenshot I took after the bug mentioned in the previous post by Atuarre happened to me:
http://us.f1f.yahoofs.com/bc/3f8af666_6034/bc/My+Documents/Imperial+Pilot+Bug.jpg?bfN9HiBBKycnQtN0
BlackEdge
Wed Nov 03, 2004 2:37 am
#136
Another new bug seem to have shown up and it's pretty game-breaking. When you're ship is dmg and you go to a space station to repair it, and do the repair all option, it seems to crashed me to the desktop like 90% of the time. Not sure if it's cause of the latest patches or what.
Barndamascus
Wed Nov 03, 2004 3:31 am
#137
Our guild is Rebel with some nuetrals. In Kessel, even though the nuets are grouped with us, and chosse to fight on the rebel side, they are attackable and cop a HEAP of cross fire. This needs attention.
pervel
Wed Nov 03, 2004 5:15 am
#138
ChimiMyles wrote:
- Autopilot leading ship into the opposite direction it needs to be going (mainly autopiloting to space stations). Right now only seems to be happening to Tier 2 and 3 mission (Rebel)
I am not quite sure what you mean by it only happening on certain missions. For me autopilot doesn't seem to work for any mission or for any ship. I tried it with my neutral pilot on the first mission and I tried it just traveling in space for fun with my Lady Luck.
headsman
Wed Nov 03, 2004 5:30 am
#139
hey
I am have a problem with the ywing long probe. I have the certification, bought a ship and now have a deed, but i cannot generate a ship. i read on the forums that this has happend to others. plz help.. I have the bonuse ship, and a z95 i bought in my data pad and that is it so i should be able to get it right... I dont think i need the entire teir2 box do i.. i am a reb pilot 2111. Ti-be on chilstra
I am have a problem with the ywing long probe. I have the certification, bought a ship and now have a deed, but i cannot generate a ship. i read on the forums that this has happend to others. plz help.. I have the bonuse ship, and a z95 i bought in my data pad and that is it so i should be able to get it right... I dont think i need the entire teir2 box do i.. i am a reb pilot 2111. Ti-be on chilstra
hobieone
Wed Nov 03, 2004 7:10 am
#140
found a bug with the rebel driod commands whenyou diverert power from front shield to the rear both the front and back shields reduce in power the back shields oven more so then the front same issue going the the iother way diverting from the back to the front
Jalthier
Wed Nov 03, 2004 9:48 am
#141
Rancorbait wrote:Shield enery transfer bug.I saw some stuff on the boards about this yesterday.I checked last night, and did some back to front transfers with my component view up, and when transfering stored sheild energy from front to back to back to front, you loose energy in both shields.This is not to be confused with shield reinforcement wich seemst to be working properly, although it's not quite what you would think, if you played all the older x-wing games. In stead of increasing the recharge rate of the shield, which is sort of what the text of the command leads me to beleive, it shifts the "strength" of your shields. So reinforce front will take x of the max of your back shield and add it to the max of the front shield. This makes the hud look like you lost energy in the front shield, when it really just has a higher max now.
You've got it backwards here.
Shield ADJUST front/rear is what alters the MAX stats (capacity) of your shields. This works correctly.
Shield REINFORCEMENT front/rear move CURRENT shielding (health) from front to back and vice-versus. This is completely BROKEN. It takes shielding from both front and rear, regardless of which ability you use. And that sucks because this was one of the MOST used abilities in the X-Wing series. Of course, the other most used was draining weapon capaciter power to dump energy into your shields, and we can't do that either, so why am I surprised?
-Jal
1st_Viduus
Wed Nov 03, 2004 9:51 am
#142
Bug (?):
Explosion occurs, 75% of shield disappears, 1 second passes, Incoming Missile warning signals for 3 seconds.
(A bit late to do anything about it)...
Also, intermittently Missiles seem to damage only front shields, regardless of enemy position when fired.
Either one bug or the other, I've not seen both at once.
So either you get no warning (missile already hit) or you get a missile hit from the rear that takes out your front shields (about 1200 damage).
Hyperspace or dock/launch seems to toggle which bug you'll experience.
XobNoics
Wed Nov 03, 2004 1:14 pm
#143
Atuarre wrote:
Imperial Pilot Mission 4 Tier 4 Inquisition Bug
The Grand Inquisitor in the room with Vader asks you to Patrol three waypoints in Dathomir. At the end of the patrol is a Crystal Runner YT1300 that does not aggro. When you reach that point in space, the mission reports succeeded and done, nothing left to do in the Journal
If you go back to the Grand Inquisitor, he tells you you've failed, and gives you the same mission, over and over again. The YT1300 has some inspectable loot onboard, but there are no hints as to if this matters or not.
There is no workaround. There is no way past this. There is no indication of what to do next.
Help?
This mission worked for me on Nov. 1, but something happened on November 2 to bug it. I'm having the same issue as you. When this mission worked, we have to inspect the Crystal Runner.