Pilot Archive
Thread: JTL Pilot issues list, version 1.04
atat9619
Wed Nov 17, 2004 7:04 pm
#157
This is a problem for us imperials
LOW MASS
Tie Interceptor=65k mass
TIE/In 80k mass
TIE Fighter 72k mass
TIE Bomber 220k mass
TIE Agressor 140k
TIE Advanced 95k mass
Y-wing 190k mass
Y-wing longprobe 220k
Other rebel ships are fine
Neutral Ships?
Dont know any of the Neutral ship masses
Message Edited by atat9619 on 11-17-2004 06:42 PM
agnus
Thu Nov 18, 2004 12:06 am
#158
Wow
From one shot pvp to two shot pvp.
Exciting dog fights!!
Take off another 50% and the fight might last 4 shots.
Weak...
somerandomuser
Thu Nov 18, 2004 12:39 am
#159
Freelance Pilots:
All Pilots:
- 'Master Pilot' is profession title instead of 'Freelance Ace'
All Pilots:
- 10 levels of certification means almost twice as much database space as necessary for hoarding parts to RE.. can we get this changed to 'novice.. tier 1-4.. ace' systems use instead??
- Mass is broken.. see my rant here toward the bottom for concept of a way to better deal with mass
- Insurance (or lack thereof).. some.. please??
- Armor.. it has hitpoints.. why?? armor only needs 1 statistic.. that's armor.. that's why it's armor and not a system!!
- Decay on items that have perfect 'hitpoints'.. there's no need for decay on items that have had no hitpoint degradation.. systems should only degrade when repairing actual 'damage' to the system
somerandomuser
Thu Nov 18, 2004 3:48 am
#160
All pilots:
- Aderaan.. since the kessel 'nerf' there is no free-pvp area fr non-aces to go play in.. please get a new zone themed after the Alderaan system where anyone can go to pvp.. this zone should include a LARGE asteroid belt.. floating corpses/debris are optional (but would be really cool)
riotcontrol
Thu Nov 18, 2004 4:04 am
#161
somerandomuser wrote:Armor.. it has hitpoints.. why?? armor only needs 1 statistic.. that's armor.. that's why it's armor and not a system!! Decay on items that have perfect 'hitpoints'.. there's no need for decay on items that have had no hitpoint degradation.. systems should only degrade when repairing actual 'damage' to the system
Maybe the way to solve the armor armor/hitpoint issue would be to switch the 'armor' and 'hitpoints' values so that the hitpoints of your armor component go down when repaired, and the armor value stays the same? Right now, if the armor is repaired three times, it becomes almost useless. None of the other components lose their primary stats (such as engine speed, blaster damage etc.) when their armor value is lowered and, uhm, 'armor' is the primary (the useful) armor stat.
Also, there should be no decay on anything that had their 'armor' damaged, I agree with that one too. If the hitpoints go down, the decay should take place. If the armor goes down, well, that's why the components were 'armored' in the first place - to protect them from harm. You're just repairing their 'armor'.
somerandomuser
Thu Nov 18, 2004 7:39 am
#162
riotcontrol wrote:
somerandomuser wrote:Armor.. it has hitpoints.. why?? armor only needs 1 statistic.. that's armor.. that's why it's armor and not a system!! Decay on items that have perfect 'hitpoints'.. there's no need for decay on items that have had no hitpoint degradation.. systems should only degrade when repairing actual 'damage' to the system
Maybe the way to solve the armor armor/hitpoint issue would be to switch the 'armor' and 'hitpoints' values so that the hitpoints of your armor component go down when repaired, and the armor value stays the same? Right now, if the armor is repaired three times, it becomes almost useless. None of the other components lose their primary stats (such as engine speed, blaster damage etc.) when their armor value is lowered and, uhm, 'armor' is the primary (the useful) armor stat.
Also, there should be no decay on anything that had their 'armor' damaged, I agree with that one too. If the hitpoints go down, the decay should take place. If the armor goes down, well, that's why the components were 'armored' in the first place - to protect them from harm. You're just repairing their 'armor'.
i don't mind tossing out armor constantly.. it's tossing out engnes.. guns.. etc that bugs me..
armor should be the mainstay degredation in space combat IMO.. if your armor gets trashed.. toss it out.. get more..
i think it has 2 statistics from the traditional 'copy/paste' method the dev staff favors.. not poknig the devs.. some things are done for simplicity sake and to stremaline code.. cookie-cutter functions are generally a GOOD thing.. but i feel this is one of those cases in which to make an exception..
note: very opinionated bit coming up..
Armor should retain 1 stat.. armor value.. which degrades as it gets repaired.. this should be the 'stim-b' of the shipwright industry.. the mainstay replacement along with consumables like chaff/missiles..
whereas the shipwrights should be focused on their 'service' profession by RE'n components and blueprinting ships..
but i also feel shipwrights should have a component factory to produce components (even if they remain uncrated).. and that RE/blueprints should be on an individual basis (meaning no factories for those)..
that's a completely seperate issue.. but it's here for context on how it reflects on the pilot community.. more specifically.. my position within the pilot community.. which is loud boisterous pilot who thinks there's better ways to do things 8p
IcedInferno
Thu Nov 18, 2004 8:19 am
#163
About the KSE 'reticle-slide'... I've also noticed this to happen in the Privateers' Dunelizard fighter.
Speaking of which...
Tie Advanced
65k mass, on average
300 pitch acc
300 yaw acc
150 roll acc
40 acc
60 dec
2 pilot weapons
1 missile
Dunelizard
70k mass, on average
300 pitch acc
300 yaw acc
150 roll acc
30 acc
30 dec
2 pilot weapons
1 missile
The only difference between the two ships is about 5k mass, and the Advanced has a bit more acc/dec.
They're more or less even ships, speaking from experience (I've flown both myself... aced all Imp squadrons, working on freelances now).
So... why's the Tie Advanced a tier-4 ship, and the Dunelizard a tier-1 ship? I think the Tie Advance is a workable, usable ship, but I don't think the Dunelizard should be tier-1. It's out of balance, and there's no argument that could suggest otherwise.
-Khylan-
Speaking of which...
Tie Advanced
65k mass, on average
300 pitch acc
300 yaw acc
150 roll acc
40 acc
60 dec
2 pilot weapons
1 missile
Dunelizard
70k mass, on average
300 pitch acc
300 yaw acc
150 roll acc
30 acc
30 dec
2 pilot weapons
1 missile
The only difference between the two ships is about 5k mass, and the Advanced has a bit more acc/dec.
They're more or less even ships, speaking from experience (I've flown both myself... aced all Imp squadrons, working on freelances now).
So... why's the Tie Advanced a tier-4 ship, and the Dunelizard a tier-1 ship? I think the Tie Advance is a workable, usable ship, but I don't think the Dunelizard should be tier-1. It's out of balance, and there's no argument that could suggest otherwise.
-Khylan-
Coran_Sienar
Thu Nov 18, 2004 9:48 am
#165
Oh, BTW, loot drops in Kessel have dramatically decreased. (No loot after 60+ kills so far since 11.2)
somerandomuser
Fri Nov 19, 2004 5:06 am
#166
Coran_Sienar wrote:Oh, BTW, loot drops in Kessel have dramatically decreased. (No loot after 60+ kills so far since 11.2)
ugh.. speaking of loot.. killed 3 tier 3 gunships in dant sector for fun today..
1st dropped a level 2 droid interface
2nd dropped nothing
3rd dropped a level 2 booster
can we request that tier X ships drop at LOWEST certification level X loot?
can we also request that multipassenger class ships get +1 added to 'X'..
additionally that gunships get +2 added to 'X'..
vettes get +3 to 'X'..
space station/ISD gets +4 to 'X'..
so assuming that we're dealing with all tier 5 craft here.. the lowest level certification gear that would drop is:
fighters: 5
multi-passenger: 6
gunboats: 7
vettes: 8
space station/ISD: 9
i think that's pretty reasonable.. better than getting 9 level 1 pieces of junk and 1 level 7 droid interface off the space station (although that was pre-11.2)
rukkk
Fri Nov 19, 2004 5:46 am
#167
its a bug ? its that easy ?
Soloed 5 corvette and I own any gun boat, YOU NEED TO ACTIVATE ALL WEAPONS ON GUN BOAT!
just so u know : this is my first time that i play a space game and i have jtl from 10days
Now im master and i have nothing to do lolz nice soe no content as on earth and i have jtl from 10days
Soloed 5 corvette and I own any gun boat, YOU NEED TO ACTIVATE ALL WEAPONS ON GUN BOAT!
just so u know : this is my first time that i play a space game and i have jtl from 10days
Now im master and i have nothing to do lolz nice soe no content as on earth and i have jtl from 10days
ImaTwilek
Fri Nov 19, 2004 6:55 am
#168
Graphic bug. Master Pilot helmet removes your neck. (Privateer)
TheRedeyeJedi
Fri Nov 19, 2004 11:26 pm
#169
Corran950 wrote:
rebels get a bandolier to? when was that? i didn't get one, is there a way of geting one short of droping skill levels and redoing the teirs. Im only rebel pilot 1/2/1/1 so it wouldn't be to bad of a feat to do.
rebels (and neutrals) get a bandolier if they are of a species that can't wear the flightsuit, if I'm not mistaken.