Pilot Archive
Thread: JTL Pilot issues list, version 1.04
NeoSabre wrote:
Outside of that, IMHO, I believe the turrets should be locked to fire forward when unmanned. This is how they are in "X-Wing Alliance".
I have /bugged this and have asked other friends in-game and they don't see to have this problem, but I do.
For approx 3 days now I have not been able to use my booster. For a few days I started using an overload chip given to me by a privateer friend. My X-Wing was at about 14200 power, but Reactor drain at 14800. I had no problem using any systems or the booster. Recently I cannot get a booster to work at all. First I checked my keymappings, I remapped and nothing. I tried a different booster, staying under my 14200 power. I tried moving things over to my Y-wing chassis. I tried numerous configurations, stripping my ship to nothing but a booster, reactor, engine, basically bare and still the boosters won't work. I have tried about 5-6 different ones in different configs. I have tried all new boosters purchased from shipwrights, new reactors, still nothing. The booster charge shows up on the HUD, but when I press either B, or whatever key I reset to, nothing happens. Has anyone had this problem and fixed it?
Also listed in this thread..
http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=25871
Message Edited by ObidiahX on 11-25-2004 07:30 AM
ImaTwilek wrote:
TalonKarrdeTN wrote:
_Smoke_ wrote:Profession-wide Issues:
- Invulnerability: This issue affects every pilot every time they launch into space, from the novice recruit to the seasoned Master.
- Top/Bottom: A fairly well-known bug. Certain firing angles result in no damage to the enemy ship.
- "Disablement": [UPDATE: As many of you have so wisely conjectured, this is not a bug but rather an intentional window to prevent players from accidentally destroying a ship they were trying to disable. Item removed (thanks a million to GreenMarine, who provided this official clarification!).]
- Lag and Warping: Many Pilots are reporting problems with lag and lag-warping in various degrees of severity. The level of dissatisfaction with network performance has been steadily increasing and I expect to see it become the subject of outright ranting sooner rather than later. Any progress in this area would be much appreciated by the entire community. [11.2: FIXED. Please let me know if this issue is not resolved to your satisfaction after 11.2 goes live.]
In my experience, both the ship warping/rubberbanding/"drunken bees" bug/issue actually is interrelated/goes hand in hand with alot of the invulnerability problems (you mention lag, but after a ton of testing/observation/analysis, I honestly don't think lag factors in here hardly at all.....it seems to be some sort of synchronization problem between the server and the game client that has nothing to do with lag, because I experience this stuff alot still and my ping rates stay between 85-125ms at least 95% of the time).I understand the 'top/bottom' invulnerability at times is an isolated/separate bug, but when a ship is seemingly totally invulnerable, that's due to the synchronization problem. Sometimes I get the "drunken bees" effect with the ship, to varying degrees of 'inebriation' (for lack of a better way of putting it); sometimes the 'drunkness' is very light and sporadic instead of literally being all over the place......but then other times the ship won't be doing the spastic/erratic flying at all but will go into a flat circular turn that's otherwise linear (i.e. I just have to maintain the same speed/turn rate myself and can keep shooting at it), and no matter how many times you hit the ship and see the shield splash effect or hear the effects of you hitting the shields or the hull if you'd already worn them down, you register no additional damage.
In every one of those cases though, eventually the server and the game client get back in synch and you experience the 'rubberband snap-back', and suddenly everything's fine again. I've also noticed that when you're unsynchronized, you don't hear any of the projectile weapon effects from the ships attacking you (you do still hear your own weapon effects), and as soon as you hit the snap-back those sound effects kick back in. At any rate, both of these issues still need addressing in a big way, not just the invulnerability problems alone.Message Edited by TalonKarrdeTN on 11-22-2004 11:39 AM
I agree. Strangley I have place my recticle on the ship itself, between 5-20 m behind it, which are complete misses, and they registered as hits as I saw his sheilds % going down, and the sound they make when you know your hitting their armor and chassis. I have even hit them with proton torpedos dealing damage, with the explosion happening way behind them.
These seem to consistently occur when I'm grouped. Sometimes it fixes itself (rubberbanding back) within a minute, sometimes up to 5 minutes, and you are completely vunerable to enemy fire.
Just wanted to confirm that the same lag/rubberbanding problems I have had since launch -- especially over Lok on the Gorath server -- continue to be a major league pain in the neck even after Publish 11.2. This problem is not fixed.
- non-fighter NPC ships
- destroying reactor on these ships.. does not disable weapon or shield systems.. only propulsion
atat9619 wrote:
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
Most of the rebels I know won't fly a Y wing or a longprobe under any circumstances. At tier 3, they are back to the Z95 because the Y-wings won't change direction. Typically this means one shot at the NPE as he comes, from one direction,then turning the whalejust fast enough to get in one shot as he comes from the other direction. This makes TIE Advanced almost impossible to kill.
I'd gladly trade 25% of the mass for more manouverability. There are no mass limitations on the Y-wing in any practical sense anyway, as there probably are not for TIE bombers.