Pilot Archive
Thread: JTL Pilot issues list, version 1.04
Phat_D_Har
Mon Nov 29, 2004 10:11 pm
#196
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.
Today after the 11.3 update it was actually much worse for me.
Lokee
Tue Nov 30, 2004 3:07 pm
#197
ok i read this somewhere but forgot, and I just experianced it first hand and it clicked...
NPC ships pulling off moves that just don't fit,
a Y-Wing should never beable to out manover thru PYR, a TIE fighter, I have like 500 PY and 300 R, the Y-Wings arn't even close, ... so why am I flying the brick and they have the crusecontrol on rideing in style?
anyways, I seen it before but it finally hit home today I was out, saw a Y-Wing and there was just no way in the imperail navy or any other faction I was gonna match that thing, let along stay close
almost makes me fear going to the next ship up, it only has 300 PYR
God help me if I get a bomber anytime in the future
Fuh-nu-gi
Wed Dec 01, 2004 10:03 am
#198
My top issues....
The unexplained rubberbanding and loss of speed at various points. Noting like having your ship burning it's boosters only to have your speed set to ZERO and be moved almost back to where you hit the button, and with a loss of booster energy... so you basically just wasted your boost.
The cartoon box popup needs to be given a switch to disable. I don't feel that it makes a big impact on the feel of the game by leaving it out, but by leaving it in or without a disable option I am being forced to lose targeting anytime the enemy NPC/AI wants to taunt me... and after you have heard the same taunt 25 times you just want to rip it off the screen anyways.
The unexplained rubberbanding and loss of speed at various points. Noting like having your ship burning it's boosters only to have your speed set to ZERO and be moved almost back to where you hit the button, and with a loss of booster energy... so you basically just wasted your boost.
The cartoon box popup needs to be given a switch to disable. I don't feel that it makes a big impact on the feel of the game by leaving it out, but by leaving it in or without a disable option I am being forced to lose targeting anytime the enemy NPC/AI wants to taunt me... and after you have heard the same taunt 25 times you just want to rip it off the screen anyways.
Gohan_Trunksss
Wed Dec 01, 2004 4:24 pm
#199
Myonly issue with pilot is master pilot ships, the mass isnt high enough..... i dont really care how big ships are for this whole mass thing, but a Master Ship should have a pretty big capacity.
Rebel Master ship - B-Wing- 250k mass - i was able to fit 5 components on this before i maxed the mass.....
im not sure how big Imperial or Nuetral mass is on their master ships but i think it needs to be raised..... for all 3 factions. enough so we can actually fit components in it, or tone down component mass by a lot.....
thats just my thought...... no flames needed
darmokVtS
Fri Dec 03, 2004 7:45 am
#200
My personal Top issues:
- No challenging group PvE content after ace/master
- No challenging solo PvE content after ace/master
- No challenging group PvE content after ace/master
- No challenging solo PvE content after ace/master
NasherUK
Fri Dec 03, 2004 7:53 am
#201
A few small things I've been noticing:
overload 4 programs are useless, they take a ton of HP off the component you overload and arnt much better than overload 3s, also weapon overload 4 drains your cap in 4 shots so its pointless.
The YT-1300 has 2 turrets, but only a repair panel for 1 of them...
NPC nova couriers only have a top turret, unlike the imp and neutral equivalents which have both turrets fitted (a bit of an unbalance here because it makes it easier for imps).
How come NPC Y-wings are long probes and not the turreted types? But rebels have to go against NPC agressors which have a rear turret (another inbalance).
Acouple ofbugs in deep space:
Gunboats spawn multiples inside eachother and lag the place up bad (I've seen upto 4 gunboats inside eachother in a formation of upto 15 before, plus fighters), the rebel station is neutral instead of rebel so if your rebel and accidently shoot it, it becomes enemy and kills you (WILL be a big problem when fighting around it in PvP battles).
Btw, the people asking for more mass on ships, your not supposed to be able to fit all high level components, your supposed to choose, this was made clear in beta to avoid "space composite" where everyone just flys the ship with most mass, the way it is now is good and shouldnt be changed...ever 
(Also more mass = slower because thats how the game figures out ship speed etc. So the same goes for people asking for more mass on imp ships, all your doing is making them copys of rebel ships)
Message Edited by NasherUK on 12-03-2004 07:01 AM
atat9619
Sun Dec 05, 2004 8:57 pm
#202
Multiplayer ships currenty are as powerful as a fighter and are easily taken down.They need to be uped to be the power of like 3-7 starfighters.
Talonsin
Mon Dec 06, 2004 8:08 am
#203
I didnt see anything on your list about how long some of the missions are and the fact that there are no save points in them. I did the tier 4 privateer mission (capture the freighter). Each escort takes roughly 25 to 30 minutes total time and after I did the first 3 escorts and had about an hour and a half of time invested,I accidentally destroyed the 4th freighter instead of disabling it. Needless to say I turned off the game and played something else the rest of the day because I realize I now have to spend another hour and a half just to get back to the point where I made the mistake.
Thats not fun and I think 2 hours is a bit long for a mission. I see many comments on the boards from people frustrated by the fact they have to redo an hour or more of a mission just because they failed the last part. Cant you find a way to make a save point halfway through those long missions?
rexan
Mon Dec 06, 2004 10:51 am
#204
The YT-1300 only have 2 missle hardpoints rather than 3, like the Decimator and Nova have.
_Smoke_ wrote:
[UPDATE: Items listed as "FIXED" or otherwise addressed by 11.2 will be rewritten or removed once 11.2 goes live and the fixes are confirmed by the general population.]
Privateer Issues:
Talonsin
Tue Dec 07, 2004 1:28 am
#205
One more thing... I can find a level 2 capacitor with 950 storage and another one with 37 to 40 recharge and RE them into a capacitor that is better then 99% of the level3 thru8 capacitors. This makes no sense to me. Why would a crafted level 2 item be better then almost allhigher levelitems?
Teiresias-Tempest
Fri Dec 10, 2004 2:47 am
#206
My #1 issue:
The lack of PVP. At least on Tempest it is impossible to find pvp. We desperately need that FFA PVP zone, and additional incentive to pvp in space. I've wasted hours and hours in Deep Space and I still have yet to find a single other player.
Solarum
Sat Dec 11, 2004 3:15 am
#207
Action jackson said it in the very first reply to the list of issues. there is an extreme lack of content for master pilots that doesnt consist of pvp.
Adding workingcardtables and holo chess tables to the big multiplayer ships would help relieve this issue greatly.Heck i might even look inside my soruusub which I havent even been inside yet. And I've been master pilot since the second week of jtl's launch.
vip70
Thu Dec 16, 2004 9:31 am
#208
Well i'm not shure if this was posted before, but some pilots experience severe lag/warping and or temporary blindness directly resulting from the firing of weapons.
not shure why exactly why the lag/warping happens but the workaround for this is moving the weapons around to different slots or in the case of some removing them entirely.
Temporary blind spots, my personal favorite, in a sertain fighterbomber the top mounted gun will produce a huge blindspot when firing certain gunns, obvious workaround move it to the #1 spot or just get rid of the damn thing.