Pilot Archive

Thread: JTL Pilot issues list, version 1.04

vip70
Thu Dec 16, 2004 9:43 am
#209






Hylidex wrote:





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.





Hmm i flew the longprobe all though my tier 4 missions, infact i soloed all but one of them in my longprobe. My questions for you are:1) how good is the engine you are using? by that time you should be able to find atleast an 80 speed with good stats for the rest. 2) do you have your throttle all the way to max? there is a HUGE performance drop when you do.

Deel_Fargus
Fri Dec 17, 2004 4:21 am
#210


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





I`d rather have the following:
Rebels
-add Z-95 with 40k Mass at Tier1, with same performance as Kihraxz
-A-Wing, add 20k Mass (total 85k) and Second Gunport
-B-Wing, remove 1 Gun, and add 2 Ordnance Slots (total 3), its Bomber after all
-X-Wing, add 20k Mass, adjust performance to same as TIE/Aggressor
-Y-Wing, add 1 Ordnance Slot (total 2), add 20k Mass
-Y-Wing Longprobe, add 1 Ordnance Slot (total 3), add 20k Mass

Freelancer
Adjustment to Tiers where Ships are gained:
Add Scyk with 40k Mass same performance as Kihraxz, at Tier1
Give Ixiyen 25k more Mass, somewhat less maneuverability, and a Seond Ordnance Slot
-Tier1 Kihraxz, Scyk Mark II
-Tier2 Dunelizard, Ixiyen
-Tier3 Kimogila, add 30k more Mass, reduce Maneuverability to same as Y-Wing
-Tier4 Rihkxyrk
Master stays at it is.

Imperial
TIE/Fighter, Mass to 40k, same performance as the Kihraxz
TIE/ln, Mass to 50k
TIE/Interceptor Mass to 65k, add second gunport
TIE/Bomber, add 20k Mass (total 210k), add 2 Ordnance Ports (total of 4), remove 1 Gunport (leaves 1)
TIE/Advanced, move Mass up to 85k
TIE/Aggressor, add second Front Projectile Weapon



This is just a rough idea, if someone likes to contribute to this, or does have a point which is incorrect please do so. Criticism is appreciated. Perhaps we can come up with a solution to making this whole thing a bit more balanced. And the reason for the limited amount of adjustments to Privateer is simply that they already received a HUGE Mass increase.


I know that this would reduce the Dunelizard, A-Wing and TIE/Advanced (and Scyk II, TIE/F and Z-95/II) to Carbon Copies, but this would get some balance into the Game. And you could actually fly the Tier0 ships later in your career which would be nice (cause i really like the Scyk, and Z-95).
The Ixiyen, X-Wing and Aggressor now have all a total of 4 Weapon Systems, Ixiyen (2xP, 2xO), X-Wing (3xP, 1xO) and the Aggressor (2xP(f), 1xP(r), 1xO), all with 120k Mass.
Currently is very difficult for Imperials to get up from Tier2 to 3, since of the small payload.

It has been stated that the missions from Tier 3 to 4 should NOT be soloable, but i did solo the Smugglers Alliance Freelancer up to 4-4-4-4 (only the Corvette i didn`t solo). And i did solo Rebell Alliance up to 4-3-3-4 (and i think i can do the Rest solo too).
But I was not capable of doing the same with Storm Squadron. This is mostly due to the fact of not beeing able to fight Heavy Equipment onto our Fighters, and not of the mission itself being to difficult.

And yes i am aware of Bomberstrike... But that won`t help ya in PvP, so its nice to crack Corvettes/Gunboats etc...

Message Edited by Deel_Fargus on 12-17-2004 01:07 PM



Deel Fargus [BS-131]
301st Task Force "World Eater"
Russell647
Sun Dec 19, 2004 11:40 am
#211



ZaiTiX wrote:
I think it would make sense to be able to get trained once you get the right amount of exp. I'm trying to get the 3 in 2-3-2-2 for Imperial pilot (and already maxed out on exp) but my storm squadron trainer won't let me get it until I complete this mission and maybe another one after that. I tried doing this mission 5 times by myself, then with a 4-3-3-4 imperial pilot to help me and still couldn't beat it. PLEASE LET ME GET TRAINED!!! Video games should be fun they shouldn't make you angry.




Oh my God! I'm in the same exact position as you are! I totally agree because it isn't fair that we are qualified for the position and did all the grinding but don't get the skill.




-RUSSELL
Imp Spetsnaz
>

Russell647
Sun Dec 19, 2004 11:47 am
#212



Russell647 wrote:


ZaiTiX wrote:
I think it would make sense to be able to get trained once you get the right amount of exp. I'm trying to get the 3 in 2-3-2-2 for Imperial pilot (and already maxed out on exp) but my storm squadron trainer won't let me get it until I complete this mission and maybe another one after that. I tried doing this mission 5 times by myself, then with a 4-3-3-4 imperial pilot to help me and still couldn't beat it. PLEASE LET ME GET TRAINED!!! Video games should be fun they shouldn't make you angry.




Oh my God! I'm in the same exact position as you are! I totally agree because it isn't fair that we are qualified for the position and did all the grinding but don't get the skill.




PS: Please don't tell us to go to our previous trainers or anything, because I tried and that doesn't work either.




-RUSSELL
Imp Spetsnaz
>

vip70
Mon Dec 20, 2004 10:57 pm
#213


Not shure if this effects imperials, or whether or not this has been mentioned, but I found an odd bug where even if you get a lock on an individual component on a VERY large ship you cannot fire your missiles/bombs. In my case i was sitting 20 meters away from the star destroyers bridge with a lock and couldn't fire a missle on it error message i got was the target being too far away.

Now in the interest of testing can an imperial or a neutral pilot check if it's the same with the space station...
Pelf
Mon Dec 20, 2004 11:49 pm
#214






Russell647 wrote:





ZaiTiX wrote:
I think it would make sense to be able to get trained once you get the right amount of exp. I'm trying to get the 3 in 2-3-2-2 for Imperial pilot (and already maxed out on exp) but my storm squadron trainer won't let me get it until I complete this mission and maybe another one after that. I tried doing this mission 5 times by myself, then with a 4-3-3-4 imperial pilot to help me and still couldn't beat it. PLEASE LET ME GET TRAINED!!! Video games should be fun they shouldn't make you angry.






Oh my God! I'm in the same exact position as you are! I totally agree because it isn't fair that we are qualified for the position and did all the grinding but don't get the skill.





Note: You aren't qualified, you were given an order, you didn't complete it.(Try and tell a mission terminal that you deserve a mission payout because you killed the creatures, but oops, you left the lair intact.....)Corrective action: Attempt it again.


FYI: I'm SS 4,4,4,4 and i tried the neutral RSF missions on a different server.Day one of being neutral i started w/6k credits, went thru tier 1 w/thestarter ship, bought the dunelizard before i started on tier 2, continued progessing on........ended the day at 4,3,3,3. I got that far solo and w/o using droid programs. Not bad for being in a tier1 ship.


No offense meant to either of the posters, but i'm losing my patience w/ppl saying nerf the missions! If your idea of 'fun' and excitement is to be handed the end of your chosen profession, and at some later time you gripe of 'no content', no sympathy.
Mentski
Tue Dec 21, 2004 7:18 pm
#215


(many apologies if its already been noted,posted in both issues threads, because... err, im not sure which one's "official")


Access panels to components in my YT are not showing up inside the ship if the component is reverse engineered, i've recently RE'd an engine, sheild, weapon, and capacitor, and all the panels for those compents no longer appear where they should, yet my other weapon (looted, non RE), and myreactor (crafted)access panels are still there.


Not sure if this is possibly YT specific, or happens in the other MP ships. maybe someone can check?


/bug sent.




Mentalla - Master Smuggler, Master Pilot, Master Cynic
Mentalla's Little Kashyyyk @ 1548, -4508, Jealhimet, Tatooine (Chimaera)

I swear, It's like talking to a brick wall round here....
Dru_McNasty
Wed Dec 22, 2004 11:57 am
#216

I know this has been posted a hunddred times before, well here is post 101:


Fix the Plasma bug on Multi-Player ships!


I am affraid that if I take my Nova out in space that my crew andI will burn indefenitely in fire blaze of this plasma leak bug. Smoke please put this near the top of the list for DEVs. Thanks.




______________________
Dru McNastian
South Vilas, Corellia

/checkJediStatus
System Message: You a Jedi!!?? You must be joking.
______________________
Crime-Wave
Wed Dec 22, 2004 5:10 pm
#217

the multi player ship bugs im dealing with....

(yt-1300)


the plasma leak.... after battle, after repairing all conduits and all components there is still fire in certain rooms, primarily the cockpit and the room on the left(pilot seat left), these bugs happen EVERY time i get plasma leaks in those areas and NEVER fix untill after server reset.....


the plasma alarms.....once they start they dont stop, even when i land and am running around on the ground.....


...other than this...everythings peachy...but these bugs are absolutly horrible and only allow me to take one good run a day.......all of this should have been takin care of in beta.......very lame






((((CRIME-WAVE))))
~Heart of a Rebel~Life of an Exile~Mind of a Criminal~
~Weapon of the Empire~
The Execution of Crime-Wave Part I Part II Part III

Crime-Wave
Wed Dec 22, 2004 5:11 pm
#218

...also if anyone know how to get around these bugs and repair the invisable fire...please let me know, thanks






((((CRIME-WAVE))))
~Heart of a Rebel~Life of an Exile~Mind of a Criminal~
~Weapon of the Empire~
The Execution of Crime-Wave Part I Part II Part III

Graxul
Thu Dec 23, 2004 7:50 pm
#219


Idealy PvP damage in space master against master pilot should last at least as long as it would against a tier 5 npc opponent. The current 25% pvp damage reduction isn't enough. I would suggest a 50-75% reduction in PvP damage to take into account missles and multiple high level guns on ships. At the current 25% killing a fellow master pilot is like killing tier 1 ships rather than tier 5. A PvP battle should last at least a minute instead of two seconds. Level 10 shields both crafted and lootable need to be increased in strength and recharge. I have level 8 reverse engineered shields that are better than most reverse engineered level 10 shields. It should be hard to take out a mp ship in PvP as is its oftenharder to kill npc tier 5 ships like the yt-1300,decimator, and nova courier than it is to kill the player versions....this must change. Currently most level 10 shields are around 2500 shielding front and back if your lucky. With a couple level 8 guns most players can take out their shields and armor within seconds before the turreters even know whats happening.


The differences between level 8,9, and 10 shields are very minor except for mass which is substantial....shielding given by higher tier shields should be proportional to the base differences in the average mass of the shield. As is the differences between level 8 and level 10 shields is minimal...only about 500 extra shielding at best. There needs to be a more substantial increase in those differences otherwise PvP in a multiplayer ship like the yt-1300, Decimator, or Nova Courier will not be as viable as having the crew and pilot fly their own ships even with a substantial decrease in pvp damage.


A good balance would be for level 8 shields to be 2000 front and back on average, level 9 3000 front and back on average, and level 10 4000 front and back on average. In doing so the level shield you use would matter much more and the difficulty of taking on ships with higher shielding would warrant the mass they have. MP ships in PvP space should be feared not be an easy kill. When I say on average I don't mean make all of them have that much shielding but I do think it should be possible to get the shielding around that range...both crafted and lootable.

Message Edited by Graxul on 12-23-2004 09:53 PM



Graxul Starweaver-Starsider
Grax Oblivion-Starsider
gaarawarr
Mon Dec 27, 2004 2:01 pm
#220

probably already listed but i didnt' see it.


RSF tier 3 mission 2 (i belive it's mission 2)

you escort a YT1300 decoy, get attacked several times and complete the mission. afterwards you get an emergency mission over corellia. this part spawns 5? fighters and a YT1300 gunship.


i belive there's two problems with the second part of this mission. 1 it should be seperate, i've died many times attempting the second part and when you die you have to do the first escort again, very annoying and a total waste of time. the second problem is the NPC ships that spawn as your support just sit there, they don't attack or get attacked... i've tried this mission 6 times now, each time having to redo the escort part wasting alot of time that could be better spent.





Giordino/Tremo on corbantis
giordino/paxo on shadowfire
Tremo on bria
HuntingOhioan
Tue Dec 28, 2004 10:57 pm
#221

1: Master Level Multiplayer ships still have the klaxon alarm problem, i.e. Fixed the plasma leeks, one or all areas reports leaks after they have been fixed. Not only is the noise annoying as hell, but everyone still recieves damage. Boy was my crew pissed. Current fix involves emptying of the ship and redeeding it.

2: Although its understood that mass to performance is a love hate relationship, theres still room for tweaking. I'm not looking for uber ship here, but 5 min to take down a tie fighter with Advanced blasters in my Awing is completely annoying. Another month and I will be filing a workmans comp slip for the carpaltunnel.

3: Rubberbanding and warping issue has been mainly resolved on my end, although, there seem to be EXTREME situations now that were not present previously. I'm talking eratic Pinballing. Poor fella had to land and relaunch before it went away.

4: Deteiriation of ship components seems greater than body armor, which could be rationalized, however, I'm realy gonna mis some parts once they go by-by.

5: Chat is still not following from or to space from ground chat. Previous space settings are defaulted and loss of ground messeges is still prevailent.

6: Anoying little bugger here. When you land there is ALWAYS a "/" or "/reply" or "/Tell" in the chat window already typed when regression to dirtside takes place.

7: Bug or not, dont know; When my Nova went poof crew was dispersed to the four corners of Tattooine. Actualy kinda liked this one. We're all laughing saying "Where the hell am I?"

Wish List:

1. Missions for us Masters. Its only so fun and will last only so long to help folks become master.....lookin for content. Right now I grind the hell outa Tatt local space for loot and help lower level folks, which are becomming short in supply.

2. Player Helmets from the movies.

3: Could ya make the Rebel Flight jacket look a little less frompy ? Its hard to pick up Twileks when you look like ya gotta beer gut.

4: POI badges in space. Seemed like a simple one but....

5: More capital ship visibility. The SSD straffing run is a personal fantacy.

6: Different flight suits. The prison outfit is not a favorite of the community and the BWING flightsuit you have to go OVERT DIRTSIDE to wear. You know how difficult it is run to starship term before you get sliced by jedi?

7: Eye Candy Baby. I started a fighter squad on Kauri. Love to have insignia on ships.

8: Faction bought space stations similar to dirtside fun. I can imagine it now. Whole fighter wings attacking and protecting player spacestations. Golan gun implacements.

8:
a. This is along the lines of the previous but in general. Having something like mentiond in #8 could make for player made content, instead of relying on you guys. Being able to have a base where you can park your ride there and land dirtside would rock. I know logistics of this are a bit crazy with space but the ability to place a static and interactive structure would increase playability 10 fold. Hey what a great place to use your Space Combat and Prestige Points.

b. Prestige points. Throw us a bone here folks. Honestly cant use this for DS only. 30K ? if it was going to be that useless you should make DS 150K a pop. Been to DS a dozen times and I still have what? 3 million PP?

9: Fighter Squadron Hangers/GH. Currently We have a GH as our HQ. Fine by me. but then everyone has to go to 20 different cities to come back to one to get everyone together.

10: Dirtside garages. Sure the terms are fine being in the Starports but you know how many land after being pissed about a mission and forget to repair? You try finding a SW thats on and or has repair packs for sale at any givin time.

Ok starting to reach here I guess, so its time for bed. crap. work in 6 hours. I wanna cookie for writing this Cant go to forums at work bastards making me actualy work pfft



-Hunting Ohioan

"The Fighting 128th Jolly Rogers Squadron" - Crypt Fighter Wing - Commander


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