Pilot Archive

Thread: JTL Pilot issues list, version 1.04

Graxul
Fri Dec 31, 2004 9:33 pm
#222

Level 10 shields need to be increased in shielding due to its massive mass. Right now level 10 shields are only marginally better than level 8 shields...this needs to change if PvP with multiplayer ships is to be considered viable at all. Even with pvp damage reductions. In my honest opinion 25% damage reduction in space pvp is no where near enough. PvP battles should last at least as long as they would against tier 5 opponents if not longer to allow for tactics and evasion. Currently with just a 25% pvp damage reduction PvP for both parties is like fighting tier 1 ships instead of tier 5. I don't think we'll see a good balance in PvP till there is a PvP damage reduction of 50 -75%. PvP should be fun and challenging not just one shot kills...where whoever gets the first couple shots in wins thats not fun. Battles should last at least a minute or two one on one against master level pilots with good gear.


I am greatly looking forward to masive pvp battles against real players and not just simple ai. More master level quests and content would be greatly appreciated as well. I'm a ground smuggler as well as a member of the smuggler alliance as a master pilot. I was greatly dissapointed when the smuggler only missions from talus was only one tier 1-2 mission with a ongoing tier 1 smuggler duty mission. But killing black suns through tier 4 duty missions is keeping me busy atm.


With the introduction of the Krayt(great ship btw I love mine) I'm curious as to why there haven't been any npc Krayt ships available to fight in space yet. That is something that I would love to see flying around in kessel and other high level zones instead of the kimogilla all the time. I enjoy the challenge of killing aggressors and would love to see imperials fight a comparable ship to give them some challenge too....right now the only thing thats somewhat challenging on the rebel side is multiple a-wings. The introduction of tier 5 krayts in space would be a nice addition and create a more challenging atmosphere.



Graxul Starweaver-Starsider
Grax Oblivion-Starsider
Pappy0357
Fri Jan 07, 2005 8:57 am
#223

It is disheartening that at the Master Level there is so little to do. I remember reading a thread on propsed alternate advancement usage for the prestige point we accumulate. What are the proposed plans for master level pilots? I just hope I dont see a recurrance of theJumpGate problem. That being, once you hit the master level, the content, the reason for flying, the experience (and I dont mean experience points) is stale and boring, you've beat the game.


Im Suggestions?
FuryoftheStars
Sat Jan 08, 2005 8:40 pm
#224


I really dunno if anything of this sort has already been said, but I'm not reading beyond the initial post as this thing is way too long...


(followingquote from original post)






/PirateTrap command: Privateer /piratetrap is currently broken. The pirates that are called seem to be going aggro on everyone BUT the NPC target and have no qualms about killing the Pilot who called them. Privateer Pilots would appreciate an NPC assist that does not equate to digital hara-kiri.






I would obviously have to agree that the pirates not attacking your intended target is a bug. But I would have to make the comment on the pirates attacking the person that called them (and everything else besides)... it was my impression after reading the description for it in game that they would. They were essentially tricked into coming there and are pretty mad about it so they will attack anyone they see to take out their anger on... including (and I would think especially)the pilot that tricked them into coming. Quote for lvl 1 Pirate Trap from Skillchart (lvl 2 is the same except it says a strong group of pirates): "This command suckers a group of pirates to the local area, where they'll probably attack just about anything."


I suppose when you look at it like this: Imperials get a command that purely assists, Neutrals get one that (is supposed to) both assist and hinder, and rebels get nothing, it all works out in the end.
FuryoftheStars
Sun Jan 09, 2005 2:55 pm
#225

lol... look, if your gonna take the time to 1 star me, then respond. It's kind of hard to have a discussion of any kind if you don't know where the problem is.
Foxfire1
Wed Jan 19, 2005 6:48 pm
#226


Today I cancelled 4 of my accounts in JTL. They asked me to dot these boxes why I was leaving. It was nice to dot the bug box, because, in playing I have ahard timeknowing if its me or a broke game; that is pathetic. A game with this many bugs should be in beta or released as a game of excuses. I was given the title of Master Pilot not because I met the requirements a title like that implies, but like the rest of the masters I was able to get people to group with me and do a lotof the killing. Maybe the title should be Master get people to group with, or Master people grouper. We should have challenging missions but we should have to do them ourselves.I agree the epics should take a number ofpeople to complete because this is an online game. Leveling is frustrating sometimes but its the best part of the game. When we get to master we can at best, perform the act of fly's, circle a pile of crap and wait for the eggs to hatch. Oh I forgot we can help others be masters also. Yes thats grace, then they can not be proud of what they did not do. I may get dinged for this letter but think about it, this is flawed, you don't seem to be addressing it.
BeakerMike
Mon Jan 24, 2005 4:31 am
#227

I think I'll get flamed for some of the issues out there but here go's.


First off there's the Storm Tier 3 missions, I did this before going freelance about 5 times. 3 of those time I crashed, the other 2 I had help and we still couldn't get passed it. There needs to be a 'save point' of some kind somewhere in the mission, not only that the mission still takes the players into the middle of a tier 5 A-Wing spawn. And well... Mission failled...


The Target Lead needs to be fixxed big time. I've found in the middle of a dog fight it wants me to lead just a little away from it. The faster the target is, the more 'off' the lead is. Maybe it was going to be this way from the start, I don't know...


AI Aiming is insane, and ships like the Imp Gunboat is just insane to fight. I've watched a Tier 4 Gunboat take out a heavy shielded fighter in no time at all. Not only that then NPC fighters with rear guns are also just as bad, with the target lead still messed up.


On that note as well the Imp Gunboat is way way way over powered imho. Where the Rebel one does have blind spots and is just a bit easyer to take down. The Imp has one blind spot, only you have to take it's gun out first, and the ship at times can turn on a time and keep the player out of that spot. The Rebel and Freelance Corvette missions imho are alot harder then the Empire's Corvette mission. In the Empire one, I along with 2 other pilots (one ace and one guy going for his ace) took down the Corvette and fighters in no time at all. Where with the Rebel/Freelance mission not only do you have the Corvette's guns, but the two Gunboats that eat anything going to hit them, or the corvette alive.


Multiplayer ships, the alarm going off on the YT-1300 needs to be fixxed. Not only that the flame damage is alwas there for the most part, even after fixxing everything. Maybe have a swich near the main alarm that can be turned off? Also even with a full crew the Multiplayer ships feel alot weaker then the fighters. Maybe that's just me but it does feel like it.


The Corvette Mission is hurting somewhat, I think it's due to players not wanting to risk there fighters for one pilot to get his master mission done. Maybe it can be worked so it's like the land Corvette missions where anyone in the group that helped damage the Corvette with the pilot could get another Ace Jacket? Or a reward of somekind imho would help.


Imperial Tie's should have just a little more mass. Also some craft like the Tie-Interceptor should have just a little more firepower, in Tie-Fighter I do recall the Tie-Interceptor having 4 Laser Cannons.



Ashen Katarna
Ace Rebel Pilot
ArcadyHerigorn
Mon Jan 24, 2005 12:48 pm
#228

I don't know if this is the right place to post and if it isn't, sorry. As mentioned in some of the threads the mass of the Imperial lower level ties is a game breaking issue. On my server it is hard to find wingmen but after several hours of trying i did group 2 times. The first time was with a master and my mission was completed fast. I trained and went to get a better ship to begin tier 2. My server doesn't seem to have had many good resources or the Tie has a very low mass cap. With 19,000 mass i was able to get the critical components and after many deaths, lots of credits for repairs and timehealing the huge wounds for deaths in space I was finally able to train a box in tier 2.


Now this is were I lost my patience. If you train box one you qualify for a ship with better mass but are stuck putting in low lvl equipment. If you train on imp equipment (box 2) you qualify for higher level equipment but don't have the mass to put in the equipment you need.


I spent hours "shopping" my server for shipwrights that had a Tie with more mass and/or shipwright crafted components that might have been experimented for mass. The best I came up with was a mass of 20,021. NO actual crafted lower level components could be found on any vendor. I agree I might have missed them.


Now none of this is that bad if the next mission from the Imperial Inquisition was doable with this ship. After failing several times I got a higher level wingman to go with me. If i went anywhere near the mission waypoint I died in no time at all, failing the mission. After 4 times of landing and reaquiring this mission we decided the best thing to do was for me to sit back and watch him complete my mission. I cannot express how stupid it was for me to have to sit and watch someone else complete my mission. The infuriating thing was I still haven't completed it. Since my wingman didn't have a way point he lost the shuttle and I still failed. An independant spawn had disabled my ship so I couldn't lead him to Col. Hands shuttle.


So instead of getting xp to further my "fun" in the game all I got was headaches. Yes this is partial rant. I hope to illustrate how important it is for them to address this mass issue. Make it so you can train skills like any other profession in SWG. If i make a bad decision and train the wrong box all I have to do is grind out the required xp and get the right box. The way JTL is, if you are stuck on a mission you might as well give up because before you can train the box you have to complete the mission.


I don't know how other people are, but when I get so frustrated with one aspect of the game it lowers my tolerence for other aspect. Like this morning before class. I jumped on to check my harvestors and couldn't get anywhere near them. Instant Death spawns everywhere. Normally I would not have minded but with my increasing frustration over JTL I seriously wonder why I came back to this game.
Larrad
Mon Jan 24, 2005 2:18 pm
#229


I know I read in the previous headings that the shield adjustment issues have been fixed, but I dont believe that they have as of yet. I am flying an X-wing and have the level 4 (heavy) commands programed into the droid. My shield front adjust - heavy is at my F9 key, when my shields were getting hit, I would hit this and my front shields went to about 0% and my back shields went full I would hit my Shield Normalization, the back shields went down to about where my fronts were...I dont think this should be the case here. For instance, if I go to Front Adjustment, meaning if I want my front shields to regen faster than my rear, then my front shields will always be this way until I hit Shield Normalization, in turn when I hit this, the shield should be powered normally andBUT shield power should not go equal between the two, or drop as in this case it is doing. The other command I tried was Rear Shield Adj - heavy, in which the opposite happened, back shields went to 10% and fronts increased.


So, here is what should happen in my opinion. When you are Adjusting the regeneration rate of your front or rear shields, that part of your shield should regen a bit faster (ie. front shield) while the other regens a bit slower (ie. rear shield) (the info box in the command browser says this actually) until you hit Shield Normalization, then both regen the same rate, you should not lose any shield power whatsoever when these commands are called for! Now on the other hand when you are using the reinforcement commands ( I didn't try these) this is when you are drawing power from one shield to the next and vice versa. Not sure if these are working as of yet. I hope these matters can be fixed soon. I know it's a small part of the whole art of pilot combat, but, it can save alot of heartache if a mission you have been working on for 45 minutes goes bad in a hurry and the need to start the mission over again. Thank you for looking into this.


Ewyv Aupap

Lowca Server
AkymaCali
Tue Jan 25, 2005 2:00 pm
#230

here is my wish list:


Forward guns for pilot on MP ships


weapon convergance so all guns hit the target


freelance master helmit - haha have u seen this thing its HUGE!!!


thats it and i would be happy!!!



Akyma Cali' Bria Galaxy - Lvl 90 Jedi, Master Alliance Ace Pilot

Aliya Cali' Bria Galaxy- Lvl 90 Commando, Smugglers Alliance Master Pilot

Aly'ona Ny'lok Lowca Galaxy - Master Entertainer, Master Alliance Ace Pilot

Akyma Cali' Lowca Galaxy- Lvl 22 Jedi, Rebel Pilot

/GetVet = 1260 days and counting
ColonelT
Thu Feb 03, 2005 11:51 pm
#231

Is this still a valid thread?

I know it's not a game-breaker, but I'd really like to see the 7.5 million XP fulfill the Master box requirements. There are some servers (Corbantis, I'm looking at you) where space grouping is virtually impossible -- there's no one in the skies, and no one willing to go up. (Hey, if I'm wrong, please tell me!!) There's certainly a precedent in the game for uber-grinding leading to mastery, so I'm not sure why pilot should be any different. Being eternally trapped at 4/4/4/4 while I dream of my second mastery badge is just no fun at all.

I suppose I could figure out how to solo the corvette...but is that what the designers intended? Prolly not.
Maakotka
Fri Feb 04, 2005 5:01 am
#232

Here is my two cents about the matter.


I would like to see next thing:


1. i could buy ship component whit prestige points.


You now ask that why would you like to do that. Let's look about the b-wing and it's stats. at least they show in my ship that the max turning ratios for the ship are 1.2 in every area. I really would like to have that engine.whit that kind of acceleration in turns you could out manouver lot's of ships.B-wing is the best rebel ship but you cannot get those parts what it needs to be good or uber one.


In this forum there has been lot's of talk about it's gun/ordinance config. I think that it's fine if you can find reactor which have that kind of output what those 6 weapons all other components need. My b- wing need now 16k + in power and i don't have those ordinase slots in use yet + no chaffs. So you need arounf 20k energy to install all parts to it and where can you find that kind of reactor which would fit in it too? I think that those rector part are nerfed badly or why my best reactor is level 3 one reded of cource whit 14200 output? Only level 7 + level reactors have that kind of output but they weight too much...


So i really would like to buy whit prestige points those component that Rebel fleet is using in them besauce military allways have the best equipment. They could even cost 1M points or more i would grind to get them besauce i don't have nothing else to do atm, besauce there aren't nothing to after Mastery if you don't like PvP.


Ilyrana
Tue Feb 08, 2005 2:14 pm
#233






_Smoke_ wrote:







  • Turrets: YT-1300 pilots would like to be able to link their turrets to the cockpit for forward-only firing. The lack of this ability at present makes the YT-1300 useless if one doesn't happen to have 3 friends on call whenever you want to use it (a fairly unreasonable demand).






  • I think we would like this with all Multi pasanger ships, but the YT-1300 clearly has this ability as seen in the ROTJ Movie.






    Gantuth Minos
    Jedi Knight
    Ilyrana Minos
    Bounty Hunter.
    Ilyrana
    Tue Feb 08, 2005 3:11 pm
    #234






    Ewene wrote:





    vizakohmen wrote:


    • Rebel Guns





    Show me one of those guns please... They are (regarding their stats) totally the same guns, doing the same damage/modifiers just the colours are red instead of green, sounds are differentand the icon looks different.

    You can put a "Rebel" gun into your Tie.

    So where's your point?






    yeah I agree I have one green and one red in my Dunelizard and they do the same dmg.



    Gantuth Minos
    Jedi Knight
    Ilyrana Minos
    Bounty Hunter.
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