Pilot Archive
Thread: Weapon overload three... please fix. :(
CommTampers wrote:
If they fix WO3, they should also fix WO4. WO4 drains way too much. With a CO4 REd L6 capacitor I was only able to squeeze off two shots with one L7 WO4 blaster.
Ehh, WO4 is working as intended and it does pack a punch at the expense of huge energy usage lol.
Goraf wrote:
Weapon overload is supposed to increase weapon damage at the cost of increased reactor energy drain and increased capacitor energy per shot. Weapon overload 1, 2, and 4 do this. Weapon overload 3 DECREASES reactor energy drain and capacitor energy per shot. You get all the benefit with no drawback. That is why everyone runs it.
hmm... maybe I should try it
WO4 with lvl4 guns for hte winzor!
and then you can get out of your ship and beat the oppent to death with your cane while you are at it.
While I am certain Han was running WO4 on the YT-1300, I don't remember seeing him tell Luke to not spam shoot to save on capicitor juice.
I don't think Vader stopped shooting while in the trench because his cap ran out from the big guns he had installed. Maybe the pause in the trench was waiting for his droid interface to cycle so he could run RO4?
Cphopp wrote:
I dont wanna think about what PvE would be like without it =/
lol
Yeah,I stopped using weaponoverload 3 altogether. I'm only using weapon overload 2 now.
CommTampers wrote:
If they fix WO3, they should also fix WO4. WO4 drains way too much. With a CO4 REd L6 capacitor I was only able to squeeze off two shots with one L7 WO4 blaster.
I'm able to squeeze off 8 shots in my Heavy-x with 3 RE'd L8 reward blasters and a CO4 RE'd L6 capacitator. Ofcourse, the cap is 2240 energy and 102 regen when overloaded and the guns are all 13.something energy/shot. WO4 can be useful, but it requires some dedicated RE'ing on the cap and weapons.
Run WO2 and WO4, countthe shots, divide thedifference by 2and you'll get a rough idea of how many shots WO3 is supposed to let you squeeze off.
Using Washell's ship as an example: (I ised .380 speed for all 3 reward guns and 13.4 energy drain) (The times are based on modified drain per second countered by the capacitor's rechatge rate)
Cap Overload 4:
Capacitor:Energy: 2240Recharge: 102
No Overload: 591.1 s
WO1: Firing Duration:45.6 s
WO2: Firing Duration:20.4 s
WO3: Firing Duration:8.9 s, WO3 (bugged): Firing Duration:Infinite (because the energy used per second is lower than the capacitor recharge)
WO4: Firing Duration:2.3 s
As I personally also enjoy being able to shunt now and then, I think WO1 or WO2 will be the only usable overload post fix for a 3 gun ship.
This may be true, but with 102 recharge on the capacitors how long does it take to recharge to get that extra shot? The only place this would affect me is taking down gunboats as that is the only ship that I throw consistent shots at. If you are holding down the trigger for that machine gun effect then this will affect your playstyle, but if you choose your shots carefully it will only make things more strategic. Now that said it was my understanding that WO4 did not offer the correct amount of damage for the cost in usage that itis supposed to. If it is nowputting outthat increased damage I may switch to it as I am so close to taking out Tier 3's in one shot it's not funny, and I imagine that would make Tier 4's two shots.
Message Edited by Croll on 06-23-2005 01:09 PM
No offense meant, but that's just how my brain operates - thankfully I have a nice moral compass that filters out the homicidal leanings.......most of the time. I AM preparing my ships for a possible "fix" though.
Message Edited by KaylBreinhar on 06-23-2005 12:18 PM
The game has tons of issues that need addressing that adversly affect players and this one is so minor as it adversly affects no one that this can wait a long time.
Fix Rangers. Fix Squad Leader. Fix Smuggler (my own favorate)
Fix the stupid token respec window that annoys me constantly
Fix the pilot and shipwright issues