Pilot Archive

Thread: What if they fixed WO3 today?

quadpers0n
Fri Sep 09, 2005 10:39 am
#14

my ship would be fine post a wo3 fix, but i'd definately have to be a bit more careful with gunboats.


the people who are going to take the biggest hit are large twin gun JSF/B22 users, and multi gun heavy fighter users who have not outfitted their ships with care. i don't think single gun fighter users are going to have problems at all, and i think after a brief declineheavy fighter users will resurge with better ships. it'll be much rarer i think to see krayt's and b-wings dishing out major damage for a while, but i was able to run wo4 on my b-wing the other day, and only two of it's guns were RE'd with care, so i think in the end you'll see people pick up their multigun heavy fighters again after a bit.


i wish they'd fix this next week in time for the POB fix. i have a feeling many POB users who think their ships are now viable are going to take them up to DS and get an unpleasant surprise from alot of thetwo gunlight fighters up there dishing out 20k dmg with every pull of the trigger.





-meeuki


lumpini
RedOnedi
Fri Sep 09, 2005 10:57 am
#15






PaceNebulon wrote:

if you only get 4 or 5 shots out of your overloaded cap.... it is fixed







Actually, I think you're going to notice as soon as you hit WO3, and you hear that sound...or, if you weren't paying attention, or if you are like some, and have your overload sequence macro'd, you'll probably notice the first time you go to fire, and one, or all, of your weapons are disabled.


Who I think this will affect the most:


People who currentlylaunch with their reactors in the red. I don't know if this has been changed or not, but I do know that at one time, you were able to do this. Technically speaking, this is not an exploit, since SWG only requires a reactor and an engine to launch period, so as long as your engine has power, you can launch. Some people have their numbers crunched to such a degree, that they are able to use the lightest possible reactor and still run EO4/WO3. With almost certainty, they will have to at least change their reactor if they want to maintain the performance they are used to having. But chances are, they may have to make other changes as well, to accomodate the new, almost certainly heavier, reactor.


Anyone trying to run EO4/WO3 on a ship that is using a crafted engine. Single gun ships may be exempt, however.


Ships that have more than two gun mounts. I am sure that most people try to fly with the smallest reactor they can, which means reactor gens between 10k and 15k. For ships with more than two gun mounts, this will probably no longer be sufficient to continue running EO4, and anything higher than WO2. What I am saying, in a nutshell, is that flying a ship with this many sources of reactor drain, all of which have drains that will increase substantially, will probably have to make adjustments. Plural. Either in the form of stepping down to EO3 (which would solve the problem for 90% of the ships in question, most likely), or stepping down to WO2...and perhaps making equipment changes as well.


People who will hardly be affected at all:


Anyone that currently has a high generation reactor (or more than one, preferrably), and already has them incorporated into their ship setups. Most likely, the way it will affect these folks is that they will have to be more precise in their shooting. That's about the extent of the affects in this scenario.


My opinion on the reason this has yet to be fixed:


If (when?) they fix WO3, one thing will happen for certain. It will take longer to kill npcs. I'm not talking about fighters, necessarily,but things like gunboats. This = slowing the pace of space battles down = taking at least some of the fun out of it. I really don't see anyone wanting a change that causes you tohave to wait for your capto recharge while takingout a gunboat. Waiting for it because of shield shunt is one thing, but for those who cheese rebel gunboats especially, sitting there waiting for a cap recharge sucks. I do not cheese gunboats very often, andthe cap drain issue would not bother me, but I am certain the suits at SOE don't want to take away any of the fun factor from space, if it's avoidable. It will not really affect PvP much at all (strictly from a firepower standpoint). In my opinion, if we do get a fix to WO3, it should probably come with changes to the drain percentage increases on the weapon overloads. This way, the effect is the same, but not as drastic.


Actually, here is what I would like to see happen:


WO3 fixed


Drain percentage increases, and energy per shot adjusted to take the next point into account


Your weapon only fires in it's overloaded state while your capacitor is in it's overloaded state...like in the X-wing games. Shield shunt remains at full transfer.


Shields can be adjusted at any time, on the fly.


But that's just me.


Domingo


KarlieOkota
Fri Sep 09, 2005 11:04 am
#16

Oh, I had no idea that weapon overload 3 was broken. Is weapon overload 4 broken, if not, I will use those to get used to the change.

Karlie.




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RedOnedi
Fri Sep 09, 2005 11:11 am
#17

WO3 is the only one that is broken...the others work as they should.


The actual problem with WO3, is that when you run it, you are also running Weapons Tuning 3...which causes the reactor drain from each weapon (including missle launchers) to be cut by 70%, and it cuts your weapons' energy per shot by 1/3.


Basically, we are getting all of the benefits from both programs, without any of the drawbacks.


Domingo


quadpers0n
Fri Sep 09, 2005 11:14 am
#18

people used to say WO4 was broken, but it works fine. it does not increase damage on the same lines as eveyrthing else though, and does X10 EPS and X10 reactor drain on each weapon, which can seriously add up. it's not that bad on fighters, but when you start "cheesing" (lol) gunboats it gets pretty impossible.


imo that program is a little out of wack, X10 EPS is a bit nuts for only a 25% increase in damage. especially since capacitors don't really get that superior as they climb RE level.


personally, i don't think SOE should take "cheesing" gunboats into account when considering this fix. same goes for cheesing merc cruisers or whatever.what are those gunboats on rails really doing there anyway? they are just there to entice people to grind them in a pretty poor attempt to get people into a PVP zone. make the zone fun and people will come on their own. i do spend a ton of time waxing those boats, but i'd kill for a WO3 fix and i'd kill for half those boats to get cut from the zone and replaced with those nasty bastards that chase you down.



-meeuki


lumpini
Phizuol
Fri Sep 09, 2005 11:22 am
#19

Well you will see less missile and chaff usage, I believe they both are affected by weapon overloads. Correct me if I'm wrong. So if that's true then your chaff launchers and missile tubes are going to be another source of reactor drain (which cannot be RE'd.)

Beyond that the advantage of multi-gun ships over single gun ships will shrink. Multi-gun ships like the TIE Advanced will need to use lesser guns or lesser WO's while in comparison single gun ships like A-Wings may be able to operate with about the same equipment as they do now.

...and of course everyone will have RE'd Borstel guns.




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RedOnedi
Fri Sep 09, 2005 11:25 am
#20






quadpers0n wrote:

people used to say WO4 was broken, but it works fine. it does not increase damage on the same lines as eveyrthing else though, and does X10 EPS and X10 reactor drain on each weapon, which can seriously add up. it's not that bad on fighters, but when you start "cheesing" (lol) gunboats it gets pretty impossible.


imo that program is a little out of wack, X10 EPS is a bit nuts for only a 25% increase in damage. especially since capacitors don't really get that superior as they climb RE level.


personally, i don't think SOE should take "cheesing" gunboats into account when considering this fix. same goes for cheesing merc cruisers or whatever.what are those gunboats on rails really doing there anyway? they are just there to entice people to grind them in a pretty poor attempt to get people into a PVP zone. make the zone fun and people will come on their own. i do spend a ton of time waxing those boats, but i'd kill for a WO3 fix and i'd kill for half those boats to get cut from the zone and replaced with those nasty bastards that chase you down.






You hit on a good point here, Quad


The fact that reactors and capacitors don't really seem to scale properly in terms of mass vs. effectiveness. Take this, and add it to the fact that WO2 boosts damage by 100%, WO3 boosts damage by 150%, compared to WO4's boost being only 50% more, while the negatives get staggering,and the true effects of this fix begin to compound on each other.


I see a lot of folks changing to WO2 if there is a fix, although I may be wrong on that.


And yes...I also would love to see real gunboats in DS...corvettes that react to us the way they do to npc attackers...that kind of thing.


Domingo


RedOnedi
Fri Sep 09, 2005 11:29 am
#21






Phizuol wrote:
Well you will see less missile and chaff usage, I believe they both are affected by weapon overloads. Correct me if I'm wrong. So if that's true then your chaff launchers and missile tubes are going to be another source of reactor drain (which cannot be RE'd.)

Beyond that the advantage of multi-gun ships over single gun ships will shrink. Multi-gun ships like the TIE Advanced will need to use lesser guns or lesser WO's while in comparison single gun ships like A-Wings may be able to operate with about the same equipment as they do now.

...and of course everyone will have RE'd Borstel guns.





I don't believe the chaff launchers factor into WO's, but the missle launchers do. However, I don't think missle launchers have near as much drain as blasters do.


Ships with 1 or 2 gunmounts are not really going to be affected very much, really, in my opinion...but I might be wrong.


Honestly...if WO3 gets fixed, my Firespray is going to start looking really, really nice, as it has great balance between types of firepower.


Domingo


quadpers0n
Fri Sep 09, 2005 11:37 am
#22

IMO drain factoring into missles is a bug. yeah, it's a weapon, maybe it's less of a bug and more of a design oversight. you don't get any damage increase in your missles, so why should it drain a % more energy out of it? make missles do more damage using wo3 (yes, i know it makes no sense) and i'll be on board, but otherwise it's something that will need to be addressed after, or in conjunction with a WO3 fix. yeah it's not a huge deal, but it's something that makes you go "wait, why?"



-meeuki


lumpini
RedOnedi
Fri Sep 09, 2005 11:45 am
#23






quadpers0n wrote:
IMO drain factoring into missles is a bug. yeah, it's a weapon, maybe it's less of a bug and more of a design oversight. you don't get any damage increase in your missles, so why should it drain a % more energy out of it? make missles do more damage using wo3 (yes, i know it makes no sense) and i'll be on board, but otherwise it's something that will need to be addressed after, or in conjunction with a WO3 fix. yeah it's not a huge deal, but it's something that makes you go "wait, why?"






Indeed.


And Phizuol, I didn't think all the through what you were saying about missle usage. Yes, it is quite possible that the smaller, 2 gun ships may not be using missles anymore...although, single gun ships would probably still be ok. For the heavier ships, especially the ones with more than one missle launcher...they really should be using them, and they won't factor near as much because of the higher mass on the ships.


Domingo


Ducimus
Fri Sep 09, 2005 1:46 pm
#24

>>Re: What if they fixed WO3 today?

Good chance PvE wont be so trivial anymore.

WO3 allows for massive damage output via larger guns through the mass savings it gives, damage increase boost based on a percentage, and virutally "unlimited ammo". Combied with CO it also ensures you have a full cap to shunt with.

The result is your Time To kill is extremly quick, and you have a get out of jail free card every 20 seconds. In short, it trivializes the game as your now empowered to mow down anything in your way, and not have to skip a beat.

Also TTK in PVP stands to increase, as you wont be able to spam fire. If you wanted pvp damage reduction, a WO3 fix will arguably do just that.

As an aside,
Im suprised no ones thought of running WT 1 or 2.



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JanuHull
Fri Sep 09, 2005 1:54 pm
#25

If they fixed it today? I would fly WO2 set up A-Wing and Advanced X-Wing around laughing at all the people in their JSFs who will be whining that they can't compete anymore.



The champagne is chillin', b'lieve it.





Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

FalinMor
Fri Sep 09, 2005 1:55 pm
#26






Phizuol wrote:
Well you will see less missile and chaff usage, I believe they both are affected by weapon overloads. Correct me if I'm wrong. So if that's true then your chaff launchers and missile tubes are going to be another source of reactor drain (which cannot be RE'd.)

Beyond that the advantage of multi-gun ships over single gun ships will shrink. Multi-gun ships like the TIE Advanced will need to use lesser guns or lesser WO's while in comparison single gun ships like A-Wings may be able to operate with about the same equipment as they do now.

...and of course everyone will have RE'd Borstel guns.




Actually, I'm not even bothering with 2 guns on my Advanced. I'm just gonna use 1 bigger one, because the energy usage of weapons as levels go up doesn't increase much at all.
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