Pilot Archive
Thread: Mass Management -- Let's get a guide together.
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CaileSathinor
Thu Feb 24, 2005 7:10 am
#14
Managing mass is incredibly dependant upon you knowing your preferred style of flying. One person may prefer a lightly armed, fast, maneuverable ship to a heavily armed, less maneuverable ship. Others may like a balance between the two. Maybe another likes heavy shields and armor, but less weapon power. It's completely dependant for style of flight.
Using myself as an example, I prefer 2 different configurations:
Configuration A - Heavy weapons, powerful engine, light shields and armor, powerful booster. This is a good solid strike ship, capable of doing insane amounts of damage in a quick amount of time. Examples of chassis I'd use: Krayt Gunship or TIE Oppressor.
Configuration B - Light weapons, powerful engine, heavy shields/armor, powerful booster. This is a good "distraction" craft. You're the sucker who runs in guns blazing to confuse the person you're attacking with your weak ineffectual laser fire while your Config A buddies come in and pound it to dirt.
Tip on reactors:
Fit your reactor to your loadout. Don't fit your loadout to your reactor. Load your ship up the way you want, then try to fit a reactor to it. Leave leeway in power output for programs like cap/weapon/engine overload, but try to fit it as close as possible. A 16k mass 37k reactor is just waste in something the size of a Dunelizard.
Using myself as an example, I prefer 2 different configurations:
Configuration A - Heavy weapons, powerful engine, light shields and armor, powerful booster. This is a good solid strike ship, capable of doing insane amounts of damage in a quick amount of time. Examples of chassis I'd use: Krayt Gunship or TIE Oppressor.
Configuration B - Light weapons, powerful engine, heavy shields/armor, powerful booster. This is a good "distraction" craft. You're the sucker who runs in guns blazing to confuse the person you're attacking with your weak ineffectual laser fire while your Config A buddies come in and pound it to dirt.
Tip on reactors:
Fit your reactor to your loadout. Don't fit your loadout to your reactor. Load your ship up the way you want, then try to fit a reactor to it. Leave leeway in power output for programs like cap/weapon/engine overload, but try to fit it as close as possible. A 16k mass 37k reactor is just waste in something the size of a Dunelizard.
psikobunny
Thu Feb 24, 2005 4:39 pm
#15
Another thing to watch for in Loot
Level 7 Reactors-
I have looted a 39k power (RE to 41k) and last night got a 30.8k that should RE to 33k.
Ridiculous power, reasonable mass. Many times low level ultra light crafteds are more than adequate, but these are the level/item that seems to be dropping Exceptional on a good basis.
MWJ
Thu Feb 24, 2005 10:15 pm
#16
Different types of ships have a bias when they drop loot, in my experiences.
Last 20 Hours in Deep Space, about 200-300 loot pieces. This is what I have noticed
Rebel ships:
Corvette: No loot. Ever.
Gunboat: Armor, Guns, Shields
B-Wing: Guns, Shields, Droid Interfaces
Y-Wing: Guns, Reactors
A-wing: Booster, Engines
X-wing: Shields, Capacitors
Z-95: Capacitors, Boosters, Droid Interface
These ships will drop other components than what I have listed, but this is what I have found them to drop the most.
Special note: The B-Wing is the only ship so far I have seen drop the Aramek Elite Ion Cannon, a very nice Tier 10 weapon. I currently have 3-4, one with 2500-4300 Damage, another with 42000 mass. These vary in stats widely, but tend to have at least one good attribute each.
Last 20 Hours in Deep Space, about 200-300 loot pieces. This is what I have noticed
Rebel ships:
Corvette: No loot. Ever.
Gunboat: Armor, Guns, Shields
B-Wing: Guns, Shields, Droid Interfaces
Y-Wing: Guns, Reactors
A-wing: Booster, Engines
X-wing: Shields, Capacitors
Z-95: Capacitors, Boosters, Droid Interface
These ships will drop other components than what I have listed, but this is what I have found them to drop the most.
Special note: The B-Wing is the only ship so far I have seen drop the Aramek Elite Ion Cannon, a very nice Tier 10 weapon. I currently have 3-4, one with 2500-4300 Damage, another with 42000 mass. These vary in stats widely, but tend to have at least one good attribute each.
Ratape
Fri Feb 25, 2005 8:33 am
#17
MWJ wrote:
Different types of ships have a bias when they drop loot, in my experiences.
Last 20 Hours in Deep Space, about 200-300 loot pieces. This is what I have noticed
Rebel ships:
Corvette: No loot. Ever.
Gunboat: Armor, Guns, Shields
B-Wing: Guns, Shields, Droid Interfaces
Y-Wing: Guns, Reactors
A-wing: Booster, Engines
X-wing: Shields, Capacitors
Z-95: Capacitors, Boosters, Droid Interface
These ships will drop other components than what I have listed, but this is what I have found them to drop the most.
Special note: The B-Wing is the only ship so far I have seen drop the Aramek Elite Ion Cannon, a very nice Tier 10 weapon. I currently have 3-4, one with 2500-4300 Damage, another with 42000 mass. These vary in stats widely, but tend to have at least one good attribute each.
I've noticed the same sort of loot bias while doing RSF duty destroy missions for blacksuns. I tend to get a lot of engines and shields vs. other components. I'll try and do some hard math on this sometime. I wonder if there is a loot bias in Kessel for the same objects. I also wonder if there is a loot bias on imperial ships. If anyone can help confirm this stuff please post the results here.
psikobunny
Fri Feb 25, 2005 3:19 pm
#18
Since I get mostly boosters and armor from those same RSF missions Ratape, it's not as simple as a loot bias
You'd have to go full on statistical, create a database from multiple players over many many loot runs, to get any results better than "seems to be" I too have been trying to pick out easy biases like this since JtL beta, and I'm pretty convinced they arent there.
Ratape
Fri Feb 25, 2005 8:41 pm
#19
psikobunny wrote:Since I get mostly boosters and armor from those same RSF missions Ratape, it's not as simple as a loot biasYou'd have to go full on statistical, create a database from multiple players over many many loot runs, to get any results better than "seems to be" I too have been trying to pick out easy biases like this since JtL beta, and I'm pretty convinced they arent there.
That or the level of bias on what and where is just so minute it's not even worth trying LOL. Something isn't so random somewhere!
*after 10 hours of number crunching*
When I kill this guy, here, on this server, I statistically get XXX loot.
Message Edited by Ratape on 02-25-2005 07:42 PM
psikobunny
Fri Feb 25, 2005 10:32 pm
#20
Another Rule of Thumb for RE scavenging.
When collecting shields, watch for naturally unbalanced shields. This is similar to the manufactured inequity that the old Rebel program did before it was fixed. That was used to create much more powerful RE shields than should have existed, but can't be done now. However, natural loots are a perfectly legit way to get an RE product with more hit points than normal. If you find a shield that is 30% heavy on the front, and then find one 30% heavy on the back, and RE the two, it would have a lot more hit points than an even shield. The key here is to watch the loots, and DO NOT USE THEM IN A SHIP. Loading them automatically balances them, and negates the advantage before you RE. I use this when making L5-6 RE jobs for use in Awings and Interceptors. Light shields with better HP than expected.
psikobunny
Sat Feb 26, 2005 7:28 am
#21
MWJ wrote:
My parts biases are generalizations, but they come from about 80 hours of looting in Deep Space recently, about 600 parts total.
And my "no-bias" bias is a generalization based on parts monitoring since launch, well over 10k parts from different pilots on different servers, so I'm just saying unless we can prove it with numbers (or is it legally numb3rs now? sheesh CBS), then collecting a lot of generalizations from people will just lead to a lot of pain.
sillyrack
Sat Feb 26, 2005 10:59 am
#22
Psikobunny wrote..
When collecting shields, watch for naturally unbalanced shields. This is similar to the manufactured inequity that the old Rebel program did before it was fixed. That was used to create much more powerful RE shields than should have existed, but can't be done now. However, natural loots are a perfectly legit way to get an RE product with more hit points than normal. If you find a shield that is 30% heavy on the front, and then find one 30% heavy on the back, and RE the two, it would have a lot more hit points than an even shield. The key here is to watch the loots, and DO NOT USE THEM IN A SHIP. Loading them automatically balances them, and negates the advantage before you RE.
Erm... Has anyone tried this using reb shield adjust? you can put the stats anywhere front or back and they'll stay that way until you normalise them even if you take them off. If this works nice lil exploit for 3k shields back and front..
may go try it now.. (footstep footstep footstep footstep doorslam)
psikobunny
Sat Feb 26, 2005 12:18 pm
#23
psikobunny wrote:
Another Rule of Thumb for RE scavenging.
This is similar to the manufactured inequity that the old Rebel program did before it was fixed.
I kinda hate repeating myself... 
MWJ
Sat Feb 26, 2005 1:26 pm
#24
My parts biases are generalizations, but they come from about 80 hours of looting in Deep Space recently, about 600 parts total.
MWJ
Sat Feb 26, 2005 9:09 pm
#25
I'm starting to think that there are certain parts that only drop from certain craft. It is fairly common knowledge that Imp and Rebel ships drop different parts, but if certain parts only drop from 1 or 2 types of ships, that may accound for what seems to be a parts bias.
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