Pilot Archive
Thread: Overload 4 problems...
Not to mention D8alus, If you've got one of the rarer high output looted reactors (about 34k with only 20k mass), then the extra power might as well be used on something instead of wasted.
My Kryat (with the above reactor) can manage weapon overload 3, cap overload 4, and engine overload 4 with no problem (doesnt need to have the reactor overloaded). This creates a fast ship (for a Kryat), that can hit with some real power, with a capacitor whose recharge can outmatch the weapons discharge. With Cap to shield Shunt, this is as close to invincible as your likely to get in PvE
D8alus wrote:
I just don't see a 10% increase in productivity with a 300% increase in drain over the lvl 3's as being worth running. Ever.
I think you are only considering top-speed. If you were picking an engine, would you pick the 70 PYR or the 77 PYR? The 77 PYR turns SIGNIFICANTLY faster, even though it is only 10%. With a 70 PYR engine, your overloaded max turning speed is 91. Mine would be 98.
In PVE, who cares, it does not matter. If you don't PVP, there is no reason to bother with E04.
Goraf wrote:
D8alus wrote:
I just don't see a 10% increase in productivity with a 300% increase in drain over the lvl 3's as being worth running. Ever.
I think you are only considering top-speed. If you were picking an engine, would you pick the 70 PYR or the 77 PYR? The 77 PYR turns SIGNIFICANTLY faster, even though it is only 10%. With a 70 PYR engine, your overloaded max turning speed is 91. Mine would be 98.
In PVE, who cares, it does not matter. If you don't PVP, there is no reason to bother with E04.
Exactly. In PVE I use a totally different ship too with a faster but crafted engine and EO3. It is faster, an ultimate PVE machine but would be history against any PVP oriented ships in a matter of seconds as I would not even see them from the cockpit (except for staring to six 'o clock). I use EO4 for turning only, speed affects PVP in a different way. For some tactics it is necessary, but for the general way pilots PVP it might even be counter productive. (The latter does not really true for JSF and Belbullab, they have a better speed tolerance of turning.)
I can't be bothered to post it here because it was rateh rextensive but after much research I made an email [in bria] which basically explains how to get Overload 4's to work nicely , warnings on the effects etc and your reactor. You'd be surprised at how small a reactor you actually need for them. The general rules I follow though are these...
1. Make sure all my components are re'd with the lowest energy drain I can get.
2. My reactor will have at least 1k of energy to spare on it when all my components are loaded. On a ship like an A-wing with fewer component slots than say an X-wing this is pretty easy....there is only a certain amount of stuff you can cram in the craft and my energy drain in total on that ship is under 12k so I'm fine using a re'd lvl 1 looted reactor with 12.5k energy.
3.I'm not sure if this has any effect but I heard it did so I run my droid commands like this.. RO4, WO3, CO4, EO4. It works...so I'm happy doing that way.
4. On your reactor and well anything which gets overloaded....make sure there are plenty of hitpoints left on the part otherwise when you overload..even if you have followed the above, the part might decay to a level where it damages itself to a point where the actual performance you want is hampered [happened with my old pre-nerf...should have seen the effort I had to go to to get a new one] With OL4's your parts decay a fair bit when you perform the command so this is pretty important that you do everything you can to preserve them.
5. Ok here is the most important thing if you managed to get these to work. REPAIR IN DEEPSPACE EVERYTIME. It offers free decayless repairs so if you do this..your ship will last much much longer. My ships have been fine using this method and I think OL4's give a very nice edge..especially on a loaded up Advanced X-wing with a lvl 10 engine
. But yeh...also, if not master yet so no having access to DS I don't recomend using OL 4's...just isn't worth the decay without tha free decayless repair.
In fact...I never used overloads until two weeks after I first mastered a piloting prof which was kinda silly ![]()
I think the key is not overstressing your reactor prior to overloading and making sure those overloaded parts start off with sufficient hitpoints.
I hope that helped...it works for me and it works for those who I've helped get OL4's to work for before.
-Leaph
LeaphChausew wrote:I can't be bothered to post it here because it was rateh rextensive but after much research I made an email [in bria] which basically explains how to get Overload 4's to work nicely , warnings on the effects etc and your reactor. You'd be surprised at how small a reactor you actually need for them. The general rules I follow though are these...
1. Make sure all my components are re'd with the lowest energy drain I can get.
2. My reactor will have at least 1k of energy to spare on it when all my components are loaded. On a ship like an A-wing with fewer component slots than say an X-wing this is pretty easy....there is only a certain amount of stuff you can cram in the craft and my energy drain in total on that ship is under 12k so I'm fine using a re'd lvl 1 looted reactor with 12.5k energy.
3.I'm not sure if this has any effect but I heard it did so I run my droid commands like this.. RO4, WO3, CO4, EO4. It works...so I'm happy doing that way.
4. On your reactor and well anything which gets overloaded....make sure there are plenty of hitpoints left on the part otherwise when you overload..even if you have followed the above, the part might decay to a level where it damages itself to a point where the actual performance you want is hampered [happened with my old pre-nerf...should have seen the effort I had to go to to get a new one] With OL4's your parts decay a fair bit when you perform the command so this is pretty important that you do everything you can to preserve them.
5. Ok here is the most important thing if you managed to get these to work. REPAIR IN DEEPSPACE EVERYTIME. It offers free decayless repairs so if you do this..your ship will last much much longer. My ships have been fine using this method and I think OL4's give a very nice edge..especially on a loaded up Advanced X-wing with a lvl 10 engine
. But yeh...also, if not master yet so no having access to DS I don't recomend using OL 4's...just isn't worth the decay without tha free decayless repair.
In fact...I never used overloads until two weeks after I first mastered a piloting prof which was kinda silly
I think the key is not overstressing your reactor prior to overloading and making sure those overloaded parts start off with sufficient hitpoints.
I hope that helped...it works for me and it works for those who I've helped get OL4's to work for before.
-Leaph
Im embarassed to admit that I have only been to deep space once and have no idea how to repair while there as you suggest to try and preserver equipment. How is this done?
LeaphChausew wrote:1. you need to be an ace pilot and have 30k prestige minimum.Not sure on freelancers but...If rebel fly to Dantooine's Wrath and then fly to the Deep Space station. target it, /comm it then select "I want to go to Deepspace"". Then click "yes" then you're there...For imps it is the Imperial Claw station in Endor. Durllium sea Hyperpoint is closest.I think Freelancers use the Last Nav station in dathomir..I think.
I think you misread my question. Ive been to DS before, but only once and I wasnt killed so repair and decay were not issues. I was wanting to know how the no decay repair works in Deep Space since you mention it as a way to preserve components in a previously quoted post.
Goraf wrote:
Maas, when you leave Deep Space, all your equipment is back to full health and no droid programs are running. This applies to both hypering out, ejecting, and being destroyed.
Really? I never noticed that when I went that one time. Outstanding. Thanks for the info!