Pilot Archive
Thread: Interesting post about POB ship parts...
SheenaBrelya wrote:
Hard Duty missions against tough PvE targets? Have you run the CPG Duty and other ones scattered throughout Kash Sector? There are some there where I'd love to take a crew and a few escorts and give the Duty a whirl.
An Elite upgrade the likes he seems to be referring to, plus a fix for the experimentation issues, might actually get crafted components into some of the slots that I use RE'd L10 gear for right now. I think the only crafter components on my YT are the Shield, the Ordnance, and the Flight Computer (maybe Armor, but I won't swear to that).
Shona
yup, we have been doing them for a while... Last try was with two POB ships... well, we ended alive... just becausewewere faster lol, we will try again withthis upgrades ^^
But for fighters...I dunno,everything seemsso easy lately :/
I'd say this is more than an interesting change, this is going to change JTL in a big way. Expect to see shields in the 12k range, armor in the 12k range, GUNS in the 12k range.
this isn't going to be a little upgrade if it's going to make POBs viable, it's going to be a HUGE upgrade.
and theory in regards to looting, faction grinding, and PVP is right out the window now. expect this to affect a wide swath of game systems, from money coming into the system due to increased efficiency grinding loot, to a huge influx of faction into the game from an influx of grinding it in Deep Space.
now we have a reason to bring POBs to space, and a reason to defend them. we also have a reason to have huge heavy fighters that can dish out formidable firepower, and a reason to protect them.
if this is done as Darth is suggesting things are going to get extremely interesting and exciting in space come publish 24.
Holy crap, that's definately nice. ![]()
Now we just need to buff tier 9/10 shields beyond the tier 8 reward one a bit, heh.
BuzzBot wrote:
Shields and armor I could see in the 12k range, but not weapons, that'd make a new problem for PvP: Overpowered POB ships in PvP.
a nice l10 gun is a one hit kill on almost any fighter anyway, but what im concerned with is pob vs pob. if the shield and guns are beefed up equaly, it will be one or two shot kills from one pob to another.
problem is not beefing up pob guns is going to make them still weak in pve. but then agian its not pve im concerned with.
S-1-l2-H-C wrote:
BuzzBot wrote:
Shields and armor I could see in the 12k range, but not weapons, that'd make a new problem for PvP: Overpowered POB ships in PvP.
a nice l10 gun is a one hit kill on almost any fighter anyway, but what im concerned with is pob vs pob. if the shield and guns are beefed up equaly, it will be one or two shot kills from one pob to another.
problem is not beefing up pob guns is going to make them still weak in pve. but then agian its not pve im concerned with.
That's the problem. You can't boost it to the level we're talking about for the revamped POB parts, cuz It'd mean 1hit-kills against fighters and other POB ships. Then again, you could make a good RE lvl 10 and still have the same problem, and you can't nerf the whole system, people would go balistic.
With killer shields/armor and 3 missile slots in addition to their two tier 10 turrets, they should be pretty darn formidable in PvE regardless. ![]()
Competent gunners can already dish out a fair amount of damage, it's just the ships currently can't take enough of a beating to work well.
Imaridril wrote:
POB ships don't have weak guns. Their problem is that its much harder to hit stuff with a turret gun then with a gun controlled by the pilot. A simple fix would be to change the fire pattern of the turrets so that it shoots out four bolts similar to what a TIE Interceptor shoots. That would make it easier for the gunners to hit things without having to have pin-point accuracy. The other two big changes that would be nice would be to fix theboosterdisengagement bug, and to improve the deceleration stats on POB ships a tad, or else put in some sort of reverse booster.
This was also posted and the turret part really makes you wonder.....thats 4 turrets and a front firing laser....yet we dont have pilotable gunships....
Darth Platypus wrote:
My apologies for my absence from these forums for some time now, and for making the comments about the Y8 improvements slightly before I was ready to do so. That said...
Gorefang wrote:
I read the DEV's were going to make the Y-8 into a "real miner". Is there any ETA?
I just finished testing the extra turret additions on the Y-8---two new fully functional turrets on the frontside of the ship that cover the front and sides of the ship. The range of motion on them is pretty permissive. Add that to mining laser experimentation fixes, some decreased asteroid resource requirements on items that use them, and an increase in the number of resources granted per asteroid chunk destroyed/tractor beamed, and I think mining in the Y-8 will be a more attractive proposition. Look for that change in Publish 24.
Looking forward to your feedback on this. Have a great weekend
Well, before we get too far ahead, lets consider a couple things. Its obvious Darth P is running off of what Tomo's been feeding him, so lets look back over that. What has long been the discussion points?
1) Major defenses, we'd talked about shield chassis upgrades, damage mitigation, dual shield generators, dramatically improved armor.
2) 2 turret weapons (not major upgrades)
3) Pilot weapons - one or two guns for the front.
4) Missile reloads.
5) Gymballed turret targeting.
Now, if he's just talking stat upgrades, I'm seeing an 5-10 fold increase in shield strength, and maybe a doubling of weapon damage. Why? Because in the more realistic discussions we've had about POB capability, that's pretty much what was agreed that we need.