Pilot Archive

Thread: anyone use WO4?

Okyo
Mon Oct 24, 2005 4:27 pm
#14








Kaiyn wrote:
...


Think HOW balanced the light ships (heavy scyk, j95, tie, JSF/Bulb) would be if you had to have a reactor and capacitor in your ship that would actually RUN WO3; bring the bigger ships back into balance with the tiny ones.
...





I dunno. I think the single-gun heavy variants of the light fighters, could handle the WO3 fix much better than the medium and heavymulti-gun fighter ships such as the Dunelizard, JSF and heavy X-Wing. X-Wing and heavy X-Wing with three weapons and WO3... Ouch.

Attacca
Mon Oct 24, 2005 6:30 pm
#15

My Heavy TIE can run WO4, or could back when I flew it. I used to run WO4 on my Interceptor for PvP, but lost some of my energy efficiency when I swapped in some lighter crafted components and haven't fixed that problem yet.


WO4 definately has it's role, but as noted above the difference between 3 and 4 makes 4 uneconomical in most situations. For someone who is a reasonable shot in PvP WO4 makes a huge difference on a single gun ship. The cap drain is less of an issue if you're not spraying fire.


Some time back was a guy posting here who claimed to run WO4 on his X-Wing for duty missions, Heavy X I'd assume. He was basically claiming completing duty missions in record time, though I've never tried it.


I think the bigger issue with WO4 is that the cap doesn't recharge while you're firing, and many pilots (oooh, even me) rely on that for shield shunts.






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Ashtirael
Mon Oct 24, 2005 8:23 pm
#16






Attacca wrote:

I think the bigger issue with WO4 is that the cap doesn't recharge while you're firing, and many pilots (oooh, even me) rely on that for shield shunts.





And that right there will help make PvP more balanced.


Choice will play a huge part.


Run WO3 or WO4 and increase reactor size, decreasing mass available for other things.


Run no WO overloads and limit reactor size, but depend on flying skills to save yer arse.


Thats not even taking into account EO.


Anywho, drain on firepower, especially beasts like my krayt, will definately push me down to WO2 if not out completely. Reward guns with their low 14.1 pre-re EPS rate will become MUCH more valuable, as will sub 20 EPS in other guns.


Then there is the cap argument....


Okays, I'm tired.


NEXT!

FLMOPE
Tue Oct 25, 2005 12:04 am
#17

Can't think of thing I would use it for. Maybe someday if there are huge pitched battles between POBs and/or capital ships.



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Washell
Tue Oct 25, 2005 12:14 am
#18

WO3 is the bugged one, it lowers drain and energy/shot on the guns instead of increasing it. As suchs, it creates a huge gap between WO3 and WO4, rendering WO4 pretty worthless, although it might be useful on a single or 2 gun ship.

Yushi
Tue Oct 25, 2005 3:59 am
#19

flying my tie opp which has a 41 recharge and 1.2k energy capacitator it gets to 2k+ something when using co4 using 2 lvl9 guns wit 3.8k max dmg (dunnow energy drain but i havent experimented in that) i experience that my capacitator never gets under 2k energy while using WO3 and just taping my fire button.


Tho if i use WO4 my reactor goes boom and one of my weaps disables and the other empties the capa in 2 shots. still gotta try in on my pob with a new 40k reactor tho



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Ludmyla
Tue Oct 25, 2005 4:20 am
#20

Much as i hate the bugged nature of WO3 i will use it, it means you can fit more parts in it than you otherwise would if you had to install a bigger reactor and Capacitor to cope with increased drain from your weapon.


That said i have found that single weapon ships, for example the vaksai and a heavily modified Squint can indeed cope with the increased drain from WO4. In the case of the squint it means forgoing the added IR II launcher that I usually install for PvP, and in the case of the Vaksai i simply took the measure of installing a 27k gen reactor, the mass on that baby really makes that possible.


But unless you have mass to play with and are prepared to lose secondary weapons, there is simply no reason NOT to use WO3 over WO4. and i would never consider using WO4 in a multigun ship such as the advanced or oppressor, they simply could not handle it


regards


agent156
Tue Oct 25, 2005 7:53 am
#21

It is very useable, but you have to budget for it, and know why you're bothering. 200% more of how much damage?

I have a tricked Vaksai that I run all four level four programs on. I was not easy to set up, and I need EO4 because I had to downgrade the engine from my first choice. The main gun is an REd Corelian Beam Rail. Admitedly I'm in charmed position, being a SW and having large stocks of very good resorces and a large stock of parts to RE with.

You'd be shocked what I can one shot in that thing though, and I can lay on the triger for quite a while.

To use the big programs well, you have to be the kind of person that knows details of the programs off the top of thier head, and keeps a calculator handy at all times. Picking out your programs is a part of setting up your ship as much as picking out the parts.
Kaiyn
Tue Oct 25, 2005 12:53 pm
#22



Loki_Ashaman wrote:

Kaiyn wrote: WO4 is 4xRED on the weapon and ordnance, as is EO4. Used together, you need one GIANT reactor. WO4 E/S increase is 10x. yep. that 25e/s just became 250 with each trigger pull. Dunno what WO3 is supposed to be, never checked it with WO1 and WO2.


A Comprehensive Droid Routine Breakdown from the Pilot FAQ.

WO4 is 10x on boththe RED and E/S, and 200% damage. WO3 is 150% damage, if it was fixed it would be 3.33x on the RED and E/S.







Just checked out this websight. Many of these numbers are verified WRONG, as they now show the Cap energy and recharge rates. Check it with your V key after running CO4, It is 2x Cap energy and 2x recharge, not the 2x and 3x that this post has for CO4. Don't beleive it just cause it's been posted; do it yourself, I have. I consistently use the x4 RED drain for WO4 and EO4 with RO4 reactor output of 1.4x, tested by slightly lowering the reactor until it doesn't work, and noting it. (However, running the math using the other numbers returns similar results). Just a whole lot easier to remeber my way. Only thing I have not done is check the damage multiplier for the WO's. Also note the consistency of the numbers...WO4 & EO4 have 4x the drain...RO4 gives 1.4x the output (that is 40% increase)...see the 4's? works the same for the 3's, the 2's and the 1's. Check it yourself...

Anywho, I don't want to get in a urinating contest over whose numbers are right..the site's have some verifiable wrongs ones, some of the others are straight from the game stats, and some have to be derived. Those that are derived yield similar results as mine; mine are just easier to remember. (this is mathematicly caused by the ratios between my x4/webx10 and my 1.4/web 1.9. These numbers are nearly half and nearly double each other; either way results in nearly the same numbers.)

Anyways, I use WO4 in specific loadouts that I can get away with it, and have to pick my shots instead of the steady stream of tracer fire, as it drains the cap very fast. And true, if WO3 were not bugged, it would be nearly as bad. As far as the heavy starters, they have a 6k mass advantage on the JSF/Bulb, and one less gun hardpoint (yielding an extra 15k mass assuming JSF/Bulb have 2 RE'd L7's on it), for a net gain of about 20k mass. This can go a long way towards bigger reactor and cap to run the one gun/one ordnance. Low mass on a L7 super reactor (Slayn & korpil vortex) is around 15k mass with good RE. This leaves 5k for extra cap...yep, yer right, this is still an abomination...definitely would lower the lethality of the JSF/Bulb. and would go a long way to bringing into balance the lights vs heavies. But the Wookie ships have still the clear advantage over the newer JTL ships. Oh well. Let's see if my YT-2400 manuevers like the vettes do now..hehe.



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