Pilot Archive
Thread: Balancing Freelancer Droid Programs
Oh yeah, I forgot, a 170k oppressor can't fit a big enough reactor to run all programs, my fault.
Tumbler2002 wrote:
I didn't mention the Imperial Programs because I called this thread Freelancer Droid Programs. I think everyone already knows that WO3 is bugged.
Reactor overload 4 is the reason we can overload everything atm and that is part of the fix I proposed.
I'm not trying to give myself more of an advantage because frankly my Oppressor has no weakness's with these programs running. I manuever like a Tie Adv,
My guess is if you had you would not be trying to nerf heavy fighters.
How effective would Cap to Shield Shunt be when WO3 is fixed? You said yourself WO4 empties your cap in 4 shots. I'm currently using a lvl 4 cap with 39 regen which works fine with WO3 and CTSS4, when WO3 is fixed regen rate on cap is going to be much more important again, meaning a heavier cap to power the 3 guns on myx-wing and to get some use out of CTSS. So fixing WO3 reduces the effectiveness of WCO and CTSS. So in a sense, it is "destroying" the game. WO and WCO are designed to be a good combo in some ships, due to the bug they're a match made in heaven for all ships.
It's important to fix weapon overload 3 because currently:
- It raises the effectiveness of Weapon Cap Overcharge
- It makes Cap to Shield Shunt much more effective
- It allows capacitators with lower regen (thus lower mass) to be used, making room for bigger engines in heavy mass ships
- The more guns a ship has, the more beneficial the program is. Taking away benefits from the light fighters.
Basically, the raised cap drain cost should make WO3 a program only used in fighters with one or two guns. While the heavy ships are better off with WO1 or 2 or without it in favor of CTSS. At the same time, it makes the MP ships more powerfull, with 5 million mass they can put in a reactor that doesn't need to be overloaded, a heavy L10 cap and overload the turrets and use CCTS.
Can you see now that one small bug works has an effect throughout the whole system? From program choice to mass management and component choices.
Iagree with you thatpower to easy to get. When I was a freelancer I useda 0.9k mass L1 reactor which put out 11k power to power 14k worth of equipment and the remaining overload programs, this left 209k mass free in my Krayt to fill up with engine, shields and guns. Basic setup for my fighters is always to get the lowest mass reactors. Reducing the effectiveness of the program like you suggest in your opening post is a possibility, though not one I would support wholeheartedly. If it is done, I would like to see that in the 100k+ mass ships you'd have to choose between a light reactor with overload just to power your components or a heavy reactor with overload to power the components and the rest of the overloads. Ships below 100k have less guns, less mass for heavy shielding and can havea light reactor with all overloads.
On the whole, most pilots who read this forum, look into droid programs and test things find there are only 5 programs worth having. My favorite solution wouldbethat SOE improves other programs to a same level of desirability. A v6 FC/Astromech can hold 6 lvl 3 programs, having 10 or more useful program's to choose from would force people to use level 2 programs for an allround fighter or a couple of lvl 3 programs tocounter their weakpoints or reinforce their strengths. Using a heavier reactor would mean you could drop RO in favor of an other program. Making setting up ship and programs more diverse and interesting then it already is.
Basically, I do agree with your original post, but it was incomplete and stacked in favor of the imperial/freelancer heavy mass ships. And those definately don't need any love, so I decide to yank your chains a little first. No hard feelings I hope ![]()
Message Edited by Washell on 03-11-2005 06:13 PM
Remilliod wrote:I'm not trying to give myself more of an advantage because frankly my Oppressor has no weakness's with these programs running. I manuever like a Tie Adv,You do NOT manuever like a Tie advanced. I dont care what RE'd lvl 10 engine youve got in there.And have you vere PvPed against a good A-wing pilot?
My guess is if you had you would not be trying to nerf heavy fighters.
....Ok. You're right.
Basically, I do agree with your original post, but it was incomplete and stacked in favor of the imperial/freelancer heavy mass ships. And those definately don't need any love, so I decide to yank your chains a little first. No hard feelings I hope
heh, I was starting to wonder how I could be the only one who has a problem with these programs considering how much they must be in use.
It's important to fix weapon overload 3 because currently:
* It raises the effectiveness of Weapon Cap Overcharge
* It makes Cap to Shield Shunt much more effective
* It allows capacitators with lower regen (thus lower mass) to be used, making room for bigger engines in heavy mass ships
* The more guns a ship has, the more beneficial the program is. Taking away benefits from the light fighters.
The 3rd point you mention is where the real benefits will come. And I think Wpn Cap Overload is also guilty of this. You can mount something pretty awful on a ship, overload it and presto you have a great component. If we are trying so hard to make Wpn Overload programs give something at a cost I really want to see the other overload programs give something at a cost. We can still have the programs give the benefits they do now but that boost needs to be offset by something else we just get huge ships that can fire non stop with 3-4 guns and charge shields in seconds.
I thought it was a reasonable idea to take away charging speed of boosters and shields and give that bonus to the capacitor. I like how the Imperial programs work, they strain one system and boost another, Rebels just balance back and forth, but freelancers seem too easy, you get everything and pay nothing.
And since CTSS doesn't even take a bite of armor I think at least it should be a more even exchange to shields. Or If you get to drop cap energy that generates 4x faster into shields there should be a penalty. TBO i'm not terribly worried about this program, and it should be the last one tweaked, if it needs it at that point.
BeigeKnight wrote:
Aren't the Devs already doing enough "encouraging" to pick a side? What would be the incentive for being a freelance pilot?
That's not the point here, since any profession can use all droid programs, you don't even need to have the correct tier. E.g. WO3 can be used at novice rebel pilot.
The point I'm trying to get across is that fixing WO3 will be a stealth nerf to CTSS and WCO and that any further adjustments to the programs can be done by improving rebel programs to create choice not just nerfing it into oblivion.