Pilot Archive
Thread: JTL Pilot issues list, version 1.04
_Smoke_ wrote:Privateer Issues:
- Ship Mass: Privateers feel strongly that the total mass allowance of most of their ships is out of line with the performance of those ships and the mass limits of the other career tracks. While perhaps an issue better discussed on the Shipwright boards, I bring it up here in an effort to underscore the strong feel of my Privateer pilots in regards to this issue.
- Privateer Master Fighter: The Privateers do not currently have a unique Master-level fighter, as the Firespray is available to anyone with the right loot. Privateers have respectfully requested a Master fighter of their own.
Perhaps the Black Sun fighters could each be bumped up a respective block and have the stats tweaked to make the Rihxyrk a viable master level ship?
_Smoke_ wrote:Imperial Issues:
- Harsh Discipline: Imperials do not currently have issues because any pilot suspected of spreading dissent or expressing dissatisfaction with their current situation is executed on the spot.
Too hilarious! Thanks for the laugh
Message Edited by Dakccoathania on 11-05-2004 10:38 AM
One other thing is, deep space is very laggy due to the amount of fighters, I think they need to reduce them a bit.
Message Edited by NasherUK on 11-05-2004 03:46 PM
_Smoke_ wrote:
- Shield Program Bugs: There are many bugs with the shield reinforcement and adjustment droid programs. Because of current confusion as to just what each program is expected to do and how they are or are not functioning, these issues will require a fair amount of testing to identify. Expect more details soon.
The Tier 2 Rear Shield reinforcement shieldFrontToBackFifty is not working at all, the reverse does command works correctly I tried a different astromech and made a new set of chips but the same happened - all the other tier 2 programs seem to work fine - this is a disadvantage since i seem to get my rear shields drained quite a bit
Details..
Message Edited by Draconicius on 11-05-2004 11:22 AM
This is a rebel point of view.
Here is the imperial point of view. If you give them what they want, we want:
Rebel Issues:
- Rebel Guns: I have witnessed players killed by playerrebels with 2 (two) blasts of a laser cannon from an x-wing against a Tie Interceptor with fully charged 1000+ sheilds, one blast against a 680 sheild. Rebel player guns are far too powerful. If the rebels whine about us being to fast and you slow us down, keep it fair, reduce the power of rebel cannon. I can live with 5 shots. They won't get that many. We prefer to sharpen our dogfighting skills instead of compiling lists of whiny complaints about a nearly perfectly matched game. In fact the game is nearly perfect as it is. The imperial ships are under powered, under gunned,and turn slow. I enjoy the challenge. You don't hear me complaining about it.
- A-Wings : Add more mass and slow them down a little. Our supposedly faster ships have no hope against a Tier 5 A-wing, or player built A-Wings. Despite rebel "opinion" our ships are faster than theirs,theyare, in fact slower and farless manueverable. A tier 5 A wing is fully turned after a pass, before I can turn 90 degrees. And I have an uber engine.
- Cowardly Behaviour: In PvP, /quit needs to be disabled the millisecond a PvP engagement begins. We should not be deprived of a kill because someone /quit 's the second they are disabled. If you are a coward and don't want to die in PvP, STAY OUT OF KESSEL. I am so sick and tiredof Rebels wussing out and quitting the second they know they are going to die. Don't let them do it. I'll happily die if I take on someone and they beat me. It's part of the game. Show some courage and honor, if you want to play sometimes you gotta pay. Don't let them get away with this. At least limit their out to hyperspace like the movies. Cowards disgust me. If you are overmatched you should not be allowed to simply disappear.
Imperial Issues:
- NotKidding. Mass: A slight increase in mass for the Rebel ships with very low total mass allowances is requested. Tier 5 A-Wings are impossible to kill unless you have an 85+ engine on your ship and have far superiour firepower. I have both and still can't kill them.
Please either make the changes as stated above to match their changes, or none at all. As it is, the rebels have far too many advantages in space combat.
Thx,
Viza
I would like to disagree with you on the Lead Indicator though. I think the problem is people don’t understand how to use it properly. It is 100% accurate at telling you where to shoot ASSUMING your target does not change course or speed in the time it take the shots to get there. Only low end pilots don’t vary their course and speed so you have to guess is the ship slowing or speeding up, turning right or turning left and AJUST your shooting accordingly. If you ALWAYS fire at the CENTER of the Lead Indicator you will be missing a lot.
badger3 wrote:
Very good summery of the points.
I would like to disagree with you on the Lead Indicator though. I think the problem is people don’t understand how to use it properly. It is 100% accurate at telling you where to shoot ASSUMING your target does not change course or speed in the time it take the shots to get there. Only low end pilots don’t vary their course and speed so you have to guess is the ship slowing or speeding up, turning right or turning left and AJUST your shooting accordingly. If you ALWAYS fire at the CENTER of the Lead Indicator you will be missing a lot.
Excellent point, I tested this quickly and it appears to be correct.
Bravo for figuring it out!
1) For Imperial I think there's an issue with the Tie Interceptors only having 1p and 1m. We all think they should have 2p and maybe 0m (that's right, zero missles. This is a fast strike fighter after all). Also Tie bombers should only have 1p not 2p. This is a bomber not a fighter.
2) Concerning weapon convergence. I did a test last night. It turns out we do not need convergence. As tested on a Tie Interceptor: The damage is the same whether you hit with one blaster bolt or all 4 bolts. There's no need for convergence as long as you hit with ANY of the bolts. Now I don't know how this effects craft with 2p. Someone wanna test this?