Pilot Archive

Thread: JTL Pilot issues list, version 1.04

Dakccoathania
Fri Nov 05, 2004 11:36 am
#14


_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



Dak'ccoanthia
I am no slave to time. There is day and there is night.

NasherUK
Fri Nov 05, 2004 11:53 am
#15





The thing thats really bugging me at the moment is the decay on chassis, why do we even have it?


Ships are very expensive to start with without having to buy a new one every few days, its especially bad with MP ships because their chassis take a serious pounding. I think the max chassis hitpoints should NOT decay at all,or that special chassis repair tools from shiprights should be able to restore it toit's fullcondition (as not to take business away from shiprights).Because ships decay and eventually become useless makes it so you cant have a "favorate" ship because in a few deaths your gonna have to scrap it, making its quality meaningless also. At the very least there should be no decay AT ALL in kessel, deep spaceor while declared.



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

Volth-the-Hunter
Fri Nov 05, 2004 12:02 pm
#16

Add the Rebel Ace jacket to the list of bugged items. I got mine last night and it said I can't equip it because I'm not a neutral pilot
MachXXV
Fri Nov 05, 2004 12:09 pm
#17






_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






MachXXV - Eclipse
Master Shipwright, Master Droid Engineer, Merchant
ActiveNick
Fri Nov 05, 2004 12:12 pm
#18

Smoke, the invulnerability bug goes beyond top/bottom or the disabled ship problem. You mentioned sometimes ships are hard to hit for damage at specific angles, but the behavior is erratic among player base and time of day since it's related to a bad synchronization between client and server.


Please check out our disccussion thread which has been going on for a few days here: http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=7824


Thanks, and welcome to this forum as our correspondent.




Nix Wynters, Professional Live Performer (Undercover Persona)
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Buchi-Ollin
Fri Nov 05, 2004 12:13 pm
#19

pretty good, i didnt see anything about space mission terms did I??



There is no peace, there is anger. There is no fear, there is power. There is no death, there is immortality. There is no weakness, there is the Dark Side. My only redeeming quality is that I hate rebels more in real life than I do in game.


"Better or worse" Zim
Draconicius
Fri Nov 05, 2004 12:17 pm
#20


Smoke please read... This is a very nasty little bug and many erroneous things may be done about it by other player unknowingly.


This is concerning the invincibility... I DO NOT know how to do this ... but I DO know it is caused by dying and warping back into a zone.



Details..


Flying in Kessel... Killed... Repaired at Dant station.. flew back.... same rebel flight wing that blew me up was there. I killed one when I heard shield splashes... I Stopped in space and asked if they could do any damage.. they could not. I then loaded up Launchpad and asked the CSR to look into it. He told me it was being looked into and not to do it again lol... I have no idea how it happened in the first place. This invincibility state applied to both PC's and NPC's I tested it before jumping out.


A hyper out and hyper in fixed this issue... but I can see people being reported wrongly for exploiting.


Again.. I have NO idea how I did this... no shield programs were active, only had my overloads running.



Edit :


Oh and regarding the mass issue on Tie's ... LEAVE IT ALONE.. the game is developing... and many people are using looted parts... Not RE'd .. but looted.


Given time for more RE'd parts to show the mass issue will be "not as important". I also think that Tie's SHOULD have a lower mass due to our higher manuverability rating... this in turn means we need to Balance what we put in. I think the lesser mass issue on Tie's is to reflect how it isnt supposed to have shields, therefore we must balance mass vs. effectiveness. IMHO I feel if Ties had a greater mass than currently stated... Well.. A huge imbalance would show itself in a few weeks once more masters start showing up.

Message Edited by Draconicius on 11-05-2004 11:22 AM



Kai's Sunderies
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Naboo -5731 6811 Nearest to Theed. Stop by take a load off and shop a little.
AI till I die.
vizakohmen
Fri Nov 05, 2004 12:24 pm
#21

Devs,

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




swg is GREAT
(my other sig got me banned)
Narrganocca
Fri Nov 05, 2004 12:25 pm
#22

Good issues to fix, however...

Someone in another thread brought up the point of not making space PvP a long winded slugfest like ground combat...I am all for this, but also 2 shot kills are not acceptable, I appluad the idea of bringing it down in increments. Be careful not to over do it though. As the person I mentioned above said, In dogfights whoever can slip in behind generally wins the fight, this comes down to piloting tactics, not necessarily weapon power, or sheild strength, or engine speed. This pilot claimed to have engaged a 5 fighter wing of rebel players in Kessel in his Interceptor. The rebels had between them 2 y wings, 2 x wings and 1 a wing. He got the best of all 5 through using his ship as he should, he out manuevered the crap out of them, came from under, over and behind and took em all out, he claimed 2 or 3 salvos of fire per ship depending on which it was Y or A or X wing. I say bravo....ideally he should maybe have had to unleash 4 salvos on a Y wing, but 2 on an A wing should finish it. Dont take the damage reduction too far...I would suggest 5 % at a time, no 25 % initial....my 2 cents



Fear leads to anger, anger leads to stress
stress leads to doobies, doobies lead to twinkies
badger3
Fri Nov 05, 2004 12:32 pm
#23

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.



Talenia Travisti
Insurgent Sisterhood

Rauha, Naboo & New Haven, Corellia- Starsider

pagebt
Fri Nov 05, 2004 12:49 pm
#24






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!





Cora Relven:
Master Smuggler Smuggler's Alliance Pilot 4|3|3|3
You can't take the sky from me... - Firefly
"Flying is the art of throwing yourself at the ground and missing." - Douglas Adams

Schadwe13
Fri Nov 05, 2004 12:58 pm
#25

2 things:

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?



=======================================
Schadwe
"The shadows only move if there is something in the light."

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Ovakito
Fri Nov 05, 2004 12:59 pm
#26

The targeting cursor always resets after you land and go back to space. Though the slider bar stays in the same place, fixable by sliding it all the way forward then to your position. Just a tad bit annoying.



Ovakito, Gorath-
Master Pikeman
Commando-2-0-4-0
Rebel Pilot- 3-3-3-3
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