Pilot Archive
Thread: raise the mass for all ships!
PriestofHekate wrote:
I think my JSF should shoot out Lightsabers instead of blaster fire.
We'll talk once the shield slot is nerfed.....
PriestofHekate wrote:
I think my JSF should shoot out Lightsabers instead of blaster fire.
I have had a rifle that shoots mini Lightsabers on order for over a year now, I really need to get after that weaponsmith or I'm going to have to take my business else where.
Vegitaa wrote:
Now if I could only duct tape Jedi to the hull of the JSF with 90% saber-block.....
U DONT HAVE AN RGI YET!?!?!?!
I'd stick a Jedi in those empty launch tubes I have on my A-wing. Didn't quite have the mass left over for ordnance once that lvl 8 engine, gun and lvl 7 shield combo went in. 'Just' enough room to stick a Jedi though...and that Epulser in the other one once I finally get someone bigger and stronger than I planetside to lynch them
. They don't have to serve a purpose apart from the comedy value of having a flash frozen sentient wedged in your ship. Kind of like furry dice...
jeromfelt wrote:
Vegitaa wrote:
Now if I could only duct tape Jedi to the hull of the JSF with 90% saber-block.....
U DONT HAVE AN RGI YET!?!?!?!
Let me answer in a couple of parts...
- Yes I own a Royal Guard TIE Intercepter.
- No, I don't fly it in PvP due to the "hitbox" controversy.
- No, I don't even use it for PvE because I enjoy flying the Oppressor/FireSpray in PvE more.
- Yes, I think it's a beautiful ship and I hope the Dev's will set this issue to bed with either a fix or proof that it's not bugged.
Honestly, if it didn't have all this controversy around it I'd have this as one of my main ships. I always loved the original Intercepter (my current PvP ship) but always wanted to squeeze a lil more mass into it. Though I rather have a low mass intercepter than have to hear "stop killing me in your sploit fighter". Just easier to let it collect dust.
LeaphChausew wrote:
I'd stick a Jedi in those empty launch tubes I have on my A-wing. Didn't quite have the mass left over for ordnance once that lvl 8 engine, gun and lvl 7 shield combo went in. 'Just' enough room to stick a Jedi though...and that Epulser in the other one once I finally get someone bigger and stronger than I planetside to lynch them
. They don't have to serve a purpose apart from the comedy value of having a flash frozen sentient wedged in your ship. Kind of like furry dice...
It's all about those pre-nerf components. My AWing has an image-rec and chaff loaded. I even carry light mass armor on that thing. Check this out...
http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=45895&view=by_date_ascending&page=1
That gives you the stats for myintercepter (Screaming Vengeance) as well as 1st_Viduus intercepter (ISS Balarina). My how things have changed.....
Message Edited by Vegitaa on 10-10-2005 03:13 PM
Message Edited by Vegitaa on 10-10-2005 03:15 PM
Hyperdrive motivator
Does the calculation thingy to jump into other sectors. Better = shorter jump time.
-added special, the micro jump damages hyperdrive motivator, moves ship 3000 to 5000 forward, long reset.
Grappling hook
Can tow disabled ships to station and such. Has some tactical value in combat. However the extra strain on cable damages hook. If grappled ship uses thrusters...it does it damages hook and breaks free in 10 seconds.
Repulsor coils
The thing that allows ships to float off the ground. When used in space it allows a ship to bounce off a mass under the ship. (i.e.
Rear firing missiles
Need I explain this?
Space mines/limpets
Sorta like rear firing missiles but slower...er..like a space bomb actually.
Limited tracking weapon mounts.
Some thing that allows a laser to track a target a few degrees( 0 to 5 degrees).
Technically the Awing should have this where the lasers can gimbal up and down a few degrees.
Electronic Counter Measurse suite.
Jams radar. better = longer range. ECM can be set to ECCM(Electronic Counter the Counter Measure) to counter an opposing ECM to defeat it's jamming.
Spacey wrote:I would like to see new components:
Hyperdrive Computers (for faster jumps)
Enhanced Targeting Systems (ala Privateer)
The ability to add weapons to a chassis (but retaining the same overall mass - example, 95k HEAVY TIE only has one mount... a SW should be able to rig it to put a second gun on it - heck, they can BUILD them, why not modify them?)
Architects can build houses but can't alter floor plans. You can't get an extra closet in a house no matter how many times you ask.
Slysix wrote:
New components I'd like to see.
Hyperdrive motivator
Does the calculation thingy to jump into other sectors. Better = shorter jump time.
-added special, the micro jump damages hyperdrive motivator, moves ship 3000 to 5000 forward, long reset.
Grappling hook
Can tow disabled ships to station and such. Has some tactical value in combat. However the extra strain on cable damages hook. If grappled ship uses thrusters...it does it damages hook and breaks free in 10 seconds.
Repulsor coils
The thing that allows ships to float off the ground. When used in space it allows a ship to bounce off a mass under the ship. (i.e.ther ships, stations, astroids and other collidable objects.)
Rear firing missiles
Need I explain this?
Space mines/limpets
Sorta like rear firing missiles but slower...er..like a space bomb actually.
Limited tracking weapon mounts.
Some thing that allows a laser to track a target a few degrees( 0 to 5 degrees).
Technically the Awing should have this where the lasers can gimbal up and down a few degrees.
Electronic Counter Measurse suite.
Jams radar. better = longer range. ECM can be set to ECCM(Electronic Counter the Counter Measure) to counter an opposing ECM to defeat it's jamming.
rear firing missles and mines should be for bomber class ships only, heavy fighters and intercepters should have to do it the old fashioned way since they have the handling to shake an enemy from their tail.
#1 remove the heavy tie, Z-95, Syc. these ships make grinding out to tier 4 cake. there should be some sort of challenge there.
#2 fix the hitbox on the RGI.
#3 lower the mass on the JSF/Belbullab by at least 20k if not more
#4 lower the mass on the RGI/Vaksai/Heavy X-Wing by at least 75k if not more
#5 create a craftable mass upgrade kit (for all ships) that will increase a ship's mass by 20k but will lower the ship's maneuverability by 15-20% depending on the ship*
#6 create a craftable maneuverability upgrade kit (for all ships except POBs) that will increase a ship's maneuverability by 20% but will decrease the mass by 15-20k*
*only one of these could be mounted on a ship at a time, cannot be removed, and are destroyed when the ship is redeeded
Message Edited by Barfonius on 10-10-2005 10:12 PM