Pilot Archive

Thread: Top 5 Pilot Issues

pircio
Tue Nov 09, 2004 12:40 pm
#27

yes i was referring to the rebel base trainer


i am sticking with the ywing, i just dont like it, and am not looking forward to the longprobe


no i'm not master, i'm 1-2-1-1


and u can bet ur ass when i master i will be destroying imps in kessel, not the ones doing their mission, the ones camping on rebs in spawn



Valcyn || IGN:: hexen - master architech, master artisan, businessman extraordinaire
Alt:: Seithe Moonstar - master swordsman, master fencer, master brawler, raging badass
New vendors coming soon, bringing you the finest in structures, homes, and vehicles
pircio
Tue Nov 09, 2004 12:47 pm
#28

you shouldnt be able to travel to player cities or places w/ shuttleports


starfighters are not made to travel through a planet's atmosphere for extended periods of time. that's why there are shuttle craft like swoops and stuff, cause they're made for it. it would be NICE if we could just jump around, but that's not gonna fold.



Valcyn || IGN:: hexen - master architech, master artisan, businessman extraordinaire
Alt:: Seithe Moonstar - master swordsman, master fencer, master brawler, raging badass
New vendors coming soon, bringing you the finest in structures, homes, and vehicles
Fidgiter
Tue Dec 21, 2004 2:14 pm
#29

I think there should be Master Level Duty Missions.



Mayor Feliz, RSO Commanding Officer
FidgitCo Construction, Droid and Starships
Furnishing the Galaxy since September 2003
Dune Retreat Mall, Tatooine
Chaetango
Tue Dec 21, 2004 3:31 pm
#30

I agree with the PvP damage being to high. There are some real a**holes in this game too. PvP damage, at this point, just make deepspace not fun.

Message Edited by Chaetango on 12-21-2004 05:33 PM

Message Edited by Chaetango on 12-21-2004 05:33 PM



---------------------------------------------------------------------------------------------------------
Jeryko, A.K.A JBX-Phoenix
MadcowwithSARS
Tue Dec 21, 2004 3:34 pm
#31

I think loot components that weigh more then some ship chassis with stats lower then tier 3 equipment should go bye bye. We dont need more chucks of junk. Instead of nerfing our loot, make the crafters items better then what they are. Stop with the Nerf game, lets start building up classes instead of knocking them down to others levels.



"No botha de' Jabba"


- Cant Wait till Grumpy People Quit I Like NGE

Carp-L Tunnel (Former MWS/MM/MA now Master gimp)
shfire
Tue Dec 21, 2004 3:55 pm
#32

I agree those are the big gest issues, but I personally would put the MP plasma leak/ leak alarm but at the top. As it is now in deep space, if you and your crew get killed. I would end up at the dantooine space station with everything repaired, but With gost plama leaks floating around the ship that cant go out unless you land and re-deed it. This also keeps incapacitataing your crew untull they die and end up in some backward town in tattoine. With injuries and equipment degraded, I lost a good set of armor that way too cost me 1mil creds. Even if all of their equipment is insuranced and their clone updated. This is a huge bug.



Dourne Cloudstryder

Elder Smuggler / Elder Pistoleer / Elder Marksman
Master CorSec Pilot

Alloworall - Master Medic
Meraf - Master Spy
Chalosatuk - Master Shipwright

S-1-l2-H-C
Tue Dec 21, 2004 4:27 pm
#33



EnFERn0 wrote:
Disagree on PvP damage.
It's brilliant, I love that fast and dirty combat!!




i have to agree, i love 1 hit kill dogfights. but i also know its not ballanced and that other people dont like it. to fix this i think they should just buff the high lvl shields so that a heavy ship can take a few hits in pvp and still be operational. i shouldnt be able to fit a shield in my awing that has 70% or more of the capacity a shield that a yt-1300 can mount. the shield generator strength should go up proportionaly with the mass, so that a lvl10 shield that is at like 50k mass will have 5 times the output of a lvl6 that weighs in at 10k (speaking relative to min-max value, or the potential output from that re lvl)

if they just reduce the damage, our little awings are gonna be unbeatable. there needs to be more ballance between heavy ships and light fighters as far as survivability.



____________________________
Starsider:
Harotak, Imperial Ace, pilot of the RGI "No Quarter" and the "ISS Enforcer"
Katorah, Corsec Security forces, Captian of "The Unrelenting
Harotak', Rebel Terrorist
john_p
Tue Dec 21, 2004 5:14 pm
#34


Some stuff that's not been mentioned:


Privateers: Travelling to Deep Space will cause their ship to be permanently aligned to that faction i.e. in Kessel etc. The only fix for this is to redeed the ship. As such, there is yet another reason for Privateers not to visit Deep Space!


MP Ships: You have to stand still for a few seconds to actually use a pilot chair / operations chair which is a bit awkward especially in combat


YT-1300: When booster ends,controls are reversed temporarily


Privateer Ace Helmet: Has no neck

Message Edited by john_p on 12-22-2004 12:15 AM




Lariso <Hoods> Officer
Demosthenes <Hoods> Jedi, Master Pilot

rexan
Tue Dec 21, 2004 6:00 pm
#35


1. Freelance MP ship only has 2 missle slots, instead of 3.

2. Boost deceleration inverse control bug.

3. Plasma Leak Bug.

Message Edited by rexan on 12-21-2004 05:02 PM



Rexan Ryu
Master Smuggler
Flurry Server
KyrYxus
Wed Dec 22, 2004 1:37 am
#36




Since our beloved correspondent is absent I thought I would take a poll to keep this updated so that the powers that be may notice, and so, up on his return it will be easily accessble for him.


As I see them (in no particular order):



1.) Tier 4 exit mission bugs.

2.) MP Ship Alarm / Plasma leak bug.

3.) PVP Imbalanced between Light Fighters and Heavy Ships, a balance has to be struck now (for details see post further down on this page).

4.) Loot drop consistency / quality.

5.) Master Level Duty Missions.


Please feel free to add to the list and we'll update it and make all changes necessary.

Message Edited by KyrYxus on 12-21-2004 02:17 PM


Message Edited by KyrYxus on 12-22-2004 12:53 AM

Message Edited by KyrYxus on 12-22-2004 11:44 AM



~*~*~Kyr'Yxus Eloc~*~*~
Elder Smuggler
Captain of Tradewind



KyrYxus
Wed Dec 22, 2004 9:40 am
#37



~*~*~Kyr'Yxus Eloc~*~*~
Elder Smuggler
Captain of Tradewind



1st_Viduus
Wed Dec 22, 2004 10:38 am
#38


  1. Ship class imbalances (fighter, medium bomber, heavy bomber, mp class) -- PvP related but not exclusive

  2. HUD target display not showing relative position (rotates)

  3. Loot inconsistency (performance/certification level & Tier-Average drops {cert 2 comp from Tier5 kills et cetera})

  4. AI behavior (flying in reverse f. ex.)

  5. Lack of Ace Content

There's more of course, but that's what I came up with off the top of my head.




Signature

Eternz
Wed Dec 22, 2004 10:43 am
#39






Chaetango wrote:
I agree with the PvP damage being to high. There are some real a**holes in this game too. PvP damage, at this point, just make deepspace not fun.

Message Edited by Chaetango on 12-21-2004 05:33 PM

Message Edited by Chaetango on 12-21-2004 05:33 PM





you lot actually pvp in deep space? never seen a single enemy player ship there and in the pvp fights i have had elsewhere its just a case i fly right at each other, hold lasers and hope yours hit first



E'ternz Master Chef/TKM

Militia for Regulus Core
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