Pilot Archive

Thread: M22-T Krayt Heavy Fighter Textures (URL inside)

Zanholo
Fri Dec 17, 2004 1:25 am
#27

Haven't logged in today, but my wings were silver last night when I got my new baby. There also seemed to be a problem that there is no booster graphic, no matter what kind of booster I throw in. The dangling wing gun was at least fixed before they put this in.


Weapon 2 is the turret, which does kind of play havoc with my flight controls. Would have been nice if it were weapon 4, but oh well...


Pretty much happy with this new ship. Faster top speed than the Rihk, tho it does seem just a tad slower in accel and decel....maybe. 211k mass is wonderful...tho I already filled 201 with no cmeasures and only three guns....I gotta get some better stuff...


I LOVE again being able to play with the cockpit view on!!! It just really isn't much of an option in a Rihk...



(((Oishii Sou'Na))) - Scylla, Silver Bay, Naboo, SS Ace
(((LAkers Pwn))) - Tempest, CorSec Master Pilot
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1000thghost
Fri Dec 17, 2004 1:39 am
#28

It's great to see a new ship for Master Privateer was added so quickly, but it looks like it happened to quickly. I'm disappointed, it just looks like a stretched out heavy hutt. It could be just another style of it that wasn't accepted for launch for all we know.


Surely very little effort went into it's design but hopefully it won't disappoint in a dog fight.



Xymox Morningstar
~ Master Bounty Hunter - Carbineer 0,4,0,3 ~
~ Genoharadan Brotherhood~
"If you make out with your sister, You might be a Jedi."

Baelin_Radiant
Fri Dec 17, 2004 4:21 am
#29






Notatti wrote:

...Since you may understand what I mean graphically...


Rhyk guns x3 = 0 00 00 0


M22-t gunsx3=0 0 0 0 0 0





MadDragoon wrote:





Not gonna hit anything



-

XO


-



Will hit something or at least have a better chance of hitting

-


XO


-








I understand what both of you are saying and both of you are correct; provisionally. Believe it or not, you're both arguing the same point, just from different perspectives.


I've flown every ship available to the freelancer (including the KSE Firespray). Without a doubt, the most "dead on" and "deadly" of the fleet is the Rihkxyrk with 3 guns all relatively close to the cockpit and all three creating the least amount of loss do to convergence. If pilots are only going to fly against NPC targets, then the Rihkxyrk is probably the best option. NPC targets use flying patterns that can easily be picked up by players and taking them out is just a matter of matching their patterns. If you can do that, then having 3 guns all firing on the "exact" same point is practical.


However.. ..there's PvP. PvP is not predictable and patterns can't be established unless one player keeps fighting the same player which in turn uses the same flying techniques over and over. Realistically, each PvP confrontation will involve wild irrational flying techniques that make aligning your shots more difficult. In this instance, have at least one of the three guns firing with a wider spread may help since this added variance makes up for your sights not matching the target "exactly." In essence, having the guns out on the wings creates a "spray" effect when shooting and the player is actually covering more space than all shots converging on the exact same point.


Additionally, some players are not able to aim with pinpoint accuracy (even against NPC targets). Having theirshots spread out more helps themsince it affords them a little leeway for error and a larger margin for misalignment.


Lastly, any issues with the Krayt loosing a little accuracy with the pilot gun arrangement gets wiped out completely if there is another player on board manning the turret. At this point, the Krayt obviously is packing a much bigger punch than "anything" (including the YT-1300). If a pilot can get a gunner to man the turret, the Krayt is deadly in PvE and "especially" PvP. Make no mistakes about that.





Truisms are true, hold on to that! The solid world exists, its laws do not change. Stones are hard, water is wet, objects unsupported fall towards the earth's centre. With the feeling that he was speaking to O'Brien, and also that he was setting forth an important axiom, he wrote: Freedom is the freedom to say that two plus two make four. If that is granted, all else follows.

Zanholo
Fri Dec 17, 2004 9:07 am
#30

Well, paint was indeed fixed. I also found one booster that did actually display a graphic. Forget the names now, but re'ed lvl 4 booster showed, while a re'ed lvl 8 Corellian Advanced model does not.


The turret has a small problem in that it cannot fire at the same target as the pilot. Probably due to the height of the gun mount and the curve of the ship, when the pilot has a target lined up just right, that target will be just below a position where the turret could hit it. My gunner got frustrated pretty quickly last night...and I can't say I blame him.Ideally, the turret mount should be raised just enough to allow shooting forward at the pilot's target.


The best thing to come out of our turret test and my additional mass is that I figured out a loadout that enabled me to equip a lvl 10 disruptor I had looted with sweet damage and 14 energy per shot. After our little turret test run, that promptly went into weapon slot 3.


Even without using the wingtip gun mounts, someone could easily put in two guns with a lot of power. I actually like the wingtip guns at times, as they tend to catch a quickly turning target nicely. I often roll to line up just right so all guns hit. Lastly, only one of the two shots fired from the wingtip guns needs to hit to get full damage, so I cheat a little to one side of another and get all three guns to hit even awings. Just takes practice.



(((Oishii Sou'Na))) - Scylla, Silver Bay, Naboo, SS Ace
(((LAkers Pwn))) - Tempest, CorSec Master Pilot
Furnishings, city items, art, p-ups, best repair tools & more!
Lakers Pro Shop & City Tent, S. Coronet, -410/-5480Interior Visions, S. Theed, -5275/3355
(((Goki Buri))) - Chilastra, South Coronet, Havoc 2/2/1/1
KJFett
Fri Dec 17, 2004 11:24 am
#31






Notatti wrote:

Rhyk guns x3 = 0 00 00 0


M22-t gunsx3=0 0 0 0 0 0







The Rhyk placement is correct, but the M-22 is not.


I find the M-22s 2 inner guns to have an almost identical spread as the Rhyk, in fact, the guns over the cockpit are side by side, and the 2 under the chin are only as wide as the cockpit glass. The 2 outside ones are useless in fighter combat, but are fine in combat with larger ships like gunboats and vettes.



Rhyk guns x3 = 0 00 00 0


M22-t gunsx3=0 0000 0


But really, you can only cram 2 50-60K mass lvl10 guns in the M22, So I just put them in the 2 center slots.




Anika Mon'Sulu
PakuGreenblade
Fri Dec 17, 2004 4:08 pm
#32

the amount of firepower is impressive on the krayt.. but what i want to know is why we have to depend on 1 weapon capacitor for everything? same thing with the YT-1300... i make some very low energy per shot weapons but when the pilot and gunner are blazing away that weapon energy goes quick.. (maybe if shipwright wep caps were worth a damn this wouldnt be a problem)


Cope / KnuckleBuster {HVND}

Corbantis



- Cope
(Smuggler)
-Corbantis-
psikobunny
Fri Dec 17, 2004 4:38 pm
#33






PakuGreenblade wrote:

the amount of firepower is impressive on the krayt.. but what i want to know is why we have to depend on 1 weapon capacitor for everything? same thing with the YT-1300... i make some very low energy per shot weapons but when the pilot and gunner are blazing away that weapon energy goes quick.. (maybe if shipwright wep caps were worth a damn this wouldnt be a problem)


Cope / KnuckleBuster {HVND}

Corbantis






don't use Cap overload? It has solved any weapon power issues I may have had.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



gohan6420
Fri Dec 17, 2004 5:02 pm
#34






psikobunny wrote:





PakuGreenblade wrote:

the amount of firepower is impressive on the krayt.. but what i want to know is why we have to depend on 1 weapon capacitor for everything? same thing with the YT-1300... i make some very low energy per shot weapons but when the pilot and gunner are blazing away that weapon energy goes quick.. (maybe if shipwright wep caps were worth a damn this wouldnt be a problem)


Cope / KnuckleBuster {HVND}

Corbantis






don't use Cap overload? It has solved any weapon power issues I may have had.





Cap overload is a must!!! I got a 980 into a near 2k!! thats with 4 so man thats a nice lil trick there
Zanholo
Fri Dec 17, 2004 5:19 pm
#35

Did they fix weapon overload so it actually uses more energy now not less?? With just WO3 I can shoot 3 guns, 2 at 17.1 and 1 at 14.1, pretty much nonstop with a 49 regen cap.



(((Oishii Sou'Na))) - Scylla, Silver Bay, Naboo, SS Ace
(((LAkers Pwn))) - Tempest, CorSec Master Pilot
Furnishings, city items, art, p-ups, best repair tools & more!
Lakers Pro Shop & City Tent, S. Coronet, -410/-5480Interior Visions, S. Theed, -5275/3355
(((Goki Buri))) - Chilastra, South Coronet, Havoc 2/2/1/1
gohan6420
Fri Dec 17, 2004 6:07 pm
#36

Don't think it will be fixxed for a while
EmpireHunter14
Sat Dec 18, 2004 1:35 am
#37

Thats the new ship? that looks like a pile of sh!t



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Zanholo
Sat Dec 18, 2004 1:41 am
#38

Thanks for your imput. It should look just right as it shoots a few more holes in yer azz!



(((Oishii Sou'Na))) - Scylla, Silver Bay, Naboo, SS Ace
(((LAkers Pwn))) - Tempest, CorSec Master Pilot
Furnishings, city items, art, p-ups, best repair tools & more!
Lakers Pro Shop & City Tent, S. Coronet, -410/-5480Interior Visions, S. Theed, -5275/3355
(((Goki Buri))) - Chilastra, South Coronet, Havoc 2/2/1/1
Antilles98
Sun Dec 19, 2004 4:19 pm
#39

bump
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