Pilot Archive
Thread: A JSF with a level 10 engine.
JanuHull wrote:Meh, I've adapted to the JSF scourge, but I still don't like'em. Haven't faced a Royal Guard TIE yet. Kinda curious.
If it wasnt for the skewed hitbox, it would arguably the most balanced ROTW addition. I still hold to the theory that the hitbox is of proper size (*cough* if you consider a JSF sized hitbox proper), however its not sitting directly upon the ball. Its ofset vertically so the hitbox only covers the upper hemisphere of the ball. Thats my theory anyway.
Think of the RGI as a bloodthirsty and suicidal red indian ("injun"
Your other option is to pack some missles and hope he doesnt have an L8 shield installed if you only have one tube to shoot at him with if you use IR2's. While i havent seen it, ive heard of pilots sucessfully using MKIII protons and even spacebombs to put the red injun out to pasture.
R9D14 wrote:
The Red tie is a bigger problem than the JSF. it is nearly impossible to hit. You can hit it wont register. The JSF being agile and having good mass has nothing on that.
It has everything to do with it. The balance between the IGI and the JSF is that theIGI is slightly faster and harder to hit.
And just because you have problems taking it down doesn't mean its "nearly impossible." I can hit it fine. The real question is what are you doing differently that makes it more difficult for you? Using the same tactics you use on other ships isn't going to work.
That's my point. The IGI is a different problem that the other ships. You need different methods to solve that problem. Maybe that's carrying missiles, maybe it's adjusting your angle of attack.
Bleech no matter what you guys say/feel the RoTW ships are inbalanced, IG TIE more so than the other ships...
Personally I mostly fly an AWing or Heavy/XWing when I feel like it... Ive strapped a 1980 f/b shield, 96 speed 75 PYR starmap engine and a REd Boltdriver/IR2 launcherin the AW... think Im able to win approx 80-90% of all PvP encounters with that setup
Ashtirael wrote:
Yes, new ships mean adapting.
Technology advances.
Games progress.
- Heavy X-Wing: Mass of bomber level should equal bomber-level manueverability (or at least something closer to that than a normal X-Wing's handling, since it is a heavy variant designed for being more of a heavy assault ship than a standard medium fighter).
- JSF/Bellabub: These fly like they should be light fighters or interceptors, but they have only 10k mass less than an X-Wing (which more or less represents the average mass of a mid-range space superiority fighter). This means they can pack in all the trappings of a medium fighter, such as respectable shields and weaponry, while keeping their agility. There's supposed to be a trade off here as you gain component options. With these chassis in their current state there's no trade off at all. As such, they can fill all niches at once (aside from missile platform) and nullify any reason to fly any other fighter, aside from personal taste. They need to fill one specific role and stick to it, not all at once.
- ARC-170: This thing handlesfar toowell for it's mass too. I'm almost tempted to say it's balanced because of the horrid turret placement and the absurdly wide weapon spread, but even with these handicaps it has the same problems as the JSF/Bellabub (except it's not as offensively strong, since 2/3 weapons are rear-facing turrets).
- Vaksai: Really high mass for a light fighter, but it's pretty close to being balanced simply because it's handly isn't as outragiously high as the JSF/Bellabub, and it's offensive capabilities are more on par with those of a light fighter. The only part here that might be considered imbalanced is the ability to put level 10 guns and such in a light fighter, but since you're limited to one mount this is more forgiveable, but still a potential imbalance.
- Heavy Z-95 and TIE fighter: Same problem as the ARC-170 without the turret issues and primary weapon spread to compensate. These are light fighters, so it would be logical for them to have mass more on par with interceptors (slightly less since they're light vessels and a tad more manueverable than interceptors, or equal). These should have mass more along the lines of 50-65k.
All of this is said keeping in mind original JTL balancing roles as mentioned in beta, with several catagories being listed*:
- Light Fighters - Low mass, highly manueverable,slower acceleration,sliding
- Interceptors - Low mass, highly manueverable, rapid acceleration, little sliding
- Medium Fighters - Medium mass, reasonably manueverable, medium acceleration,not much sliding
- Heavy Fighters - Medium-high mass, reasonably manueverable (bit less than mediums), no sliding, medium acceleration
- Bombers - High mass, slow acceleration, bad manueverability, sliding
Basically, your standard selection of fighter roles that we're all familiar with. The problem with all RotW fighters (in their present state) is that they spit in the face of starfigther roles and act as everything at once.
*I might be a little off on a couple minor details, but this is more or less what was posted by the devs in regards tobalancing the fighters according to various logical roles.
The "Technology advances" was intended to draw parallel with general reality.
The games progress is what we have to deal with. Reading the rest of my post would point out I agree things need to change.
However, things are what they are. Figure out a way to fight, use, or get along with whats out there and adapt.
Adaptation is humanities real gift. Make us cold, we find fire. Bring us heat, theres sunscreen and air conditioning.
So bring us game changing ships and we whine? Pfft. Let's write up suggestions, like you and I are doing, send them to the devs with our compliments, and use what we are given and go on.
Hopefully, they (the devs) will change things more appropriately soon. Who knows. With LA and Sony both trying to find a common direction and George having final say, the devs are pressed, no doubt. Then figure in how to make coding and patching and tweaking things to meet all of our desires. It's anybodies guess.
Personally, my just being able to submerge (limited, granted) myself into a cockpit of some of the most iconic starships in Fantasy/SciFi, is hella fun.
Just my thoughts.
As Johnny Storm might say, FLAME ON! ![]()
Ducimus wrote:
>>And I was kinda defending the JsF, by saying it was overrated.
Theres nothing overrated about a ship that is smaller then a A wing, twice as responsive as a Tie Interceptor, that has enough mass to pack a L8 engine, L8 shield (best starfighter shield in the game btw), and two L7 blasters.
>>If I stayed in one spot in my A-wing, for you to get a target lock long enough, to get a missle off. I FAILED AS A PILOT
Go up against missle oppressors much? I'm just curious since it only takes about a second or so to get missle tone with an IR2.
Keito_Temreh wrote:
You all can have your JSFs, i'll keep flying my scyk heavy and krayt gunship in pvp. I've killed alot more JSFs than JSFs have killed me. Oh and my ships are replaceable not one time quest rewards!
LOL. Point for Keito on the replaceables.