Pilot Archive
Thread: Y-8 3 : ISD nil
i really respect this post
quadpers0n wrote:
even if they increased the guns accuracy and forced you to bring diversions, there's about 5 ships out there that have a really low % chance of being hit. make it difficult for them, and what happens to the ships that have an extremely high chance of being hit? key to taking out an ISD is a light fighter? odd mechanic.
i'd love to see the ISD manuver to a climatic battle with a mon cal. to reduce lag from a contest like this, chop off half the ISD's guns and nix the hack where it shoots through itself.
imo the fix to the ISD is to have it's shield systems vulnerable to a torpedo class weapon, or a massive fighter assault (talking combined output of 10 or 20 fighters, or else it regens). this isn't going to make the ISD harder, just delay the inevitable long enough to discourage faction farming efficiency.
i also think the current system in DS should be scrapped. it's not fun, it really makes no sense, i mean why highlight the fact that the zone has walls by having ships fly around and bounce off of them in trajectories that are pointless? at the very least nix the rebel base, introduce cap ship variety and make them travel in sensible flight patterns across the zone with a hyperspace jump at the ISD side. fashion a metagame around this and make imperial spawns meet up with rebel cap ship spawns at different points on their route for sorties, and make it hard ffs. why do gunboats in DS move on rails? just to entice imps to come farm them? that's silly, instead of making a boring cash incentive for a zone put some thought into it and make it fun. i'd much rather be assaulting a vette or transport guarded by a gunboat that actually gave chase than blowing up row after row of mindless boats.
Azarken wrote:
have you tried its mining capabilites with its new setup reddwarf?
Kinda curious what sort of setup you used and how quickly its pulling in the resources.
Red-Dwarf wrote:
Azarken wrote:
have you tried its mining capabilites with its new setup reddwarf?
Kinda curious what sort of setup you used and how quickly its pulling in the resources.
I was hoping you wouldn't ask that
It still isn't up to the speed of fighters, although it is a lot closer (well, closer to one fighter, not the 5 separate fighters).
You do less visits to the starport to unload (cargo hold 46k compared to 1.7k in a fighter) but the mining is still considerably slower.
I will be doing more mining tests to shuffle around the kit but the key limitations we found was the range on guns which I'd love to see bumped up just for Y-8 mining lasers, or another suggestion was to make the bolts physically bigger so it is easier to hit with them.
The kit we used was 4 elite mining lasers (forgot exact stats, but better than Mk3) and 1 null bolt, which we had in top turret, but probably shift to the rear turret.
(At some point I might get around to trying out the new AI and SL changes, but for now I'm focussing on space and entertainer buff changes)
Well that aint such good news.
How come you aren't using a tractor beam in that set up? I was planning on having a tractor beam in the fixed forward firing gun and elite mining lasers in the turrets. My gunner (singular) would break one chunkoff and smash it and then I would tractor it in. The tractor beam takes in twice the mineral per chunk of a mining laser, or so they claim.
My GF and I were planning on doing some actual mining in the Y-8. You mean the Y-8 is STILL the mining ship that can't mine?
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Azarken wrote:
hehe sorry mate but I had to ask.
So roughly how quickly could you fill that 46k hold? and were you using a full crew? Also were you using a tractor beam at all?
Oh one other question. With its new setup is it possible to crew 1 man? IE sit in the pilot chair firing the mining laser and using the tractor beam toggle to pull it in?
My gunners got bored long before we filled it ![]()
You cannot one-man with that setup, you could one man with just the mining laser, but it will be slow (if you use toggle to activate a non-manned tractor beam they don't pull rocks in - try it with a krayt and you'll see).
The reason we didn't use tractor beams is they are very buggy (over half the time they don't physically appear in the turrets, and the graphics issues are more annoying than ever) and even when fitted I've had issues in the past where the rocks don't get grabbed properly in turrets.
I didn't usea tractor in the pilot slot as the ship is so poor to maneuver that the time it would take to get the rocks is too slow, quicker to blast 2 rocks than tractor in one.
*Taps instrument panel of her YT-Cockpit, right under thePrayer Mobile-"Fuzzy-Dice"..
"Hear that, Ladyhawk, New innards and you finally go see some fighting...."
/purr.....