Pilot Archive
Thread: Actis, Belbullab, RGI, EPulse3, and everything unbalanced
Well all I know for a fact (providing I can find a crew) is that for tonight's event on SS (if there is one and as long as it doesn't mean any side is heavily outnumbered), I'll be using the Star Torton and frappsing.
I'm still bushwhacked after last night's epic event ![]()
I've been a Freelance Pilot pretty much since JTL was launched (or rather since I purchased it!)
I can say, with my hand on my heart, I've NEVER touched the Epulse3 button during PvP, I do however, use the Actis, that and my YT-1300 are the only ships combat wise on my datapad (I also have a bellebub loaded with mining equipment).
Frankly I'm getting a little tired of people having a go at the Actis and such, I agree about the RGIs hitbox, my imperial pilot toon has one but its on a desk at it's house
Energy pulse 3 may well be over powered when it fires sucessfully, however, there's a chance it won't and leave you defenceless.
The Actis is only as good as the equipment and the player flying it, if someone has managed to cram a half decent set up into that little ship then good job on them, I worked hard at getting my Actis built up, and I'd say there probably aren't many around similar to it! It has some pretty knackered parts in it at the moment as well! (Pre Nerf Lvl 6 reward engine Re'd that gets the engine ol4 treatment everytime I launch!) Have a look it isn't exactly up to date now (one of the weapons has changed to something VERY similar) but you can pretty much get the set-up.
Mental Note to self: Update the site!
Many of the droid commands could be considered "unbalanced", running cap OC4 my cap has way over 2k energy with a 96 recharge rate. Back before they introduced this, the game had to be played carefully, every shot had to count, since that command was introduced you hardly ever here of people complaining about capacitor running out! Now I can slam closed my shields and fire right away without ever running out of energy.
I'm a pilot right through to the bone, hell I'm a shipwright too just to compliment my love for space, I ground out smugglers alliance 3 times to get my hands on some of the reward equipment!
On my server, you RARELY see anyone PvPing in a regular ship, I've been in many tangles with other Actis fighters, Belbullabs also, often starts a long tedious spin fest of ships scoring "near misses" until one of us are lucky enough to score a hit in all my time, I've NEVER had a pilot use energy pulse to end the fight. I can recall ONCE going up against an Adv X-Wing, they flew off at an astronomical rate, when I PMd the pilot they informed me their ship was hitting the 2k speed barrier unboosted. (hello!! balanced?!)
This isn't to cause an argument or anything, this is my opinion of your statement about "fair play" the ships are only as good as the parts and the pilot. Nothing more.
IMO, the pilots that would resort to energy pulse rather than duke it out are probably the same guys who sit at starports asking to jump in a turret because "I suck" as they say. My regular responce to such a comment is "You're not going to get any better sitting there either"
Message Edited by Aidy on 10-30-2005 06:11 PM
Washell wrote:
Adv. X-wing: SW crafted engine, all exp in speed, no PYR. Damn fast in a straight line, 5k turning radius. I'd consider that balanced. Still, 2k unboosted? I'm not even sure it's possible, didn't the 100% speed mod Vaksai/L9 crafted speedenginetop out at 21XX with booster?
I think what saves us Pilots a lot of the headaches that have thrashed other elements of SWG is that we're capable of realizing that just because its handed to us by the Devs, that using these overpowered or broken aspects of the game aren't healthy for the big picture, and we hold back from using them (mostly).
We're not a big group, compared to the ground game, we're a small skirmish. The other aspect that spares us a lot of the headaches is the founding belief that our success in space depends more on our skill than our machine. So while many veteran Pilots complain about the overpower of the JSF, we also take it upon ourselves to prove we're better than the machine by beating them in some of the most ungodly ships. Were it not for these little miniature mountains to climb, many of the oddball ships we throw together wouldn't exist. Pilots who've learned to thrive in TIE Advanced, X-Wings, Oppressors, Rhix, even TIE Bombers, Kimogilas, B-Wingsand Y-Wings, all stepped into those roles for the bragging rights of telling the JSF crowd, "I can beat your ubership with one blaster tied behind my back".
Rebel: 1 Advanced Xwing
Imperial: 1 RGT, 1 TIE Bomber, 1 TIE Interceptor, 2 TIE Opressor, and 1 Vaksai
Number of JSF's and BB-22's, ZERO.
Our next event will resume the JSF/BB-22/RGT ban. I suspect many of our pilots will return because of it.
JanuHull wrote:
Pushing the game to the breaking point by using broken or unbalancedmechanics to the most extreme limits will only result in a broken game. GCW fighters on the ground refuse to acknowledge the actions of their own hand in the death of their endgame. Pilots, by and large, see right passed that and are better offas a result.
Maudee wrote:
You're my hero Halyn
See you on SS soon.
-Maudee
Hope you're coming as an Imperial--Leaph likes being outnumbered.
Halyn wrote:
Maudee wrote:
You're my hero Halyn
See you on SS soon.
-Maudee
Hope you're coming as an Imperial--Leaph likes being outnumbered.![]()