Pilot Archive
Thread: UNBALANCED SHIP DISCUSSION
rogue_eight wrote:
JanuHull wrote:
I'm not, even with 9k shields, and 7.5k armor, that thing is the size of a mountain with only one, maybe two effective rear firing weapons.
I'm really not concerned at all.
Well, I can't get mine yet to fly until they sort out the quest, so I'll bow to your knowledge and keep my fingers crossed
I have mine now, its a beautiful ship, and will probably become a terror in PvE with a good crew, but I don't ever see it becoming anything other than a nanosecond's distraction in PvP.
I don't think a whole lot needs to be done to balance things. The space game is infinitely more balanced than the ground game. Here are the few things that come to my mind.
1. The RGI's hitbox needs to be made the same as a regular TIE interceptor.
2. Make advanced (heavy) versions of other ships.
3. Get rid of E-Pulse.
#1 and 3 have been discussed to death on this forum. #2 would be good I think. I'd like to hear some input on this idea.
Basically, ROTW gave a boost to some ships to make them more viable in PVP. I would like to see similar boosts to some of the other ships now. The ROTW method was to just up the mass on certain ships, which worked great for them. Maybe the advanced versions of other ships need more creative enhancements. For example:
- Advanced A-Wing: 1.2 speed multiplier, 500 ypr acceleration
- Advanced B-Wing: Add tailgunner seat
- Advanced TIE advanced (lol): 1.1 speed multiplier, additional mass
- Advanced Dunelizard: Higher YPR acceleration, smaller hitbox
I would make these ships master certs and require quests similar to the ROTW ships to get them. The only difference is you should get a schematic only so that shipwrights don't get screwed like they did in JTL.
LeaphChausew wrote:
Catman-Does wrote:
Apparently the Vaksai slides around like crazy - I've yet to do the quest for mine
I'm looking forward to trying out my alt's. I have a lvl 10 engine with 99 speed and 83 r,p,y lined up for it. Along with EO4, a lvl 10 weapon and lvl 8 reward shield I think it may be a nasty ship. It'll be interesting to see if I can have as much success with it as I do my A-wing. That'll be a pretty accurate test to see how balanced the ship is. If I do worse in it with pvp than my A-wing would that make my A-wing unbalaced?My theory is that Vaksai + lvl 10 engine + lvl 10 weapon + lvl 8 shield + its somewhat huge profile might nearly keep up with my A-wing + lvl 8 engine + lvl 8 weapon + lvl 7 shield if I'm flying them both.
Good points. I'd like to add another con of the vaksai. Aside from the enormous size, its gun points are set so wide that when I try to line up a ship, I shoot around it. Therefore I find I gotta fly offset of the ship I'm trying to hit which is very tricky.
LeaphChausew wrote
Now the Vaksai, I just can't see anything wrong with. It's pros are great handling, a speed multiplier of 1.0 and enough mass for you to fit the best parts in without sacrificing anything due to the fact it has only one weapon slot, however....
The cons are, for the Freelance profession, if you're just a pve'er the Krayt is a more efficient choice since it has more weaponary and mass and in pvp, the Vaksai is -huge-. The advantage of it's great handling is somewhat stolen away from by the fact that the ship is so large and hittable. Also, one weapon slot means where in a JSF you can engineer the ship to have two alternate repeating weapons so you in effect get 'double' the refire rate and thus in spray and pray situations (which I never recomend but they're popular among some folks) a better chance of hitting your opponent; in a Vaksai, you have to time your shots somewhat.
I see the Vaksai as the A-wing's fatter,uglier sister only more nimble. In fact the Vaksai isn't ugly, its just...'special'
.
But yeh, out of all the rotw ships, I think the Vaksai is most balanced. The ARC, when compared against every other ship in the game I personally believe is underbalanced, but there again I never fly one so don't have much authority with my oppinions.
aboynamedsue wrote:
Good points. I'd like to add another con of the vaksai. Aside from the enormous size, its gun points are set so wide that when I try to line up a ship, I shoot around it. Therefore I find I gotta fly offset of the ship I'm trying to hit which is very tricky.
LeaphChausew wrote
Now the Vaksai, I just can't see anything wrong with. It's pros are great handling, a speed multiplier of 1.0 and enough mass for you to fit the best parts in without sacrificing anything due to the fact it has only one weapon slot, however....
The cons are, for the Freelance profession, if you're just a pve'er the Krayt is a more efficient choice since it has more weaponary and mass and in pvp, the Vaksai is -huge-. The advantage of it's great handling is somewhat stolen away from by the fact that the ship is so large and hittable. Also, one weapon slot means where in a JSF you can engineer the ship to have two alternate repeating weapons so you in effect get 'double' the refire rate and thus in spray and pray situations (which I never recomend but they're popular among some folks) a better chance of hitting your opponent; in a Vaksai, you have to time your shots somewhat.
I see the Vaksai as the A-wing's fatter,uglier sister only more nimble. In fact the Vaksai isn't ugly, its just...'special'
.
But yeh, out of all the rotw ships, I think the Vaksai is most balanced. The ARC, when compared against every other ship in the game I personally believe is underbalanced, but there again I never fly one so don't have much authority with my oppinions.
TalKurgan wrote:
I flew a dunelizard up to 4333. At the time, it was equipped with all crafted components. (reactor1, shield7, engine7, 2x weapon7, droid5, chaff) Since then, I've only upgraded the engine to a purchased RE'd QID (~92/73/73/73).
After completing the dangerous alternate quest for the Bel-22*, I found that I could just switch the loadout over, AND have an extra 4k mass to work with, AND improve my handling to light fighter levels,AND significantly reduce my profile. That seems a bit much to pack into one chassisto me. It's going to be hard to move out of, too, since I like the Batmobile-esque styling and the fact that it's forgiving ofmy lacking piloting skills. The only downsides are the blinding engine glare (I don't have the special edition sunnies.)and the social stigma.
*The dangerous alternate quest, in case you're wondering, is to do a vendor search, sort the deeds by price, mark the waypoint of the shop, travel, and plop down a massive 30k.
hehe... yeah, kinda funny that the bel-22 costs less than a crafted ship.
PaceNebulon wrote:
TalKurgan wrote:
I flew a dunelizard up to 4333. At the time, it was equipped with all crafted components. (reactor1, shield7, engine7, 2x weapon7, droid5, chaff) Since then, I've only upgraded the engine to a purchased RE'd QID (~92/73/73/73).
After completing the dangerous alternate quest for the Bel-22*, I found that I could just switch the loadout over, AND have an extra 4k mass to work with, AND improve my handling to light fighter levels,AND significantly reduce my profile. That seems a bit much to pack into one chassisto me. It's going to be hard to move out of, too, since I like the Batmobile-esque styling and the fact that it's forgiving ofmy lacking piloting skills. The only downsides are the blinding engine glare (I don't have the special edition sunnies.)and the social stigma.
*The dangerous alternate quest, in case you're wondering, is to do a vendor search, sort the deeds by price, mark the waypoint of the shop, travel, and plop down a massive 30k.
hehe... yeah, kinda funny that the bel-22 costs less than a crafted ship.
They don't require tens of thousands of resources to create, just a small group of people with a combat medic. It would be easy if access to Necrosis were limited to one per customer, but the damage is already done.
Anyone else think the RGI handles terribly? Sure, at full throttle she is good to go... but say, you are trailing a B-Wing... or Y-Wing... or someother slow mover... OMG the pain!
And the earlier poster is right... Missiles are the answer to the RGI. And yes, maybe the designers did make the hitbox small on purpose (really, other than mass and 'oh ahhh its red!' - there isnt a whole lot of difference between the RGI and the standard Interceptor.)
TIE Interceptor Sienar Fleet Systems TIE Interceptor
60k Resources ~50k mass [SP: 1 Gun] 1 missile
[Spdx 1.0 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 150]
TIE Interceptor (Royal Guard)
QUEST SHIP 80k mass [SP: 1 Gun] 1 missile
[Spdx 1.0 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 150]
IMO all hitboxes should match the graphic of the ship. If the ship is 10m long - the hitbox should be 10m long...
Spacey wrote:
Anyone else think the RGI handles terribly? Sure, at full throttle she is good to go... but say, you are trailing a B-Wing... or Y-Wing... or someother slow mover... OMG the pain!
Anything other then a B-wing following a PvEB-wing is painful, itwould even hurt inKrayt orFirespray if it wasn't for the raw firepower.
The JSF/GSF is like morpheine... no pain, regardless of what you are following.
=P
As far as balancing goes I want to see POB's with more then two guns. Frankly it doesn't make sense that an X-wing gets three guns where a Nova gets two, which are highly inacurate due to the lack of compatability of gunner/pilots. I think a POB needs at least five guns to be effective in combat.
One hits are realistic, but boring. I'd like to be able to have a dogfight that lasts at least a minute and get a shot off at the other guy while he does the same to be. The current system seems to be the first to land a shot wins.
Fights have lasted for upto an hour before the first shot landed though. Any damage reduction will spawn invincible players.
BalexSlicer wrote:
One hits are realistic, but boring. I'd like to be able to have a dogfight that lasts at least a minute and get a shot off at the other guy while he does the same to be. The current system seems to be the first to land a shot wins.