Pilot Archive

Thread: A JSF with a level 10 engine.

WingZero890
Sun Aug 14, 2005 7:05 pm
#40






Raptor2k1 wrote:





Ashtirael wrote:

Yes, new ships mean adapting.


Technology advances.


Games progress.





You see, that's the thing - this isn't technology advancing; all the RotW ships are archaic things in comparison to the standard fighter lineup. This isn't the ground game where new content of greater difficulty mandates that everything new be better in terms of stats. The problem is that whoever made the stats/hitboxes for all the new RotW (even the heavy TIE and Z-95)ships was drunk when he did it, or hadn't evenlooked atthe original JTL to look at what they should have been trying to do.


The thing with space is that each ship chassis style is supposed to fit into some sort of specific role, much like professions in the ground game. I'm in agreement with Ducimus on the RGI TIE as being probably one of the most balanced RotW fighters aside from the hitbox issues. It's a smaller interceptor with one weapon hardpoint, meaning it's fast, manueverable, appropriate mass for it's chassis type (buffed a tad because it is a special TIE Interceptor), and it's got appropriate armament options (though I could honeslty see it do with 2 gun hardpoints, since the mass would act as a natural limiting factor to overpowered offensive skills if you wanted to maintain interceptor speed). The only issue is that the hitbox doesn't make much sense. You can see lasers pass through the thing but they don't register as hits because it's so small/oddly placed.


The rest of the ships have some pretty big issues:


  • 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*:



  1. Light Fighters - Low mass, highly manueverable,slower acceleration,sliding

  2. Interceptors - Low mass, highly manueverable, rapid acceleration, little sliding

  3. Medium Fighters - Medium mass, reasonably manueverable, medium acceleration,not much sliding

  4. Heavy Fighters - Medium-high mass, reasonably manueverable (bit less than mediums), no sliding, medium acceleration

  5. 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.







Link to post?



Mesacho al'Thor

Elder Shipwright/Elder Merchant

Keep Flyin'
Ewok-in-training
Sun Aug 14, 2005 7:10 pm
#41

Heavy x-wing and B-wing FTW! im a purist

Dragon942
Sun Aug 14, 2005 7:14 pm
#42






WingZero890 wrote:



*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.







Link to post?




I remember the one he is talking about. I'm also pretty sure it was in the Beta forums, so no go on the link since the forum isn't around anymore.



Starscreamer Sapphire
Starsider
Raptor2k1
Sun Aug 14, 2005 7:39 pm
#43






Dragon942 wrote:






WingZero890 wrote:



*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.







Link to post?




I remember the one he is talking about. I'm also pretty sure it was in the Beta forums, so no go on the link since the forum isn't around anymore.




Aye, that was on the beta boards. You might be able to find it in the JTL forums buried back 100 pages, since I think they moved all the beta posts there (but I'm not positive).



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


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