Pilot Archive
Thread: A Comprehensive Droid Routine Breakdown
droid327 wrote:
Did you just misread? My intention, and the way I read it, tuning decreases reactor drain as well as efficiency and energy per shot - its the exact opposite effect of weapons/engine overload, or an "inverse overload" if you like. It basically lets you equip and use weapons or engines that otherwise would grossly overdrain your reactor and capacitor; the fact that these engines tend to be huge in mass as well as drain, though, is the reason most people dont use tuning in favor of overload, which lets you get more performance out of smaller-mass components.
and I think you're confusing emergency shields with the /eshields command -a Rebel pilot command, not an astromech routine. From what I've seen, the astromech emergency shields routine works like a combination of CtSS 4/Extreme Shield Reinforcement, but I didnt do any formal testing on that to confirm yet. I definitely remember that the droid command was an instant-effect ability, and didnt disable my booster or weapons or anything, and gave instant shield energy, not increased recharge. The two together, though, would be a powerful way to get your shielding back up in a hurry =)
HardwiredXMan wrote:
Well, I'm concerened about the function of the tuning programs....from this numbers in this thread, if you decrease your weapons/engines efficiency, why would your reactor still drain by whatever percentage.....if this is intended, then those programs are of no use whatsoever.....there simply is no reason why you would want to decrease the energy your engines use (making you have slower top speed and slower turning) while at the same time still losing reactor energy....that's just putting yourself at a major disadvantage....I see no advantage to that at all......even if you say by decreasing the energy to engines that it would allow other systems to use more energy (via other droid command).....you are still losing reactor energy by using the tuning commands.
Droid327, I'm thinking the tuning programs are wrong or /bugged. It seems logical that if you decrease the energy to weapons/engines, then the reactor energy would go up or at least stay the same, not drain more energy.
As far as emergency shields go, it takes all of your capacitor energy and boost your shield regeneration rate....so your sheild can go from 0/0 to full strength in less than 10 seconds or so depending on your shields. You cannot shoot any weapons while the command is in use because all of the energy going to the capacitor is rerouted to the shields.....I don't have any numbers as far as how much regen per second or anything, though it could have something to do with the recharge rate of your capacitor.....it's possible that the recharge rate of your capacitor replaces the normal shield regeneration rate since the capacitor energy is rerouted to the shields on a continuous bases until the command completes....that kind of makes sense...but that's just a guess.
I'll try a couple of different shields with different recharge rates in a few when I get online....I'll report back the progress later.
Message Edited by HardwiredXMan on 12-19-2004 08:50 AM
yeah I did misread the tuning part of your post....had to go back and check it....I see you changed it to add the modifiers.
I am not confusing the emergency shields with /eshields though.....the pilot command /eshields (the command name)is effectively called emergency shields (the description name)and you acquire it in the space combat techniques box (tier 2)....this is the one I was talking about....when you use it, you can't fire weapons and your capacitor is drained of it's energy and stays empty until the /eshield command wears off and all systems become normal again, then you can shoot. when you use it, your sheilds regeneration rate will increase at a high rate....where it will take aminute or sofor your shields to recharge normally, the /eshields command will allow your shields to recharge in a matter of seconds. this is the one I wanted to test and see what makes the sheilds regenerate so fast....it was just my theory that since the capacitor was totally drain of it's engery and didn't recharge during the functioning of the /eshields command, that maybe the recharge rating of the capacitor was being used as the recharge rate of the shields......basically rerouting the recharge of the capacitor to the shields. shields have lower recharge rates then capacitors (my shields is 13.09 recharge, my capacitor is 44.7)....just makes sense that either the 44.7 is being used to recharge the shields when using the /eshields command or simply the 13.09 is boosted to at least 3 times.
the other emergency shield commands you get in the droid branch and called emergency front/back....these are the commands that will take the stored energy from one shield and instantly put it in the other, effectively leaving you with full shielding on one and low or no energy on the other....the energy is not wasted if you have partial shielding to the area you are increasing the energy.....so if you have front shields at 50% and back shields at 100%....using the emergency front droid command will make your front sheilds 100% and your back 50%. The effect is instant and causes no hinderence or damage to any other ship systems.
Message Edited by HardwiredXMan on 12-21-2004 04:16 AM
ALL the sentances in yellow are NOT ENTIRELY TRUE! /esheilds disables 1 of your other components, for higher regen rates. its very temporary. IT CAN DISABLE the capacitor. But just as easily disable the boosters. Or my personal favorite the Reactor, at which time you will become a sitting duck till it resets. Lots of times it takes out the weapons, but thats not a guarentee! I cannot count the times its taken out my Boosters and I turned and waxed everything around me!
Ah, what you are talking about is when the command fails....yes anything in your ship can become disable if any pilot command fails....but I was talking about what happens when you use the command and it is succesful.....when it is successful, only the capacitor is disabled...no other ship component is disabled.
I do remember at lower levels it seemd to fail about 50% of the time...but every since I've become 3-3-3-3 and higher, it has never failed.....I guess I forgot to mention the failing part because it's been so long since it's failed for me.....really, I just forgot that.
When it works, only the cap is disabled
When it fails, anything can be disabled and then, yes you are are sitting duck....
For a 3-3-3-3 pilot and up, you'll see the benefits of using this command....honestly though, I've used it over 50 times in the last couple of days and it has never failed....but then I am a master pilot and my pilot special tactics mod is 100 so maybe that's why commands don't fail for me.
Message Edited by HardwiredXMan on 12-21-2004 04:11 PM
Can be repaired without decay with any overload programms except for engine overload 4
Atanmir wrote:
Emergency Shields
Data Size: 5
The command is a combination of sheld reinforcement moderate and CtSS3
Front
Redistributes 75% of existing power from back shield bank to front and 75% of remaining capacitorìs energy to front shield.
Rear
Redistributes 75% of existing power from front shield bank to back and 75% of remaining capacitorìs energy to back shield.
All the surplus energy is lost. command time is 3x droid interface command speed. (25 sec on a 8.3 lvl 10 RE'd DI)
I was refering too the Rebel SKILL Emergancy Shields, NOT the Droid Data chips.
Emergancy Shields the SKILL functions as I stated, the droid commands...... Not quite sure.. As I'm 4-3-3-3 as I stated earlier.
Saabotage wrote:
I was refering too the Rebel SKILL Emergancy Shields, NOT the Droid Data chips.
Emergancy Shields the SKILL functions as I stated, the droid commands...... Not quite sure.. As I'm 4-3-3-3 as I stated earlier.
droid327 wrote:The one exception is shield adjustment, which will permanently adjust shield distribution until reset by normalization, pilot command, or possibly death, and display the differences when you examine your shields, at least planetside. That means, with adjustment extreme, your 1400/1400 shields will effectively become 700/2100 shields until you reset them. Unknown if this carries over into REing as well, but awesome if it does, a Rebel pilot/SW might wanna find a pair of level 2 shields and test this =) **note: this has apparently been stealth-nerfed, if anyone can confirm, i'll remove this old information**
As far as i know, this droid programm was not designed to permanently change the shield distribution.... but like a programm, change it while you were in space.
They fixed the bug so that shields goes back to normal if you land
so not a stealth nerf, just a fix
If you use it, you will see no speed increase, but when the command is over, you will get back to normal speed
I guess the imperial skill /epump also desactivates reactor and engine programs.... To be tested
Message Edited by Eulbobo on 01-04-2005 12:42 AM
Weapon overload : does damage ALL weapons when used
Weapon overload 3 does not incurs decay after repairs (didn't test other versions)
Message Edited by Eaca on 01-21-2005 08:21 PM
Eaca wrote:
Your weapon overload and tuning numbers are way off. clicky to exact numbers Energy required and damage increase are way off too. WO3 is currently bugged in that it takes less cap charge to fire. WO4 takes at least 10x the cap power for its 150% damage increase.
Message Edited by Eaca on 01-21-2005 08:21 PM
thanks for the continued updates =) I'll update the numbers within a few days or so.