Pilot Archive
Thread: POB Talk
JanuHull wrote:
3) That being said, with an appropriate increase to NPC damage output, you could thoroughly justify a major increase in heavy fighter/POB shield strength. Its not just the POBs suffering from ridiculous underperformance. Krayts, Kimogilas, TIE Bombers, Y-Wingsand B-Wings are hurting majorly too.
this is a really good point.
the POB issues are severe, but i think they might be the tip of the ice berg when it comes to things affecting the "heavy bombers".
perhaps proton torpedo/ rocket/ bomb damage should be scaled appropriately as well?
if you couldn't take out the reactor on the corvette without wearing away at it's shields first, or, if their armor was increased dramatically as well, it might make the role of a bomber (which lobs devastating, yet slow and unmaneurvable) bombs actually key to those types of space skirmishes.
Extremely fast DI commands, I'm talking almost instant here.
A POB LVL FC/Astro that can hold every single command and all its variants at once, EG: "we need more shields in the back" dump a little CTSS2 in there, or maybe you need more... CTSS3. The co-pilot job needs major responsibility added to it.
The Co-Pilot is essentially balast atm.
I dont want 1 of my group running around playing the click/repair game for POB's, how boring would that be? That job would suck, nobody would ever volunteer for that when they could be shooting at stuff. Should be the co-pilots job anyway, when they arent flat out keeping the ship safe/running. If we've taken damage to the systems then it's the flight crews fault not the poor SOB who got repair duty that day, they should be the ones fixing it.
When I first got JTL I honestly thought Multiplayer ships would have more guns...a lot more guns. NPC Gunboats have I think up to 6? Anyway definately more than 2, I want more turrets per POB on the VT there should be 2 more on the wingtips 90 degrees to the current ones, and 2 turrets in the front would be nice. A full group of 8 is pointless for a POB, as there's only 3.2 job placements currently.
To take on a POB in your Starfighter, you should have to be insane, or crazy like a fox.
Also another thing I'd like to see is the Pilot being able to leave the station and have Auto-Pilot actually stay on, I'd like to enjoy the tour from the observation deck of the yacht too..
Setting up a bunch of WPs and have the ship follow those WPs would be nice too. You could hit the Auto-pilot and repair if you thought you could get away with it.
OT for this thread but...I want collision brought into the game, if I fly flat out into a station/corvette/ISD, well then I should blow up. Two starfighters colliding should result in damage to both ships based on the mass of the ships. You ram into my VT with your JSF and I'll be picking bits of you off my windshield when I land. Asteroid belts should cause damage, heavy damage. Not the little ones that spawn in front of you and bounce off, but the big ones that you bounce off should be blowing you up!
Raptor2k1 wrote:
This is ignoring the 25% damage reduction and the damage increase of WO3, but as the end result should be even deader POBs, the point should stand that you'd require a truly absurd amount of shields and armor to make POBs viable in PVP. 80K total minimum, probably, or even up to 150 or 200K.. and that strikes me as far too much for PVE. POBs do need to be the tanks of space, but it needs to be within the realm of the killable. Able to stand toe-to-toe with gunboats and Vettes for a few seconds, not minutes.
Not sure if this was intended, but from the gist of your post, shouldn't this be the other way around?
Anyways, I like option number three myself. It'd be great if some of that extra defense was scaled for the more tank-esque fighters as well (ie. B-Wing, TIE Bomber, Y-Wing, etc) so we could see those return to action more frequently.
Agreed on the tank-esque part.
I did mean a few seconds and not minutes, though--but by a "few" I don't mean 2 or 3 seconds, but rather some nebulous mid-region where you've got time to fly in against a gunboat or a Vette and soak damage long enough to hurt it some while still giving you the time to fly out without being killed. Not long enough to get greedy and take it out in one go, but long enough to where you can actually tank it enough to distract it while your fighter support swoops in to do some strafing, or to get a missile lock or two, or just to spend a short while trading shots with it like pirate ships broadsiding each other.
I don't know how long that translates in seconds, exactly--10? 15? 20?--long enough to where no starfighter could dream of standing up like that against a cap ship, but without being able to actually destroy it without having to break off at least one or three times to regroup, get your shields back, and repair any damage you may have sustained.
Finding that balance may be difficult, but having that kind of tanking ability would, I think, give these ships a role that doesn't currently exist in space.
Ternque01 wrote:
You do an excellent job as Pilot Correspondent, TomoRainer. Excellent!!!
Thanks man. Also what, don't recognize me when I'm not making bitter posts in the smuggler forum? We've both hung around that place way too long for this "Rainer" business
Hey just thought of a use for the YTs dish i hate that gets in the way, make it part of the mod catagory,why not use it to be able to adjust the threat range of ships say have it move from 100 to 2000 m so you can detect all imediate threats, THis dish also may give bonuses to missile lock since the yt only has two missiles and give bonuses to chafts ,THe dish would be able to move and lock onto targets and be able to lock onto missiles and targets to launch at. This would give some use to another chair in the yt.
Another idea know how han had the hudden blaster turret why not make this the person in the fourth seats job instead of a turret we not add a mounted launcher that pivots and can tract ships or you can add another dish if you want .
TomoRainer wrote:
Actually, I understand the admin problems were fixed as of the last patch.
Confirmed and verified quite happily. Though I would point out that even with the admin permissions working, you still need to be grouped to use the stations on the ship. Though the message also said I could use them if I were certed, so its possible another Ace of the same branch of pilot could use the stations ungrouped.
Rataard wrote:
I've had mixed results with this. I was able to grant admin to my alt who was standing in the ship, but I was not ableto grant it toa guildy standing in the ship. Try grouping with the person you want to give admin.
Everyone on my ship's admin list I added was ungrouped, I even added one name before the person ever stepped foot on the ship.