Pilot Archive
Thread: Weapon overload three... please fix. :(
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NodensnTT
Tue Jun 28, 2005 3:20 pm
#53
Some people still don't seem to get it...read thefollowing, VERY VERY slowly, paying extra attention to the capital letters:
-No one is asking for WO3 to be nerfed. We're asking for it to get fixed and work as intented.
-Weapon Overloads are supposed to increase damage output AT THE COST OF EXTRA REACTOR+CAPACITOR DRAIN.
-Right now all Weapon Overload versions work that way except one which is bugged. That's Weapon Overload 3.
-Instead of creating additional reactor+capacitor drain, IT CREATES NEGATIVE DRAIN.
-What that means is that INSTEAD OF DRAINING YOUR REACTOR+CAPACITOR MORE FOR THE EXTRA DAMAGE EFFECT, YOU END UP WITH LESS DRAIN THAN YOU WOULD HAVE IF YOU DIDN'T USEA WEAPONOVERLOAD COMMAND AT ALL.
-To further elaborate on this, 99% of the ships out there are set up with configurations THAT SHOULD NOT BE POSSIBLE because without the bugged WO3 their energy drain would SURPASS REACTOR OUTPUT BY FAR! Hence rendering their ship partsDISABLED!
-What JediNG was saying is that his ship is one the 99% of ships out there, including most of mine,that is currently WORKING PERFECTLY with a configuration THAT SHOULD NOT WORK AT ALL. HEIS NOTsaying that his ship configuration is not working. If WO3 was working as intented, our ships, with their current setups, would get DISABLED.
-This totaly screws ship design and also renders heavy mass ships totalyUSELESS as people, including me, are able to equiplow mass shipswith parts (and run droid commands) that they SHOULD NOT BE ABLE TO if WO3 was working as it is supposed to.
-It also allows you to continously fire without draining your capacitor, in setups that with WO2 would drain it in like 8-10 shots (WO2 creates less energy per shot drain than what WO3 is supposed to create). Hence if WO3 was working right, those setups would actualy get like 2 shots off before leaving the capacitor dry.
-That makes PVP dogfights based more on luck than actual ability since it removes the element of capacitor drain, you can just shoot continously and hope to hit with a weapon that also does extra damage when your setup is not supposed to be possible at all.
-PVE ships should have to change to lower shields? Certainly not! You should use a bomber type ship with heavy mass that allows you to load heavy/high damage weapons or a fast ship with low mass that doesn't get hit as much but does less damage. Right now there's no reason to use heavy ones at all. Why use your TIE-Oppressor that has low maneuverability instead of your ETA-2 Actis that flies like a baby and can also deal heavy damage due to a bugged command that allows a setup that should not be possible?
-I have the fastest engine on Chimaera on my heavy variantTIE-Fighter (118.2 speed) and I can use RO4,CO4,EO4,WO3 with a 16k regen rate reactor and a 3k damage weapon. That makes my ship run at 1621 speed, 1865 with booster while still dealing damage that can bring a ship with 2k shields down on one shot. And my capacitor never drops beyond max hence I can fire infinitely.My setup should not be possible. I have an ultra rare 15k mass 25k regen reactor (RE) that should allow my setup to work...but why waste my rare reactor on this ship when I can have it working perfectly with a bugged droid command? All I have to do is pull it before EO4 and tada, I have an uber PVP design that should not exist...without even using my rare reactor... If that's not unbalancing then what is? If you play on Chimaera drop me a tell and I'll show you the ship design in DS...
Now if after reading this very slowly, you still have not figured what's wrong...I'm sorry but you're hopeless...:/ (no offense intented)
Melegaunt Tanthul (Chimaera)
JediNg
Tue Jun 28, 2005 3:27 pm
#54
At lease theres another person that understands what I'm trying to get across lol. /raise NodensnTT
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