Pilot Archive
Thread: Multi-Player ship Operation Guide V1.30(updated 08-26-05)
Tellahane
Fri Dec 24, 2004 11:15 am
#57
Yeah i just grabbed the shunt lvl 3 chip and it made a big difference, I'm still working on getting my alt to master privateer, its only 3333 right now... See how well the yt does with the same equipment/crew, compared to the decimator, and see if it has any benefits, or whatnot... Thanks for the sticky!
Tellahane
Tue Jan 04, 2005 9:25 pm
#58
Threw up 1.26, if anyone who is a master rebel pilot can reply here i'm looking for pro's and con's to a nova cruiser vs a yt or decimator to throw up on a guide. Also anyone who is a master pilot of either faction and uses it alot i'm always available for input. At the same time i'm no longer experiencing any bugs witht he plasma alarms, if anyone is still having that problem reply here as well, otherwise i'm going to consider it fixed...
hase2
Wed Jan 05, 2005 4:39 am
#59
Rebel MPS pilot reporting in.
first of all - awesome guide Tell. great work.
ill add my view of the Nova and some things that came in mind.
Rebel YKL-37R Nova Courier
Pro's
- 3 Ordance slots instead of 2 for the YT-1300
- can go overt in any system.
- very good visibility due the cross shaped layout
- imp ships show red
Con's
- difficult to navigate through the interior compared to the YT (several rooms, narrow corridors)
- less style while dogfighting
- hard to find 'matching' furniture
- Thoughts -
Equipment
since MPS tend to die fast when in trouble i would try to use as much crafted equipment as possible. at least for the training phases when you and your gunners start getting used to new tactics or enemies. expect to die and suffer from decay (you cant expect to get a nova and own deepspace from minute one) so better use equipment that can be replaced easily. since mass isnt an issue on MPSs at all (at least atm) you can use heavy crafted stuff for a while.
some things to look for:
- Reactor: normally a 18-19k crafted reactor is sufficient to run your ship.
- Engine: i personally use a crafted 103.x speed engine in my nova. it provides enough speed to outrun all NPCs (assuming you use engine overload3) and halfway decent turnrates.
- Shields: through the introduction of shunt to shields recharge rate is less important. look for high stats.
- Armor: the bigger the better. nothing more to say
- Capacitor: same as for shields. look for energy storage. high recharge is a nice bonus but not highest priority. (it will be overlaoded anyway)
- Booster: the faster the better. you will use it all the time to accelerate your ship and as escape tool. 30+ boost is nesseary imo. the higher the better.
- Droid interface: since MPSs tend to get hit a lot low speed is desirable to shorten the times between shunts. it also speeds up the initial loadup of programs.
- weapons: crafted or looted guns. whatever is available. you should keep one thing in mind. dont use guns with ion style bolt. they lag your gunners when zoomed in. suboptimal since a lagged gunner wont hit anything - regardless how good the gun is.
- ordnance: whatever fits for the mission
Programs:
- engine overload3 - must have.
- weapon overload3 - must have.
- Shunt to shields3 - must have.
- reactor overload - as nesseary. nice to have for situations when the reactor gets damaged and some stuff gets disabled.
- capacitor overload - very handy since it raises capacitor regen and max energy. more energy = more shields regened per shunt.
- shield adjust/reinforce - as nesseary.
KyrYxus
Wed Jan 05, 2005 9:19 am
#60
hase2 wrote:
Rebel MPS pilot reporting in.
first of all - awesome guide Tell. great work.
ill add my view of the Nova and some things that came in mind.
Rebel YKL-37R Nova Courier
Pro's
- 3 Ordance slots instead of 2 for the YT-1300
- can go overt in any system. As can the Deci and the YT
- very good visibility due the cross shaped layout Are you talking about 1st person view? hard to coordinate a battle without using 3rd person
- imp ships show red
Con's
- difficult to navigate through the interior compared to the YT (several rooms, narrow corridors) This is true
- less style while dogfighting All MP ships have this problem
- hard to find 'matching' furniture .....
- HUGE target, much larger than both the YT and the Deci. The hit profile on the Nova is unbelievable.
- Thoughts -
Equipment
since MPS tend to die fast when in trouble i would try to use as much crafted equipment as possible. at least for the training phases when you and your gunners start getting used to new tactics or enemies. expect to die and suffer from decay (you cant expect to get a nova and own deepspace from minute one) so better use equipment that can be replaced easily. since mass isnt an issue on MPSs at all (at least atm) you can use heavy crafted stuff for a while.
some things to look for:
- Reactor: normally a 18-19k crafted reactor is sufficient to run your ship.
- Engine: i personally use a crafted 103.x speed engine in my nova. it provides enough speed to outrun all NPCs (assuming you use engine overload3) and halfway decent turnrates. My 101.x with EO3 puts me just slower than A Wings...
- Shields: through the introduction of shunt to shields recharge rate is less important. look for high stats. 2000+ f/b shields is a near necessity
- Armor: the bigger the better. nothing more to say
- Capacitor: same as for shields. look for energy storage. high recharge is a nice bonus but not highest priority. (it will be overlaoded anyway) With Cap overload a mediocre cap can be great, but a great one (1100+ 40+) will be phenomenal
- Booster: the faster the better. you will use it all the time to accelerate your ship and as escape tool. 30+ boost is nesseary imo. the higher the better.
- Droid interface: since MPSs tend to get hit a lot low speed is desirable to shorten the times between shunts. it also speeds up the initial loadup of programs. 9.9 - 10.9 speed. Anything slower than this and you are asking to die.
- weapons: crafted or looted guns. whatever is available. you should keep one thing in mind. dont use guns with ion style bolt. they lag your gunners when zoomed in. suboptimal since a lagged gunner wont hit anything - regardless how good the gun is. Never had this problem, I use a 4500 dmg blaster that fires the blue Ion bolt on my dorsal gun and haven't had an issue with this ever.
- ordnance: whatever fits for the mission
Programs:
- engine overload3 - must have.
- weapon overload3 - must have.
- Shunt to shields 4- must have.
- reactor overload 3- as nesseary. nice to have for situations when the reactor gets damaged and some stuff gets disabled.
- capacitor overload 3- very handy since it raises capacitor regen and max energy. more energy = more shields regened per shunt.
- shield adjust/reinforce - as nesseary.
Not trying to badger you I just wanted to help round out my observations of the Nova based on my guildies. It is a good ship, no doubt, but the sheer size of it is dangerous lol. As far as the ordnance slots... I have not had a reason to fire a missile in a month so, while at first glance this was an issue, it ended up not being one. Shunt to shields won't dmg any components therefore if you cap is overloaded you can shunt 100% to your shields and only lose 1 second of gun time as I have yet to find a gun combo that drains faster than my overloaded 43 regen capacitor can recharge.
Otherwise great insight and tips.
Tellahane
Wed Jan 05, 2005 12:41 pm
#61
KyrYxus wrote:
hase2 wrote:
Rebel MPS pilot reporting in.
first of all - awesome guide Tell. great work.
ill add my view of the Nova and some things that came in mind.
Rebel YKL-37R Nova Courier
Pro's
- 3 Ordance slots instead of 2 for the YT-1300
- can go overt in any system. As can the Deci and the YT
- very good visibility due the cross shaped layout Are you talking about 1st person view? hard to coordinate a battle without using 3rd person
- imp ships show red
Con's
- difficult to navigate through the interior compared to the YT (several rooms, narrow corridors) This is true
- less style while dogfighting All MP ships have this problem
- hard to find 'matching' furniture .....
- HUGE target, much larger than both the YT and the Deci. The hit profile on the Nova is unbelievable.
- Thoughts -
Equipment
since MPS tend to die fast when in trouble i would try to use as much crafted equipment as possible. at least for the training phases when you and your gunners start getting used to new tactics or enemies. expect to die and suffer from decay (you cant expect to get a nova and own deepspace from minute one) so better use equipment that can be replaced easily. since mass isnt an issue on MPSs at all (at least atm) you can use heavy crafted stuff for a while.
some things to look for:
- Reactor: normally a 18-19k crafted reactor is sufficient to run your ship.
- Engine: i personally use a crafted 103.x speed engine in my nova. it provides enough speed to outrun all NPCs (assuming you use engine overload3) and halfway decent turnrates. My 101.x with EO3 puts me just slower than A Wings...
- Shields: through the introduction of shunt to shields recharge rate is less important. look for high stats. 2000+ f/b shields is a near necessity
- Armor: the bigger the better. nothing more to say
- Capacitor: same as for shields. look for energy storage. high recharge is a nice bonus but not highest priority. (it will be overlaoded anyway) With Cap overload a mediocre cap can be great, but a great one (1100+ 40+) will be phenomenal
- Booster: the faster the better. you will use it all the time to accelerate your ship and as escape tool. 30+ boost is nesseary imo. the higher the better.
- Droid interface: since MPSs tend to get hit a lot low speed is desirable to shorten the times between shunts. it also speeds up the initial loadup of programs. 9.9 - 10.9 speed. Anything slower than this and you are asking to die.
- weapons: crafted or looted guns. whatever is available. you should keep one thing in mind. dont use guns with ion style bolt. they lag your gunners when zoomed in. suboptimal since a lagged gunner wont hit anything - regardless how good the gun is. Never had this problem, I use a 4500 dmg blaster that fires the blue Ion bolt on my dorsal gun and haven't had an issue with this ever.
- ordnance: whatever fits for the mission
Programs:
- engine overload3 - must have.
- weapon overload3 - must have.
- Shunt to shields 4- must have.
- reactor overload 3- as nesseary. nice to have for situations when the reactor gets damaged and some stuff gets disabled.
- capacitor overload 3- very handy since it raises capacitor regen and max energy. more energy = more shields regened per shunt.
- shield adjust/reinforce - as nesseary.
Not trying to badger you I just wanted to help round out my observations of the Nova based on my guildies. It is a good ship, no doubt, but the sheer size of it is dangerous lol. As far as the ordnance slots... I have not had a reason to fire a missile in a month so, while at first glance this was an issue, it ended up not being one. Shunt to shields won't dmg any components therefore if you cap is overloaded you can shunt 100% to your shields and only lose 1 second of gun time as I have yet to find a gun combo that drains faster than my overloaded 43 regen capacitor can recharge.
Otherwise great insight and tips.
Not bad, and yeah i can get my decimator up to 1081 speed so hanging with a-wings isn't horrible, its the acceleration/deceleration to stay in turns with an a-wing or light fighter that is the hard part, anything slower then a light fighter is easy. And i do own in deep space, just gotta have 2 fighter escort to help fight off the other fighters while we got for the vettes and gunboats! I'll throw this in the guide when i have more time later just checking in briefly for lunch.
Tellahane
Fri Jan 07, 2005 2:05 pm
#63
1.28 up, added wishlist items, adjusted bug list, edited typo's and a few sentances!
Tellahane
Mon Jan 10, 2005 12:29 am
#65
If anyone has anything they want me to test with the MPS, paticuarly on my decimator or yt-1300 let me know in replies or in a pm, As of right now the only biggest bug i'm still seeing is the panels for the components dissapearing, at the same time they are coming back after landing and taking off again, i have yet to have to re-dede it again.