Pilot Archive

Thread: ROTW ships: How would you correct them?

Raptor2k1
Mon Aug 15, 2005 2:54 pm
#53



Imperial Guard Interceptor: Fix the hotbox - Role: Interceptor


Jedi Starfighter/Bellabub: Reduce mass to 65k. The 2 gun slots can be left as something to make them unique, since to use the second one with anything potent you're going to have to make some sacrifices anyways. - Role:Light fighter/Interceptor


Heavy X-Wing: Reduce chassis YPR to 150/100/60, Acc 20, Dec, 25 and reduce mass to 140k. This is mid-range between the Y-Wing and the X-Wing, as to represent it's role as a heavy starfighter that borderline being a bomber. Even if only it's handling is hurt, it would still mostly nullify the Y-Wing variants, so the 180k I'd argue is still too high. - Role: Heavy assault fighter


Heavy TIE/Z-95: Reduce mass to 60k. This puts them mass-wise in line with interceptors and makes light fighters still a competetive

choice. - Role: Light fighter


ARC-170: The second rear turret is almost never used, so I'd recomend moving the bottom turret to a nose-mounted location (along the sides, or just under it) so that it's a half-way viable craft to fly solo, helping to compensate for the horrid primary firing gap at the same time. Mass is about fine where it is for a 2 person assault craft, but handling needs to be brought down a bit lower than your standard X-Wing. I'd suggest 250/175/120 YPR. This is a sort ofnerf/buff at the same time that would make this ship much more viable in combat, and it might see some action for a change.It'd have the same firepower, but it'd actually be able to use it, and at the same time it wouldn't be absurdly manueverable for all it's mass. - Role: Medium-Heavy general purpose fighter


I have no experience at all with the Vaksai, so I'm not sure what I'd do, but maybe a slight reduction in mass. - Role:Light-Mediumfighter

Message Edited by Raptor2k1 on 08-15-2005 03:10 PM



Kyeran Halkyon

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


deadOne
Mon Aug 15, 2005 3:26 pm
#54

RGI: Can't say haven't flown one

Vaksai: tier 4 ship, one blaster, turns on a dime and decent hitbox with twice the mass of an A-wing. Kinda sucks but is also underpowered compared to what imps/rebs get.

Bellabub: fair enough comparison with other tier 4 ships.

JSF: tinier than an A-wing and more mass/just as maneuverable? something wrong here... (I sure as heck don't think it should have 2 blaster points)

Heavy X-wing: well it's a joke, I haven't sold an X-wing chassis since this hit. I would like to see the heavy lose a blaster point in favor of another Countermeasure point (exrta CM point for PvP would be great for all RoTW ships) Thant would keep the standard X-wing viable for the extra firepower.

Heavy TIE, Scyck, Z95 - OK these take component balance for new pilots out of the equation if you can afford one. I'm sorry but at 300-400k each most true noob pilots won't be able to afford one until tier 3 anyway. At which point it compares to the tier 3 ships. For pilots who have already mastered and could afford them I don't see a balance issue. I think it's kinda nice having to take someone in a starter ship seriously becuase they MAY actually be able to hurt me in a duel.



Taled Naftruh; Enor Naftruh: Happy customer from launch through CU. Sent back to dark age of camelot by the NGE.
CommTampers
Mon Aug 15, 2005 3:26 pm
#55


My philosophy: buffs not nerfs

-X vs Adv X: buff the PYR stats on the original plus give it an extra ordnance slot.

---Bwing vs Adv X: Add 50-75K mass to the Bwing plus slightly buff the PYR .

---YWings vs Adv X: buff all Y class fighters with 20-30K extra mass plus add two ordnance slots, making the stock Ywing have three and the LP have 4. Additional gun mounts wouldn't hurt.

-JSF: Enlarge it'shitbox to the size of the Y8's. Double the hyperspace calculation time and power down weapons while calculating hyperspace.**just to make them suffer LOL** Maybe remove the shield slot or a gun mount.

-ARC 170: double the mass and converge the frontal guns. Give each gun a full hemisphere of coverage.

-Awing/Tie Adv: add 10-20K additional mass plus heavily buff the YPR to match the Vaksai at least. A second gun slot for Awing maybe? The TIe/A already has one.




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JediNg
Mon Aug 15, 2005 3:37 pm
#56

WO3 first...



Ritha Egasiso - 12 experiment point Master Weaponsmith.
To BB, Jo-Jo, Reilly, Beano, Dipper, Flat Top, Chuckles, Jolly, Crashdown, Sheppard, Dash, Flyboy, Stepchild, Puppet, Fireball...
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LeaphChausew
Mon Aug 15, 2005 4:22 pm
#57






Ducimus wrote:
Random comments:

We've been around this block alot, so im not gonna get into this discussion that much.

1.) observation. The ROTW ships being what they are currenly have made L6 prenerf engines obsolete IMO. Combine that with a QID, were all on an even footing there. Pre ROTW, Prenerf engines were A HUGE advantage in 50K to 65K mass chassis, and id never deny that.

2.) Prenerf DI's. Im thinking their over rated some. They're REALLY convienance items. So your stuck buffing up(yes buffing, Droid commands are nothing but buffs) at starport for like 3 mins instead of 8 mins. Makes more of a difference in PvE then PvP. Regardless if i had any or not, id still be running L1 or L2 DI's in my low mass ships.

3.) RGI, i flew like hell when i was in one, for one reason only. I was afraid of the hate tells that would surely ensue. So i flew like hell and tried my damnest to not get hit to begin with, because i really didnt want to hear it. Things like....a dogfight i had withone guy with 5 glancing shots on his bell22 before i got a solid hit in that did damage, made an occasional hit in the RGI excuseable, but i still didnt like it.

4.) Concern. If we bring mass down we could be bringing back point 1. Either they alter prenerf L6's to be inline or unnerf reward engines altogether.





But pre-nerf DIs are good for us A-wing pilots...


That is one area I find mine essential.



JaekeW
Mon Aug 15, 2005 4:43 pm
#58


  • Heavy Chassis -- bring the mass down to about 60k, and make them handle about like a TIE/In.



  • remove missile slots from all light fighter types. A-wing, TIE's, TIE/Adv, TIE Interceptor, Z95, Dunelizard, Kilhraxz, IG-Interceptors, JSF and Bellbulab-22. (I think that's all)



  • JSF -- lower mass to 70K, still a nice ship, but not too over the top.



  • Belbullab-22 -- lower mass to 80k, lower the handling characteristics a bit.



  • TIE/Adv -- change to Tier 3, lower mass to 50k, single gun



  • TIE Interceptor -- Change to tier 4, 65k mass, 2 guns



  • IG Interceptor -- 75k mass 2 guns, and fix the hitbox



  • X-wing -- add another missiles slot



  • Heavy X-wing -- add another missile slot, lower handling slightly to reflect higher mass.



  • A -wing -- add a bit more mass, maybe 70k or 75k total.


These are just some thoughts of mine. I know I've missed some ships, but I've mainly flown Imperial ships and don't have enough info to really comment on the others.




Expired Dec. 10 2006.
"I'm going on a very long holiday. And I don't expect I shall return. In fact I mean not to. " --- paraphrased with apologies
Raptor2k1
Mon Aug 15, 2005 6:18 pm
#59






1.) observation. The ROTW ships being what they are currenly have made L6 prenerf engines obsolete IMO. Combine that with a QID, were all on an even footing there. Pre ROTW, Prenerf engines were A HUGE advantage in 50K to 65K mass chassis, and id never deny that.







This has been a bit of an issue for a while, and I'd personally be in favor of un-nerfing new engines, since I can get a level 7 engine withthe same speed and better YPR for about the same mass. The 79 speed just makes things a tad slow for the whole "Star Wars experience", IMO. The reduced YPR on these still acts as a bit of a balancer when contrasted with level 8 engines.



Kyeran Halkyon

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


Imaridril
Mon Aug 15, 2005 6:24 pm
#60

Bumping the older fighters up to the level of the ROTW fighters is not an option. When everyone is flying JSFs and Belb22s, large scale PvP events simply aren't fun, and its not because of what everyone's ship looks like. Its because the game engine for the most part simply can't handle the performance of these ships when everyone is using a good RE'd level 8 or level 10 engine. If there's even a slight amount of lag, a JSF and Belb22 with the right engine can become virtually unhittable. We've all seen it numerous times in PvP... a lone JSF or Belb22 turning and rubber-banding all over the place for several minutes while a dozen or so other players try to land that one lucky shot that takes it out. The reason this happens is because the game client uses some sort of predictive algorithm to determine where a ship is going to be, based on what its heading was when the server last gave information. If the ship in question actually moves to a different spot than what the client was predicting, then you'll see that ship "rubber-band" and snap over into its true position. The faster, move manueverable, and smaller a ship is, the less lag the client can handle before this "rubber-banding" becomesdetrimental. If a ship is "rubber-banding" to a large enough degree that its hitbox in the false location does not overlap with its hitbox in the true location, then scoring hits on that ship turns into pure luck. Its my experience, and I think the experience of a lot of other pilots, that the ROTW ships, when equipped with a good engine, are pushing the client's predictive algorithm system beyond an acceptable level. Bringing other ships up to their level would just make the situation worse.




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Halyn
Mon Aug 15, 2005 6:31 pm
#61

If WO3 is fixed before RotW fighters are rebalanced, we're going to really, really see how overpowered some fighters in particular (the Actis and Belbullab come to mind) are compared to others. When PvP pilots can't afford to spam shots endlessly until they connect, or are shooting at half damage because they can't afford power for overloads, the Actis and Belbullab are going to be virtually invincible in PvP combat.




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Ducimus
Mon Aug 15, 2005 6:39 pm
#62

^

You know i hadnt thought of that.

If you can't afford to run WO3, your not going to punch through those L8 shields + armor.

If you can't spam shots, your going to have a hell of a time hitting what is already hard to hit when your caps empty.



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silverlady
Mon Aug 15, 2005 7:47 pm
#63

Indeed, Halyn...a very good point, and one I was hoping someone else would bring into this discussion.


Maybe I'm mistaken, but I think SOE realizes that if they fix WO3, things will become even more borked than they already are...and this is what I meant in part of a previous post in this thread when I said that some people seem to think that nerfing the ROTW ships will restore balance...but it was never really balanced in the first place. It's partly due to this bug, but partly has to do with SOE's assumption that mass limitations alone are enough to distinguish the ships, and give them clear roles so that there really is no *one ship does all*. I also stated earlier in this thread that (in my opinion)*all* of the snub fighters are grossly overpowered, and the extra mass on the heavier ships really does not completely balance against the speed, maneuverability, and firepower that any of the snub fighters can bring to bear (PvE, mostly...but PvP too). In PvP, there are instances where any ship can win vs. any other ship, but that's not what happens most of the time. Now I digress, and I don't want to drag this discussion into anything along the lines of *but I can do anything I want in my ____, snub fighters are not the end all for everyone*.


On the topic of WO3...has anyone looked at how a WO3 fix might (or will) change what they can do with their current setups? I don't have the best gear by far, as I am quite the unlucky one when it comes to loot drops...but none of my ships as they currently stand will be able to run EO4 and WO3 if they fix it...not by a longshot. EO3/WO3 is the best I could do. And this is where you are absolutely correct, Halyn...most people in their ROTW ships would not be affected much by a WO3 fix, and could probably restore it's EO4/WO3 capability without a lot of work, but anyone flying a lighter ship, especially one with more than one gun mount, is going to be hurting, I would say. Then, these ships will truly become horribly unbalanced.


Zhagadska
Mon Aug 15, 2005 7:57 pm
#64

i wuld say instead of nerfing the ROTW ships, to make the original JTL ships better instead.


increase mass, give the bombers a hair more manueverability, etc.


also, ADD MORE SHIPS!


the more ships added, the more diluted the differences become. players can be picky about looks an nuances of performance rather then examing gaping differences an imbalances betwen fighters. lets see some real diversity.






but, if we have to nerf. mass reduction all around would probably do the trick.



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JediNg
Mon Aug 15, 2005 9:18 pm
#65


I don't use WO3 andI can kill other JSFs with 2 level 6 weapons with relative ease. I don't usually fire more than 10-20 shots in the course of a fight 1 on 1 fight that lasts about 5mins, give or take 3 mins.. So, does that mean I'm better? Or that you 'spammers' are worse?

Message Edited by JediNg on 08-15-2005 09:19 PM



Ritha Egasiso - 12 experiment point Master Weaponsmith.
To BB, Jo-Jo, Reilly, Beano, Dipper, Flat Top, Chuckles, Jolly, Crashdown, Sheppard, Dash, Flyboy, Stepchild, Puppet, Fireball...
You said that humanity never asked itself why it deserved to survive. Maybe you don't?
Stand by, FTL.
On the day before pub 10, jdmaldo said: "for everyone who grinded the last months of their lives away and didn't get jedi: owned"
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