Pilot Archive
Thread: How many of you use 'Pre-Nerf' Droid Interfaces..?
Page 5 of 5
Starcloud
Sat Sep 17, 2005 12:26 pm
#53
I am seriously considering changing out the pre-nerf DI I havefor a crafted or very good RE post-nerf DI.
The reason being, it's got 16 armor, 16 hitpoints... thefirst shot through armor always kills the DI.
If I can afford the mass cost, that is. At the level I'm looking at, it's 7k mass for a 17.6 speed interface, vs the 500 mass for the 15.4 speed pre-nerf.
Maybe if I ever get a group together to take out the corvette for the Heavy X-wing quest... the extra 50k mass on the Heavy-X will manage the cost of the droid interface nicely.
Nearro
Sun Sep 18, 2005 12:41 am
#54
Arrain wrote:
mm.. I don't really want this to get derailed or misinterpreted - I'm not outright calling anyone a hypocrite at all.Rather, I am presenting an argument to be discussed and trying to walk the fine line of doing so in a way that provokes a thoughtful discussion, but that does not lean toward any particular 'side'. My original post was not addressing all reverse engineered components, but instead those specific components that appear to be 'unintended', highlighted as such by the SWG developers making an aleration to the properties of those pieces for subsequent items.Or, in simple terms - anybody can loot extremely good components if they have the time, patience, skill, equipment and luck to do so.. however no-one can now loot a droid interface that has around 500 mass and a 16.0 speed-ish command statistic. The reason no-one can loot these is that they appear to have been unintended, and therefore in a patch the drops with these stats were removed or altered.I am wondering firstly how common these interfaces really are (as they seem to be much more commonly held by pilots than I had first realised), and secondly whether any pilots, whether they actually have the interfaces or not, would consider this to be an unfair advantage (utilising equipment that was not intended to have the properties it has, and removed when identified by SOE) in the context of other 'unfair' play (fake missiles, spawn camping deep space, using the RGI's bugged hitbox in PvP and so on).
I actually don't see it as much of an unfair advantage. In space PvP, if you are really having to shunt more then every 30 seconds, you are already dead, just waiting for that killing blow. Not to mention the fact that the majority of capacitors can't recharge to a decent enough charge to make faster shunting worthwhile.
The only reason I use one in my ships is preloading the programs. I'm not a patient person, therefore do not wish to wait 2-3 minutes between running each of the programs.
As I see it, for them to be an unfair advantage, we'd have to have capacitors that could fully recharge 2500+ energy in under 28 seconds, since that would be a really good low mass DI. Until we can get capacitors like that, a pre-nerf DI is just for preloading faster, since a shunt at those speeds has extremely minimal odds of actually turning the tide of a battle.
Page 5 of 5