Pilot Archive

Thread: JTL Pilot issues list, version 1.04

mrkab
Sat Nov 06, 2004 1:22 am
#53

Is the disablement bug really a bug? I know that when a player disables a ship that no other players can damage it, but I thought this was intentional since quite often they need to disable and dock with the target. Are there instances where not even the player who disabled it can damage it? I hadn't heard of that.



Nolan Dempsey
Master Doctor | Master Rifleman | Rebel Alliance Master Pilot
Xinal Denton
Master Bio-Engineer | Teras Kasi Master
Mejowepra
Sat Nov 06, 2004 1:32 am
#54



Swiller wrote:
Can we NOT ask for nerfing damage. We are going to wind up with the same idiotic ground based pvp game in space. In the movies the ships blew in a few hits. Not with someone plinking it for twenty minutes. The fighting in space should be skill based, not stat based. If they start messing with damage they are going to screw the pooch like they did with ground combat.





Main differences to remember: Ground has insane armor. In space you take damage, always. In ground you can heal. In space you can't or have very limited (faction specific) abilities to do so.

I'd like space PvP to actually be a dogfight and not a "who shot first" situation. I'd say at least 25-75% reduction in space dmg would be good. Do you really think being hit and dying in a few hits makes for a good game? It really doesn't. It's no fun if you saw the enemy 5 second later just to die right away. Really. Not fun. At all.




Mejowepra: Final Spec: MD/MTKA

Mejowepra
Sat Nov 06, 2004 1:33 am
#55



mrkab wrote:
Is the disablement bug really a bug? I know that when a player disables a ship that no other players can damage it, but I thought this was intentional since quite often they need to disable and dock with the target. Are there instances where not even the player who disabled it can damage it? I hadn't heard of that.




I'm guessing this is a feature and one that should stay. Would hate to have people kill ships they meant to disable. Now what I did notice is that when the ship is in invuln mode, you (disabler) don't get the "invuln target" sound. That would be a bug.




Mejowepra: Final Spec: MD/MTKA

mrkab
Sat Nov 06, 2004 1:36 am
#56



Mejowepra wrote:


mrkab wrote:
Is the disablement bug really a bug? I know that when a player disables a ship that no other players can damage it, but I thought this was intentional since quite often they need to disable and dock with the target. Are there instances where not even the player who disabled it can damage it? I hadn't heard of that.




I'm guessing this is a feature and one that should stay. Would hate to have people kill ships they meant to disable. Now what I did notice is that when the ship is in invuln mode, you (disabler) don't get the "invuln target" sound. That would be a bug.




I think you misunderstand, when someone disables the ship nobody ELSE can damage it, the person who disabled it can blow it up at their leisure (eventually it explodes on its own though). If the person who did the disabling can't damage it either (something I've never seen or heard about) then I'm 99% sure THAT would be a bug. I definately want to keep it so players can't kill ships someone else disabled or at least give a timer like 60 seconds before they can to prevent griefing as long as mission targets that you have to disable and dock with are attackable by people not in your group.



Nolan Dempsey
Master Doctor | Master Rifleman | Rebel Alliance Master Pilot
Xinal Denton
Master Bio-Engineer | Teras Kasi Master
_Smoke_
Sat Nov 06, 2004 1:56 am
#57








mrkab wrote:


Are there instances where not even the player who disabled it can damage it? I hadn't heard of that.








Correct. For a brief period of time (between four and six seconds) the disabled ship will not take additional damage from the player who disabled it. I realize that disabled vessels not taking damage from players other than the one who disabled them is normal and in fact desired to prevent griefing. The being totally invulnerable for a few seconds is a bug. I'm going to try to reproduce this again today to confirm that I'm still seeing it happen.


~S

speardancer
Sat Nov 06, 2004 1:57 am
#58

*nods in agreement*

Especialy the NPC Uber-turret accuracy. Havn't run into much of the others yet, but just started my 3rd tier.



Speardancer Master Artisian, Shipwright and 12pt Armorsmith *cancelation pending*
Garlyn, Master Tailor and 11pt Chef *Canceled, last day Apr. 24th*
Motas, Master Scout and Carbineer *Canceled, last day June 16th
*Waited 1 year for a combat fix, and all I got was this lousy T-Shirt*
Myros
Sat Nov 06, 2004 5:11 am
#59

[quote]

I would like to disagree with you on the Lead Indicator though. I think the problem is people don’t understand how to use it properly. It is 100% accurate at telling you where to shoot ASSUMING your target does not change course or speed in the time it take the shots to get there. Only low end pilots don’t vary their course and speed so you have to guess is the ship slowing or speeding up, turning right or turning left and AJUST your shooting accordingly. If you ALWAYS fire at the CENTER of the Lead Indicator you will be missing a lot.

[/quote]


Have to agree here, the lead indicator is right on. You just have to use skill and judgement to figure out the targets speed, distance and vector relative to you.


Quicktips

If the target is heading away from you at an angle (ie your in a circling action but you have the edge and are behind him)then aim your shots on the inside edge of the lead reticleon the side nearestthe enemy.


If the target is heading towards you in the same situation (circling action) aim just outside the reticle towards the enemy, the closer he gets the greater you move outside the leading reticle towards the target. As he gets real closeaim halfway between the reticle and target.


If the target is fleeing (moving almost directly away from you) Aim at the outside rim of the leading reticle on the side farthest from the enemy. The farther he's away from you the more you move your aim towards the center of the reticle.


As was mentioned above aiming at the dead center point of the reticle will lead to a miss almost all the time .... except when the target is at a complete stop and so are you


The aiming reticle should be considered a guide not an absolute ...you still have to actualy use your eye/brain, which is as it should be in a skill based game. I mean where's the skill if the game tells you EXACTLY where to shoot, next you'll be wanting it to shoot for you too


Stinger Wolfen - Sunrunner


Sc0rPs
Sat Nov 06, 2004 5:34 am
#60

New issue!


Multiplayer ships go down much too fast, they die pretty much like it's a regular starfighter. Also, when the ship is destroyed we encountered game crashes with the crew, all of them went LD after we reloaded at the spaceport...



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Kal_Serrak
Sat Nov 06, 2004 7:29 am
#61


Kal'Serrak's Perturbed Smuggler's List of &$#*(# v1.0


1. Privateer - Pirate Trap - This lad is a bit worthless in the bucket, and goes unused in my arsenal. Its more along the lines of the Commando's Launcher Pistol, everyone else gets upset when you try to use it. Fighters called are always outclassed by the targets, and more often than not will attack your ship right away than do anything meaningful.

2. Privateer - Reactor Overload Program - Another of my very limited use items, for a reason set below. I can see this having more practical application in my friend's B-Wing than in my Ixiyen or Dunelizard, especially when I'm looting 14000energy, 900mass L1 reactors. Also, Rebel/Imperial commands seem to have better practical use.


3.Privateer - Black Sun Heavy FIghter (Rihkxyrk) - Cockpit Frame graphics are a bit too unrealisticly large and inconvient. I think the pilot does sit up a little higher than the nose.


4. Privateer - General Mass/Loadout - I honestly believe Freelance ships have it right, and the rest should be rebalanced to be more in line with Freelance ships.


5. General - Loot Drops - How the ship components are dropping (in terms of what they're dropping off of), along with the general statistics of varying stats - all seem completely misguided. L10 drop items with 500 mass. L1 Reactors with 12000-14000 energy output.


6. General - x4xx (AKA L8 Components) - That entire skill box is extremely useless until either ShipWrights are able to craft L8 Components or we see more drop (perhaps more often on appropriately tiered craft).


7. General - Speed Bonuses - Kihraxz, A-Wing, TIE, TIE/ln, TIE/Intercepter, TIE Advanced, Scyk, and Z-95 (those ships under 65k generally) should get a proportional speed/roll/pitch/yaw bonus to their engine's max output to make up for their small frames.


8. General - Monthly Mission Sets - 15 or so missions per month as part of the ongoing monthly storylines. These should be difficult and require guild efforts to complete (unlike the Master Unlock missions).


9. Smuggler - End the Tyranny! - Recognize Smugglers as a partial JTL Class

Message Edited by Kal_Serrak on 11-06-2004 09:41 AM




Kal'Serrak Sarrenak --- Trandoshan Hunter & Scourge of Kashyyyk
o Master Smugger (Naritus) - RESIGNED & SURRENDERED IN PROTEST
(October 2003 - October 2005)

Remember:
Help Control the Jedi Population - Have your Jedi Spayed or Neutered

ImpDoc
Sat Nov 06, 2004 11:47 am
#62

I'm not sure if it was mentioned in the thread yet, but if Imperial Pilots call a bomber strike and the strike destroys a mission critical escort or target that needs to be destroyed by the player or groupto count towards the mission, doesn't count. For example, I was grouped with guildmates last night doing the last tier 3 Black Epsilon mission, and for the last part we needed to destroy a gunboat and all of its escorts. We all called in bomber strikes, and they destroyed one or more of the escorts and we couldn't complete the mission because it always said 1 escort remaining, even though they were all destroyed.



Imperial Lieutenant Leomeh Trygana

Black Epsilon Ace pilot and Commando serving the Black Rose Society
MasterKyp4421
Sat Nov 06, 2004 11:58 am
#63

is there an ETA on teh fix for the Rebel ACE Flight jacket? It gives me the error cannon equip becuase i'm not a nuetral pilot.



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RanesDsane
Sat Nov 06, 2004 12:23 pm
#64

The invulnerability bug REALLY REALLY REALLY needs fixed NOW! I hate using all caps, but I've been gated at the tier 1 final mission for days now because all the AI does is fly circles so the top is always facing you. It's impossible to advance because the ACE is impossible to destory....

I know it was fixed once in beta, it can't be that hard to fix again.
Barndamascus
Sat Nov 06, 2004 7:32 pm
#65






_Smoke_ wrote:







  • PvP damage: Many pilots feel that the current PvP damage is excessive. I recommend slowly tweaking PvP damage -- start with a 25% damage reduction across the board, monitor the situation for a few days, then follow up with subsequent 5% reductions until PvP hits an acceptable balance and pace. Two-shot kills between Master pilots is currently excessive, but long-winded slugfests aren't necessarily fun either; a more desirable balance is along the lines of two or three shots to take down shields, two or three shots to get through armor, and one or two shots to finish the ship.




    Totally agree, this is a huge pain.


Rebel Issues:





  • Rebel Helmet: The "Rebel Helmet" is the new "Imperial Hat" (meaning that it has become an object of lust and desire for the players). Rebels want the traditional movie helmet as a wearable item.




    Whats wrong with the current helmet you get with master? That Helmet ROCKS. The jacket you get is bugged though. When you go to equip it, it says you cant equip it because you arnt nuetral. I just wanna wear my bomber jacket!





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