Pilot Archive
Thread: Test server patch notes
quadpers0n wrote:
someone needs to slap some lvl 1 ions on a light fighter or two and go up against a POB with elite guns and see how hard it is for the POB to hit one of those small hitbox ships.
I can give you a little insight into that. I duelled a guildmate in his Krayt with a gunner with me in an A-Wing. Neither he or his turret gunner ever landed a shot before I disabled his ship. I cannot imagine a POB turret being much better.
Having gunned in PvE, I can tell you one major asspain about turrets on them. Their motion is as affected by ship maneuvering as it is gunner control. Trying to track a target in a violently maneuvering POB is nearly impossible, and this is only Tier 4 PvE escort missions when the ship is flying at 150 or so while slowly maneuvering to keep up with the mission objective. Trying to get a track on a Actis in that thing. whenits maneuveringat speed in the sweet spot /shudder It'd be a neat trick. The gunners I fly with usually only target the ship I'm following, because everything else is just moving too erratically to put a shot on.
One improvement would be gyroscoped turrets. They would be independent of the ships motion until a threshold was reached and the ship turned sharply or rolled over. Right now... bleh...
quadpers0n wrote:
JanuHull wrote:
Feynan wrote:
Increasing ordnance range would be nice, except then might have the problem of people sitting in their POB ships and taking down things like the ISD while out of range from the turrets, so basically without any worry.
And Janu, yeah that's the sort of thing I'm talking about. POB ships need to be able to endure. Even without gyroscope turrets or anything like that, if you sit a POB down in one spot, or have it move slowly, if it's able to survive a long time then the turrets will be more effective too, since they have more time to take out the enemy. If you up the damage significantly on the turrets as well then they'll be able to scare off any enemies very quickly with just one landed hit, ie. if you could take down 50-80% of someones shields in one hit with a POB turret, it wouldn't be overbalancing because:
1) It's so hard to hit things in POB turrets.
2) The enemy can always and very easily simply get out of range, and unlike when against a normal fighter they won't be followed. And that's fine for the POB ship too, even though they didn't destroy the ship: they're preventing it from being detroyed, giving it time to get to its target and unleash the ordnance.
Ehm, to rest your soul over the ISD, those turrets, and the Corvette turrets, have no trouble tagging my ass from 1500 meters away.
yeah exactly, so increase the range to 800m and see how it goes. i'd say gunboat killing would be an exploitable issue but when you think about it, it practically already is with all the blind spots anyway.
Heh, well, if we puts our thinkin' caps on, the logical answer is to increase the range of weapons on NPC gunboats, is it not?
Doesn't make much sense to have my Nova shootingan NPC Decimator from 800 meters range, while they are limited to 550 or so?
Or, keep it simple: Fighters: 550m, POBs & Gunboats: 1100m, Capital Ships 1650m
Feynan wrote:
lol I know what you guys mean about the ISD, but that doesn't happen all the time to me (it mostly only happens on the Corvette to me also, rarely on the ISD, though I always get that bug where all the turrets fire on you at once; looks really cool actually, but thats a lot of lag, and none of them seem to hit).
Yeah, pretty lights, minimal effect. Its the engine guns and forward quarter that make the lightshows.
Have the Dev's even hinted that they're aware WO3 is bugged? you'd think they'd jump on it, and its skewing alot of content making it trivial. I like having to make choices with my programming and WO3 takes alot of that away. I'm not how this would effect things but one of the big points of POB ships is that they can be repaired in space. These things should have massive chassis hit points to go along with huge masses. So that if they manage to survive a fight by driving off a fighter or if they have an escort that covers them they can repair up. As it is now it sounds as if they whole aspect doesnt matter because they die way too fast. I think a huge increase in chassis hit points would mean more chance to survive fights alebit with system damage that would have to be repaired, but wouldnt slow down killing them too much if you got them over a barrel.
I doubt even with gryoscope turrets that they'll have much luck destroying light fighters. I've also suggested giving turrets the option of firing ordnance instead of blasters: you're more likely to get a lock and then fire off the ordnance before the target ship gets out of your firing range then you are to hit it with a blaster, which requires precise aiming.
I've also always said that POB ships should be cap-ship killers. Give them a couple more ordnance slots (either on the turrets or up front, or both) and the ability to reload from inside, and they'd be a missleboat, and a great one at that. If they were to be missleboats, then:
Fighters > POB ships
POB ships > Cap Ships
Cap Ships > Fighters
Though technically Cap Ships are probably supposed to be used against larger ships, such as other Cap Ships or POB ships, but I think it works this way.
Message Edited by quadpers0n on 07-07-2005 02:26 PM
quadpers0n wrote:
that sucks. it opens up a whole new can of worms into making those ships viable then. that's frustrating because it's impossible to advocate "wait, just wait everything will be ok" if they make the modifications people have been asking for and POBs are still inefficient.
i wonder if changing the turret mechanic is plausible?
what aboutpilots who fly slow and don't move around that much, coupled with massively increased shielding? still not viable?
Well, the other side of the coin is that a motionless POB is actually a GREAT platform. With POB Shields and Type V armor, for one Tier 4 duty mission I did on a YT-1300, the pilot literally sat his ship on the waypoint and didn't move. Me on the top gun, a belly gunner, andan Ops chick running Capshunt did the whole thing motionless. Never took damage at all. It got hairy when we started seeing 4 and5leader typesdiving on us with missiles, but one CapShunt 4 and all was good again.
Increasing ordnance range would be nice, except then might have the problem of people sitting in their POB ships and taking down things like the ISD while out of range from the turrets, so basically without any worry.
And Janu, yeah that's the sort of thing I'm talking about. POB ships need to be able to endure. Even without gyroscope turrets or anything like that, if you sit a POB down in one spot, or have it move slowly, if it's able to survive a long time then the turrets will be more effective too, since they have more time to take out the enemy. If you up the damage significantly on the turrets as well then they'll be able to scare off any enemies very quickly with just one landed hit, ie. if you could take down 50-80% of someones shields in one hit with a POB turret, it wouldn't be overbalancing because:
1) It's so hard to hit things in POB turrets.
2) The enemy can always and very easily simply get out of range, and unlike when against a normal fighter they won't be followed. And that's fine for the POB ship too, even though they didn't destroy the ship: they're preventing it from being detroyed, giving it time to get to its target and unleash the ordnance.
Feynan wrote:
Increasing ordnance range would be nice, except then might have the problem of people sitting in their POB ships and taking down things like the ISD while out of range from the turrets, so basically without any worry.
And Janu, yeah that's the sort of thing I'm talking about. POB ships need to be able to endure. Even without gyroscope turrets or anything like that, if you sit a POB down in one spot, or have it move slowly, if it's able to survive a long time then the turrets will be more effective too, since they have more time to take out the enemy. If you up the damage significantly on the turrets as well then they'll be able to scare off any enemies very quickly with just one landed hit, ie. if you could take down 50-80% of someones shields in one hit with a POB turret, it wouldn't be overbalancing because:
1) It's so hard to hit things in POB turrets.
2) The enemy can always and very easily simply get out of range, and unlike when against a normal fighter they won't be followed. And that's fine for the POB ship too, even though they didn't destroy the ship: they're preventing it from being detroyed, giving it time to get to its target and unleash the ordnance.
Ehm, to rest your soul over the ISD, those turrets, and the Corvette turrets, have no trouble tagging my ass from 1500 meters away.
frightwig wrote:
Treena_Daal wrote:
frightwig wrote:
Also, can anyone explain the purpose of grouping with droids in space? I can't figure out what that means, from the info in the patch notes.
I was also confused by this.
I searched the forum and couldn't find any info.. but I'm wondering if this might have to do with using combat droids to group on Avatar Station?
At least, that's the only reason I could come up with.. The patch notes were vague, but I can't see how or for what reason you would group with a droid while in your fighter, or even a POB ship.
Think music droids for parties....