Pilot Archive
Thread: Multi-Player ship Operation Guide V1.30(updated 08-26-05)
Nicolas_Frost
Mon Jan 10, 2005 2:29 am
#66
The Nova is a pretty nice ship.
You can make the job for your engineer easier by putting a toolbox(or similar container) in your ship, and keeping All-Purpose Repair Kits in it.
As for the corridors, there's only two of them, one connecting the pontoons with the ship, and one from the from fore to aft.
I'll have more once I get a regular crew.
hase2
Tue Jan 11, 2005 4:25 am
#67
another thing for the wishlist.
a command to disable my guns from ops and gunners position.
that is usefull for rebels and privateers that use IFF scramble.
Rishathra
Tue Jan 25, 2005 6:05 pm
#68
Tellahane wrote:
It does help significantly to have the FS boxes for vehicle control.
Whoa, is this true? I thought that nothing Force-related influenced anything JtL-related, aside from crafting bonuses applying to shipwrights.
Rebbouse
Wed Jan 26, 2005 9:52 pm
#69
Nice guide. Now I really want to master Pilot so I can get my nova courier and fly around in it with some friends lol. Sounds really fun and thanks again for the guide.
Tellahane
Mon Jan 31, 2005 9:38 am
#70
Rishathra wrote:
Tellahane wrote:It does help significantly to have the FS boxes for vehicle control.Whoa, is this true? I thought that nothing Force-related influenced anything JtL-related, aside from crafting bonuses applying to shipwrights.
I compared flying my decimator with 2 exact same engines with another decimator pilot and there was a difference. Not the biggest of differences but enough to notice.
NoVaRydr
Tue Feb 01, 2005 1:08 am
#71
Tellahane,
I am sorry to hear that you will soon be leaving us. I have enjoyed your insights since I firstviewed your contributions way back in 2003 when SWG first went live. It seems that many of the 'old timers' are now beginning to say goodby and I for one am sorry to see each of them go. One of the real bummers of MMOPGs is to see people like you go. 
I wish you success in whatever your decide to do. 
Regards,
Grey
Message Edited by NoVaRydr on 01-31-2005 12:10 PM
Tellahane
Tue Feb 01, 2005 9:53 am
#72
NoVaRydr wrote:Tellahane,I am sorry to hear that you will soon be leaving us. I have enjoyed your insights since I first viewed your contributions way back in 2003 when SWG first went live. It seems that many of the 'old timers' are now beginning to say goodby and I for one am sorry to see each of them go. One of the real bummers of MMOPGs is to see people like you go.I wish you success in whatever your decide to do.Regards,GreyMessage Edited by NoVaRydr on 01-31-2005 12:10 PM
Yeah theres only so much you can do once you've done everything =p
TK1210GT
Fri Feb 04, 2005 12:24 pm
#73
I have some questions for those YKL-37R pilots out there...
#1 What exactly do you mean by "The hit profile on the Nova is unbelieveable."??? I think I already know but an expanded answer would be appreciated.
#2 Lets say you're flying solo with your crew (no snub fighter escort) and you're taking on small starcraft like ties, krayts, etc...they are tier 3-4 perhaps. Why would you use 3 racks of Mark 4 proton missles? Those things are expensive!! Like 90k a pop. Wouldn't Mark 1 missles be more affordible and useable for combat against smaller marks? Or are you guys doing missions and getting a lot of credits out of it that makes it worth it? Cause the resulting loot doesn't seem worth the 90k for the most expensive proton missles.
#3 How often are you guys getting alarms going off? I went up on my maiden voyage last night..did fine against the starfighters but when I ran up against a tier 3 Black Sun Gunboat we got pummled. No fires, but our forward shield took a beating and it's regeneration rate seemed quite slow...eventually the front armor gave way. (can you fix armor while in space?? and if so how??). But you see no fires went off and no parts needed repair short of the forward armor. So when do these fires usually happen? How bad a prediciment do you need to be in? And while I'm at it, how could I have done better against a tier 3 gunboat than we did? I was using a shield that was 2200 front/back and around 11.5 regen. My capacitor us around 1100 and recharge of 52. I wasn't using capacitor shield shunt or capacitor overload.
#4 How often do situations arise that you actually need a medical person on board? percentage wise?
Coran_Sienar
Thu Feb 10, 2005 8:21 am
#74
1. The Nova is HUGE compared to all of the other MP ships. It's a much larger target. Never, ever take your Nova to PvP. (That goes for any MP ship.)
2. If you're solo, do not attempt to take on more than Tier 2 fighters/bombers. No matter how good your shields are (unless you're using Cap to Shield Shunt liberally from your turret position), your regeneration rate will not be high enough to avoid being damaged. Don't use missiles. Just park in a spawn and hop into your turret. If you do use missiles, use MKII Spacebombs. 3 linked MKII Spacebombs really say "I don't like you" in a meaningful way. But really, unless you're a Shipwright making your own munitions, it's cost-ineffective to use them at all.
3. You can't fix armor in space. Fires occur when the armor is gone and enemy hits nail your components.
4. You MUST have a doctor around with fireblankets when you're dealing with plasma fires. The worst of them hit you for over 500 damage ticks. That means that within 10 seconds, you will be incapped. Preferably, whoever is repairing the plasma fires should be fully buffed.
TK1210GT
Thu Feb 10, 2005 12:19 pm
#75
So basically, never fly a multi passenger ship without an escort to protect you. Cause if you fly without one you're extremely vulnerable.
Nicolas_Frost
Sun Feb 13, 2005 2:21 am
#76
Yeah, just aone or two fighter escort makes a difference, but is mainly nessicary against high tier fighters, massive swarms,and other players.
The profile is big, from the top or the bottom. As is with the YT-1300 and the Decimator. However, the YT-1300 has the widest profile, and its a tossup between the Nova Courier and the Decimator(due to the YKL-37r's pontoon wings) as which of the two is more narrow.
As for missiles, everyone has thier own preferences. Some go for those Spacebombs which yield high damage, but they have the downside of being the slowest and easiest to use countermeasures against, as well as fewer per magazine than others. Some people like high-powered concussions to drop shields in a hurry. Others, like myself, prefer the high level Protons. They work equally against shields and armor, and deal a good amount of damage, and come in around thirteen missiles per magazine. Basicly, choose what fits your playstyle best.
As for the alarms, I've only had them go off once. Some NPC was buggy and shot at me. THe blaster bolt ignored my shields, partially ignored my armor, and went directly to my capacitor. However, when you're in a decently-sized engagement, you'll want at least onededicated engineer, hopefully who's also a doctor capable of using fire blankets. This way, you take care of two of your needs at once. If your engineer catches fire while running repairs, he can stop the fire himself.
If you don't have someone to run ops, designate one of your gunners as Operations, and have them take care of droid commands while gunning.
Also, when your Ops guy uses IFF scramble(if you actually have a CoPilot), make damnsure your gunners know you're about to use the skill, otherwise, if they keep shooting, they'll counteract its effects and reaggro the ships as soon as you use it. It may be required to have them stop firing before using it.
TK1210GT
Mon Feb 14, 2005 12:09 pm
#77
Yesterday, I helped a 5 main team take on a ton of Imperial tier 4 ships. Me being in the YKL wasn't so much an issue with the ties, but it was kind of needed because ofswarms of droid ships coming in at various points that shouldn't have been there. After having to repeat the mission from the previous night (when I was in my x-wing and was destroyed), I decided to take the YKL up to draw fire away from some of the X-Wings and so I could tag along with the escort.
Needless to say, Icouldn't get a crew together. Just not enough guildmates to help man the ship. So I went totally solo which I know wasn't a bright idea, but in all honesty I hadn't done much better in my x-wing the night before so I figured what the heck. I got pummeled at times, but nothing too too bad like the previous night. When things were getting rough, I set the speed to 0, got out of the pilots chair and into the ops chair then set hit the emergency shields button. No weapons, but that was okay. So long as they were hitting me, they weren't hitting the X-wings but so much.
Anyhow, I got back in my chair and cranked up the speed and flew circles just trying to distract them long enough for someone to blast em. It went well until out of no where an alarm went off. Back amor was nearly gone but not totally. Shields were at near maximum at that point which was great...but I was shocked that the alarms went off without all of the armor being gone. Cause I thought I read here that's when they go off. So I got out of my chair looked for the leak and repaired it with time to spare before my emergency shields normalized. Then not long after that it was all over. We finished the mission and I headed back for repairs.
It was close, but I know having the YKL drawing firepower away from the other ships was of benefit to the overall success of the mission. Even if it was stupid to fly it all by myself. But sometimes you just have to be creative and do what you can....
Message Edited by TK1210GT on 02-14-2005 11:12 AM
Tellahane
Sat Feb 19, 2005 11:48 pm
#78
TK1210GT wrote:Yesterday, I helped a 5 main team take on a ton of Imperial tier 4 ships. Me being in the YKL wasn't so much an issue with the ties, but it was kind of needed because of swarms of droid ships coming in at various points that shouldn't have been there. After having to repeat the mission from the previous night (when I was in my x-wing and was destroyed), I decided to take the YKL up to draw fire away from some of the X-Wings and so I could tag along with the escort.Needless to say, I couldn't get a crew together. Just not enough guildmates to help man the ship. So I went totally solo which I know wasn't a bright idea, but in all honesty I hadn't done much better in my x-wing the night before so I figured what the heck. I got pummeled at times, but nothing too too bad like the previous night. When things were getting rough, I set the speed to 0, got out of the pilots chair and into the ops chair then set hit the emergency shields button. No weapons, but that was okay. So long as they were hitting me, they weren't hitting the X-wings but so much.Anyhow, I got back in my chair and cranked up the speed and flew circles just trying to distract them long enough for someone to blast em. It went well until out of no where an alarm went off. Back amor was nearly gone but not totally. Shields were at near maximum at that point which was great...but I was shocked that the alarms went off without all of the armor being gone. Cause I thought I read here that's when they go off. So I got out of my chair looked for the leak and repaired it with time to spare before my emergency shields normalized. Then not long after that it was all over. We finished the mission and I headed back for repairs.It was close, but I know having the YKL drawing firepower away from the other ships was of benefit to the overall success of the mission. Even if it was stupid to fly it all by myself. But sometimes you just have to be creative and do what you can....
Message Edited by TK1210GT on 02-14-2005 11:12 AM
The multi-person ships can be a lot of fun with a crew, especially if your on a voice program, drawing fire away can be a good thing because as your going your gunners can shoot backwards and most fighters come in from behind so theres less turret switching, if you read through the guide theres several points of suggestions for different types of missions. Where the best equipment makes a huge difference, especially in the droid chips, your crew hasto be equally good, and though it maybe boring in transit and back and forth, Its ALOT of fun in the middle of heavy combat.