Pilot Archive
Thread: How to Fix the Jedi Fighter.
Heck... with the new heavy scyk I can mount the exact same protection as had my krayt, the same engine, and I only lose the firepower of 2 guns and a turret. However, I gain speed, get hit less often, can move much better, and thanks to only mounting one (reward) level 8 gun I can also take more punishment while firing since my cap has only one gun to power, and therefore has more energy to shunt into shields.
I haven't really decked out my JSF, but I can mount the same stuff I had in my dunelizard, and have mass left to spare - and again, better agility, same speed, and a much smaller profile. Or, I could mount all I have in my scyk into my JSF, and replace the single level 8 gun with 2 re'd level 7 or 6, and gain in firepower.
Kitten_Starsider wrote:
Lots of vendors around.
On starsider, a server with unusually high JTL activity, yes. But Starsider is as you too should know very untypical for the general situation across all servers.
We have "lots of vendors" too.. with level 1/2 loot at best if they are stocked at all...
darmokVtS wrote:
In the early JTL days (november/december) I hardly could fly for more than an hour without having my inv completly filled with spaceloot, yesterdays result was six items in two hours (and this is quite typical for my results in deepspace for quite some time).
In Deep Space, I regularly filled my backpack (well, it was only about 60 free spots in there since I was Master Doc at the time) every 15K to 20K faction points. Now-a-days, if I'm looting for cash, I pick on the Tier 1 Hutt Spawns in Tatooine Systems. Cheesy, but you can earn upwards of 400K per hour.
Ramona_Garcia wrote:Heck... with the new heavy scyk I can mount the exact same protection as had my krayt, the same engine, and I only lose the firepower of 2 guns and a turret.
I kind of agree on the craftable "heavy starter ships" being over the top btw, making them heavier was not a too bad idea but 15-20k less mass on the heavy startships than they have now would have done the trick too.
My challenge still stands: put up a layout for a TIE Advanced based only on crafted level 6/7 equipment except an un're-ed (or even an re'ed one with endresult stats based on the actual stats of the reward engine plus re-bonus, it still wouldnt be too dependent on lootluck) reward engine without leaving a single slot open, maybe the crafted stuff on my server is just exceptionally bad :-P and I am convinced the mass of the pre-rotw ships in this class is just fine
Message Edited by darmokVtS on 05-11-2005 03:26 PM
psikobunny wrote:
To get back to one of your earlier points, you trot out the belabub as a comparison to the JSF.
I also agree that the quest for the Jedi starfighter is way too easy (like many other stuff on Kashyyyk for my taste, but it's designed as mid to highlevel content and so we probably have to live with the easy parts of it), however we should not overlook that you can get as much grievous fighter deeds as you want and are capable of (its a loot drop), the Jedi Starfighter is a reward for a non-repeatable quest...
I'd have preferred a challenging set of space missions for all JTL related rewards too but that's a bit too late now to change :/.
This however also has not much to do with the inherent flaws of JTL that need to be fixed IMHO instead of nerfing the mass of the two ships in question so hard that it gets just as annoying to outfit *fully* for someone with little to no lootluck.
Tone down the maneuverability of it for all I care to TIE Advanced / A-Wing level and increase the mass for those two to the jedi starfighter/grievous starfighter level, but I strongly disagree with nerfing the jedi starfighter's and grievous starfighter's mass alongside with its maneuverability to hell and back as most suggested stats on this forum point to.
psikobunny wrote:
You loot n Deep Space, and thus fly agains tier4-5 ships, and thus cannot expect a high quantity of loot,
I had in the early days, however what would you recommend as "hunting target" for *useful* loot instead (not random junk, the tier 1 tatooine ships that were suggested hardly qualify here as far as I noticed)?
Hm... let me take my TIE Interceptor, and drop the looted weapon and engine and DI from it. That frees 14K or so. Leaves crafted armor (1K front and back), shield (Mark IV), booster, chaff launcher, reactor and missile lancher. I'll leave the looted level 2 cap in, since no one will tell me they can't get a level 2 cap (with recharge over 35 and max energy over 700 after re'ing). Add the reward engine (13K mass). Leaves me with 16K mass for weapons and DI. 21K mass if I go for crafted mark II armor with 600 strength. That would be enough for a crafted level 5 and a crafted level 7 gun, and a decent DI.
darmokVtS wrote:
My challenge still stands: put up a layout for a TIE Advanced based only on crafted level 6/7 equipment except an un're-ed (or even an re'ed one with endresult stats based on the actual stats of the reward engine plus re-bonus, it still wouldnt be too dependent on lootluck) reward engine without leaving a single slot open, maybe the crafted stuff on my server is just exceptionally bad :-P and I am convinced the mass of the pre-rotw ships in this class is just fine.
Message Edited by darmokVtS on 05-11-2005 03:26 PM
Kitten I didn't contradict myself. If you notice the red hightlight is TWO different fighters, The TIE Advanced is not the same thing as a TIE Intercepter.
And the answer to your question of whare I was before Rage. Well The Interceptor was my main pvp ship and the TIE Oppressor was my main PVE ship. I also used a KSE from time to time for pve.
Don't lie to me and tell me you don't like the idea of a ship with one config that you can use for both pve and pvp at the same time. Instead of choosing "im I going to pvp or pvp right now. I can go up in a ship that can do both just fine. It makes things alot simpler, and I like that.
Ramona_Garcia wrote:
Hm... let me take my TIE Interceptor, and drop the looted weapon and engine and DI from it. That frees 14K or so. Leaves crafted armor (1K front and back), shield (Mark IV), booster, chaff launcher, reactor and missile lancher. I'll leave the looted level 2 cap in, since no one will tell me they can't get a level 2 cap (with recharge over 35 and max energy over 700 after re'ing). Add the reward engine (13K mass). Leaves me with 16K mass for weapons and DI. 21K mass if I go for crafted mark II armor with 600 strength. That would be enough for a crafted level 5 and a crafted level 7 gun, and a decent DI.
a) too vague (what missile launcher? what reactor? what booster made with which enhancer? which level is the *crafted* droidinterface? exact stats?)
b) both "alternatives" for armor/weapons do not hit the "mark", either its armor below the mark and even then still one weapon below the "mark" or it's just enough mass for a single adv. blaster and the second slot would be empty
basically half the items that you didnt qualify exact are probably already below the "mark" and the stuff you did mention a bit more exact are too, nice try, but failed
FataIity wrote:
Instead of choosing "im I going to pvp or pvp right now. I can go up in a ship that can do both just fine. It makes things alot simpler, and I like that.
Yup. It's btw anyway quite funny that people claim there's nothing wrong with the old shiplayouts/masses when the most efficient PvE Ships used to be bomber-like ships even for pve vs. light fighters...
I prefer people to see PvE'ers using fighters to fight fighters any day over the current PvE situation on at least my server (basically, with nearly no PvP happening almost every ace used to fly a bomber-type ship most of the time, and there is nothing wrong with this you say?).