Pilot Archive

Thread: JTL Pilot issues list, version 1.04

Lady_Ardath
Sun Nov 07, 2004 4:52 pm
#79

It's been said before, but once more can't hurt!

Unable to equip either the Rebel Ace Jacket or the Rebel Ace Flight Helmet (Alliance Ace Pilot rewards). Given the error messages "You cannot equip this item because you are not a Neutral Pilot" and "You cannot equip this item", respectively. My character is a Twi'lek female, and I'm not sure how much race and gender are affecting these wearables.
potatotr0ll
Sun Nov 07, 2004 5:02 pm
#80


Well honestly, I would hate to see JtL end up like the ground game with Composite armor. I would like to see people even though they are master using a Dunelizard or a Kimogilla ship. That way when we are master, everyone and there mother wouldnt be flying the exact same ship. I hate the fact that if you go anywhere in the ground game, all you ever see is Composite armor. Because they have made it very clear what armor is the best, they are making it very clear what ships are the best. This disturbs me. SOE should have learned from that mistake already. It drags the game down if all you see are exact clones of the same armor or ship. These are the visual experiences that we recieve. Face it, mostly everyone will use the best if they can, and in that case it will be either the tier 4 or master level box ships. I don't like the fact that all ships in the tier 1-3 boxes are just there to grind up to the best. It would even be great to see people flying around in a Syck at master level. Maybe the solution for this is at Master level, there is an Advanced version certification for all the ships, and shipwrights could make all these advanced versions, that make them useful as a master.


Maybe something like the way Bio-Engineer can make a CL10 Bantha and also make a CL50 bantha if they used the correct DNA. Some kind of experimentation like that would work. That wayit wouldnt be based on the actual chassis as much as the Skill level that the ship has been experimented up to.




Ferros Fireheart - Master Fencer/ Master Creature Handler
lokidevil
Sun Nov 07, 2004 5:05 pm
#81

Freelancer command /piratetrap

I have run about 40 tests and have not ever been able to get the incoming pirates (scavnegers) to aggro on my target.

100% of the time they aggro on me first.

Also loot drop seems to be out of whack on these.

Edit: i have got this command to work on 5 occasions where they didnt attack me right away, also they have gone from dropping uber loot to no loot at all.

Message Edited by lokidevil on 11-09-2004 03:27 AM



Nasedo
Master Smuggler
Valcyn
"We're Sony! F*%k Pants!!!"

Aruke
Sun Nov 07, 2004 6:32 pm
#82

One thing I'd like to see for privateers is a ship with 2 missile pods...and not at the master level. Both rebel and imperial have ships with 2 missiles. We need something to make us more of a valued asset to fight against capitol ships. Having the option to outfit each weapon pod with either lasers or missiles would be nice though I do understand if this is impractical.


As far as mass goes, I don't think the problem is with the max mass of the ships but rather with the balance of mass to reactor drain of the components. Weapons only have a couple hundred difference in reactor drain from the smallest to largest, yet thousands of mass. Shields are the same way. The result is you need to have a larger reactor to have 3 light weapons in a ship than you do to have 2 experimental. Also it requires more mass to the ship to fully deck it out with lasers, missiles, countermeasures, droid interface, and so on, since you need a high mass reactor. Stepping the reactor drain, say by 500 for each level of weapon and shield type instead of 100, would allow the player more control when trying to balance protection and firepower.


Though this probably belongs on the shipwright board, I feel that there is something wrong with the way components are made. A master shipwright can’t produce engines, capacitors, or boosters to compete with the looted ones, even when using the component enhancements. The base assembly needs to either be higher or there need to be a way for shipwrights to gain special schematics through the reverse engineering of superior components, similar to how the Firespray works.

ZeeEmperials
Sun Nov 07, 2004 6:51 pm
#83

The privateer ace jacket is ugly, please fix this. Something more along the lines of a leather bomber jacket would be neat


Also, if it's called a privateer 'ace' jacket, why isn't our title Privateer Ace, or something with ace in it?





Franciscoe Winthrop ~ Imperial Colonel
Master Fencer/Brawler - Working on Master Smuggler
RSF Ace



IonControl
Sun Nov 07, 2004 9:03 pm
#84

Not sureif it's been mentioned, but the "out of range", er, range is WAAAAAAAAAAAAY to short. Seems to b about 3-4k. I can travel 3-4k in about 30 seconds. Can we get this fixed. Since I can't ctrl select a group members if they're out of range, this poses a potentially serious issue when the fighting gets heavy... I'd suggests making the range more like 8-9k



SOE's favorite Star Wars Quote:
"I am altering the deal. Pray I don't alter it any further..."

Caras Galadon: Born Feb 15, 2003 : Died Dec 14, 2005
Happy-go-lucky Jedi. The last of his kind...
NGE drove me to WoW. "Working as intended"?
Labacca
Sun Nov 07, 2004 11:45 pm
#85

ok venting my frusteration... Imperial Ace, Transdosian.... I need to find a DEV tailor to make my helmet fit my head. no reason going ACE if you cant distinguish yourself on the ground. come on... LET ME WEAR THE HELMET!
EnFERn0
Mon Nov 08, 2004 3:22 am
#86

Bug:

I activated Engine Override 4, and got all but my engines disabled. It worked at only 75%.

Landed and no matter what I did, this followed me.

I had to redeed my ship to get it operational again.



In addition, would like added to the HUD. A reactor monitor (Current energy use and max output)

Since with the use of droids, alters energy useage in space.



-----------------------------------------------------------------------------------------------
'Vek
Master Shipwright
Vendors at Naboo, Krath (5350 3610)

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EnFERn0
Mon Nov 08, 2004 3:49 am
#87






Maitreya-Cirdan wrote:


i reached imperial ace a few weeks ago and have been playing with droid programs and loadout on my decimator to try to get engine overload4/weapon overload 4 to actually work. at this time i am using a 19.5k regen reactor with 11k load and 55.5 recharge capacitor. when i use engine overload 3 and/or weapon overload 3 the ship functions perfectly but the application of either level 4 commands causes the problems.


with engine overload 4 the ship merely shorts out after applying even an additionallow level command... fora markV reactor this should not be happening as this is the best regen i have seen. i do not believe that engine overload 4 is actually bugged, but consumes too much energy for it to actually be utilized in any ship as a 60k mass reactor cannot easily handle it. when i do get the command to function the ship will fly an additional 78 speed over what it would fly with engine overload 3 (with a 95.5 top speed engine), meaning that if the command was not so draining it would not be worth using even then.


weapon overload 4 is just broken. after installing turrets and missles and such using weapon overload3 will allow me to fire all weapons non-stop without draining my capacitor. with weapon overload 4, however, my capactior not only does notregen as fast but drains FASTER than it does without the program running. after removing all that is wanted from my decimator (including only one gun, no missles or any additional load on my reactor,dropping to 7k) and only runningweapon overload 4 itwill not fail or disable my subcomponents in the overview, but will still drain the capacitor faster than without the program running with NO regen after the capacitor is drained. i can still move... that is, until i use engine overload 4.


...even with a 5million mass ship weapon overload 4 and/or engine overload 4 cannot be implemented.





Thats exactly what happened to me.
Ship got fried with Weapon Override4





-----------------------------------------------------------------------------------------------
'Vek
Master Shipwright
Vendors at Naboo, Krath (5350 3610)

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AltharXXX
Mon Nov 08, 2004 5:22 am
#88

1. PVP mechanics :


_Smoke_ for those who think 2-3 shot pvp fights are fair - can you please ask the devs to remove the damage reduction on NPC ships? I'd like to see how people feel after the1-2 hits they see in a normal NPC mission blow them to pieces. I'm just amazed to loot a weapon which has higher average damage than my shieldsfrom a ship which didn't even dent my shields 5% ... Also I find it funny how my z-95 with a speed 63 engine can tailgate a tier 4 tie aggressor.



2. Decay : I haven't completed the study - but I am finding decay to be exactly 10.69% of the damage repaired. So if you have 100 points of damage to repair you will see 10.69 points of decay when you make the repair. The decay is the same in space or on the ground with a repair tool. I don't have the FS repair skill so I cannot comment if repair reduces ship decay.


3. Tier 4 : There are no craftable weapons for tier 4 ? Loot drops for level 8 items are rare and broken. I find better level 1 components than level 8 ones. Who needs a 40k mass capacitor with recharge 22 and 600 stored energy??


4.Droid commands are boring as heck. Instead of having each level giveyou a stronger version of the same thing -add a modifier and let the player tune it when they write the program to the program card. Droids should do stuff like in the movies - like repair stuff!


5. I can do droid adjustments - land and take the adjusted item out. I wouldn't be supprised if high level pilots are adjusting weapons and giving them to their mates.


------------


The invulnertability "bug" is really a feature -- if you are doing a mission and firing at a target which you will destory in 1 hit after the hit which disables it this is kind of desired... for pvp it doesn't quite make sense that the delay is so long - it should be possible to disable a player and not destory them, but having to wait 6 seconds to finish someone...









Althar Maru, Flurry Janta Assassin
status: retired

Would you care to test out a 400 year old sword to see if it's decayed to condition 0? All the prior testers have no comment. Perhaps a gun which was used in WW I and still fires with high accuracy upto 1km?

If that doesn't get you, then start reading current military specifications for combat equipment.
menyou
Mon Nov 08, 2004 5:35 am
#89



For the record I have no problem with Master being in Kessel, it adds to the fun and excitement and challenge. Watering it down isn't the way to go at all.


PvP does need tweaking though, probably the best way is to up the power of shields and NPC weapons. Therefore Our weapons do less damage to our own ships but NPC weapons do the same (precentage wise) whilst NPC's are the same difficulty to kill.




Katier Rax
"Blueberry" Entertainer to the masses
Testcenter Mistress plastic surgeon, Mistress Dancer, Mistress Entertainer, Musician
Starsider Mistress Dancer and Live entertainment supporter


Kniol
Mon Nov 08, 2004 5:44 am
#90






NasherUK wrote:





The thing thats really bugging me at the moment is the decay on chassis, why do we even have it?


Ships are very expensive to start with without having to buy a new one every few days, its especially bad with MP ships because their chassis take a serious pounding. I think the max chassis hitpoints should NOT decay at all,or that special chassis repair tools from shiprights should be able to restore it toit's fullcondition (as not to take business away from shiprights).Because ships decay and eventually become useless makes it so you cant have a "favorate" ship because in a few deaths your gonna have to scrap it, making its quality meaningless also. At the very least there should be no decay AT ALL in kessel, deep spaceor while declared.



One other thing is, deep space is very laggy due to the amount of fighters, I think they need to reduce them a bit.


Message Edited by NasherUK on 11-05-2004 03:46 PM





/agree.


They could make a "Ship Recontruction Kit" much like the "Droid Reconstruction Kit" used by us Droid Engineers to get rid of the Black in the HAM bars of droids.


Then they could introduce a SMALL vitality loss, much like that in pets and droids, reducing the total vitality by (for example) ONE percent for each time your ship is TOTALLY disabled, resulting in you having to Eject, not just each time it takes damage in battle.


-- But that's just my opinion, and Hey! I could be wrong! -- Dennis Miller



Kniol Kiodo
Master Shipwright
Master Droid Engineer
Master Artisan (PRE-Vehicle Patch)
Vendors at (4988, -3844), just 1000m N of Moenia, Naboo
Ahazi Galaxy
"Say what you mean. Mean what you say. Do what you said."
Kniol
Mon Nov 08, 2004 5:48 am
#91



Buchi-Ollin:


You wrote:


"My only redeeming quality is that I hate rebels more in real life than I do in game. "


You're European, aren't you? :->


No American would say that, American having started out as a bunch of "Rebels with a cause".



You want some bread and cheese with that w(h)ine?





Kniol Kiodo
Master Shipwright
Master Droid Engineer
Master Artisan (PRE-Vehicle Patch)
Vendors at (4988, -3844), just 1000m N of Moenia, Naboo
Ahazi Galaxy
"Say what you mean. Mean what you say. Do what you said."
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