Pilot Archive

Thread: How to Fix the Jedi Fighter.

Ducimus
Wed May 11, 2005 2:05 pm
#92

What we need is a solid benchmark upon which to base balance adjusmtents from. A yardstick that all things manuverable should be compared to.

I dont think the mass on these new ships would be such an issue if they're YPR wasnt so high. The YPR is such that, even at 40K mass, these fighters would be very compedative.



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Alyxian
Wed May 11, 2005 2:13 pm
#93

True, but competative is good that is what we are looking for. Right now...*shrug*



Alyxian Gorgaan
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StarSider
Vegitaa
Wed May 11, 2005 2:16 pm
#94






Ducimus wrote:
What we need is a solid benchmark upon which to base balance adjusmtents from. A yardstick that all things manuverable should be compared to.

I dont think the mass on these new ships would be such an issue if they're YPR wasnt so high. The YPR is such that, even at 40K mass, these fighters would be very compedative.




(Tier 2) TIE/IN: 30k Resources ~40k mass [SP: 1 Guns] 1 missile
[Spdx 0.97 Acc 40 Dec 60 Pitch 300 Yaw 300 Roll 200]


(Tier 2) Kihraxz: 30k Resources ~40k mass [SP: 1 Guns] 1 missile
[Spdx 1.0 Acc 40 Dec 50 Pitch 400 Yaw 400 Roll 200]


(Tier 4) A-Wing: 80k Resources ~65k mass [SP: 1 Guns] 1 missile
[Spdx 1.0 Acc 40 Dec 60 Pitch 250 Yaw 250 Roll 125]


You can see Ducimos point right there. Check out the stats on those ships above. At 40k mass the TIE/IN isn't considered "out of balance" but definately not worthy of PvP. At 40k mass neither is the Kihraxz. The differences are mainly the YPR. The AWing (closest comparison) at tier4 has much worse YPR but higher mass (the higher mass does make it very viable in PvP)... Then we have the stats below...


Heavy Scyk: 95K mass, 1 SP weapon, 1 ordnance, .95 speed, 600/600/300 P/Y/R
Heavy TIE/Ln: 95K mass, 1 SP weapon, 1 ordnance, .95 speed, 600/600/300 P/Y/R
Heavy Z-95: 95K mass, 1 SP weapon, 1 ordnance, .95 speed, 600/600/300 P/Y/R

ARC-170: 125K mass, 1 SP weapon 2 MP, 1 ordnance, .97(?) speed, 400/400/200 P/Y/R
Grievous Fighter: 90K mass, 2 SP weapon, 1 ordnance, .95 speed, 600/600/300 P/Y/R
Jedi Starfighter: 90K mass, 2 SP weapon, 1 ordnance, .95 speed, 600/600/300 P/Y/R


At 90-95k mass (except ARC at 125k) those YPR stats are pretty of the hook. A reduction is in order. I really hate to be involved in this kind of discussion because I have seen many "attempts at balance" go horribly wrong in the past with SWG, but I feel that with Tomo on the case, and all of us in here making genuine rational requests and suggestions we might make it through this one just fine. (Hopefully it won't cause bugs or eat our components when it goes in though...)



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TomoRainer
Wed May 11, 2005 2:19 pm
#95



Alyxian wrote:
I would rather see the mass cut than the YPR, but that is just another opinion.





I'm by no means ruling out a push for mass cuts, but I'd like to see some more discussion on it first.

The PYR accel, on the other hand, seems undeniably excessive. Dropping these numbers to be in line with similar ships rather than keeping them at what appears to be the max (possibly the default?) for PYR accel strikes me as a fair and necessary change that would begin to address the balance problems here.







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Alyxian
Wed May 11, 2005 2:41 pm
#96







TomoRainer wrote:





Alyxian wrote:
I would rather see the mass cut than the YPR, but that is just another opinion.







I'm by no means ruling out a push for mass cuts, but I'd like to see some more discussion on it first.

The PYR accel, on the other hand, seems undeniably excessive. Dropping these numbers to be in line with similar ships rather than keeping them at what appears to be the max (possibly the default?) for PYR accel strikes me as a fair and necessary change that would begin to address the balance problems here.





Agree, I should have been a bit more verbose (work day so I am just giving quick responses )


I agree that the YPR does need a cut, I would however like to see these ships stay fast and light, except possibly the ARC, that one looks like it should be more at the Oppressor/FireChicken levels. I think this, combined with a mass cut would make them in line with existing ships. A-Wing, Jedi, Grevious, Syck Heavy, and TIE Heavy, and Z-95 Heavy,all nice fast light ships, and two in each faction. Since the Jedi is a one time loot, it makes sense to keep the Advanced/Interceptors at the same point they are.


I would also like to advocate putting the "Heavies" into tier 3 or 4. Making these Tier one means you can effectivly remove the other tier 1 and 2 ships from the game. Keep the Lizzy, but that is about it.



Alyxian Gorgaan
"Just an honest Trader"
Will Fly for Booze
Ships, Paint, Missiles, Droids, and More!
Shop located in Tal Kyrte on Lok, in the Mall
StarSider
Ducimus
Wed May 11, 2005 3:43 pm
#97

>>Check out the stats on those ships above. At 40k mass the TIE/IN isn't considered "out of balance" but definately not worthy of PvP. At 40k mass neither is the Kihraxz. The differences are mainly the YPR. The AWing (closest comparison) at tier4 has much worse YPR but higher mass (the higher mass does make it very viable in PvP).
>>

Minor rebuttle

T/Ln is acutally very PvP viable. Ive Pvped in one, a couple others have too. All 40K mass means is you go light on the shield. You can still pack a L6 engine, L7 gun, and run EO4 in one. What acutally makes this ship hard to PvP in, is its chinmounted gun vs an A wing running EO4.

The Kihrax is in the same boat. Offhand id say what balances out its YPR is its larger profile. Both ships are PvP viable, its just most pilots wont attempt it. 40K mass, and they immediatly toss the chassis into the refuse pile.

The A wing is acutally somewhere in the same class as the T/I or T/A. However its small size is balanced out by its 0.8 (or so) reduction in Yaw and Pitch.

Now all that in my mind, begs the question how big or small is the profile on the ROTW ships? Even if its large, does a large profile jusify twice the YPR rating of a T/A at almost the same mass as an Xwing? I personaly don't think so.
These ships are quite simply, mutants.


At the core of the issue is this:

High YPR mixed with high level components.



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...has mastered the Pilot profession
TomoRainer
Wed May 11, 2005 4:06 pm
#98



Ducimus wrote:
>>Check out the stats on those ships above. At 40k mass the TIE/IN isn't considered "out of balance" but definately not worthy of PvP. At 40k mass neither is the Kihraxz. The differences are mainly the YPR. The AWing (closest comparison) at tier4 has much worse YPR but higher mass (the higher mass does make it very viable in PvP).
>>

Minor rebuttle

T/Ln is acutally very PvP viable. Ive Pvped in one, a couple others have too. All 40K mass means is you go light on the shield. You can still pack a L6 engine, L7 gun, and run EO4 in one. What acutally makes this ship hard to PvP in, is its chinmounted gun vs an A wing running EO4.

The Kihrax is in the same boat. Offhand id say what balances out its YPR is its larger profile. Both ships are PvP viable, its just most pilots wont attempt it. 40K mass, and they immediatly toss the chassis into the refuse pile.

The A wing is acutally somewhere in the same class as the T/I or T/A. However its small size is balanced out by its 0.8 (or so) reduction in Yaw and Pitch.

Now all that in my mind, begs the question how big or small is the profile on the ROTW ships? Even if its large, does a large profile jusify twice the YPR rating of a T/A at almost the same mass as an Xwing? I personaly don't think so.
These ships are quite simply, mutants.


At the core of the issue is this:

High YPR mixed with high level components.




From the one test I've done, the JSF's profile looks slightly smaller than an A-Wing. The Grievous is actually a pretty large target--not huge, but not gnatlike either--and so it worries me much less. In fact, other than the PYR stuff, I don't really have any problems with it. Pretty similar to a Dunelizard in a lot of ways, really.

By the way.. I can't test this for a while (and should probably know anyway, heh), but how exactly does the speed modifier affect turn speed? The same as with normal speed, i.e., a chassis with a .95 speed mod turns at .95 * the engine's PYR stats?

I hadn't really thought about this before, but if that's the case, the .95 mod on the JSF makes it somewhat less uber--an RE'd level 8 engine in one of these things is going to be roughly equivalent to a level 6 in an A-Wing.







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


Vicotnik
Wed May 11, 2005 4:20 pm
#99






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).





I must be blessed then, or something. After an hour and a half flying my uber-ARC yesterday, I came back with a full inventory of space loot.


I can't say that I've noticed a drop in how often loot is dropped, not since beta anyway. I do remember getting loot from every kill during beta,often several components from one ship. Only loot "nerf" I ever saw was when that was removed.


Of course, after an obscene amount of millions of prestige XP, I've only so far found one good looted component...





--------
Particle effects, BAD!!! Nice, realistic graphics, GOOD!!!
Ducimus
Wed May 11, 2005 4:25 pm
#100

Off the top of my head , a 0.95 spd mod chassis has a corner velocity of about 65%.

dunelizard / xwing for example.

a 1.0 spd mod chassis has a corner velocity of about 85%.

T/A / A wing for example.


In straight flight, i think its about a 150 (give or take) speed differnce.

My next question is, whats the throttle settings on these new ships? Just because their a 0.95 mod means they'll be at 65%. Starterships are an example of this.



Major Rapax Victis - Commando
Time wasted playing MMO's:
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"I'm really bored."
...has mastered the Pilot profession
Vicotnik
Wed May 11, 2005 4:25 pm
#101






Alyxian wrote:
I would rather see the mass cut than the YPR, but that is just another opinion.






I'd guess it's much easier to fix the YPR than the mass. Don't quite trust the developers to tinker with the mass on ships that already exist, really...


Besides, anyway you look at it, it's first and foremost the YPR that is out of whack. A mass cut would be have to be so brutal that the ships would end up being low-mass fighters instead of what they now are. Their current YPR is that of newbie ships, and that's just not right unless you've got low-end engines mounted on them.





--------
Particle effects, BAD!!! Nice, realistic graphics, GOOD!!!
JediNg
Wed May 11, 2005 4:28 pm
#102






Ducimus wrote:
Off the top of my head , a 0.95 spd mod chassis has a corner velocity of about 65%.

dunelizard / xwing for example.

a 1.0 spd mod chassis has a corner velocity of about 85%.

T/A / A wing for example.


In straight flight, i think its about a 150 (give or take) speed differnce.

My next question is, whats the throttle settings on these new ships? Just because their a 0.95 mod means they'll be at 65%. Starterships are an example of this.





80%, actually.

On the A-Wing anyway.

Message Edited by JediNg on 05-11-2005 04:31 PM



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darmokVtS
Wed May 11, 2005 5:39 pm
#103


Vicotnik wrote:

And what, exactly, do you expect will happen if we add "heavy" and nimble ships, where the mass is not far off from these said bombers?




I don't think I asked for this, did I? The ships in question for me (I can't get the ARC, it can be all godlike, I don't mind as I don't get to fly it anyway and I don't mind if others get some nice toy to play with that I cannot get ) are about 120k mass away from a krayt gunship and 100k from the Rihkxyrk, that's pretty far off for me .

My freelancer's Rihkxyrk (I don't like the Krayt for its looks) is btw STILL a lot more efficient in every PvE situation than my imperial's Jedi Starfighter (as it is naturally doing a lot more damage due to the third blasterslot and the 100k more mass to actually put some heavy stuff in it) but a lot less fun to fly :/.

Message Edited by darmokVtS on 05-12-2005 02:40 AM




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Vicotnik
Wed May 11, 2005 11:26 pm
#104






darmokVtS wrote:




Vicotnik wrote:

And what, exactly, do you expect will happen if we add "heavy" and nimble ships, where the mass is not far off from these said bombers?



I don't think I asked for this, did I? The ships in question for me (I can't get the ARC, it can be all godlike, I don't mind as I don't get to fly it anyway and I don't mind if others get some nice toy to play with that I cannot get ) are about 120k mass away from a krayt gunship and 100k from the Rihkxyrk, that's pretty far off for me .

My freelancer's Rihkxyrk (I don't like the Krayt for its looks) is btw STILL a lot more efficient in every PvE situation than my imperial's Jedi Starfighter (as it is naturally doing a lot more damage due to the third blasterslot and the 100k more mass to actually put some heavy stuff in it) but a lot less fun to fly :/.

Message Edited by darmokVtS on 05-12-2005 02:40 AM




You asked for ships like the A-wing to be "boosted up to the level of the Jedi-Starfighter level". Depends on your definition of heavy, I guess, but I'll bet that I could outfit an A-wing with as much mass as the Jedi Starfighter that would make my B-wing completelyobsolete. And on top of that, it would also handle much better. Yeah, sounds balanced indeed.


And no, I would not use any pre-nerf items, the few that I have left are already on my B-wing. But when a fighter gets that much mass, so that it can do the job of bomber just as good, then things are completely out of whack.



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Particle effects, BAD!!! Nice, realistic graphics, GOOD!!!
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