Pilot Archive
Thread: JTL Pilot issues list, version 1.04
mrkab wrote:
Is the disablement bug really a bug? I know that when a player disables a ship that no other players can damage it, but I thought this was intentional since quite often they need to disable and dock with the target. Are there instances where not even the player who disabled it can damage it? I hadn't heard of that.
_Paclya_ wrote:
_Smoke_ wrote:
Rebel Helmet: The "Rebel Helmet" is the new "Imperial Hat". Rebels want the traditional movie helmet as a wearable item.
You're quite missinformed.
I'm rodian an I can wear the helmet.
I feel your pain, stupid racist devs....
Master level content (or lack thereof). Esspecially non PvP zone content.
Weapon damage - is the damage done per 'bolt' or split over the bolts. I suspect if any bolt from the shot connects it does full damage but I'm curious.
Imperial pilots in general - no option for imp base on dantooine (though there is a terminal there which works have to use the escape thing to get there).
Storm - Uh tier 3 mission 1, 2 etc... they seem to get roughed up a fair bit.
BE - Tier 3 mission 2 - way too long for its difficulty (or lackthereof, right till the end).
Weapon overload 4 can disable a gun, which is somewhat amusing. I'm not sure how this is supposed to work. Some indication of what droid progams you have running what they're doing might be nice.
Item issues - this is as much a SW thing as anything else. Wildly varying stats on items of the same level etc... (there are some item stat display bugs too but those are usually obvious enough when they happen).
Some things don't seem to take damage when you hit them from certain angles (when they're jousting you, and you shoot them they don't always take damage, very strange).
Shields that are like 70k mass + need to have much better shield numbers, unless I've had really crappy luck. The big multipassenger ships are obviously easy to hit and die as fast as a heavy fighter.
Minor point and maybe more SW than pilot. Weapon bolt animations. It would be nice if weapons said on them 'bolt type 1, 2 3 4 etc...' or something more descriptive so we knew in advance what they looked like (mostly for REing purposes, but just in general). Something like 'average DPS' of a gun on it would be handy too. I have pages and pages of stuff which is my scawling down numbers about my guns and gear. A though that might be neat is if a SW could combine a colour crystal with a gun to give it that colour bolt (maybe crystals should be JTL loot).
There seems to be some bug with jedi dying in multipassenger ships - as much a jedi issue as pilot (I think they loose xp if they aren't the pilot or something?).
Loot filters when looking at them. Sort by level as well as type please.
The rebel corvette - some of the parts you have to damage can only be damaged from strange angles (the secondary and shield and bridge come to mind, the bridge you have to destroy from straight on, you can't hit it from the sides). As well the corvettes whip around a bit too fast.
If you disable a target then select a new one, target a subcomponent and the previous disabled target is killed you lose your subcomponent target.
There needs to be some xp weighting too. Basically I can fly out, disable a tier 5 bomber, have a level one guy blow it up and he still gets the full 8k xp, though this may be intentional (if it is thats fine it just seems a little strange that PLing would be so easy).
The space UI is separate from the ground UI and not adjustable. Spatial should take your default settings from ground spatial the first time you launch.
Grouping in space. The /invite command seems to have the same range as on the ground, or at least very short range it doesn't need to be 10Km, but like 1Km might be nice.
Also a JTL issue more than pilot specific. When using allowmultipleinstances=true, if one character is in space you can't seem to get another to start up.
~S
Message Edited by _Smoke_ on 11-08-2004 06:02 PM
The KSE Firespray (and the Nova Courier, from what I understand) have a serious problem with the targetting reticle. The closer you get to your target, the WHOLE RETICLE moves towards one part of the screen. This is very confusing, and unneeded.
Also, a lead on why Weapon Tuning 2,3, and 4 aren't working...
The manual command is listed as:
/droid droidcommand_weaponeffeciencytwo
You'll notice the misspelling of the word "efficiency". Perhaps this has something to do with why they don't work?
-Khylan-
EDIT: I typed this post from Deep Space for thrills. I'm still alive.
Message Edited by IcedInferno on 11-09-2004 01:47 AM
potatotr0ll wrote:
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.
I agree strongly with this idea. I REALLY wish I could still fly my Scyk, it was one of my favourite ships. It has a unique look and a great profile for targetting, and I love light ships. I think that some of the early-level ships should have a master-level equivalent, identical in appearance but with better stats. Variety should never be underestimated, and in a lot of ways all the ship is is a skin/avatar. Imagine if they limited all of us to one avatar... oh wait, composite armour.
That said, I plan to fly my Kihraxz as my main bouncing around ship once I master... not for combat, but for the enjoyment of the thing. That is such a fun little ship.