Pilot Archive

Thread: JTL Pilot issues list, version 1.04

Kniol
Mon Nov 08, 2004 5:59 am
#92






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.





I personally haven't had any problems damaging a ship after disabling it. There may be a short pause before you can disable it. You just have to come to a full stop, and by the time you've done that, you can open fire and completely destroy it.





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."
Maverik_Icorik
Mon Nov 08, 2004 11:45 am
#93

I have found that the cause of the lead indicator not working is an issue with lag. Sometimes when I'm fighting enemy ships I put my target on the lead indicator and it hits perfectly however, sometimes as lag takes over the actual place to put your target falls behind the lead indicator. I've had fights where I aim a full 3 ship lengths BEHIND the ship and light them up, then everyonce and a while everything will freeze for a sec and reset with the system, then hitting the lead indicator works perfectly again. The problem is you don't ever know how far to aim behind the indicator at the beginning of a fight to hit, takes a while to find the sweet spot and hit.



Col. Maverik Icorik

Zuul

Ovakito
Mon Nov 08, 2004 2:14 pm
#94



_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....



Ovakito, Gorath-
Master Pikeman
Commando-2-0-4-0
Rebel Pilot- 3-3-3-3
sirsri
Mon Nov 08, 2004 5:03 pm
#95

Couple of thoughts here.

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.



Sri - Valcyn Black Epsilon Imperial Pilot ace.
"Speed is armour" - First Sea Lord, 1st Baron John 'Jackie' Arbuthnot Fisher
Ramona_Garcia
Mon Nov 08, 2004 6:44 pm
#96

I was flying with two imperials in a mission today, being master privateer (smuggler), not factioned. When we attacked a group of Light BS fighters bunching up I flew in the middle of them and used e-pulse 3. It damaged the NPCs, for sure, but it also killed both my group mates at once, which was not intended and should not be possible outside Kessel or Deep Space.


This is a nasty bug, and you all can see how it can be abused.



Ramona Garcia
Dancer
Neutron Pixies



A couple of stories
_Smoke_
Mon Nov 08, 2004 7:02 pm
#97


11/08/2004: Added various Rebel Ace reward clothing issues, Privateer /piratetrap problems, fixed a few typos.


~S

Message Edited by _Smoke_ on 11-08-2004 06:02 PM

TheJusticar
Mon Nov 08, 2004 7:03 pm
#98

I think epulse three is documented as being able to destroy your groupmates somewhere... I know I read that.

Nagosha
Mon Nov 08, 2004 11:36 pm
#99

Another issue I have encountered is Not able to advance to tier 3 due to not being able to finish Rebal Mission of Kidnapping. I was fighting tie fighters for over an hour till I died. I had 3 others to help with the mission as I tried many times only to be killed due to being on my own. I got to the part where the rebs recieved the smuggled ship and then all the tie fighters come. I need to give transmissions up but can't due to the non-ending Tie fighters. Is this a bug or am I supposed to fight non-stop for two hours?


If someone could mail me thier input on this prob, that would be most wonderful. If you passed this level, please let me know how you did it and how long and how many ties ( guessing) you destroyed before the end of mission.



Thanks!


Nagosha
IcedInferno
Mon Nov 08, 2004 11:44 pm
#100

Here's some stuff, I dunno if the Pilot Bugs thread is out of date, but I'll put it there too, just in case.

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

Kalandra
Tue Nov 09, 2004 12:13 am
#101

I'd like to make some points about Master Pilot, particularly relating to Multiperson ships.


1. Multiperson ships currently have an inability to reload missiles/countermeasures in-flight. While I understand the logistics of not allowing this for other fighters, because the missile compartment is inaccessible from the cockpit, this does not hold true for multiperson ships. Take for example the difference between modern day planes. The small fighters, such as the F-16cannot re-load because the missiles are outside the cockpit, but the larger planes, such as the B-52 have extensive bays for bombs, and can release an enormous number of ordinance.


2. No Ordinance/CM/Armour repair panels. As pilot of a multiperson ship, I have no job but to carry the guns around and getting us out of harms way. The missiles, however are my only weapon, and it feels good to fire them. However, if we take damage, my engineers cannot repair the missiles. The only defense against missiles, are countermeasures. If my countermeasures are disabled, I cannot defend my ship, and may as well just sit in the mud. I understand the inability to repair my armour, as its outside the ship. This isn't a huge issue for me, but it would be nice


3. Operations: My Operator cannot see the Ship Status Window (V) and therefore cannot know whether his/her shield/reactor/engine/weapon modifications are working or not.


4. Engineering: My Engineer cannot see the Ship Status Window (V) or the systems buttons, and therefore cannot know which systems need repairing, without running around checking all the panels. Perhaps a terminal, which gives him access to the Ship Status Window, and maybe a highlighted zone on the ship outline as a damage indicator.


5. Damage Scale: A Multiperson ship is supposedly a mini capital ship, as it takes 5 of us to effectively pilot it, we feel that it should be the equivalent of 5 fighters. Why would a group choose 1 MP ship, when 5 fighters would do 5x more damage? Perhaps giving us something like secondary shields or armour, and increased weapon range would help to aleviate this pain.


6. Droid Commands: Level 6 Droids/Flight computers have a data limit of 150. Currently a full set of command types (from light to extreme) takes 120.Rebels have 2 such command types (Shield Adjust/Reinforcement), Neutrals have 1 (Reactor) and imperials have 2 (Weapon/Engine). Since we can trade chips, and can (theoretically) use all commands, we could expect to use 600 (plus the 4 neutralize commands = 604) data slots. The level 6 droid is nowhere near capable of storing all this. I propose either the increase in data limits for droids, or the addition of a second flight computer to multiperson ships. This is, afterall, one of the Operator's main functionalities, one that has been taken away from the pilot to create another job that could be taken by a faster, more effective fighter.


7. Status window: There is no radial option to see the status, like in a house, but typing /structurestatus can provide the same functionality with one small ommission... We cannot see how many items are in our ship, and therefore confirm or deny that...


8. People have reported that their MP Ship/Yacht will only hold 50 items, rather than the stated 75. We gave up a lot for this, we deserve to have at least 1 lots worth of storage. ( will attempt to test this next time I am in mine)


9. PvP Damage: Already covered, but I want to make it perfectly clear we ALL feel this way.


My guild and I dearly love crewing my MP ship, and I personally can't wait till another gets master so I can try out the turrets while moving However, it is slightly frustrating that what takes 5 of us to man, is no more than a very slow, very bulky fighter.I know this is page 5, but I hope someone will find my points valid and add to the main list. *cough* Smoke *cough*


Thank you for paying attention.


Kalandra Tolit

Alliance Ace Pilot

Master Swordsman/Pikeman




L E X X A A R G Y L EK A L A N D R A
MANDALORIAN WARRIOR®MASTER ARMOURSMITHJEDI OUTCAST
R O G U E U N D E R W O R L D
_Smoke_
Tue Nov 09, 2004 12:34 am
#102

Your points have been duly noted, Strongbad-faced icon personage, and I'll be including all of the confirmed major bugs and practical UI improvements in an upcoming list revision.


Thanks to everyone who's contributed so far! I can't promise to list every issue, but I read every post and the most pressing issues will always be strongly considered and discussed.


~S
Areli
Tue Nov 09, 2004 1:58 am
#103






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.




Current main character: Saersha, Privateer and Jack-of-all-Trades (Flurry)
_Paclya_
Tue Nov 09, 2004 2:23 am
#104

I noticed a huge bug for rebel, using space reload gives you missiles with 8.0 damage modifier. I can destroy a gunship tier 5 with 4 of those.



---------
Paclya, little pistolero extraordinaire (but still killing people with a sardonic grin ... well, to be honest I can't kill much people)
Visit PacTweak, all the slicing tools you need (closed for renovation)
-Chimaera-
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