Pilot Archive

Thread: PILOT POLL: List your top issue for the new year.

amiller44
Fri Jan 07, 2005 12:00 pm
#105

1) If I am going to spend hours looting hundreds and hundreds of ship parts (and I did) for a Firespray it should be better than the new M-22 Krayt, and for heavens sake please do something about the weapon convergence. I think the mass is good but give the Firespray a third foward firing weapon bay like the Krayt or something.


2) I know you are only counting the first one but being able to use our prestige points for something would be nice too.


Aarion Miller

Ahazi <HERO>

Master TKA, and Doc.



____________________________________WISE MAN SAY_______________________________________________


"Never argue with a Fool. They will drag you down to thier level and beat you with experience."



ActiveNick
Fri Jan 07, 2005 12:34 pm
#106

Smoke... you *need* to make sure the faction-problems privateers sufder is fixed. We need to be able to earn FPs in DS when we join the side of our ground-faction. And then there's the perma-overt bug some seem to have.


My main post-master content is DS... but there is little value in killing since I get little cash, few loot and no FPs.


Thanks,




Nix Wynters, Professional Live Performer ***SNOG***

Master Musician - Master Dancer - Master Entertainer - Popularity Rank 3 Musician & Dancer - Expert Hairstylist - Sexy Snogger - Space Party Host - Club Nix Owner - RSF Ace Pilot

Come see me at *Club Nix* in Ticonderia, Talus (near IO) or in Theed Cantina on Flurry

Looking to buy skill tapes for Dance and Music Mind Enhancement on Flurry (currently +106% Dance / + 102% Music Buffs)




Nix Wynters, Professional Live Performer (Undercover Persona)
Elder Entertainer, Dancer, Musician, ID - Double Rank 3 Popularity - RSF Ace Pilot
Nix' Wynters, Imperial Special Agent Undercover
Elder Bounty Hunter - Tier 2 Imperial Pilot
Dhraax Wynters, Imperial Colonel and Follower of the Sith (aka Darth Peior)
Great Dark Force Wielding Knight - Imperial Ace Pilot
Rrowl, Kashyyykian Smuggler
Elder Smuggler
Xxin Sretnyw, Professional Ithorian Crafter and Businessman
Elder Shipwright, Droid Engineer, Artisan - Entrepreneur

_Smoke_
Fri Jan 07, 2005 1:50 pm
#107

Excellent info so far, everyone. I'm going to leave the thread open for two more days to cover any stragglers, then close it down. My very tentative, rough list of the issues and their estimated rank overall so far is as follows:


1: No post-Master content.


2: PvP needs to last longer / less one-shot kills


3: Loot inconsistencies (inappropriate certs for tier and certain loot needs going unaddressed)


4: Weapon convergence issues


5: More datapad slots!


6: Broken reticles and lead indicators in some ships (especially the Firespray)


7: No neck on the freelancer helm


Please keep in mind that this list is extremely malleable at this time -- it will definitely expand to cover at least three more items and the rankings will probably shift around a bit; I'll be using your feedback as the primary tweaking tool.


Thank you to all who have participated so far! Please keep the input coming.


~S
NeonCoyote
Fri Jan 07, 2005 2:19 pm
#108






ActiveNick wrote:

Smoke... you *need* to make sure the faction-problems privateers sufder is fixed. We need to be able to earn FPs in DS when we join the side of our ground-faction. And then there's the perma-overt bug some seem to have.


My main post-master content is DS... but there is little value in killing since I get little cash, few loot and no FPs.


Thanks,




Nix Wynters, Professional Live Performer ***SNOG***

Master Musician - Master Dancer - Master Entertainer - Popularity Rank 3 Musician & Dancer - Expert Hairstylist - Sexy Snogger - Space Party Host - Club Nix Owner - RSF Ace Pilot

Come see me at *Club Nix* in Ticonderia, Talus (near IO) or in Theed Cantina on Flurry

Looking to buy skill tapes for Dance and Music Mind Enhancement on Flurry (currently +106% Dance / + 102% Music Buffs)





Perma Overt has nailed me at least 12 times. though Most of them have been from ground combat.


I would love to see this fixed. As it is now it can only be fixed when you are online which causes you (if you are LUCKY) to hide for 2-6 hours waiting for CSR to fix it... but most often another overt finds you and kills you during that time.


Mine usually gets stuck on ground though and often via TEF flag that never goes away.





Playin Since Closed Beta - Hologrinder - 3 test toons - 8 live toons
Converted supporter of NGE and Long time suporter of SOE
If someone tries to kill you, you try and kill em right back.

NeonCoyote
Fri Jan 07, 2005 2:31 pm
#109

I would like to see the ordinances in MPS ships attached to the gunners. Not sure how the other master ships work, but my YT 1300 has 2 ordinances and 2 gun turrets. Mount those puppies onto the gun turrets and allow for each gunner to fire one each.


Since too much manuvering screws gunners up, I dont see much use for them being controlled by the pilot or co pilot.


also... Make auto pilot work when you get out of a pilot seat. Heck pilots in planes today can set a plane on auto pilot and move about and the plane doesn't fall from the sky when they do. This way if we were say in a YT 1300 and under attack, we could turn on the auto pilot and run up to the gun as the ship continues to it's destination or gets disabled trying. (BTW I am against putting a pilot controlled gun on the YT 1300... Though it would be amusing on the Krayt)



Playin Since Closed Beta - Hologrinder - 3 test toons - 8 live toons
Converted supporter of NGE and Long time suporter of SOE
If someone tries to kill you, you try and kill em right back.

NeuralBurn
Fri Jan 07, 2005 2:35 pm
#110

Love this one Bro! Wanted to make sure it is #1 on someones list


here is my Idea for Master Pilot customization of jackets and ships
Since each pilot type has different factions (example Hutts, Corsec ect.) Each Jacket should have a different Badge.
Perhaps since the Hutts are Pirates and Mercs, they might sport a skull. Their ships may also be able to sport a skull.

a) Jackets would be customized by the following.
1) You would have to have the original Pilot jacket.
2) You would need to complete a fun master level quest. The reward would be your devision Badge.
3) you would then take both items to a tailor who would add a few other parts and combine them producing your new master Jacket. Also the jacket would be upgraded in durability from 100/100 to 10000/10000 (why once in a lifetime items are only given 100/100 is beyond me, just keeps folks from wearing em... and it's not like they have sockets or special abilities) Perhaps the upgrade would socket them?

Jacket design would remain the same, but would change color and badge would be shown, so say a Hutt Jacket would turn Black or Dark gray (but no more blue/gray) and have a skull on the back. Corsec Jacket would change to Corsec colors and sport a corsec badge ect.

Rebels and Imps would have their own devision Jackets. So you could tell by the Jacket which devision they mastered.

(Neutral helm could be taken to an armorsmith and have a neck added)

b) A quest would be available for devision specific paint kits. These items would not be traceable and could only be applied by a master of the correct devision. Redeeding would remove the division.
S-1-l2-H-C
Fri Jan 07, 2005 2:46 pm
#111



_Smoke_ wrote:
Excellent info so far, everyone. I'm going to leave the thread open for two more days to cover any stragglers, then close it down. My very tentative, rough list of the issues and their estimated rank overall so far is as follows:
1: No post-Master content.
2: PvP needs to last longer / less one-shot kills
3: Loot inconsistencies (inappropriate certs for tier and certain loot needs going unaddressed)
4: Weapon convergence issues
5: More datapad slots!
6: Broken reticles and lead indicators in some ships (especially the Firespray)
7: No neck on the freelancer helm
Please keep in mind that this list is extremely malleable at this time -- it will definitely expand to cover at least three more items and the rankings will probably shift around a bit; I'll be using your feedback as the primary tweaking tool.
Thank you to all who have participated so far! Please keep the input coming.
~S






as for the one shot pvp kills, it should stay 1-2 shot for when you are shooting fighters but the larger ships need better shields. i think that the damage should come down a little bit more and the higher level shields need to be seriously beefed up, as in a lvl10 shield with about 5k front/back should be fairly common, but should have insane mass on it.

if you just nerf the damage, than awings will become (even more) unstoppable. as it is now the only way to kill an awing is to get lucky and hit him first. if it takes 5 shots to kill an awing and 7 shots to kill something like a krayt, the awing will win everytime. it needs to be more like 1-2 shots to blow up a fighter and 4-5 for heavy attack craft.



____________________________
Starsider:
Harotak, Imperial Ace, pilot of the RGI "No Quarter" and the "ISS Enforcer"
Katorah, Corsec Security forces, Captian of "The Unrelenting
Harotak', Rebel Terrorist
KyrYxus
Fri Jan 07, 2005 2:52 pm
#112






S-1-l2-H-C wrote:





_Smoke_ wrote:

Excellent info so far, everyone. I'm going to leave the thread open for two more days to cover any stragglers, then close it down. My very tentative, rough list of the issues and their estimated rank overall so far is as follows:


1: No post-Master content.


2: PvP needs to last longer / less one-shot kills


3: Loot inconsistencies (inappropriate certs for tier and certain loot needs going unaddressed)


4: Weapon convergence issues


5: More datapad slots!


6: Broken reticles and lead indicators in some ships (especially the Firespray)


7: No neck on the freelancer helm


Please keep in mind that this list is extremely malleable at this time -- it will definitely expand to cover at least three more items and the rankings will probably shift around a bit; I'll be using your feedback as the primary tweaking tool.


Thank you to all who have participated so far! Please keep the input coming.


~S








as for the one shot pvp kills, it should stay 1-2 shot for when you are shooting fighters but the larger ships need better shields. i think that the damage should come down a little bit more and the higher level shields need to be seriously beefed up, as in a lvl10 shield with about 5k front/back should be fairly common, but should have insane mass on it.

if you just nerf the damage, than awings will become (even more) unstoppable. as it is now the only way to kill an awing is to get lucky and hit him first. if it takes 5 shots to kill an awing and 7 shots to kill something like a krayt, the awing will win everytime. it needs to be more like 1-2 shots to blow up a fighter and 4-5 for heavy attack craft.





Couldn't agree more. BUT MP ships should take 10-12 direct hits. Heavy Fighters 4-5 and light fighters 1-2.



~*~*~Kyr'Yxus Eloc~*~*~
Elder Smuggler
Captain of Tradewind



NeonCoyote
Fri Jan 07, 2005 3:12 pm
#113

Oh yes i almost forgot! Allow Imps and Rebels to operate a neutral OPPS chair in MPS!



Playin Since Closed Beta - Hologrinder - 3 test toons - 8 live toons
Converted supporter of NGE and Long time suporter of SOE
If someone tries to kill you, you try and kill em right back.

MasterSad
Fri Jan 07, 2005 7:36 pm
#114



Gillidus wrote:


MasterSad wrote:
My top issue: only heavy ships have access to faster engines. Which makes ships that are supposed to be fast (and small) being outrun by much heavier ships with faster and heavier engines and also p/y/r values.




I know!!! A lvl 2 or 3 engine in a tier0 ship should be the fastest. With the way it is now the Death Star would be the fastest ship in the galaxies!




Indeed, lol! Imagine Death Star outrunning tie fighters and making circles around them!

Actually bigger problem is that engines' stats are not even close to ships chassis limitations (I am talking about p/y/r stats).



Sad
Imperial Pilot Ace, Sergeant

JSF has only one weakness - its pilot...
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S-1-l2-H-C
Fri Jan 07, 2005 8:21 pm
#115

speaking of engine stats, nothing makes me madder than they way they nerfed the reward engine. if it was too fast, then they should have made everything else faster and then reballanced the chassis speed multipliers. right now you cant touch people with prenerf engines, and not just the reward either. i fly on starsider with a wingman that has a lvl8 108 speed engine is his adavanced and cruises at just over 1400 speed and does better than 1700 on boost. here i am trailing behind doing 1060 with my re'd post nerf reward. you just cant get engines like that anymore, they dont drop. and decay is practicly non existant since you can get free repairs by just going to deep space and leaving, so the people that do have them can get a good year worth of use out of it if not more.

i agree that 1200 and 1400 are way too fast since it makes pvp almost pure luck, but they should have made the playing field level and not seperated the players into the "haves" and the "have nots". everyone should be on equal ground. this is a multiplayer game and the #1 priority should be ballance.

Message Edited by S-1-l2-H-C on 01-07-2005 07:21 PM



____________________________
Starsider:
Harotak, Imperial Ace, pilot of the RGI "No Quarter" and the "ISS Enforcer"
Katorah, Corsec Security forces, Captian of "The Unrelenting
Harotak', Rebel Terrorist
TFA_Maverick
Fri Jan 07, 2005 10:02 pm
#116

Ok, not counting the plasma alarms...



1. Enemy Fighter AI - Is extremely, extremely stupid, and identical at all tiers. They always fly the exact same, extremely predictable flight paths and do so leisurely as if they don't even care for their lives. Going back and playing X-Wing and TIE Fighter over the weekend, it becomes obvious that the second-to-lowest levelAI in those games (officer) can fly absolute circles around any enemy in JTL. This, to me, is an extremely high priority for immersion... Enemies need to learn some new evasive tactics and creative flight patterns to keep PvE in space entertaining. On the flipside though, this is currently over-compensated for by giving enemies upwards of 90% firing accuracy. It seems as if the Devs desperately want to eliminate any sort of fancy or evasive flying from the game, even on the player side, because there is currently no icentive to; no amount of fast or evasive flying can currently throw off enemy targeting.


2. Space PvP Damage Reduction/Recalculation/Equalization - Yes, I said equalization. Perhaps for PvP, all cannon fire can be either given a flat, reasonable damage value, or a small range of values (with like a 500 point difference from top to bottom of the range) that are calculated based on your weapons' destructive power as compared to some galactic benchmark. Say, being rated at 1500 would do 800 damage... being rated at 3000+ would do 1050... being rated at less than 800 would do 550, or something along those lines.


3. Space PvP Kill Count/Rankings - As it's currently the only real thing for Aces to aspire to outside of babysitting newer pilots until they get ace and can do the same, there needs to be a way to encourage this and make it competitive. Personal Count and Ranking systems would be a start... and something that's more of a pipe dream, but would be really, reallyawesome, would be if guild terminals could have a "Killboard" option added, which would show all guild members ranked by how many space player kills they have. That would actually be great to have separately for ground kills, but that's for a different forum. It would also be interesting if you could access at starports or planetary capitals a Galaxy-Wide Killboard that would show the top 500 players, ranked by player kills, and also another option to show them by a player rating... which could be something more similar to the current ground PvP rating, or some formula based on kill/death ratio, etc.


4. Lack of Ultra-Heavy Defenses for MPS - Currently no better defended than starfighters, just bigger and slower targets


5. MPS Autopilot (cruise mode, and ability to set multi-waypoint flight path, as for a yacht cruise)




Jason'R Horn

Mayor of New Cardia, Dantooine
Sub-Primus, Central Imperial Order
NeonCoyote
Sat Jan 08, 2005 5:13 am
#117






TFA_Maverick wrote:

Ok, not counting the plasma alarms...


4. Lack of Ultra-Heavy Defenses for MPS - Currently no better defended than starfighters, just bigger and slower targets




Thumbs Up!




Playin Since Closed Beta - Hologrinder - 3 test toons - 8 live toons
Converted supporter of NGE and Long time suporter of SOE
If someone tries to kill you, you try and kill em right back.

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