Pilot Archive

Thread: ROTW ships: How would you correct them?

Almightyrastus
Tue Aug 16, 2005 5:11 pm
#105

I would say do the same thing that I would like to see balencing PvP and PvE on the ground, have 2 completely different rulesets for each situation, have less handling capibilities and firepower in PvP than PvE (for example)


I am a 100% PvE player and would not like to see any change in the way things are now as with the way that a tier 5 a-wing or droid fighter can handle I am grateful for all the handling and firepower I can get my hands on. Until things like these are balenced to the players stats that are figting them I say leave them well alone, enough in this game has been nerfed due to people complaining about unbalenced issues in PvP, what about the ones of us who never partake in it? why should we lose out because if this?





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pgm2b2
Tue Aug 16, 2005 5:11 pm
#106

Just delete them from game.


Best improvement ever





Farstar
Chewova, Master BH, Master Pistoleer, Alliance Ace Pilot*3
aka
Chyyk, Master Shipwright, Master AS, Master Pilot *3
Starson
Tue Aug 16, 2005 5:21 pm
#107

Just give me an advanced A-Wing with 100k mass, so I can use my master lvl equipment, I am tired of use tier 3 sutff...all the time


I refuse to go Imp., just to get a ship. One of my guild mates gave me a bell, I tried it ....nice...but its not my A.


Yes I am stuborn, just look at my sig....still a Ranger .....still a TKM.....still a A-Wing pilot.





Starrwalker, The Barefoot Ranger
MPilot/MRanger/TKM
Awing/Recon "First in, Last out"
Alliance Commander
Eclipse (LOK)
Washell
Tue Aug 16, 2005 5:26 pm
#108






JanuHull wrote:
WCO4 and WO4 cancel each other? Like hell.





I now realize that I've made a much too broad statement. Given low e/shot guns and a good capacitor, your damage will be increased but the number of shots will stay equal, in that situation andconsidering only the number of shots they cancel each other.


My apologies.

Washell
Tue Aug 16, 2005 5:37 pm
#109






Almightyrastus wrote:

I would say do the same thing that I would like to see balencing PvP and PvE on the ground, have 2 completely different rulesets for each situation, have less handling capibilities and firepower in PvP than PvE (for example)


I am a 100% PvE player and would not like to see any change in the way things are now as with the way that a tier 5 a-wing or droid fighter can handle I am grateful for all the handling and firepower I can get my hands on. Until things like these are balenced to the players stats that are figting them I say leave them well alone, enough in this game has been nerfed due to people complaining about unbalenced issues in PvP, what about the ones of us who never partake in it? why should we lose out because if this?







You don't lose out, all the RotW ships are tremendous overkill for PvE. Setup one of the old ships and give it a serious attempt. After 10 to 30 mins of getting used to it you'll do just as fine. I don't even notice the difference between my old Heavy-X (2 L10's and a L8 gun) and the default- X (2 L7's and a L6 gun)I fly in deep space now. The TIE's and gunboats go down just as fast. If it wasn't for the ISD bridge I would suspect a dmg cap.

JanuHull
Tue Aug 16, 2005 6:02 pm
#110






Starson wrote:

Just give me an advanced A-Wing with 100k mass, so I can use my master lvl equipment, I am tired of use tier 3 sutff...all the time


I refuse to go Imp., just to get a ship. One of my guild mates gave me a bell, I tried it ....nice...but its not my A.


Yes I am stuborn, just look at my sig....still a Ranger .....still a TKM.....still a A-Wing pilot.








Don't try to cram all of the same tier equipment into a ship at one time. Part of learning ship balancing is to select the most applicable equipment from all tiers.


I use Type III armor, a Type II reactor, a Type III Capacitor, a Type IV shield and then a few different levels of looted RE components, none of which are necessarily the "best" of their breed, but the perfect component for my set up.



Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Ducimus
Tue Aug 16, 2005 6:07 pm
#111


Starson wrote:
I refuse to go Imp., just to get a ship.





So go imp to try out imperial pilot and get yourself a boltdriver, and *maybe* pick up a JSF while your at it. Put the factional bias aside, and just FLY man!


BTW, is me, or is this topic starting to go around in circles.

Message Edited by Ducimus on 08-16-2005 06:08 PM



Major Rapax Victis - Commando
Time wasted playing MMO's:
Meridian59, Ultima Online, Everquest, Asheron's Call 1 & 2, Dark Age of Camelot, Anarchy Online, Earth & Beyond, Eve Online, Planetside, Star Wars Galaxies

"I'm really bored."
...has mastered the Pilot profession
Raptor2k1
Tue Aug 16, 2005 6:11 pm
#112






silverlady wrote:


*ROTW ships don't fit a niche...*


You are absolutely correct, but you didn't take it far enough, Raptor


All snub fighters can do anything, and everything, not just the ROTW variety. Imo, they are all grossly overpowered, and fixing WO3 is not going to change that...it's probably going to make it worse. I know you did not say anything about WO3, but I'm just forestalling that point from being brought up.


The way it currently stands: All ships are viable for any, and all engagements, provided they are outfitted well, and the pilot is good.


While the larger ships can certainly fare well in PvP, conventional wisdom dictates that the smaller, faster, and more maneuverable you are, the better.


What this means: If you could only choose one ship to fly, most would choose a snub fighter, to be viable with little to no limitations in any scenario. There are exceptions, of course...Rapax, if you had to choose only one of your ships, what would it be, and why?


As it stands, there really are not any ships that *fill a role*, so to speak. Mass limitations alone are not enough to dictate which ships are *fighters*, and which are *capital ship killers/bombers*, and that's too bad, really.






I'll definately agree to that, though the original balance even with it's problems was better than before the RotW fighters were added. The troubles with the vulnerability of heavy starfighters, bombers, and PoB ships defaintely needs to be addressed as well, but before we can do that we need to try and bring the newer RotW ships into stats appropriate for their role.


Either that, or we could just scrap the mass system and make several chassis catagoriesand say X chassis can only use up toY Tier item forZ type of item.


Ie. A bomber could have Tier 10 shields, but only tier 4 engines, and Tier 10 cannons. An interceptor would be Tier 10 engine, but tier 6 guns, shields, etc.


I'd actually be more in favor of scrapping the mass system for something more like what I just mentioned, but I'm trying to work with what we have presently.



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Imaridril
Tue Aug 16, 2005 6:54 pm
#113






Washell wrote:


The last time I kitted out my A-wing I used 7k/12k (900mass reactor). No changes needed for a WO3 fix, but I'm using WO4 in an A-Wing anyway so the fix won't effect that ship at all. WCO is working as intended, the only reason it seems overpowered is due to the broken WO3, but WO4 and WCO4 pretty much cancel each other out ina 2 or 3 gunned ship. So a fixed WO3/current WCO4 combo will give you a few extra shots, as intended


It are the heavy fighters that'll have the drain of 3/4 guns increased that'll be hit the hardest. I actually think other snub fighters will start using WO4 and get a damage increase once they stop staring themselves blind on the broken WO3.

Message Edited by Washell on 08-17-200501:51 AM






There's no way to know if the Capacitor Overloads are working as intended, since you never know what the devs are smoking, however its my opinion that they're broken, or at best ill-thought out. None of them use any extra reactor energy to run, meaning that everyone just runs Capacitor Overload 4. If that's what the devs intended, then they should just take them out of the game and give everyone a permanent doubling of their capacitor's energy and recharge stats, cause that's what they're doing right now.


As for how a fix to WO3 and the Capacitor Overloads will impact light fighters, lets do some math. Let's assume the following energy drain for the components in a typical, well equipped A-wing...


Engine 1400

Shield 1700

Capacitor 800

Booster 600

Weapon 1900

Countermeasures 900


With the above setup, you can currently run EO4, WO3, and CO4 with a 10k energy output reactor. If WO3 is fixed to use the proper amount of energy, and if the Capacitor Overloads are changed to draw energy in the same manner as the Weapon and Engine Overloads, then here's the size of the reactor you're going to need to run the following droid program combinations...


EO4, WO2, and CO4 - 16k energy output reactor

EO4, WO3, and CO4 - 18k energy output reactor

EO4, WO4, and CO4 - 28k energy output reactor


EO4, WO2, and CO2 - 13k energy output reactor


As you can see from the above numbers, I don't think there's anyway a snub fighter is going to continue running the programs they are now unless they're willing to give up a sizeable chuck of their mass for a higher output reactor. Unless an A-wing pilot is willing to give up EO4, he'll have to setting for dropping to WO2 and CO2. As for running WO4, the only way I can see an A-wing pilot being able to do that is if he is willing to give up an extra 12k+ mass to mount an uber level 7 RE'd reactor, and in an A-wing, 12k mass is a huge amount. Also, lets look at the numbers for capacitor use with WO4. An RE'd level 8 reward gun with a refire of .380 will eat up 352 capacitor energy per second when running WO4. Let's assume that you then have a 1100 energy/45 recharge cap running Capacitor Overload 4. In such a situation, you'll get about 8 total seconds of fire time before you drain your cap, not to mention that your ability to use Cap to Shield Shunt will be severly degraded.


You'll also notice that I left any ordinance out of the above examples. Missile Launchers and Countermeasures draw extra power when you run Weapon Overloads, too. If you want a missile launcher on your A-wing, also, your reactor needs are going to go up even further.


As for heavy fighters, as I said before, a well equipped one is right now doing more damage than it needs to. If you run a duel gun heavy fighter with twin level 10 guns,and you run WO3, its easy to get over 10k PvP damage per hit. That's more than enough to kill almost anyone in one hit. If you drop down to WO2 with such a setup, and drop one of the guns from a level 10 down to a level 8, you'll still be doing enough damage to one-shot most players, especially snub fighters. And the mass you'll free up in the process will be more than enough to mount a huge reactor.






Master Pilot - Adonis Overstar
Pre-NGE Weaponsmith/Armorsmith - Ulrech Overstar

KSE Firespray: Baphomet

WingZero890
Tue Aug 16, 2005 7:31 pm
#114






Even if everyone went back to A-Wings and Interceptors, that'd be a much better change, since we'd at least be flying cannon ships again...



Sorry, I agree that something needs to be done to balance the ROTW ships into proper roles, but dude, you SAW them in episode III.. its not like theyre dev made ships or something *cough*freelance*cough*



Jedi Starfighter/Bel-22: 60k mass seems to be a reasonable amount to reduce mass to, give them a little less than A-wing manuverability since A-wing is supposed to be the best Interceptor.

RGI: Fix the Hitbox. Everything else is fine IMHO

ARC-170: I have some serious problems with this ship, in Episode III you see them blasting through squadrons of droids like its nothing with turrets and foward gun working together, I always saw them as a big heavy gunship type fighter but instead we get this crap?! Come on, 125k mass, handles JUST like the JSF, and has bugs bugs bugs. Up the mass some to about 150k to give us room for better turrets and equipment, fix the gun alignment, and fix the handling to make it like the TIE agressor, or Y-wing (maybe the average of the two?). Of course, it'll still suck in regards to hitting with the turrets, but thats another issue

Vaskai: Cant say, havent flown it.

Heavy X-wing: Havent flown it, but just looking at the stats it completly makes Y-wings, and maybe B-wings obsolete. Bring mass down to 130k or something.

Heavy Noobs- I dont mind the classic ships (ok really the onlycannon ship is the TIE)being useful at a higher tier, but dont let us launch in them with ourLvl 10equipment to grind another squadron at tier 1. Maybe 80k mass too.

Y-8: Sucks for everything. Too big to fight in, too many blindspots, cant mine, cant get admin stats, cant sit down in the pilots chair right, cant even get one now! IMHO there should be a Y-8 only tractor to get the big chunks from the 'roids, that would make it way better at mining if they get a bonus for those rocks. Add the turrets, fix the quest.

Edit: Yes, when I first got ROTW and was grinding pilot at the time, I heard about the 'uber' jedi starfighter and got one, and blew through pilot so quickly without getting a chance to try the other ships since I figured JSF was so good, why would I make a TIE Advanced? I thought 'Now that wasnt that hard, whats the big deal?' Then I tried the opressor, and the other ships. Boy, was I surprised, so I packed the JSF away to have a challenge in PvP. Then I got owned while flying my Opressor by JSFs and Bel-22s. And owned. And owned. And Owned... sure i've killed them a few times but mostly its a 1:10 win/loss ratio, so I packed a massive MK V crafted with max speed to run from those Pwnfighters. Its not really running anyways, more like cutting my losses since odds are I lose against them.

Message Edited by WingZero890 on 08-16-2005 07:38 PM

Message Edited by WingZero890 on 08-16-2005 07:38 PM



Mesacho al'Thor

Elder Shipwright/Elder Merchant

Keep Flyin'
_Saevio_
Tue Aug 16, 2005 8:28 pm
#115

60k mass for jsf and b22? um, no thanks... 90k seems to be just right to me, reduce it to 60k and it becomes obsolete, might as well just get a novice heavy-version ship... why mess with a good thing? Fix the things that need fixing, not the things that work fine as is....



Saevio Metatron

Bladeborn
ugnnnn/\]nngWXgggggggggggggggggggggggggg)
Peace is a lie...


Drop Off All Winnings @ Trade-In Vendor: /waypoint -5738 5313 (Lok)

Ducimus
Tue Aug 16, 2005 8:48 pm
#116



_Saevio_ wrote:
60k mass for jsf and b22? um, no thanks...




I agree, i think they should be 65K to 70K mass

(sorry, couldn't resist)



Major Rapax Victis - Commando
Time wasted playing MMO's:
Meridian59, Ultima Online, Everquest, Asheron's Call 1 & 2, Dark Age of Camelot, Anarchy Online, Earth & Beyond, Eve Online, Planetside, Star Wars Galaxies

"I'm really bored."
...has mastered the Pilot profession
R9D14
Tue Aug 16, 2005 8:51 pm
#117

the bel-22, all the heavy recruit ships and hte JSF ALL have the same stats except 1 elss gun on the starter ships. if your going to cry about the JSF and not hte bel-22 as it seems many of you are you cant leave out the starterships.



What about the RGI's hitbox? barely see ANY complaints about that. If you cant handle it dont fly against it. learn how to take them on. not EVERYONE deserves the rank of ace pilot.




Stuu Pididiot
Rebel Ace Pilot
Crimson 5----Pilot of Hunk-o'-Junk I-XII
Eater of Pie
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