Pilot Archive
Thread: Question about overload programs
Page 1 of 1
Loki_Ashaman
Fri Dec 10, 2004 3:25 pm
#1
Hi! Try the pilot forum, its a little ways above this forum in the profession listing... actually, just go here:
http://forums.station.sony.com/swg/board/message?board.id=pilot&message.id=32946
thecolonelcardaks
Sat Dec 11, 2004 1:56 am
#2
I was curious about the overload programs.
1) do you folks use them all the time? It seems like they can really trash components, especially if you have a good engine or something, how do you get around this? I would like to use them more, but don't want to destroy my stuff.
2) How does that shunt program work? Does it enhance your shields or just "heals" them?
Thank you!!
Diorchas
Sat Dec 18, 2004 10:47 am
#3
I'm sure that this has been covered somewhere before but everyone seems to have varying opinions on it...
Do the various Overload programs damage the components they overload?
If so, how much?
If so, is there any way to repair said components to the original maximum armour points?
Again assuming that the programs do damage, how quickly do they render the component worthless? I ask this because I see people swearing by the programs, but if those programs are killing your uber RE'ed Capacitor/Weapon/Engine/etc doesn't it make more sense NOT to use them?
Anyone who can definitively answer this or point me at a post which does, I appreciate your help.
Diorchas
Sat Dec 18, 2004 10:48 am
#4
I'm sure that this has been covered somewhere before but everyone seems to have varying opinions on it...
Do the various Overload programs damage the components they overload?
If so, how much?
If so, is there any way to repair said components to the original maximum armour points?
Again assuming that the programs do damage, how quickly do they render the component worthless? I ask this because I see people swearing by the programs, but if those programs are killing your uber RE'ed Capacitor/Weapon/Engine/etc doesn't it make more sense NOT to use them?
Anyone who can definitively answer this or point me at a post which does, I appreciate your help.
Electro5
Sat Dec 18, 2004 11:08 am
#5
Weapons Overloads do no damage to your components.
Engine, Capacitor, and Reactor overloads all do a few points of damage to the component they enhance.
However, anything that is Overload 3 and below, you can repair the damage without any decay at all, therefore keeping your components in top shape provided you repair them before you take more damage or run the overloads again.
Overload 4 does do some decay to your components, not sure how much though.
Rogue1970
Sat Dec 18, 2004 11:21 am
#6
Yes they'can' - here's the details....
Astromech/Flight ComputerData Storage and Speed(provided by SciguyCO)
Level 1: 20 capacity
Level 2: 40 capacity
Level 3: 70 capacity
Level 4: 110 capacity
Level 5: 125 capacity
Level 6: 150 capacity
Droid commands will execute in (Interface Speed * Level of Command) seconds. That is, with a 15.0 speed interface, level 1 commands take 15 secs, level 3 take 45, level 4 take a minute. Overload routines of all levels were tested to take (Interface Speed * 5) seconds, either by bug or design.
Mute Droid
Data Size: 5
Keeps your droid from making random noises
Data Size: 5
Keeps your droid from making random noises
REBEL ROUTINES
Shield Normalization
Data Size: 5
Redistributes shields to 100%/100% of normal hitpoints and regeneration rate
Data Size: 5
Redistributes shields to 100%/100% of normal hitpoints and regeneration rate
Shield Front/Rear Adjustment
Light
Data Size: 5
Redistributes shields to 120%/80% of normal hitpoints and regeneration rate
Moderate
Data Size: 10
Redistributes shields to 130%/70% of normal hitpoints and regeneration rate
Heavy
Data Size: 20
Redistributes shields to 140%/60% of normal hitpoints and regeneration rate
Extreme
Data Size: 40
Redistributes shields to 150%/50% of normal hitpoints and regeneration rate
Light
Data Size: 5
Redistributes shields to 120%/80% of normal hitpoints and regeneration rate
Moderate
Data Size: 10
Redistributes shields to 130%/70% of normal hitpoints and regeneration rate
Heavy
Data Size: 20
Redistributes shields to 140%/60% of normal hitpoints and regeneration rate
Extreme
Data Size: 40
Redistributes shields to 150%/50% of normal hitpoints and regeneration rate
Shield Front/Rear Reinforcement
Note: if there is less damage to the recipient shield bank than is being transferred in, the remainder is lost; that is, if you're sending 250 points from front to rear shields but only 100 points of rear shield damage have been incurred, the front shields will still lose 250 points.
Light
Data Size: 5
Redistributes 25% of existing power from one shield bank to the other
Moderate
Data Size: 10
Redistributes 50% of existing power from one shield bank to the other
Heavy
Data Size: 20
Redistributes 75% of existing power from one shield bank to the other
Extreme
Data Size: 40
Redistributes 100% of existing power from one shield bank to the other
Note: if there is less damage to the recipient shield bank than is being transferred in, the remainder is lost; that is, if you're sending 250 points from front to rear shields but only 100 points of rear shield damage have been incurred, the front shields will still lose 250 points.
Light
Data Size: 5
Redistributes 25% of existing power from one shield bank to the other
Moderate
Data Size: 10
Redistributes 50% of existing power from one shield bank to the other
Heavy
Data Size: 20
Redistributes 75% of existing power from one shield bank to the other
Extreme
Data Size: 40
Redistributes 100% of existing power from one shield bank to the other
Emergency Shields
TBA
TBA
PRIVATEER ROUTINES
Reactor Stabilization
Data Size: 5
Resets reactor to default settings
Data Size: 5
Resets reactor to default settings
Reactor Overload
Level One
Data Size: 5
Increases reactor output by 10%; incurs damage on the reactor
Level Two
Data Size: 10
Increases reactor output by 20%; incurs damage on the reactor
Level Three
Data Size: 20
Increases reactor output by 30%; incurs damage on the reactor
Level Four
Data Size: 40
Increases reactor output by 40%; incurs 30 damage on the reactor, which will cause decay
Level One
Data Size: 5
Increases reactor output by 10%; incurs damage on the reactor
Level Two
Data Size: 10
Increases reactor output by 20%; incurs damage on the reactor
Level Three
Data Size: 20
Increases reactor output by 30%; incurs damage on the reactor
Level Four
Data Size: 40
Increases reactor output by 40%; incurs 30 damage on the reactor, which will cause decay
Capacitor Overload (provided by Coreena)
Level One
Data Size: 5
Maximum energy increased 25%, recharge rate increased 50%, incurs 2 damage
Level Two
Data Size: 10
Maximum energy increased 50%, recharge rate increased 100%, incurs 4 damage
Level Three
Data Size: 20
Maximum energy increased 75%, recharge rate increased 200%, incurs 8 damage
Level Four
Data Size: 40
Maximum energy increased 100%, recharge rate increased 300%, incurs 16 damage, which will induce decay
Level One
Data Size: 5
Maximum energy increased 25%, recharge rate increased 50%, incurs 2 damage
Level Two
Data Size: 10
Maximum energy increased 50%, recharge rate increased 100%, incurs 4 damage
Level Three
Data Size: 20
Maximum energy increased 75%, recharge rate increased 200%, incurs 8 damage
Level Four
Data Size: 40
Maximum energy increased 100%, recharge rate increased 300%, incurs 16 damage, which will induce decay
Capacitor to Shield Shunt (inferred from data provided by Loki_Ashaman)
Level One
Data Size: 5
Converts 25% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost
Level Two
Data Size: 10
Converts 50% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost
Level Three
Data Size: 20
Converts 75% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost
Level Four
Data Size: 40
Converts 100% of remaining capacitor energy to shield energy, 1:1, evenly distributed front to back. Extra capacitor energy is lost
IMPERIAL ROUTINES
Weapons Normalization
Data Size: 5
Resets weapons to default settings
Data Size: 5
Resets weapons to default settings
Weapons Overload (numbers update from Imaridril)
Level One
Data Size: 5
Increases weapon damage and energy per shot by 10% and reactor drain by 43% (n/.7)
Level Two
Data Size: 10
Increases weapon damage and energy per shot by 20% and reactor drain by 100% (n/.5)
Level Three *currently understood to be bugged*
Data Size: 20
Increases weapon damage and energy per shot by 30% and reactor drain by 333% (n/.3)
Level Four
Data Size: 40
Increases weapon damage and energy per shot by 40% and reactor drain by 1000% (n/.1)
Level One
Data Size: 5
Increases weapon damage and energy per shot by 10% and reactor drain by 43% (n/.7)
Level Two
Data Size: 10
Increases weapon damage and energy per shot by 20% and reactor drain by 100% (n/.5)
Level Three *currently understood to be bugged*
Data Size: 20
Increases weapon damage and energy per shot by 30% and reactor drain by 333% (n/.3)
Level Four
Data Size: 40
Increases weapon damage and energy per shot by 40% and reactor drain by 1000% (n/.1)
Engine Overload
Level One
Data Size: 5
Increases maximum speed and turning rates by 10% and reactor drain by 43% (n/.7)
Level Two
Data Size: 10
Increases maximum speed and turning rates by 20% and reactor drain by 100% (n/.5)
Level Three
Data Size: 20
Increases maximum speed and turning rates by 30% and reactor drain by 333% (n/.3)
Level Four
Data Size: 40
Increases maximum speed and turning rates by 40% and reactor drain by 1000% (n/.1)
Level One
Data Size: 5
Increases maximum speed and turning rates by 10% and reactor drain by 43% (n/.7)
Level Two
Data Size: 10
Increases maximum speed and turning rates by 20% and reactor drain by 100% (n/.5)
Level Three
Data Size: 20
Increases maximum speed and turning rates by 30% and reactor drain by 333% (n/.3)
Level Four
Data Size: 40
Increases maximum speed and turning rates by 40% and reactor drain by 1000% (n/.1)
Weapons Tuning (numbers are mostly inference and guessingat this time, data from testing def. needed)
Level One
Data Size: 5
Decreases damage and capacitor use by 10%, reactor drain by 30% (n*.7)
Level Two
Data Size: 10
Decreases damage and capacitor use by 20%, reactor drain by 50% (n*.5)
Level Three
Data Size: 15
Decreases damage and capacitor use by 30%, reactor drain by 70% (n*.3)
Level Four
Data Size: 20
Decreases damage and capacitor use by 40%, reactor drain by 90% (n*.1)
Engine Tuning (same deal here, mostly just guessing)
Level One
Data Size: 5
Decreases max speed and turning ratesby 10%, reactor drain by 30% (n*.7)
Level Two
Data Size: 10
Decreases max speed and turning ratesby 20%, reactor drain by 50% (n*.5)
Level Three
Data Size: 15
Decreases max speed and turning ratesby 30%, reactor drain by 70% (n*.3)
Level Four
Data Size: 20
Decreases max speed and turning ratesby 40%, reactor drain by 90% (n*.1)
Diorchas
Sat Dec 18, 2004 11:38 am
#7
All right, thanks for the info.
Only other question I have now is how often you can run the overloads. How long do they last and what is the recharge rate on them?
IonControl
Sat Dec 18, 2004 12:42 pm
#8
The damage done is minimal and well worth it. I use engine and reactor overload 3 constantly. My repair bill is always 6 credits 
Electro5
Sat Dec 18, 2004 12:45 pm
#9
They last until you use the Nomilization program of that type, or until you land. So basically, if you run them as soon as you launch, you don't have to run them again until after you've landed, when all settings return to default automatically. The delay between uses is dependent on what speed you have on your Droid Interface.
Undergrid
Sun Dec 19, 2004 1:15 am
#11
Its worth noting that some pilot skills also reset overloaded components. I can't comment for any other professions, but Rebel emegency shields command (/eshield) does this.
mathilda_agosa
Sun Dec 19, 2004 10:13 am
#12
And you can always fly into deep space and out again to have your ship fully repaired with no decay, even if you didn't obtain any damage from deep space.
Elan_Nossirah
Mon Dec 20, 2004 1:31 am
#13
I wouldn't rely on that last tip forever though as I'm sure it's on the dev's todo list of exploits to fix.
Anyway, I swear by droid commands. I use a combination of Reactor Overload 3, Engine Overload 3, Weapon Capacitor Overcharge 3, and Weapon Overload 3. I also use Capacitor to Shield Shunt 4, which is a one shot command which simply drains all the available stored energy in the capacitor and evenly distributes it to the f/b shields. Using these commands with my already tricked out Firespray, it is a dream to fly and fight in. I actually prefer the manueverability of my FS over my X-Wing this way. I can continually fire my 2xlvl8 3.6k/.690 Auto-Blasters even while using CtSS4 every 10 seconds if I need to and the capacitor will continue to recharge to full even while holding down the trigger. The name of the game is RE, RE, RE, and Droid Commands =]
Page 1 of 1