Pilot Archive
Thread: Top 5 Pilot Issues
- Forced PVP in Kessel for Master Pilot (I suggest that Kessel be a Pure PVE zone with the option to declare like any other zone)
- Lack of a Rebel Pilot Helmet (Something to Mirror the Imperial TIE helmet)
- Multiplayer Transport Issues (Could use more armor slots to help them last longer durring combat)
- NPC AI Accuracy (far too accurate, especially on turrets)
- Lack of a Privateer Master Fighter or a Privateer 2 player ship.
3D4D wrote:
I know that Smoke posted a thread on our pilot issues, but I want to see what people think are the Top 5 issues. So please post your Top 5 issues and list them in order of Importance.
My Top 5 Pilot Issues:
- Forced PVP in Kessel for Master Pilot (I suggest that Kessel be a Pure PVE zone with the option to declare like any other zone)
- Lack of a Rebel Pilot Helmet (Something to Mirror the Imperial TIE helmet)
- Multiplayer Transport Issues (Could use more armor slots to help them last longer durring combat)
- NPC AI Accuracy (far too accurate, especially on turrets)
- Lack of a Privateer Master Fighter or a Privateer 2 player ship.
3D4D wrote:
To make this easy for the devs to read I suggest posting in a list format.
1. Imperial Ties - Mass is extremely sub-par compared to its privateer and rebel counter-parts. This coincides with canon, but this is one of the things that you -don't- want mimicing the movie. Somethings need to be altered for a game and it is unfair that we can't use ordnances or CM launchers because our mass is so limited. It's pathetic that with my tie advanced, I can only use (at the maximum) 2 level 7 parts. The rest are all level 5 or below. Not to mention that my tier 4 certification gives me the ability to use level 8. The tie interceptor and the tie advanced both need 20k more mass.
2. Mass in general - mass was fine until you did the revamp towards the end of beta. I see level 1 reactors with mk 1 mass (around 500) with 12000 output while a level 7 reactor with 30k mass has only 13000 output. Somethings wrong here.
3. "The chicken technique". I'm forced to use the Cygnus "Megadrive" Starfighter engine because tier4+ ships like to play chicken with you. they turn, ram into you, turn, ram into you , etc. and it drives you absolutely mad. THe only counter to this is insane speed to match theirs and to cut engines as they ram you and then accelerate to full and get on their tails and even that way doesn't always work. This seems like an AI bug because almost every tier4 ship does this until i trigger "a new flight pattern"
4. ISD's have no escort or imperial craft to back it up while the corellian corvette spawns 2 gunboats to defend it. THe empire is supposed to dominate the galaxy, yet I find myself seeing more rebel ships then I do imperial ---- in whats alleged to be an imperial sector.
5. No room for loot. 45 minutes of a duty mission will fill my inventory up with loot. I'm then either forced to delete it, sell it, or dump it in a lot if I want more. Buit our lots are limited now and ive maxed all of mine out, which measn i can either delete something that i might need later and never get back or sell it and never get it back and it could've been worth a lot.
6. Multi-person crew ships (vt-49, yt-1300, nova courier) are too weak fully manned. i've soloed tier5 novas and yt's easily with bomberstrike, and these should be godlike with 4 players manning turrets. Dunno why they are so weak.
7. Nebula blast - is this a joke? lol... privateers and rebels get IFF jammers, EMP's and other nice goodies while we just get bomberstrike. Nebula blast is a joke... how often are you fighting in a nebula? I maybe once in a blue moon will fly through one, but thats on my way to a mission. I don't think in the entire time in JTL have i dogfought in a nebula. Can we have something else instead of this... maybe a reactor scrammer... the targets reactor is shutdown for 10 seconds? sort of like the failure when we execute pumpreactor or eweps?