Pilot Archive
Thread: weapon overload and weapon tuning
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WTS
Tue Mar 15, 2005 9:15 am
#1
could it be that the problems people have report with weapon overload 3 is because it has the effect of both overload and tuning? last night i tried a new setup. i am drawing about 15k reactor power from a 15.5k reactor before running any programs. then i ran my programs in this order:
1> reactor overload 1
2> engine overload 3 .... at this point the counter measures are disabled
3> weapon overload 3 .... was surprised to see that the counter measure were reinabled....
4> capacitor overload 2 ... no ill effects.
based on this, i am guessing that weapon overload 3 is giving the benefit of both imperial tier 3 weapon programs. can anyone confirm this?
1> reactor overload 1
2> engine overload 3 .... at this point the counter measures are disabled
3> weapon overload 3 .... was surprised to see that the counter measure were reinabled....
4> capacitor overload 2 ... no ill effects.
based on this, i am guessing that weapon overload 3 is giving the benefit of both imperial tier 3 weapon programs. can anyone confirm this?
Ducimus
Tue Mar 15, 2005 11:16 am
#2
WTS wrote:
could it be that the problems people have report with weapon overload 3 is because it has the effect of both overload and tuning? last night i tried a new setup. i am drawing about 15k reactor power from a 15.5k reactor before running any programs. then i ran my programs in this order:
1> reactor overload 1
2> engine overload 3 .... at this point the counter measures are disabled
3> weapon overload 3 .... was surprised to see that the counter measure were reinabled....
4> capacitor overload 2 ... no ill effects.
based on this, i am guessing that weapon overload 3 is giving the benefit of both imperial tier 3 weapon programs. can anyone confirm this?
Not meaning to be a smartass, but ...
Welcome to last month
Ya, weapon overload 3 is supposed to give like xxx% weapon damage increase, while increasing the energy useage by say +30%. (making the energy per shot much higher). Instead of +30% usage, its like -30% usage, decreasing the energy per shot. On a RE, Reward cannon like an L8 Borestal, its insane.
SO you do more damage, and use less energy per shot.
On top of that you run Capacitor overload 3. So now are you not only using less energy per shot, you have MORE energy to draw from, 90% of which will remain untapped, you simply regen power faster than you can use it.
Then net effect of this is that you ALWAYS have a large pool of energy to draw from with capacitor shunt to shield 4. Well, not always, if you have a fast droid controller, and are spaming that command, cances are the cap wont have regenerated fully from your last shunt. But barring spamming shunt, the very action of firing your weapons will not depreciate your, "Shunt resevior". So in essence, the bug with WO3, gives you a large energy pool for your shields as a saftey net that i dont think the developers intended on being there. If we continue with this snowball effect, you could even theorize that this "saftely net" is trivializing portions of the game and making some things entirely too easy in JTL.
Message Edited by Ducimus on 03-15-2005 10:18 AM
WTS
Tue Mar 15, 2005 11:40 am
#3
Ducimus wrote:
Not meaning to be a smartass, but ...
Welcome to last month
Ya, weapon overload 3 is supposed to give like xxx% weapon damage increase, while increasing the energy useage by say +30%. (making the energy per shot much higher). Instead of +30% usage, its like -30% usage, decreasing the energy per shot. On a RE, Reward cannon like an L8 Borestal, its insane.
SO you do more damage, and use less energy per shot.
On top of that you run Capacitor overload 3. So now are you not only using less energy per shot, you have MORE energy to draw from, 90% of which will remain untapped, you simply regen power faster than you can use it.
Then net effect of this is that you ALWAYS have a large pool of energy to draw from with capacitor shunt to shield 4. Well, not always, if you have a fast droid controller, and are spaming that command, cances are the cap wont have regenerated fully from your last shunt. But barring spamming shunt, the very action of firing your weapons will not depreciate your, "Shunt resevior". So in essence, the bug with WO3, gives you a large energy pool for your shields as a saftey net that i dont think the developers intended on being there. If we continue with this snowball effect, you could even theorize that this "saftely net" is trivializing portions of the game and making some things entirely too easy in JTL.Message Edited by Ducimus on 03-15-2005 10:18 AM
i admit i haven't been following on all the threads....
but from everything i've read, "energy useage" has ment the amount of energy being pulled out of the capacitor on each shot. but has anyone talked about the amount of draw from the reactor? based on that i was describing, it seems that the reactor draw from weapon overcharge 3 is also lowered when it should be increased.
Ducimus
Tue Mar 15, 2005 11:51 am
#4
Thats a good point, and your right, it should increase power usage, just like Engine overload does.
However, the heckler in all of this is reactor overload.
Now normally, you'd only use RO3, as the damage done to the reactor isn't permenant. However to trump just about everything, just use an MK 1 player made reactor (11K output) and use RO4. A MK1 reactor is cheap to fabricate and easyily replaced, so who cares if you decay the hell out of it? So in the scenario of WO3 increasing the power draw of the weapons from the reactor, all you ahve to do, is move to RO4.
That said, some folks like using EO4 in deepspace. Im not sure if RO4 is enough to let you get away with the powerdraw EO4 AND a "fixed" WO3.
However, the heckler in all of this is reactor overload.
Now normally, you'd only use RO3, as the damage done to the reactor isn't permenant. However to trump just about everything, just use an MK 1 player made reactor (11K output) and use RO4. A MK1 reactor is cheap to fabricate and easyily replaced, so who cares if you decay the hell out of it? So in the scenario of WO3 increasing the power draw of the weapons from the reactor, all you ahve to do, is move to RO4.
That said, some folks like using EO4 in deepspace. Im not sure if RO4 is enough to let you get away with the powerdraw EO4 AND a "fixed" WO3.
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