Pilot Archive
Thread: Can any pilots explain a few things for me?
Message Edited by ebao on 04-13-2005 09:44 PM
ebao wrote:
ok, i am relativly new to pilot and there are a few things that i can't quite figure out.
The reactor, weapon and engine overloadprograms, do they have a time limit on them or do they last the amount of time your in space for? Nope! They last as long as you're in space and don't land or get the ship repaired at a space station.
How do you kill ships with turrets (i.e. teir 4/5 TIE Agressors/Advanced)? Can't speak for Imperial ships, but on the Rebel Y-Wing you need a second player. In the Y "Longprobe" you can put both guns on one group (Launch and hit "G" - you can link the guns up that way).
Is armour really necessary for PvEif you have good shields on a ship? (it takes up so much mass!) Even if it's really light L1 armor, I like to think of it as "better than nothing" because one shot gets past your shields and it immediately hits components. Nothing worse than being close to the end of a mission and have it fail because a lucky shot took out your capacitor.
and which is more important on capacitors, recharge rate or overall energy capacity? Sort of a combination of both really, although with the Capacitor overcharge programs you can get away with a lower energy capacity. Capacitor Overcharge and Capacitor to Shield Shunt programs are two "must haves" for a pilot, and if you're going to dump capacitor energy you'll need a good recharge rate to get it back.
Thanks for reading and any replys i get
ebao wrote:ok, i am relativly new to pilot and there are a few things that i can't quite figure out.The reactor, weapon and engine overload programs, do they have a time limit on them or do they last the amount of time your in space for?How do you kill ships with turrets (i.e. teir 4/5 TIE Agressors/Advanced)?Is armour really necessary for PvE if you have good shields on a ship? (it takes up so much mass!)and which is more important on capacitors, recharge rate or overall energy capacity?Thanks for reading and any replys i get
the overloads last as long as your in space or till you repair the parts at a station.
ships with turrets are trickie and you need to hang back out of there range i beleave its 550M, or swoop in and take a few shots and boost away before your shields are tost.
both are important on capasitors, but if you use overloads then rechard rate is more important then overall energy. i try and find a good balance between the 2 and always use overloads.
DMode wrote:
The engine overload programs only last for a very short period of time. ~ 30 seconds at most.
I can't answer your Second question...I dont have a lot of experience with fighting Tie Agressors as I am an Imperial Pilot.
But I can answer the armor question for fighting PVE. The answer is maybe. LOL, most single pilot ships will never hit your armor during combat unless they gang up on you (2-3 fighters). The big ships that pack a punch will penetrate your shields quickly and the only thing that saves your butt is armor. You can get some good RE'd armor on your ship for very little mass. I do recommend armor.
recharge rate is most important on a capacitor. Its the thing I prioritize as one when looking for a cap. Let me reiterate...Without a doubt recharge rate.
DMode wrote:
The engine overload programs only last for a very short period of time. ~ 30 seconds at most.
I can't answer your Second question...I dont have a lot of experience with fighting Tie Agressors as I am an Imperial Pilot.
But I can answer the armor question for fighting PVE. The answer is maybe. LOL, most single pilot ships will never hit your armor during combat unless they gang up on you (2-3 fighters). The big ships that pack a punch will penetrate your shields quickly and the only thing that saves your butt is armor. You can get some good RE'd armor on your ship for very little mass. I do recommend armor.
recharge rate is most important on a capacitor. Its the thing I prioritize as one when looking for a cap. Let me reiterate...Without a doubt recharge rate.
I would have to disagree with nearly every point here. Engine Overload lasts as long as you are in space and do not a) return from DeepSpace, b) Repair at a station, or c) Land.
Armour, use Cert 5 Armour. Itwill be 9-10k Mass for *both* pieces, and if you build your ship around these crafted pieces it is easy to find replacements to refit with since your armour usuallydegrades first. The only thing I agree with here is that it will usually only be useful against the big ships, or if you really scrw up...which happens too. For the really low mass ships, it is the third thing I ditch, after coutermeasures and boosters, in order to fit the rest in.
Capacitors, read Kittens response, it is extremely accurate, and take it from one who has faced the "K-Wing", Kitten knows her ships. Running Capacitor overload, and you should be, the most important thing for me is capacity, so that when I shunt to shields, I have a huge reserve to shunt.