Pilot Archive

Thread: Two Privateer Questions: Reactor Overload and Energy Pulse

LTZweigg
Sun May 29, 2005 9:06 pm
#1

1) I've figured out the use of most of the droid commands but the purpose of Reactor Overload still escapes me. Does it just allow me to pump my reactor enough so that I can run a ship whose energy requirements currently put it into the red? Or does it affect my performance in another way, such as engine speed?


2) How useful of a command is Energy Pulse? Will it give me an edge in disabling/destroying another ship? Is it effective versus shields or armor? Can it be targeted against components?



Ok, maybe more than two questions... Any input that would clear things up would be appreciated.



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idolatry
Sun May 29, 2005 10:06 pm
#2

1) Reactor Overload allows you to run your ship when your energy is in the red on the ground, yes. There are other commands to overload Weapons and Engines (Imperial ones, those).


2) It's great for agroing a tight group of neutral NPCs, and that's about it Uses your capacitor energy as an area-of-effect blast, centered on your ship.





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Eliane Quickblade - "You can't take the sky from me..."
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Vendor: Mos Eisley /waypoint 2744 -3790

...Pilot is the alpha class
psikobunny
Sun May 29, 2005 10:17 pm
#3

I can take out (either boomed, or severely damaged) waves of tier4 fighters with epulse3 on the first pass, if I catch them all in the tight group by charging them quick. Distance is critical (100m at most for best results), and so is the amount of cap energy or shield hp you have (epulse 1-2 use cap power, epulse3 uses your shield). You're vulnerable after, but if everyone is dead or limping, does that matter? If I epulse3 and there are survivors, then a quick CtSS or two keeps me more than safe to deal with stragglers.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



idolatry
Sun May 29, 2005 11:07 pm
#4






psikobunny wrote:
I can take out (either boomed, or severely damaged) waves of tier4 fighters with epulse3 on the first pass, if I catch them all in the tight group by charging them quick. Distance is critical (100m at most for best results), and so is the amount of cap energy or shield hp you have (epulse 1-2 use cap power, epulse3 uses your shield). You're vulnerable after, but if everyone is dead or limping, does that matter? If I epulse3 and there are survivors, then a quick CtSS or two keeps me more than safe to deal with stragglers.






Hey, that's pretty cool. I've only ever played with epulse1 and 2, gave up after that.


Any numbers on range and damage?





-------------------------------------------------------------------------
Eliane Quickblade - "You can't take the sky from me..."
Elder Shipwright/Master Pilot - Imperial 6th Wing Forums
Vendor: Mos Eisley /waypoint 2744 -3790

...Pilot is the alpha class
psikobunny
Mon May 30, 2005 6:27 am
#5


ahh for the days whenloser aces would park at space stations and pop off epulse 3s killing every noob in 500m. *sarcasm* no clue why they nerfed that.






Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



LTZweigg
Mon May 30, 2005 12:16 pm
#6

Thank you very much! This was exactly the type of info I needed.


I'll have to try that EP trick myself until I can work out the parameters for myself.





Hello, I must be going. I cannot stay, I came to say I must be going. I'm glad I came but just the same I must be going.

Jedi - Nihil curo de ista tua stulta superstitione!
Amuro0079
Mon May 30, 2005 12:34 pm
#7

Before EP3 was nerfed, itcould totallywipe out everything, including Tier 5 NPC fightersandplayer ships, within a certain radius.

Message Edited by Amuro0079 on 05-30-2005 03:35 PM



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