Pilot Archive

Thread: This is just borked

Yoshiyuki
Sun Aug 21, 2005 8:06 pm
#1

I was in Deep Space with my Tie Opresser fited with 3 Mark II Space bomb launchers and 4 space bombs each(that is a total of 12 for you math weaklings). These bombs have a damage of 13k - 25k and a armor/shield modifer of 1.06. I was trying to take down a rebel gun ship. I fired all 12 of these bombs at the gunship yet the thing did not die! I had to finish the gunboat off with my blasters.


Why can't 12 Mark II space bombs kill 1 gun boat but 9 Mark III porton missles can take out a vette? This is so borked. The vette is a CAPTIAL SHIP, the gunboat is a not a captial ship.



Does anyone know the HP values for the gun boat's shields and armor?
Nearro
Sun Aug 21, 2005 9:10 pm
#2

It takes me roughly 3 seconds to chew through their shields, with an average DPSvsShield of my guns at 8k each, packing 2 guns. So, 16k dps, 3 seconds, roughly 48k on shields. Armor, not certain, since my guns are Ion cannons and I don't really want to find out how long it really takes me to cut through armor. But, from all my other guns I've had on there, I'd say it's roughly the same amount of armor.

So you figure a total of 96k shields and 96k armor. 192k total to get through, unless you manage to land all your spacebombs on one side. Figure an average damage to shields of 20k from your bombs and you're looking at 10 just to cut through all the armor/shielding.

Benefit of the Vette is you don't ever have to take out it's shield. You just take out the shield subsystems, which are by far much weaker.



NearroCEO of NearroSpace
Nearro's-Ships CrafterHead Engineer and Productions Manager, NearroSpace
-1033, -4372 Naboo, just 540m North of Oasis, Bloodfin
=====Nearr's Armorsmith Cheat-Sheet=====
=====Nearro's DPS Calculator=====

Yoshiyuki
Sun Aug 21, 2005 9:15 pm
#3






Nearro wrote:

Benefit of the Vette is you don't ever have to take out it's shield. You just take out the shield subsystems, which are by far much weaker.





Which makes no sence. In order to damange sub systems on non captial ships you need to take out shields and armor first. The same rull should apply to captail ships.
Nearro
Sun Aug 21, 2005 9:30 pm
#4

I agree completely. I think their thought (or lack thereof) behind it is that if you scaled it up, say B-Wing shielding -> Gunboat shielding -> Corvette shielding, you'd be looking at something in the range of 300k on each side. And that would just allow you to get at all those guns shooting at you the whole time at 1200 range.

Either that, or every Corvette has a really piss-poor pilot that didn't save enough mass for a shield, just a shield generator. Or didn't run RO4 when he launched.



NearroCEO of NearroSpace
Nearro's-Ships CrafterHead Engineer and Productions Manager, NearroSpace
-1033, -4372 Naboo, just 540m North of Oasis, Bloodfin
=====Nearr's Armorsmith Cheat-Sheet=====
=====Nearro's DPS Calculator=====

Isamu-alva
Mon Aug 22, 2005 7:09 am
#5

Gunboats have a shield component if you cycle through and even if you hit that with a couple of mark II spacebombs it still has no impact.

Gunboats are still my own personal achilles heal, I can take on anything that JTL throws at me apart from these bloody things.





Gogul - Elder Shipwright & Imperial Ace Pilot

RIP - Isamu-Alva, Radiant
RIP - Michelle, Radiant
RIP - Togusa, Radiant
JanuHull
Mon Aug 22, 2005 8:03 am
#6






Isamu-alva wrote:
Gunboats have a shield component if you cycle through and even if you hit that with a couple of mark II spacebombs it still has no impact.

Gunboats are still my own personal achilles heal, I can take on anything that JTL throws at me apart from these bloody things.





The only thing you can do with gunboats is go in blazing and evade like hell on the exit. I've gotten to the point I can handle YE-4s without armor damage on my Advanced X-Wing and A-Wing, but ittakes time and patience, especially the A-Wing. CapShunt is a must, and you've got to know your limits. If your shields are getting battered, break off and regroup, even if you have to abort a run with opportunity shots still available. Preserve your ship and come around again. You're xp/reward isn't improved for quick kills, so stop worrying about speed. Do what damage you can, then break off to 1km and regen your shields completely before you go back in.


Missiles are hinky against gunboats, so I avoid using them usually.





Janu Hull
CertifiedjWing Nut
CFA

"This is not the ground game, please see a therapist for your outrage."

Yoshiyuki
Tue Aug 23, 2005 9:24 pm
#7






JanuHull wrote:





Isamu-alva wrote:
Gunboats have a shield component if you cycle through and even if you hit that with a couple of mark II spacebombs it still has no impact.

Gunboats are still my own personal achilles heal, I can take on anything that JTL throws at me apart from these bloody things.





The only thing you can do with gunboats is go in blazing and evade like hell on the exit. I've gotten to the point I can handle YE-4s without armor damage on my Advanced X-Wing and A-Wing, but ittakes time and patience, especially the A-Wing. CapShunt is a must, and you've got to know your limits. If your shields are getting battered, break off and regroup, even if you have to abort a run with opportunity shots still available. Preserve your ship and come around again. You're xp/reward isn't improved for quick kills, so stop worrying about speed. Do what damage you can, then break off to 1km and regen your shields completely before you go back in.


Missiles are hinky against gunboats, so I avoid using them usually.








That's what is borked about space!!


Its pathetic that a tie fighter with a lvl 6 Mark III proton missle can take out a captial ship but a Opressor with 3 lvl 9 space bomb launchers can not take out a gunboat.


The devs will never fix this though. they are too busy with useless expansions that pander to the jedi community instead of fixing bugs that have pluge this game since the in house ALPHA.

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