Shipwright Archive
Thread: New Engine Numbers
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TomoRainer
Tue Nov 16, 2004 6:46 am
#1
Okay, they've patched it so engines are improved a fair amount. Conductivity no longer applies on speed (though yaw/pitch/roll and a few other stats still use it), and engine speeds in general were increased, I believe, so here's a comparison of pre-patch and post-patch engines. I made all these with great but not uber resources, and the appropriate overdrivers on each:
PRE:
Mk I: 52.2
Mk II: 60.8
Mk III: 68.3
Mk IV: 76.5
Mk V: 84.4
POST:
Mk I: 56.3
Mk II: 65.8
Mk III: 76.8
Mk IV: 89.1
Mk V: 102.8
PERCENT INCREASES (ROUGHLY):
Mk I: 7.8%
Mk II: 8.2
Mk III: 12.4
Mk IV: 16.5
Mk V: 21.8
Looted engines are still better, but this patch brings what we can make much closer to what you can find in space. Might actually sell a few of them now. What do people think? Did it go far enough? Anything else engine-wise that could use work?
PRE:
Mk I: 52.2
Mk II: 60.8
Mk III: 68.3
Mk IV: 76.5
Mk V: 84.4
POST:
Mk I: 56.3
Mk II: 65.8
Mk III: 76.8
Mk IV: 89.1
Mk V: 102.8
PERCENT INCREASES (ROUGHLY):
Mk I: 7.8%
Mk II: 8.2
Mk III: 12.4
Mk IV: 16.5
Mk V: 21.8
Looted engines are still better, but this patch brings what we can make much closer to what you can find in space. Might actually sell a few of them now. What do people think? Did it go far enough? Anything else engine-wise that could use work?
TomoRainer
Tue Nov 16, 2004 7:09 am
#2
Thought about this a few minutes now, and done some more comparisons, and the yaw/pitch/roll numbers are still awful compared to looted stuff. Mk I-V is between 40-50 on each stat without experimentation. Good looted ones are all in the 60s. These stats really need to be experimented on in one line or something, because there's simply no way to make a good all-around engine with the current system.
Secondly, overdrivers. These things are pretty stupid in that the difference between each level of them is only .5-1 speed. The difference between a Mk III, which takes 350 steel, and a Mk V, which takes 2000, is like 2 points tops. Really? We're supposed to spend that many more resources for so minimal a gain? Oh, and these still use conductivity for 40% of their stats when the only resource in them that has a CD rating is steel. I suppose that's okay now that we have steel without CD caps, but the combination of that and the diminishing returns as overdriver level increases is just murder. This is definitely something that needs to be looked at and, most likely, changed.
Secondly, overdrivers. These things are pretty stupid in that the difference between each level of them is only .5-1 speed. The difference between a Mk III, which takes 350 steel, and a Mk V, which takes 2000, is like 2 points tops. Really? We're supposed to spend that many more resources for so minimal a gain? Oh, and these still use conductivity for 40% of their stats when the only resource in them that has a CD rating is steel. I suppose that's okay now that we have steel without CD caps, but the combination of that and the diminishing returns as overdriver level increases is just murder. This is definitely something that needs to be looked at and, most likely, changed.
Crusaders
Tue Nov 16, 2004 7:11 am
#3
dont forget m8 haeden steel can have 1000 conductive so just matter of time
hase2
Tue Nov 16, 2004 7:35 am
#4
also keep in mind that crafted engines can easily be replaced. so you dont have to worry about using droid programs on em.
TomoRainer
Tue Nov 16, 2004 7:48 am
#5
True on both counts. I do really like this patch's bump to engine speed, but there's still a couple things that need addressing--yaw/pitch/roll rates, and the difference between overdrivers. Right now, both of those are unsatisfactory.
repoism
Tue Nov 16, 2004 8:43 am
#6
TomoRainer wrote:
Okay, they've patched it so engines are improved a fair amount. Conductivity no longer applies on speed (though yaw/pitch/roll and a few other stats still use it), and engine speeds in general were increased, I believe, so here's a comparison of pre-patch and post-patch engines. I made all these with great but not uber resources, and the appropriate overdrivers on each:
PRE:
Mk I: 52.2
Mk II: 60.8
Mk III: 68.3
Mk IV: 76.5
Mk V: 84.4
POST:
Mk I: 56.3
Mk II: 65.8
Mk III: 76.8
Mk IV: 89.1
Mk V: 102.8
PERCENT INCREASES (ROUGHLY):
Mk I: 7.8%
Mk II: 8.2
Mk III: 12.4
Mk IV: 16.5
Mk V: 21.8
Looted engines are still better, but this patch brings what we can make much closer to what you can find in space. Might actually sell a few of them now. What do people think? Did it go far enough? Anything else engine-wise that could use work?
im on ahazi. numbers are quite similar mk III 76.7 mk IV 89.5
duncje
Tue Nov 16, 2004 9:00 am
#7
TomoRainer wrote:
True on both counts. I do really like this patch's bump to engine speed, but there's still a couple things that need addressing--yaw/pitch/roll rates, and the difference between overdrivers. Right now, both of those are unsatisfactory.
From the patch notes:
- Ship Components don't display yaw, pitch, or roll acceleration values, since these are determined by the chassis, not the engine
It appears that the PYR numbers on engines don't mean a thing, as PYR is chassis-dependent, not component-dependent.
Zaket
Tue Nov 16, 2004 9:10 am
#8
duncje wrote:
TomoRainer wrote:
True on both counts. I do really like this patch's bump to engine speed, but there's still a couple things that need addressing--yaw/pitch/roll rates, and the difference between overdrivers. Right now, both of those are unsatisfactory.
From the patch notes:
- Ship Components don't display yaw, pitch, or roll acceleration values, since these are determined by the chassis, not the engine
It appears that the PYR numbers on engines don't mean a thing, as PYR is chassis-dependent, not component-dependent.
He's not talking about the acceleration values, he's talking about the PYR max turn rates. Those we can experiment on.
duncje
Tue Nov 16, 2004 9:15 am
#9
Zaket wrote:
duncje wrote:
TomoRainer wrote:
True on both counts. I do really like this patch's bump to engine speed, but there's still a couple things that need addressing--yaw/pitch/roll rates, and the difference between overdrivers. Right now, both of those are unsatisfactory.
From the patch notes:
- Ship Components don't display yaw, pitch, or roll acceleration values, since these are determined by the chassis, not the engine
It appears that the PYR numbers on engines don't mean a thing, as PYR is chassis-dependent, not component-dependent.
He's not talking about the acceleration values, he's talking about the PYR max turn rates. Those we can experiment on.
Ah, gotcha...
/drinkmorecoffee
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CaptainCloak
Tue Nov 16, 2004 10:38 am
#10
Using the best resources I had available from Lowca...
Mark V with MKV Overdriver
Speed 103.4 (9 blocks) / PYR: 54.2 (2 blocks each).
Mass: 32141, Reactor 2462, Armor 510, Hitpoints 1020
Mark IV with MKIV Overdriver
Speed 89.6 (9 blocks) / PYR: 51.8 (2 blocks each).
Mass: 13380, Reactor 2311, Armor 433, Hitpoints 866
MarkIII with MKIII Overdriver
Speed76.9 (9 blocks) / PYR: 48.5 (2 blocks each).
Mass: 5360, Reactor 2164, Armor 294, Hitpoints 589
MarkII with MKII Overdriver
Speed66.2 (9 blocks) / PYR:46.1 (2 blocks each).
Mass: 2144, Reactor 2009, Armor 160, Hitpoints 320
MarkI with MKI Overdriver
Speed56.3 (9 blocks) / PYR:43.4 (2 blocks each).
Mass: 857, Reactor 1855, Armor 69, Hitpoints 139
--Mikka
Val_Hunter
Tue Nov 16, 2004 12:02 pm
#11
It seems like after the patch loted engines are still better for manuverability, but crafted ones can beat them out in speed. At least that gives some kind of market.
CaptainCloak
Tue Nov 16, 2004 12:24 pm
#12
Val_Hunter wrote:
It seems like after the patch loted engines are still better for manuverability, but crafted ones can beat them out in speed. At least that gives some kind of market.
Technically yes, realistically no.. the fact that our comparable speed engines are MKV's isn't helping when you loot a L6 Engine with 13k mass... =(
--Mikka
Defender_of_reality
Tue Nov 16, 2004 12:51 pm
#13
Iam 0400 Drive Technician, decided to make only THE BEST engines. With that 11.2 publish i just made:
Mark V with Overdriver IV + assembly on great success:
A 502
H 1004
RED 2443
M 33912
P 51,5
Y 54,3 (2 points)
R 51,5
S 101,7 (10 points)
I have 75 engine assembly and 125 engine experimentation. I think CAP on EVERY assembly is 125 (right ?), so i can increase my assembly by 50 (on Master i get +25, with Jedi i get +20 to all assembly, +5 with some CA maybe), i can get 3 more EXP points when i get Master Shipwright ( engine exp 150) and more +20 experimentation success with Jedi (no more EXP points but lesser lose of EXP points when EXPing i think) and o f course i can get much better resources and Mark V overdriver.
I think with all that Shipwright is able to make 120 SPEED ENGINE WITH ACCEPTABLE TURNING RATES NOW !
Only problem = mass, but they will fix mass on all Mark V components. At least, high mass high speed engine can be used in YT/Nova/Deci multiplayer ship.
Mark V with Overdriver IV + assembly on great success:
A 502
H 1004
RED 2443
M 33912
P 51,5
Y 54,3 (2 points)
R 51,5
S 101,7 (10 points)
I have 75 engine assembly and 125 engine experimentation. I think CAP on EVERY assembly is 125 (right ?), so i can increase my assembly by 50 (on Master i get +25, with Jedi i get +20 to all assembly, +5 with some CA maybe), i can get 3 more EXP points when i get Master Shipwright ( engine exp 150) and more +20 experimentation success with Jedi (no more EXP points but lesser lose of EXP points when EXPing i think) and o f course i can get much better resources and Mark V overdriver.
I think with all that Shipwright is able to make 120 SPEED ENGINE WITH ACCEPTABLE TURNING RATES NOW !
Only problem = mass, but they will fix mass on all Mark V components. At least, high mass high speed engine can be used in YT/Nova/Deci multiplayer ship.
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