Shipwright Archive

Thread: Shipwright Bugs/Issues Nov. 18, 2004

TomoRainer
Fri Nov 19, 2004 3:46 pm
#14

Engine base speeds are pretty good now. I've been selling a lot of them since the patch. But they really, really need to do something about the YPR speeds--take the conductivity requirement out, bump up the base speed, merge them all into one line, whatever. Right now they're poor.







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Sevarhin
Fri Nov 19, 2004 5:38 pm
#15

Addition: I have found limiters (except weapons) to be useless. Well worse than useless: harmful. Any major item (reactor, armor, etc) that I have wanted to save mass on has had only one acceptable alternative right now: drop down a level and use an enhancer. It has resulted in *much* better items than the next tier up with a limiter. Armor mass reducers and reactor limiters may as well not be in the game the way they are now.




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Zaket
Fri Nov 19, 2004 10:59 pm
#16






Sevarhin wrote:
The engine fix should not have been "remove conductivity". It should have been "increase the base multiplier and increase the possible quality range". We have a BRAND NEW STEEL, with UNCAPPED CONDUCTIVITY... there will ultimately be extremely good spawns of this, and we just rendered it irrelevant to engines with one shortsighted "fix". It's now more consistently essential for weaponsmith components than for shipwright components. Whoops.





We've already had one on Naritus. The first spawn after JTL went live had a conductivity well over 900 (970+ I think, I'm not in game at the moment so I can't check). I use this strictly for our components with a conductivity requirement.



----------------------------------
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Master Shipwright
Eriwulf
Sat Nov 20, 2004 9:14 pm
#17


Engine stats being (at least visually) changed upon unloading


They removed the obsolete acceleration stats from the engines last patch.



EM Emitters and IFF Confuser Launchers are Countermeasures,

but they show up on the Vendor under the Weapons category.


AFAIK this happens only to items that were put up for sale before the patch. To get them into correct category, you need to cancel sale, retrive item into your inventory from the stockroom, put item up for sale again. If you just put them up for sale again from the stockroom, they will end up in the weapons category again.



Crafted components inferior to looted components

Primarily Boosters, Capacitors (How are engines now?)


Crafted engines are better than most looted engines now. But right now I only loot crap engines, so it may just be my bad luck


But capacitators (2-6-8), boosters (1-2-4-6) and fusion reactors (mostly from Kessel) are still superior to crafted.


Been to busy crafting to work on my pilot skills, so don't know how higher level stuff compare. But it looks like it's mostlyeven levels that have superiour stats, like level 2-4-6-8-10. Looted level 1-3-5-7-9, usually got worse stats than my crafted items.


Andriko
Sun Nov 21, 2004 6:20 pm
#18


I think mass levels increase wayyy too much as the levels go up. Level 10 equipment has the the same mass as my entire A-Wing, that is just preposterous.

Message Edited by Andriko on 11-21-2004 08:22 PM




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ravingbantha
Sun Nov 21, 2004 7:58 pm
#19

I would really like to see some Mark VI craftable items, that are Cert 10.... They would be heavy as all get out, but then they would really only be used fro MP ships. And they would be far supperior to anything out there ever though of being.


The Decimator is called an imperial "battlesip" yet it can easly be taken out by teir 4 or master solo ship, same with all other MP ships. They get 5 million mass yet, even fully loaded you break 450k. I would really like to see my ship decked out to compensate for it's slowness and the fact that the pilot has to keep the ship fairly stable to give the gunners a chance to hit. Those hits should really hurt.
Blenhiem
Sun Nov 21, 2004 9:48 pm
#20

So far in my test's REing any level Droid interface not only takes the higher speed on lvl 2 and above but the bonus applied to the speed makes it slower.


E.g.:


Lvl 2 int with 15.0


Lvl 2 int with 16.1


Re result would be 16.3


Still working on original code slight oversight in the changes.
Djamonja
Mon Nov 22, 2004 4:21 am
#21

Chiming in on a couple of issues





Droid Brain Upgrade: Mark 2 Same Speed reduction as Mark 1


I believe that all the Droid Brain Upgrades are bugged in this fashion -- all the way up to Mark 5.


Weapon schematic calls for OQ/Conductivity but affected greatly by PE.


I am still not understanding what this issue is -- can you please clarify? (since the schematic calls for OQ/PE in addition to OQ/CD on some attributes).


Crafted components inferior to looted components: Primarily Boosters, Capacitors (How are engines now?)


Crafted boosters are quite a bit better than looted if you usean overdriver sub-component. Crafted engines are ok speed-wise now, but the Pitch/Yaw/Roll stats are still pretty poor compared to looted engines (bad enough that I would not use a crafted engine in a manouverable chassis -- they would be adequate for bombers/multi-passenger ships, but a good looted engine would still be better).

Ackdel
Mon Nov 22, 2004 5:36 am
#22

Definitely minor, but the TIE/In should be named TIE/ln (doesn't show up well here - it should be a lower case L instead of an uppercase i).




Crowne Morril
12pt Droid Engineer - 14pt Artisan (Retired)
Lorde Morril - "He'll zerg your Cloudsong"
Gawzeera
Mon Nov 22, 2004 5:56 am
#23

crafted components need to be made better than looted ones. engines are still sucky, but shields,capacitors and reactors are also very bad compared to looted stuff.

I made a mrk3capacitor with the best resources available to me(all levels were green) yet it still does not compare to my looted lvl3 capacitor.



experimentation needs to show a greater increase in stats.

so if i use 5 experimentation points on engine spd and get a great success i expect to see a greater increase than 51.9- 52.5


missile launchers should be backward compatible(a mark 3 launcher should accept lower mark missile packs)




"Jedi. Their order is a fading light in the dark. corrupt and arrogant.They must be punished." - Asaj Ventress Clone wars Micro series
ImaTwilek
Mon Nov 22, 2004 9:05 am
#24

OK. Friday feature getting started with SW states that RE'ing components will add a bonus of 1% per equipment level. This has not been the case. Max % is 4 (I recently RE'd L7 engines 82.1 ended 85.4). This was also the case in beta, which I thought was how it was intended to be. Whats the truth of the matter here?



I didn't come here to win, I came here to fight!
Ahazi: Lelan 2 3 4
HanseSOE wrote:
For those who cry nerf...
The technical term for this is "systems balancing", prior to release. After release, it's still balancing, but changes can be considered nerfs or enhancements.
Since you don't have it yet, if you cry nerf, I'll make sure your name is on the list to spew chicken feathers as your characters talk.
MonsofoLexius
Mon Nov 22, 2004 8:24 pm
#25




Major


  • Crafted components inferior to looted components

My Absolute #1. THE ONLY wayIMHO to avoid the loot issueis to raise our numbers.


I feel the rest isreally moot because not much other than missle-counter/measure packs are viable to sell as a shipwright for most. I feel even with a 30%-50% reduction in crafted components mass we will not come close to looted components. We need much higher craftable values and much smaller mass across the board!!!


I have a master SW character and I will never need to craft myself a reactor/capacitor/droid interface/engine because I have so many looted ones that I will never, even with perfect 1000 resources, be able to craft anything close.


And as far as decay goes? Well after some of the things like engines get too low, I will just RE them with 6 other level 6 motors and get the armor and hp back up. I know this only works once. But for me it means that I probably will not need another engine for another year or more. And I (just like everyone who will want to compete) am storing these nice looted components for myself: i.e.



  • themany level 1 >500 mass >500 energy 15 second droid interfaces

  • Capactors over 40 recharge under 15000 mass

So unless we can get our crafted numbersto be better than95% of the looted components allreadystored in space loot houses out there, we will never get caught up. They can adjust the loot all they want, won't make a difference IMHO. The answer?


Raise the crafted numbers with 80% resources (all green) to the 90th percentile of the best space loot they have ever let into the game.


So the worst that happens with my solution? You end up with many players that out class the NPC's out there.The simple fix for this?All you do is up the AI numbers of the NPC ships to match. So easy a solution; increade their speed, armor, and hit per shot. Very easy to tweak along the way.


This way you keep the best equipment (minus the rare exceptional loot) in the hands of the crafters, available to all players, and a fair playing field.


Anything else and we have a loot game in space and a crafters ground game nothing more.


Message Edited by MonsofoLexius on 11-22-2004 07:29 PM

Message Edited by MonsofoLexius on 11-22-2004 07:30 PM



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SmallpoxA
Fri Nov 26, 2004 5:41 am
#26

Heavy Fuel Cell does not display its consumption rate, neither during crafting, nor through examination after the item has been crafted.



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