Shipwright Archive
Thread: YPR Woes
ya mid 6's are fine for most pve stuff. in fact just for kicksi tossed one of the new 118.9 mid 6 ypr crafted engines in my grevious fighter. its pretty fun (tossed it in a heavy interceptor too- geez breakin 2000 top speed is great). Point is those engines are great but more ypr would be nice, and if you could get nice high ypr and keep 105+speed you could really interest more people i would think. If that were the case the main reason you would go to a re'd engine instead would be for A. lower mass or B. lower reactor drain.
props to all you guys on the new components tho, its been fun having more variety- and actually needing to buy some things for my ships. until the latest update's i've been an Re only pilot.
oh ya and high speed low ypr isnt crap in pvp either. you just have to be more creative in your flying- you will lose the circle game.
I like the idea of looted components for crafted engines. if you can do it with every gun and armor in the regular game it would make sense that you could do similair things with space parts. I'm not sure where the happy medium is tho- with having great crafted stuff, and still the chance for very unique re'd pieces. Mass and energy useage will almost always be better on re'd stuff, so who knows hehe. Uniqueness with give and take between loot/craft is tough... tho i'd love to get some crafted weapons that shoot at like .1 machine gun ftw.
Wompm wrote:
I like the idea of looted components for crafted engines. if you can do it with every gun and armor in the regular game it would make sense that you could do similair things with space parts. I'm not sure where the happy medium is tho- with having great crafted stuff, and still the chance for very unique re'd pieces. Mass and energy useage will almost always be better on re'd stuff, so who knows hehe. Uniqueness with give and take between loot/craft is tough... tho i'd love to get some crafted weapons that shoot at like .1 machine gun ftw.
Here's an twist--looted subcomponents that can be RE'd.
Rypht wrote:
Nah Jagged, like Wompm's 90 YPR rated engine, that is the domain of exceptional loot... I have no desire to try to encroach that much into that area. I want to hit high 60s low 70s in crafting, let the ungodly YPRs stay out where it belongs.
Well, I don't see the problem then. I just crafted a level 7 engine the other night for a customer with a YPR of 68. Mind you, I sacrificed experimentation on speed; however, I have been saying all along that this represents a balanced sacrifice(in-game and in nature). Observe that in order to make this engine, I had to use my absolute best resources, the type that would allow me to hit 98% on most statistics.
Wompm wrote:
not bad- what was the speed on the engine after hitting YPR like that?
Between 89 and 91, depending on how many amazing successes I had when experimenting on YPR. If someone pays me enough, I'll sit there and get drunk on Bespin Port, taking a shot of that between each pair of experimentation points. It's also good to have an inspiration buff.
EnFERn0 wrote:
I use Engine overdrive. 8pnts on Pitch and 7 points on yaw.
Actually, engine overloads increase stats by a percentage based on the level of the overload:
Level One
Data Size: 5
Increases maximum speed and turning rates by 10% and reactor drain by 43% (n/.7); incurs damage
Level Two
Data Size: 10
Increases maximum speed and turning rates by 20% and reactor drain by 100% (n/.5); incurs damage
Level Three
Data Size: 20
Increases maximum speed and turning rates by 30% and reactor drain by 333% (n/.3); incurs damage
Level Four
Data Size: 25
Increases maximum speed and turning rates by 40% and reactor drain by 1000% (n/.1); incurs damage that will induce decay