Shipwright Archive

Thread: Ship Buyers Guide v1.4

QuiTimberWolf
Wed Oct 27, 2004 4:33 am
#14

sweet TY. Ivote for sticky.



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Mmaxx
Wed Oct 27, 2004 6:50 am
#15

Yes thank you so much for putting this together. I didn't think I would ever feel like a noob again in the game until these changes came into play. Just imagine if our vehicles in the ground game were this complex.


great guide.


Envoy3113
Wed Oct 27, 2004 7:33 am
#16

Did they change the load outs for neutral pilots before launch? About a month or 3 weeks ago in beta I was unable to fit missles on a dunelizard or syck, cm's yes, missles no?



There comes a time in every mans life when 86 years is just too damn long...
Odan_Pazzmarr
Wed Oct 27, 2004 8:16 am
#17

yes i would say about a week before the end of beta they gave them missile slots






Odan Pazzmarr

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Barbed Wire Have Stims will travel
Reformed Trader & all around Trouble Maker
_____________________________________________________________________
Odan_Pazzmarr
Wed Oct 27, 2004 8:17 am
#18

Thank you all from the great commints. really makes me feel as if all the work that went into this guide was worth the time.






Odan Pazzmarr

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R o g u e U n d e r w o r l d




Barbed Wire Have Stims will travel
Reformed Trader & all around Trouble Maker
_____________________________________________________________________
RagNoRock5x
Wed Oct 27, 2004 8:30 am
#19

Could you please rearange the freelance and imperial ships in decending order, like the rebel ships are?


Novice

Tier 1

Tier 2

Tier 3

Tier 4

Master


Instead of totaly random


It would just make it alot easer to understand



RagNoRock Kelnek - King of the Zabrak
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EloranStarlighter
Wed Oct 27, 2004 9:13 am
#20

Sticky!



Eloran Starlighter
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Odan_Pazzmarr
Wed Oct 27, 2004 9:14 am
#21

Ask and you shall recieve...thank you for bringing that up it did need changed






Odan Pazzmarr

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R o g u e U n d e r w o r l d




Barbed Wire Have Stims will travel
Reformed Trader & all around Trouble Maker
_____________________________________________________________________
LordBrat
Wed Oct 27, 2004 9:13 pm
#22

Question on capacitors... does a higher recharge rate mean that it will take longer for the weapon to recharge? Or is a higher number better, like in most other aspects of the game.. well, except for weapn speed.




Av'e Bratt
Minister of Military Operations for Bellicose Imperious
Leader of Shadow Squadron


Maliciously obedient, yet positively deviant.
Odan_Pazzmarr
Wed Oct 27, 2004 10:46 pm
#23

yes a higher rate is a faster recharge






Odan Pazzmarr

(ggggggggggggggggggxnnntttttnnnxgggggggggggggggggg)

R o g u e U n d e r w o r l d




Barbed Wire Have Stims will travel
Reformed Trader & all around Trouble Maker
_____________________________________________________________________
Aphophis
Wed Oct 27, 2004 11:34 pm
#24

/applaud

/sticky



'anubus'



Aphophis' -/- 'Anubus' -/- Pharoah'
------------------------------------------
What!
Kigia
Thu Oct 28, 2004 4:46 am
#25

Awesome guide thanks for all the info



Fallen Imperial
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Lost in Eternity
Contemplating Reality

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Straker_Atrella
Thu Oct 28, 2004 4:51 am
#26

Excellent guide.


Would it be possible to take it a little bit farther though?


What I mean is some stats, it is better to have a higher number on some things. On other things, you want lower numbers.


For example, on engines, is a higher Yaw number good or bad? That type of information would be awesome on this thread.



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