Shipwright Archive
Thread: Ship Buyers Guide v1.4
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?
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
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.
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
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
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.
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.