Shipwright Archive

Thread: Is crafted capacitors a dead issue?

PakuGreenblade
Fri Jan 28, 2005 1:02 am
#27

except for guys that have done some serious grinding or got lucky collecting loot off of vendors and have found some seriously good loot items, i have been able to craft almost all the parts (except capacitors) that have made many pilots very, very happy with their ships.. granted there are give and takes... crafted engines are faster but lower ypr, boosters are faster but not as much power (though mine are still almost comparable), but on the whole im happy with most of the stats on my crafted items.. if a person puts enough work into collecting parts and then RE'ing them then fine.. they WORKED for it.. but for the rest or to fill in the rest of your ship with not uber but good performing parts then theres nothing wrong with crafted items.. the only part that i think needs fixing is the one that this thread was started for.. capacitors



basically if the devs make the pilots experience more fun and interesting, then shipwrights will again be more usefull.. our sales haven't dropped due to lack of good parts.. they've dropped fully due to the boring aspect of JTL.. i stopped having fun after about tier 3 as a pilot



-{ KnuckleBuster }-

Corbantis

Master Shipwright

Master Droid Eng,

Master Artisan

Dabbler Merchant



- Cope
(Smuggler)
-Corbantis-
Symbolite
Fri Jan 28, 2005 1:38 pm
#28






Zaax wrote:





Symbolite wrote:

i say if you have the right guns any capacitor crafted or not will do fine. If your dumb and spam your guns when your obviously not going to hit anything than your gonna drain any capacitor dry whether its Crafted or looted and RE'd.


Fly your ship smart and anything can work out.





have you tried to fly a one weapon craft? against a T5? You need a fast shooting blaster.


ill explain , instead of jsut one-stariing you for your sillyness.


To be effective wiith one gun, for example, one way to do it, is to craft a blaster, using a quick-shot upgrade. Now this upgrade, while lowering your shot rate to the .280 range and greatly increasing your fire output, also makes your cap drain much faster (in the 26+ range), nessesiating a very good cap to compensate.


Its all about balance. to say "fly smart" is the only answer, empties smart craftign from the equation...









I fly a bomber with 2 lvl 7 guns, and a lvl 7 capacitor, i can hold down the trigger for about 2 minutes. On my Interceptor with just 1 gun i can hold down the fire button for nearly 4-5 minutes. Its all about useing the best resources you can get your hands on to build these components, and choosing the correct subcomponent.


On my Weapons i use the speed limiter upgrade, it lowers firing rate by such a little bit it doesn't even matter, and it decreases the energy per shot severly. The finished product is a 17 energy per shot. 1600-2600 damage gun.

Zaax
Sun Jan 30, 2005 11:04 am
#29

/eats hat


i looked at my weapons today


i made a blaster using as perfect resourses as i have. they are very good.


blaster: lvl7: 1569-2435, 0.495, 27.4, 0.277


re'd lvl 6: 1883- 2632, .670, 27.4, 0.380


my math: (1000/380 = shot per sec * max damage2632 * to hit 0.670 = 4640 dps


my blaster comes out to be only 4251 dps darn it. i really thoughti can make as good as RE'd, using upgrades...


/eats RE'd weapon





p ~~~ Your Life is in My Hands~~~ p
Elyone, (MD 4/2004-5/2005)( Rebel BH ~RM <--- RIP) & 2x Rebel Ace ~ NGE Master (Elder) Commando~ Chalalit, Master Shipwrite ~ Dantooine, Sarpedon, WP -6485 -6350.
Sabre Squadron Fighter Wing
Kassuff
Thu Feb 03, 2005 2:03 pm
#30






Zaax wrote:

/eats hat


i looked at my weapons today


i made a blaster using as perfect resourses as i have. they are very good.


blaster: lvl7: 1569-2435, 0.495, 27.4, 0.277


re'd lvl 6: 1883- 2632, .670, 27.4, 0.380


my math: (1000/380 = shot per sec * max damage2632 * to hit 0.670 = 4640 dps


my blaster comes out to be only 4251 dps darn it. i really thoughti can make as good as RE'd, using upgrades...


/eats RE'd weapon







One factor that works in favor of your crafted blaster is the speed. It takes less time to find your "range" when you can spam shots at 0.277 than at 0.380. I find that once you have that range, you can land more shots on target and get that kill/disable quickly. It's cool to see the shield glow almost continuously on a T5, then see the armor fail a split second later, and the engine fly off after that Between the two blasters you have there, I'd personally pick the quickfire.


Sure, a couple of luck shots with the looted blaster can disable your opponent, but small ships like that damn a-wing can fly between my bursts. Using two 0.255 speed level 9's (alternating fire) is like peeing on a campfire...it's hard to miss.


Having said that...I have two level 10 blasters that I use more often...but that's only because the damage (2800-4400) effectivness (over 0.800) and speed (just 0.340 on both)make gunboats and slower fighters easy to obliterate...not to mention the Rebel space station.


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