Shipwright Archive

Thread: Shipwright Crafting Tip #1: Weapon Experimentation

TomoRainer
Fri Jun 03, 2005 2:50 am
#40

I think that's a rounding issue rather than a hard cap. Anything from .255-.264 will eventually round to .260 speed. I tested a .254 once and it rounded down to .250.







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Nvim
Fri Jun 03, 2005 3:35 am
#41






idolatry wrote:





Nvim wrote:


If you push fast guns you need an amazingcapacitor to go with it. Good DPE guns are not as capacitor dependant. If your market is ace pilots that can't hit the side of a small planet then that is a pretty small market.





Have a look at the crafted capacitor thread that's been going parallel to this. Crafted capacitors are now significantly better.


Using Capacitor Overcharge 4, we can now get Mark I crafted capacitors to 1700+ energy and 60+ recharge. That's just Mark I; it goes up from there. It's going to take a long, long time to bleed that capacitor dry, even with a couple of rapid firing guns. You add Weapon Overcharge 3 into the mix, and you literally cannot run out of capacitor energy.








Hmmm, never seen mark I capacitors even remotely close to that kind of energy or recharge, which is probably my main problem. Hard to find Shipwrights that fly a lot and thus make the kind of components they want to stick in their ship. I guess it is all a matter of availability of resources, if your server doesn't have high quality resources around the end product is going to be pretty average. Most of my components seem to be re-engineered, which again are not 'that' good...


I'm gimped.

idolatry
Fri Jun 03, 2005 4:02 am
#42






Nvim wrote:

Hmmm, never seen mark I capacitors even remotely close to that kind of energy or recharge, which is probably my main problem. Hard to find Shipwrights that fly a lot and thus make the kind of components they want to stick in their ship. I guess it is all a matter of availability of resources, if your server doesn't have high quality resources around the end product is going to be pretty average. Most of my components seem to be re-engineered, which again are not 'that' good...

I'm gimped.






They did a balance pass on crafted capacitors and engines recently. They're actually worth making now. And that capacitor was made with decent resources, not great at all.


Its a question of breaking old habits; a lot of shipwrights think crafted capacitors suck, and so won't make them, even though they're significantly better now.



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Eliane Quickblade - "You can't take the sky from me..."
Elder Shipwright/Master Pilot - Imperial 6th Wing Forums

...Pilot is the alpha class
MMKia
Fri Jun 03, 2005 9:41 pm
#43



TomoRainer wrote:
I think that's a rounding issue rather than a hard cap. Anything from .255-.264 will eventually round to .260 speed. I tested a .254 once and it rounded down to .250.




thanx tomo. ill keep that in mind when crafting.




g.[{{{{{{{{{{{ mgXXq}}}F\Cthor - Kiavvie/Malachi' Kitola Elder Jedi Knight)
Fivel +17 Engine/Weapon Systems +12 Chassis Master FS Crafter/Shipwright
Mos Themis, Tatootine


Maasedge
Sat Jun 04, 2005 3:40 pm
#44



idolatry wrote:


Nvim wrote:
Hmmm, never seen mark I capacitors even remotely close to that kind of energy or recharge, which is probably my main problem. Hard to find Shipwrights that fly a lot and thus make the kind of components they want to stick in their ship. I guess it is all a matter of availability of resources, if your server doesn't have high quality resources around the end product is going to be pretty average. Most of my components seem to be re-engineered, which again are not 'that' good...

I'm gimped.



They did a balance pass on crafted capacitors and engines recently. They're actually worth making now. And that capacitor was made with decent resources, not great at all.
Its a question of breaking old habits; a lot of shipwrights think crafted capacitors suck, and so won't make them, even though they're significantly better now.





/briefhijack

Now more than ever I would kill to have you in the guild and or in our mall

/briefhijack off

Excellent work!



Maas Neotek -Elder Architect

- I support people who give me money
"Your generic TIE grunt is just plain suicidal. And the TIE Defender jockey is bloodthirsty. But the TIE Interceptor pilot, he's suicidal and bloodthirsty. When you see a squad of those maniacs flying your way, you'd better hope your hyperdrive is operational." - Kyle Katarn

idolatry
Sun Jul 03, 2005 5:10 pm
#45

Bump, because we had a request for some experimentation guides.



-------------------------------------------------------------------------
Eliane Quickblade - "You can't take the sky from me..."
Elder Shipwright/Master Pilot - Imperial 6th Wing Forums

...Pilot is the alpha class
werehere
Sun Jul 03, 2005 6:17 pm
#46

This is what i have done in the begginning i already figured this out i go for armour shields refire and if i had some extra


points like a sulisterian and skill tapes i would put more on shields and srmour just works better.


best refire rate i got not speacle species or skill tapes was like .256


kazzabev


Keos
Mon Jul 04, 2005 2:54 am
#47

I think this discussion is a little bit off. DPS does not really describe the quality of a weapon.
It is a misleading stat for Ground-Weapons where hitting is a mathimatical function and more for space weapons where hitting a target requires manual skill.
The best weapon for a pilot depends on so many factors that there is no holy cow of the ultimate weapon.
1. Playstyle: Some people prefer agile fighters with only one ore two weapon slots. For these a fast weapon is the best.
Others prefer heavier fighters with bigger punch. These are kind of alpha-strike fighters where you should hit ypur target only once or twice and kill it, instead of firing like crazy on them.
2. Mass and energy requirements in a fighter. What capacitor can be fitted ? Is it enough to power the weapons ? Even with the right programms it is easy to deplet your capacitor in some ships where you have more than one weapon. If the weapons fire to fast it is possible that you have no energy in the middle of the battle.
3. Skill: If you are the perfect pilot, allways hitting your target, then a fast weapon is the best choice. If you miss often you have two options: Get a fast weapon and hope that more bolts are hitting your target or get a hard hitting weapon and you need only few hits to destroy your target.
As a shipwright I do many custom orders and I speak with my customers to find out what fills their requirements best. There is no best weapon and DPS is the worst stat to compare any weapon. I would allways prefer 3 hard hitting and slow weapons with low energy drain in my X-Wing and a fast hitting one in my A-Wing.
EnFERn0
Mon Jul 04, 2005 3:12 am
#48

Light, Mid-Grade & Heavy. I make these with Max damage upgrades and experiment on damage. Cause that's the only thing that sells. Advanced & Elite weapons, I stock in both Damage and Speed version.


Regardless, Damage guns sells way more then then the speed versions.



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