Shipwright Archive
Thread: Crafted engines and capacitors given a boost, info inside, please provide your input
Darth_Platypus wrote:
I looked these numbers over, and it appears they were inferior to looted components of similar levels. I have boosted the YPR numbers for all crafted engines to what seem like more appropriate levels. Coming soon to a patch near you!
Thanks
Darth_Platypus,
Please be aware that Impfighters generally (not counting the special ROTW ships) have absolutely no mass so we're forced to use extradordinary components in our fighters.
Crafting a good speed engine that fits inside of a Tie-Interceptor is impossible forcing us to use rare loots. It would be nice if player crafted components could at least get close to the "uber loots" we need to use.
-- A6
Used an overcharger, and high quality materials.
Put 5 points into yaw and pitch, and the last 5 into speed.
Speed has definatly gone up in these engines, with overcharger and 5 points, i made one at about 94 speed.
What im not impressed with is the YPR. at 55.7 after using 5 points if i recall. I dont care how much extra the top speed is now, it would be a cold day in hell before id use an engine with YPR that low.
At a bare minimum, a ship should have 1.2 turn radius as listed on the bottom three YPR values in the component screen while in flight. To achieve 1.2, the engine has to be in the rough vacinity of 64 YPR. Anything below that is not worth consideration.
Is 100k possible on a Heavy TIE/ln now?
Message Edited by IIscandar on 05-10-2005 04:59 PM
Profession: Shipwright
Increased the yaw/pitch/roll experimentation ranges for all levels of crafted engines.
IIscandar wrote:
FYI 5/11/05 publish
Profession: Shipwright
Increased the yaw/pitch/roll experimentation ranges for all levels of crafted engines.
just tried with my best stuff, here's what i got:
{OK} - lvl9 Engine - 98.6spd - 61.8P/61.8Y/52.2Y - 33597mass
{OK} - lvl7 Engine - 88spd - 57.8P/57.8Y/50Y - 13438mass\
oh, and for top speed
{OK} - lvl9 Engine - 116spd - 55.8PY/52.2R - 33597mass
Message Edited by SandLizard on 05-11-2005 01:21 AM
ArianSix wrote:
Darth_Platypus wrote:
I looked these numbers over, and it appears they were inferior to looted components of similar levels. I have boosted the YPR numbers for all crafted engines to what seem like more appropriate levels. Coming soon to a patch near you!
Thanks
Darth_Platypus,
Please be aware that Impfighters generally (not counting the special ROTW ships) have absolutely no mass so we're forced to use extradordinary components in our fighters.
Crafting a good speed engine that fits inside of a Tie-Interceptor is impossible forcing us to use rare loots. It would be nice if player crafted components could at least get close to the "uber loots" we need to use.
-- A6
I completely disagree with this statement. Myself and all my Imperial friends have ground out at least one squadron to ace and never had a problem of this nature. Most players' strategies for equipping low-mass fighters is upside-down. Almost without exception, low-mass fighter chassishave extraordinary stats; that is, they have a great speed index and YPR ratings. With these kinds of stats, you basically want to turn your ship into a very fast, flying weapon. Here is my advice:
- Equip your ship with the fastest engine for which you are certified. In addition, make use of engine overload.
- Equip your ship with the highest damage weapons for which you are certified. I like to go with with a weapon with either a limiter (to reduce energy/shot) or a max damage intensifier.
- Equip your ship with a looted capacitor having a mass no more than 5K--this will usually give you something between 800-1000 energy and .28-.36 recharge rate. You must compensate by obtaining a capacitor overload program from a freelance pilot.
- Equip your ship with a level 1 armor. Let's be realistic, if your armor is taking damage, you're screwed, blued, and tatooed anyways.
- Equip your ship with a shield generator 1-2 level below your certification. This keeps the generator light and power requirements low. The shield generator should have an intensifier upgrade of some sort. You must compensate by obtaining a capacitor-to-shield shunt program from a freelance pilot.
- Equip your ship with an overcharged level 1 reactor. You don't need more than this, even if you have two weapons. However, you must compensate with reactor overload.
- I have found that most of the time, there is enough mass left over that you can usually jam in a droid interface for which you are certified. You want a fast droid interface so that you can shunt capacitor energy to your shield often.
- Punt the booster altogether--your chassis, engine, and engine overload more than make up for the need for a booster. This is just a waste of mass and energy.
- Punt missiles and countermeasures. Again, your ship speed compensates for the need to resort to these tactics.
ImLucas wrote:
SandLizard wrote:
IIscandar wrote:
FYI 5/11/05 publish
Profession: Shipwright
Increased the yaw/pitch/roll experimentation ranges for all levels of crafted engines.
just tried with my best stuff, here's what i got:
{OK} - lvl9 Engine - 98.6spd - 61.8P/61.8Y/52.2Y - 33597mass
{OK} - lvl7 Engine - 88spd - 57.8P/57.8Y/50Y - 13438mass\
oh, and for top speed
{OK} - lvl9 Engine - 116spd - 55.8PY/52.2R - 33597massMessage Edited by SandLizard on 05-11-2005 01:21 AM
Good data... now make the same engine again when the servers come back up. (patch didn't happen yet).The servers should be going down in about 3 and 1/2 hrs.
oh, haven't been able to log really for a couple days, i couldn't be sure heh