Shipwright Archive

Thread: Crafted engines and capacitors given a boost, info inside, please provide your input

Loki_Ashaman
Wed May 11, 2005 8:02 am
#53

I posted some data at the end of EEMAN's post here from today's patch. Looks very nice, beats loot but falls short of your high end RE'd stuff




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Scoooter
Wed May 11, 2005 8:05 am
#54






Loki_Ashaman wrote:
I posted some data at the end of EEMAN's post here from today's patch. Looks very nice, beats loot but falls short of your high end RE'd stuff




But since loot has been nerfed shouldnt re still be better?


lets face it you have to kill several thousands teir 5's to get 10 level 10 engines (I know I did it)


Weapons and engines above level 5 are not dropping that often anymore


Whats being made now is better thanlooted at this point (except for extremely rare drops).


Also RE needs a point. SW's wont get FS schemtics if people do not bother to RE.


Anymore it just takes a very long time to get enough of the same componentat a high level.


This patch at least puts the SW in a position that people will not use looted components prior to the RE (if they can afford it)




Message Edited by Scoooter on 05-11-2005 10:12 AM



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Wulffe
Wed May 11, 2005 9:41 am
#55

Logged in briefly this morning to give it a shot.


Lvl 9 engine 99.4 top speed, 69.8 turn rates


Lvl 7 Engine 87.4 top speed, 63 turn rates.


These engines were expermented for manoueverablility only, those speeds are straight out of combine.



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SandLizard
Wed May 11, 2005 10:53 am
#56

here's my new results:

{OK} - lvl9 Engine - 100.8spd - 69.9P/69.9Y/60.1R - 33581mass
{OK} - lvl7 Engine - 88spd - 66.4P/66.4Y/57.6R - 13432mass

so, if i had just a bit better iron, alum, and radioactive (three resources that i have that are good, but could be better), it will be possible to hit over 70 in pitch and yaw (up to maybe 72 with 'perfect' resources?) and still keep speed over 100.




[ Orske Kel'Raethe - {OK Shipwright, Corellia, -4000 -2300} - Starsider ]
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Subcriminal
Wed May 11, 2005 11:08 am
#57

My engines were sweeter than honey today.. However I was disappointed with the caps, they were still pretty crummy. I don't have the stats handy so I will post them later... Anyone else play with caps?
EEMAN
Wed May 11, 2005 11:27 am
#58

see my post Here on test results of engines today. Some were great and others still need work. capacitors didnt get changed today, hopefully thier recharge will get a boost on the next publish.



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ImLucas
Wed May 11, 2005 12:39 pm
#59






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 - 33597mass

Message 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.






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KapowBzapp
Thu May 12, 2005 12:23 am
#60


Jagged-F3l wrote:
• Punt missiles and countermeasures. Again, your ship speed compensates for the need to resort to these tactics.


I realize this is a question for the Pilot forum, but since you made that recommendation - can you verify that a fast ship can EVER dodge missiles? Even in my most caffienated A-wing it seems like missiles aren't really physical objects you can dodge, just an animation that eventually either hits or gets countermeasured. I'd love to hear that I'm wrong.

And man am I looking forward to these new engines! I know some rookie Rebels stuck in Y-wings who will be especially happy.





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SandLizard
Thu May 12, 2005 12:42 am
#61

capacitor results:

lvl9 - 1202 energy, 31.3 recharge
lvl7 - 1061 energy, 27.5 recharge
lvl5 - 924 energy, 25.2 recharge
lvl3 - 841 energy, 22.7 recharge
lvl1 - 764 energy, 20.2 recharge

note: the conductive borcarbitic copper i have pretty much sucks. around 735cd, 126oq




[ Orske Kel'Raethe - {OK Shipwright, Corellia, -4000 -2300} - Starsider ]
{*} ___ ___ {*}
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\\\\\\\\ /-\/|\/_/ \ / \_\/|\/-\ ////////
\\\\\\\\\\\\\ \_/ /////////////

AhrienTerrik
Thu May 12, 2005 2:49 am
#62



KapowBzapp wrote:
And man am I looking forward to these new engines! I know some rookie Rebels stuck in Y-wings who will be especially happy.




Try crafting the Heavy Z-95. The lack of an additional weapon is greatly compensated by the fact the ship es far more fast and maneuverable and can hold up to 96K mass, more than enough until they can fly the X-wing.





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JediNg
Thu May 12, 2005 2:59 am
#63

Personally, I do not think the PYR increases are enough.



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Elyrith
Sat May 14, 2005 4:40 am
#64

I like it. I'm a personal shipwright (meaning I don't craft parts for a business so much as for myself and personal friends), but I can actually make engines worth the use of resources now.

Not so much with capacitors. I still have to make capacitors superheavy compared to looted ones with the same max energy and recharge.

But you asked for input and I like the new engines. I've actually gotten upgrade resources for engines since this came in and I like it a lot.

Thanks IIscandar.

Message Edited by Elyrith on 05-14-2005 07:41 AM



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CommTampers
Sat May 14, 2005 9:50 am
#65

Looks like the engines are nearly up to par. /golf applause.


Now the devs just need to focus on the capacitors, which need a lot of work. Level 7 caps should be able to have recharge into the low to mid 40s, but are stuck in the low 30s.





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