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