Shipwright Archive

Thread: Oh sweet ordanance..!

mindspat
Mon Sep 12, 2005 2:07 pm
#1

Being a new SW I'm still in the grey in some areas. One thing I'm learning is how exp affects, or shows a minimaleffect, on chassis. I am assuming this is not the same for all componets associated with SW.


When crafting the various forms of ordanance are exp points showing a tremendous increase in the stats or would someone have nearly the same result if they spent 1 point compared to 10 points? Also, I've seen mentioning where resoruces have little impact on the outcome of a chassis and was wondering if this is also the same for other items such as ordanance.


I've recently gone on a mission to mass produce as much ordadance as consumbles allow after falling in love with the use of these things. The bazaar seems almost completely out of ordanance for the most part and I am looking for something to keep the business going.


Could someone post or redirect me to relevant topics or additional information detailing crafting, experimenting and selling of ordanance? Also, which ships are capable of being outfitted with more then one ordanance hard point?


Thanks in advance.




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Nearro
Mon Sep 12, 2005 9:01 pm
#2

Here's the thing on Chassis. The mass variance on the final products are typically just a matter of % away from min/max, so experimentation doesn't show huge changes. Typically, your grind materials will get you within 70% of max mass, which is typically good enough for most people. There are those, however (myself included), that want the most mass possible to squeeze in the best they can. Especially Imperial pilots that are limited by mass.

As for other components, experimenting typically shows massive returns. The biggest difference is the variance. While 100 of your mass per point might not be big to some people, 0.005 refire per point is huge.

As to crafting ordanance, it all comes down to your customers. Some will want heavy hitting missles, others will want the fastest refire possible, for the quickest lock times. Typically, if you are mass producing, it is best to make equal numbers of both until you see which starts outselling the other, then adjust accordingly.


As to the others, check through the Shipwright FAQ for some really helpful links. Specifically, look for one about shipwright crafted components with stats. There's an amazing page that breaks it all down, as to how much increase per point you spend.

And for the ships with ordanance, nothing better then the Pilot FAQ, stuck at the top of the Pilot forums. Think it's the third post that has all the info about all the ships.



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EnFERn0
Tue Sep 13, 2005 6:16 am
#3

Normal PvE missiles. Keep OQ/PE around 500-750.
For high-end PvP missiles, resources with 750+ is needed.




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mindspat
Tue Sep 13, 2005 3:21 pm
#4


Thanks!!


Both are good info. Looks like I can use that oq/pe rads 950+/950+ now !!


Would be nice if there were options to "modify" ship chassis to alter the hardpoints around. I personally would rather have 3 ordanance slots and one weapon hardpoint then a 4weapons and1 ordanance.


Thanks again for the informative posts!




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Maudee
Tue Sep 13, 2005 4:42 pm
#5

Being a pilot and former shipwright I'd suggest exactly what Nearro recommends. A good mix of Damage mod missles and a good mix of Refire mod missles.


For Refire mod, make Image-Rec II's and Proton IV's, ultra high end resources to get refire under 5 sec, bare minimum. You can charge quite abit for these. I've seen Proton IV's near breaking into the 3 second refire barrier. 3 Proton IV's on a Oppressor is a scary thing.


For damage mod, make Proton III's, Proton IV's, Image-Rec II's and Spacebomb II's (for the space bombs, make sure to experiment up to 4 missles per pack instead of 3, then dump the rest of the points into max damage).


Just my two cents


-Maudee


mindspat
Wed Sep 14, 2005 6:01 pm
#6

Thanks for the awesome feedback!!


My main reason to even go Shipwright was 'cs of my usage of Missles and lack of their availbilty on the Bazaar and in general vendors.


Since using them I've truely begun to enjoy playing in space.


Keep up the suggestions.


(this forum has got to be one of the better forums avaible for this website.)




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Kaitlin78
Thu Sep 15, 2005 9:53 am
#7

Hmm, this is a great topic. I have some questions along the same lines.

I love concussion missles. I use them to solo vette missions because they take the shields down so quickly. I usually put one or two points into the quantity to bring it up to 12, then the rest goes into min damage to make sure each shot counts, then any left over goes into max damage. I don't mind sitting behind a vet for 8 seconds to get a lock because I take out everything around it first and sitting in its blind spot keeps me safe.

The servers are down or I would post my stats but I use close to the server best (bloodfin) for the resources.

What is your opinion on experimenting that way?

Message Edited by Kaitlin78 on 09-15-2005 12:54 PM



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admiraljz
Sun Sep 18, 2005 6:31 pm
#8

As a pilot, I look for two things on missiles: number of missiles per pack, and refire rate.


In my opinion, damage experimentation on missiles is a complete waste. Their only worthwhile asset is in precision guided attacks - a pinprick in just the right place, rather than a nuclear explosion that wipes everything out. Since missiles do far, far less damage than basic guns (even the holiest of holies, the MK2 space bomb), and one MK4 proton is enough to take out a single corvette component or PvP enemy, I want more shots for my buck, and a quicker lock time. Anyone who's using MK2 spacebombs for PvE targets is whizzing away hard-earned money.


In general, what most informed pilots will be looking for are Protons and Image Recs. Protons are more powerful and have more shots per pack, and the launchers are heavier. MK2 IRs are more accurate and less easily fooled by countermeasures. In some cases I'll use MK3 protons, depending on mass restrictions. All my ships have full ordnance loaded. PvE ships will have MK3 or MK4 Protons, PvP ships will generally use MK2 IRs.






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MMKia
Sun Sep 18, 2005 8:55 pm
#9

It depends on the server. My best selling missiles are the ones with max uses. I cant keep 15 use MK3 Proton, concussion, or seismics in stock.




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