Shipwright Archive
Thread: Decimator Thoughts
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Dallak
Thu Nov 18, 2004 10:52 am
#1
After building and flying a Decimator with a group of friends I was very disappointed. The ship could be incredible and a ton of fun for a group of players to destroy rebels with, if some changes were made.
1. The ship has 5,000,000+ mass but only slots for 2 weapons, 3 ordinance and 1 of all the standard equipment.
2. Add at least a front laser turret or add 2 additional laser turrets to the ship. Also add either 1 more capacitor or have 1 weapons capacitor per turret.
3. Add another set of shields and another set of armor to the ship, this all ties back to #1, why do I have the ability to get it to 5,000,000 mass when fully loading it as it stands right now I am sitting around 350k or so.(I only have 1 ordinance item loaded atm)
4. Add another reactor to power everything.
5. Instead of doubling up on shields and armor add Mark VI: Capital Ship Items that would be too heavy to put into any ship but a Decimator or it's equivalent. Example, I am using the exact same Mark V shield generator on my Decimator that I use on my Oppressor. It just seems like a Tier 5 Rebel Gunboat has much stronger shields and armor then a Tier 5 B-Wing, same should apply for player made vehicles.
As it stands right now I have better weapons on my Oppressor. The reason for this if I was to put the same lasers in my Decimator and I had 2 trigger happy people on the turrets they would get 50 shots or so before they were tapped.
Those of you that have flown master lvl multi passenger ships what have your experiences or thoughts been on them?
Acrod_Novys
Thu Nov 18, 2004 11:01 am
#2
My Deci has been fully equipped for some time, and has gone on several missions with sizable crews at this point. My thoughts mirror yours--being the full-time pilot of course (come on guys, get Ace already
), I know that the only time we survive is if I pick on the kind of NPCs that I could have killed solo when I was like.. hmmm, 3333. The effectiveness of the craft definately needs to be increased to compensate for so many players' time, or these ships will be trophies only once the novelty wears off--and considering that POB ships are IMHO the coolest feature in the game to date, that would be a terrible shame. 6 people, varying from Ace to tier 3, in their own ships, are incredibly more effective than a decimator with a crew of 6 in every situation in the game.
I think you have covered the most appropriate ideas for a solution already, and agree we need to see something implimented.
WranglerDekar
Thu Nov 18, 2004 12:51 pm
#3
how on earth do you get 5 mil mass??? last i knew master multi ships had 500k mass not 5 mil???
Acrod_Novys
Thu Nov 18, 2004 2:15 pm
#4
They're all 5 mil mass--but a certain othewise-great ship guide lists them at 500k. If it IS a bug, it's a subconcious sign that the devs know themselves what needs to be done for these beasts 
Tlk
Thu Nov 18, 2004 2:28 pm
#5
I agree, the master box in shipwright should give all mark VI components to be used exclusively in capital ships, which would also require the master box in pilot to award the cert for teh mark VI components.
Not sure I agree with 2 shields, but the 2 capacitor makes sense, I would even say let the bombers have multiple capacitors as well.
Rolassk
Thu Nov 18, 2004 4:43 pm
#6
Tlk wrote:
I agree, the master box in shipwright should give all mark VI components to be used exclusively in capital ships, which would also require the master box in pilot to award the cert for teh mark VI components.
Except we don't have any player controlled capital ships yet.
The VT-49, YKL-37R & YT-1300 are all starfighters.
About the smallest Star Wars capital class ship is the Corellian Corvette, and that thing is frikin huge compared to a starfighter.
RagNoRock5x
Thu Nov 18, 2004 7:08 pm
#7
They used to have the Starfreghter Engineer. I dont know why the took it out
It Gave hope of posible future capital ships 
It was a "Super Eleet" class past Master Shipwright. I wish they put that back in
I never got to actualy play it.... It was taken out just a few days after I got into beta, before they put JTL skillz on the frogys and when RE was required for master shipwright.
Scythe
Thu Nov 18, 2004 7:12 pm
#8
I happen to like how the multi-ships work now. They shouldn't be something that can wipe out any 5 PCs at a given time...otherwise you'll simply get more Jedi-like cheese and whine.
TomoRainer
Thu Nov 18, 2004 7:37 pm
#9
Considering you need at least three people to adequately fly one, you would think they might be in the realm of as good as 2-3 single-person starfighters, though.
Right now they seem really hard to operate effectively to me. I love their potential, looks, etc., but they can't hold their own in combat.
Right now they seem really hard to operate effectively to me. I love their potential, looks, etc., but they can't hold their own in combat.
Dallak
Fri Nov 19, 2004 1:05 am
#10
I triple checked the zeroes when I made it. Maybe it's a bug? Not sure, but that's how it came out.'
Anyone else with thoughts on the Decimator or other Master Tier Multi Passenger Ships?
Ricven
Fri Nov 19, 2004 1:46 am
#11
LMAO nope everyone I have built the yt-1300 had over 5 million mass and the rebel multiplayer ship had over 5.5 million mass!
WranglerDekar wrote:
how on earth do you get 5 mil mass??? last i knew master multi ships had 500k mass not 5 mil???
Message Edited by Ricven on 11-18-2004 02:47 PM
Acrod_Novys
Fri Nov 19, 2004 6:44 am
#12
Tlk wrote:
Not sure I agree with 2 shields
Have you piloted one of these things into battle yet? If so I am surprised you think so. Flying straight and level just to give your gunners a chance (oh I'd love to hear an argument about gunner skill here, but ummm... no.), your shields go down in no time.
Scythe wrote:
I happen to like how the multi-ships work now. They shouldn't be something that can wipe out any 5 PCs at a given time...otherwise you'll simply get more Jedi-like cheese and whine.
Disconnect the concept of "balance the ships", because these are multiplayer ships. Balance is needed to give each player an adequate chance and results for his performance, not so that any ship can take any other ship. Balance players, not ships. I think you were actually saying you wanted to avoid people whining about POB ships being tougher, but frankly the fun of having an effective POB ship so outstrips my fear of people who can't understand they're fighting 5 people and not 1 person, that I don't concern myself over it.
KabaI
Fri Nov 19, 2004 11:33 am
#13
The rest I completely agree with. Why they have one reactor to power this thing (that only has an extra2k generation rate over the Mk IV) is beyond me. And the Mk V shields are only 2 recharge above the Mk IV (which has a 150% increase over the Mk III). All of these high end (master level) components either need an overallboost, or an artificial boost when placed inside a multiplayer ship (so that the master level single player ships dont get the same boost).
Dallak wrote:
After building and flying a Decimator with a group of friends I was very disappointed. The ship could be incredible and a ton of fun for a group of players to destroy rebels with, if some changes were made.
1. The ship has 5,000,000+ mass but only slots for 2 weapons, 3 ordinance and 1 of all the standard equipment.
2. Add at least a front laser turret or add 2 additional laser turrets to the ship. Also add either 1 more capacitor or have 1 weapons capacitor per turret.
Actually, this is a bad idea, as the the maneuvers that a pilot must go through to keep his own weapons trained on a targetinhibit the gunner's effectiveness. I found this out while trying out my Y-Wing for the first time with a gunner. I ended up using the yaw a lot more than the standard roll and pitch to keep my weapons on the target, so that he'd be able to hit it as well. And when it was my turn in the gunner's seat, I noticed how the standard movements affected my ability to track and effectively engage a target.
3. Add another set of shields and another set of armor to the ship, this all ties back to #1, why do I have the ability to get it to 5,000,000 mass when fully loading it as it stands right now I am sitting around 350k or so.(I only have 1 ordinance item loaded atm)
4. Add another reactor to power everything.
5. Instead of doubling up on shields and armor add Mark VI: Capital Ship Items that would be too heavy to put into any ship but a Decimator or it's equivalent. Example, I am using the exact same Mark V shield generator on my Decimator that I use on my Oppressor. It just seems like a Tier 5 Rebel Gunboat has much stronger shields and armor then a Tier 5 B-Wing, same should apply for player made vehicles.
As it stands right now I have better weapons on my Oppressor. The reason for this if I was to put the same lasers in my Decimator and I had 2 trigger happy people on the turrets they would get 50 shots or so before they were tapped.
Those of you that have flown master lvl multi passenger ships what have your experiences or thoughts been on them?
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