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Review of beta ships (NR & Corellia)

by Rebel_Storm » 16 Nov 2014, 20:01

I know the ships of the official release will probably be very different in some aspects, but who knows when that will be released. So in the meantime, I thought I'd do a favor for new NR and CorSec pilots by reviewing all the ships I've flown so far and thus give them a few guidelines when they purchase new craft.

New Republic (on average, each fighter seems faster than its imperial counterpart, but with a less responsive handling)

-Y Wing Bomber
Depending on the character you select, this may be your starter ship. Even cerain CorSec characters start with a green version of this craft. So as a CorSec or NR, chances are you'll fly this at least once in your life.
1. Basically, this is bomber Numero Uno out of all bombers of all factions, because it has the biggest hold for the most torpedoes.
2. Because it is shaped like a 'Y', it has a relatively slim profile. So unless your opponent has a straight shot at your roof or underbelly, you have a pretty good chance of missing most lasers.
3. The thing does, as Skywalker said, turn like a sleepy Hutt. it is relatively useless in a dogfight, especially if you are flying solo. You're best bet is switching the torp launchers for missile pods and loading concussuions. Also, set the lasers to single-fire and leave the ions on.
4. Like I just said, Y's are ion equipped. Once the shields are down, the ions drain energy. This isn't really effective on fighters due to recharge rates, but on a cap ship, energy takes a while to reload. Use this to your advantage.
Conclusion: Not the best solo craft, but can hold its own when flying in numbers.

-Headhungter
For Republic pilots only, this is the other starter ship option. Its actually pretty decent for a starter ship. If you start with a Y-wing and you're struggling, Headhunters are cheap on Coruscant.
1. This is actually a ship that handles better than it shoots. If the RoF or DPS were slightly increased, TIE/In wouldn't stand a chance. As it is, 1 headhunter vs. 6 Tie/In or more, the battle can go on in an indefinite stalemate.
2. Against anything slower than an interceptor, this fighter is lethal. A half-dozen of these could out-fight any number of anything smaller than a capship.
3. Not a massive cargo hold, but it will carry enough missiles to destroy one or two interceptors without using lasers.
4. looks kinda like a 'T', pretty slim. Will easily avoid most laser fire.
Conclusion: For beginners, I strongly recommend this ship (Of course, once you get the rep, switch to something with higher DPS, like an X-wing)

-A Wing
To be honest, I never flew this in actual combat. I have mixed feelings about how it would handle.
1. This is a fast ship. If anything can outmaneuver a TIE/In, this is the fighter that can.
2. One downside to this ship. Two shots will kill it. One to the shields, one to the hull.
3. Fortunately, its speed means nothing but a VERY lucky shot stands much chance of hitting.
4. The other downside to its use as a dogfighter is that the DPS is very low. It could take quite a while to kill a fully shielded, undamaged fighter.
5. The cargo hold is small. It won't hold more than 6 missiles, if even that many.
Conclusion: I was told that it wasn't designed for dogfighting in the first place. Still, I'd like to see it try, and see what it can or can't do in the face of a couple TIE's.

-B Wing
I never saw combat in this ship either cause I bought it just before the New Republic decided I had to change my name from Gold to Wolf. Still, it almost became the world's best bomber.
1. The hold is slightly smaller than a Y's. Tats why it took 2nd place.
2. Extremely slim from every angle. It would be hard for your opponent to hit you if you were on a collision course with him. This feature will come in handy once the Imperials start launching their Capships.
3. Its a bomber, not an interceptor. However, it handles relatively well.
4. It is Ion-equipped. That, combined with multiple lasers, potentially means it has the best energy-weapon array of all NR fighter/bombers, second in DPS only to the K-wing.
Conclusion: Like I said, I was never in combat with this ship. But if I had to bet, I'd bet on it holding its own in a dogfight. If flown in numbers, it definately takes the cake hands-down. If your role of preference is bombing, this is definately a viable alternative to the Y-wing.

-K Wing
I like this ship. Its like my favorite. Unfortunately, its pretty useless in any role unless you fly in numbers.
1. No ions, but the laser array gives it the best non-capital DPS of all NR craft. the rate of fire...is average at best.
2. If the Y turns like a sleepy Hutt, the K turns like a Hutt thats sleepy AND drunk. Virtually useless in the average dogfight.
3. This is a massive ship. It looks like a pancake. DO NOT expose your roof or underbelly to your opponent. If he can't hit the K-wing's roof, he probably can't hit a barn either. the side/front/rear profile is relatively thin, though, so fire at your opponent in a head-on collision course. Soon as he flies past you, activate cruise, get some distance, and charge again.
4. Hold size is okay, but it wasn't built as a freighter and its payload is comparable to a light bomber (The B is a heavy and even that has a smaller hold than a Y).
Conclusion: Its a sweet piece of firepower, but there are more useful alternatives. The only issue is that no other ship looks like a god of thunder the same way a K-wing does.
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Re: Review of beta ships (NR & Corellia)

by Rebel_Storm » 16 Nov 2014, 20:38

Corellian Sector

-YT Series
If your character is CEC, you get a YT-1300 as your starting ship. If not, you have to earn reputation. But whether its a 1300, a 2000, or a 2400, they're pretty much the same except for cosmetics.
1. laser array is okay, but this is a freighter, not a fighter. The lasers are more of a deterrent.
2. The hull is the biggest practical cargo hold you can get without being given a cap-ship freighter.
3. There are bigger ships but either they are un-armed, or like the YB, they are impractical for all purposes. So if no one will allow you to own a cap-ship freighter, the YT is the best option.
4. The YT series are more pancake shaped than a K-wing. As long as you don't expose your roof or underbelly, you should be able to outrun any who threaten your cargo.
Conclusion: If Merchant Marines is your style, a YT may be a ship worth looking into. Just don't try to fight any attackers unless you have a convoy or some armed escorts.

-YT 5300 Spearhead Gunboat
Nice rig. Has a pretty heavy hull and shield (for a YT). Unfortunately, it might handle worse than even a K-wing. If you fly this, DO NOT FLY ALONE.
1. The weaponry differs little from civilian YT's except it has a slightly higher DPS as a military vessel.
2. Like civilian YT's, the Spearhead is a pancake. Take advantage of this.
3. The hold is way smaller than civilian holds. Otherwise, it would be an awesome merchant craft.
Conclusion: I don't really recommend this ship for most roles, especially if you frequently fly solo. But I'm sure it has its place.

-I7 Howlrunner
If you start as CorSec, you either fly this or a green Y-wing. Personally, I'd say don't fly the green Y-wing.
1. Its been a while since I've piloted this ship, but if I remember right, its basically the Corellian version of a headhunter.
Conclusion: Okay for beginners, but IMO, most people would want to upgrade as soon as they can afford it.

-P3 Planetary Defender
I just bought this for my CorSec character, so I haven't had a chance to test it in actual combat yet. However, I like it and it preforms pretty well for a VHF. I'll post further after tryng it in combat.

-YB-300 heavy freighter
I just bought this for my CEC merchant and I already know it sucks. For all practical purposes, DO NOT BUY THIS SHIP!
1. It costs TWO MILLION
2. I don't know whether all frieghter do this or not, but cruise drains the weapon energy, and then it comes to a complete stop and has to recharge. VERY inconvenient when being pursued by pirates.
3. The hold is around 300 units. A YT is about 100 units. The difference in speed, cruise capability, and cost far outweighs such a small difference in hold size.
Conclusion: DO NOT BUY THIS SHIP! Now that I've flown it, I wouldn't buy it for 2 credits, much less 2 million.
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Re: Review of beta ships (NR & Corellia)

by Kalis » 17 Nov 2014, 02:11

All heavy freighters consume energy in cruise, capital ships too. FYI.

And don't be dissing my YB :P I flew that thing for two months before I earned my CR90...
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Re: Review of beta ships (NR & Corellia)

by Rebel_Storm » 17 Nov 2014, 05:22

YT is stil a better alternative than a YB cause the hold of a YB is only 200 units larger. In the time it takes a YB to do one trip, a YT could probably do the same trip multiple times, enough to counter the hull size. :)
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Re: Review of beta ships (NR & Corellia)

by Kalis » 17 Nov 2014, 06:04

I know. I just loved that ship for some reason.

Also, there are minor differences in the YT freighters. They all have the same hold but have different maneuverability, speed, armor, weapons.

The YT-1300 is the most maneuverable of the YTs if I remember correctly.

The YT-2000 is the most heavily armed and armored of the YTs. It boasts a forward mounted ion cannon and extra armor if I remember correctly.

The YT-2400 is the fastest of the YTs, that I know for sure.
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Re: Review of beta ships (NR & Corellia)

by Caius » 17 Nov 2014, 18:24

Pssst, try the Cargo Ferry. She's awesome if you get used to her. Besides the flaws, I've went through so much things with the craft, really interesting stuff happened. Some estimations:

+ really good cargo hold of 350 units
+ able to defend itself with its 3 lasers (pirates are no problem, incautious players too)
+ no cruise energy drain, no stopping
+ can dock at all stations
- dead angle; anything right behind you, will give you a rough time (use "G" precision to maneuver^^)
- slow-slower-cargo ferry; it goes 156 in cruise/full sublight.
(>available at Kuat Drive Yards Transfer Station)

You've listed good impressions of the ships. Thanks for your effort.
Last edited by Caius on 18 Nov 2014, 22:21, edited 1 time in total.
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Re: Review of beta ships (NR & Corellia)

by Kalis » 18 Nov 2014, 00:50

I finally took the time to read your first impressions, thought I should give an Imperial's view of the NR craft you reviewed. Having shot down quite a few and all :P

-Y-Wing
1. The Y-Wing does have the biggest hold out of the bombers available to you. But this does not mean much unless you are flying with multiple other craft and intend to spam torpedoes. This is because the more you fill your craft with the worse it handles. One could fill a Y-Wing with missiles or proton torps but it slides all over the place. When empty it is actually quite maneuverable and capable of dogfighting all but the Interceptor and TIE Fighter.
2. The Y-Wing truly is difficult to hit from above, below, or the sides. When facing one head on or tailing it is quite easy to hit however.
3. I've already addressed this. If you don't stuff your fighter full of munitions it handles way differently. I've flown a Y-Wing, they can not only dogfight but they are capable of near constant fire and can deal a lot of pain in the right hands. When in single fire it is scary, just an unbroken stream of lasers.
4. The ions on the Y-Wing I would leave on since they don't drain too much energy from the fighter. The TIE Defender is a different story but I digress. Even once the shields are down they work excellently as tracers.

-Headhunter
1. You must have been popping NPCs. Any good interceptor pilot can murder a Headhunter. Its rate of fire does suck (as does the TIE Fighter) but it does have missile launchers. It is also noteworthy that the Z95 is outmaneuvered ONLY by the TIE Fighter which it compensates for with the missile launchers.
2. A headhunter easily out turns the interceptor, whose only defense is its speed. Note that speed does NOT equal maneuverability.
3. See previous comments on missiles. Although because its laser do have a weird RoF this is one of those fighters where I would say "load up". Mostly because you will have to be generous with missiles in the Z95.
4. The Z95 is a block. They are easily hit from any direction but the side (all fighters are hard to hit from the side because a slight course or speed change makes you miss by a mile at the speeds we fly) so keep that in mind.

-A-Wing
1. You've got it backwards. The TIE/in (and nearly everything else) out turns the A-Wing, which actually does not turn well at all (our equivalent the TIE Avenger is just as bad). The A-Wing is a true interceptor (unlike our TIE Interceptor ironically), it goes really fast and intercepts or chases down things. It does not and should not dogfight if you value your virtual life.
2. I think the method used to manufacture them is called paper mache. Yes, the A-Wing is destroyed with a couple well placed hits.
3. Very true. It is hard to pop a good A-Wing pilot. I recommend avoiding "trench run syndrome" because flying straight is not your friend, especially so with this craft.
4. The A-Wing lets out very fast and short bursts with its guns. You can do damage but you need good aim. Spraying won't get you anywhere because the ship can only fire for about a second and a half. Try hit and run tactics with the thing (my pilots will murder me for saying that).
5. Loading regular missiles in an A-Wing can be more of a burden than a boon. The extra weight means to slide around and suddenly your crap turn rate just got worse. However, for anti-bomber operation try loading adv. concussions and using them to take out the proton bombs fired before they hit the ship. Interceptors are supposed to intercept things after all.

-B-Wing
1. The smaller hold is balanced by the B-Wings heavier armor and firepower.
2. The B-Wing is so difficult to hit it is not funny. Thankfully its slow speed means it is easy to tail one. It should be mentioned that the targeting reticule on a B-Wing is messed up in that by default it is having you shoot at the extremely thin ventral fin. Use wireframe view and target something on the main body and suddenly the B in B-Wing stands for "Big target".
3. The B-Wing has great firepower for two-shotting fighters. They should not be met head on or you will be wiped off the face of the Galaxy. Also, it does not handle well, we've out maneuvered them in TIE Defenders which is a feat in itself (TIE/D has issues out maneuvering a K-Wing).
4. Once again nasty DPS, dont know how long they can fire for because I have not seen a player flown one in a while. They disappeared right around the time we got a CR90. xD

-K-Wing
1. The K-Wing has ripped apart lone fighters but there are way to take them out by one's self. I would say how but... I like watching K-Wings burn.
2. It is useless in a dogfight but they aren't meant for that. When attacking a big capital (if it has AA guns it is not big enough) it comes into its own. Is a good missile platform too but inevitably becomes the priority target and consequently the first to die in an engagement whenever one tries to do that. They can also run like hell for some reason, the K-Wing outruns our bombers and TIE/Ds. It is annoying to put it mildly. If a fighter strays in front of a K-Wings guns it is in for a world of pain too, those things are more accurate than you give them credit for. Trust me, I fly a Skipray and can't hit anything smaller than a K-Wing with it.
3. K-Wing is tough to hit at a distance but once you are close to one they are easy to hit. And it is virtually impossible for them to dodge missiles. Patience is the key when fighting K-Wings, if you try to rush the fight instead of taking your time it will probably catch and kill you. If a K-Wing's shields drop you should probably just write it off as dead because they have three or four times more shields than armor. That doesn't mean they have light armor though.
4. Hold size is amazing, hence I said knocking out big capital ships and missile platform. 6 proton bombs? Holy crap that will hurt. Not mention 16-20 concussion missiles.
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Re: Review of beta ships (NR & Corellia)

by FriendlyFire » 18 Nov 2014, 05:30

Keep these coming, it's interesting to see what people think of the current balance and it'll help us form the new balance.
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Re: Review of beta ships (NR & Corellia)

by Kalis » 18 Nov 2014, 05:54

Since this one wasn't reviewed... Also sorry for stealing your thread Rebel Storm :P

-X-Wing

I'm going to be honest, X-Wings scare me a little. They have a decent speed and can turn pretty well at slow speeds (high speeds not so much). That combined with their missile capacity means X-Wings tend to equal pain. They can fire for a crazy period of time before they run out of energy (when compared with other craft) and their shots HURT when they hit.

That is not to say they do not have their flaws. The X-Wing's profile means that they are quite easy to hit and they still have issues out turning lighter fighters like the standard TIE Fighter. The TIE Interceptor seems to be on par with the X-Wing in maneuverability but the facts that the Inty can only fire in short bursts, cannot take a lot of hits, and it takes many bursts to bring down an X-Wing's shields means that when a TIE/in and X-Wing duke it out the fight can last for a while depending on the Inty pilot's skill. So we try to avoid one on one engagements against X-Wings.

The X-Wing is also quite easy to hit with missiles. I have attempted to train rebel pilots how to dodge them without countermeasures but the techniques the Imperials use seem to not work with the X-Wing. I can't figure out why because it has already proved it has decent maneuverability. Rebel pilots also have a bad habit of trying to run away from the missile or getting trench run syndrome during the opening charge. They should probably work on that (hint hint).

I am also near certain their afterburners are sub par, it is possible they have difficulty accelerating as well since that would explain the whole missile dodging difficulty.

Basically, we don't bother dog fighting a X-Wing if we have a craft with missiles. Two well timed proton torpedoes just knock it right out. If we have to dogfight, then it requires skill on the Imperial pilot's part in terms of not getting shot since the two ships (TIE/ln, TIE/in) that can fight it in this manner are both made of glass and take a while to wear the X-Wing down (the TIE/ln not so much as the TIE/in).
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Re: Review of beta ships (NR & Corellia)

by Rebel_Storm » 18 Nov 2014, 17:00

Hey, no problem Kalis:) I like seeing counter-perspective. Helps me to see weaknesses and strengths that don't stand out when you're hunting NPC's (the Headhunter, for instance :lol: ). I actually did feel like the B-wing was way better than the Y. I guess that's why I bought one the instant I could afford it. But my memory was cloudy as its been a while since I flew either. The most accurate reviews are of the ships I've flow most recently (other than the RZ-1 A-wing, which I mis-reviewed due to not having thoroughly experimenting with it).

Caius, I'd be glad to try the cargo ferry. The database doesn't list a base of purchase though. An error, or is this a capship?

Eventually I'll be testing Hutt ships as well, but I haven't done a lot with my Hutt character since I haven't figured out which base has hutt missions yet.

Update: New Republic
-E Wing
Just bought it today. Flew it around a little, and decided to get my X-wing back. Not that the E-wing isn't a nice ship--it is. But Its all in personal preference, I suppose.
1. In single-fire mode, the thing can fire indefinately. I'd say that is a sweet advantage, but that depends. It could have a horrible DPS. Since I wasn't in Borlealis at the time, I didn't try it in combat so I don't know.
2. In hold size, the E and X are identical. 6 torps, or 10 concussions, or 8 advanced concussions.
3. Top speed seems comparable to an X-wing. The maneuverability lags behind an X. However, since an E is classified as a VHF and an X is a Med, a close top speed and a lagging maneuverability is to be expected.
4. Since I didn't fly in combat, I haven't the slightest idea of how good the shields or armor happen to be.
Conclusion: Inconclusive, but the differences between it and an X are very small compared to the similarities, which is probably why most pilots fly the more agile X-wing.
Last edited by Rebel_Storm on 18 Nov 2014, 20:19, edited 1 time in total.
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