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Re: Review of beta ships (NR & Corellia)

by Kalis » 18 Nov 2014, 19:07

Just remember NPCs are nothing compared to actual players. I don't just mean in skill, the NPC ships fly differently and have different stats.

I would recommend picking a fight with a couple imps next time you see one. They are typically bored and would love someone to shoot at. You will then see how your fighter truly compares to the Imperial ones and you will also learn some things too.

The E-Wing is supposedly a heavy fighter, that means it deals a lot of damage and can take a lot of damage but is slow and can't turn worth a damn. Due to a general avoidance of them by the NR I can't remember how good they really are. What I do remember is never dying to one's guns if that tells you anything.
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Re: Review of beta ships (NR & Corellia)

by Rebel_Storm » 03 Dec 2014, 03:20

Okay, I've tried the cargo ferry, and here's my results:

-Cargo Ferry
I flew this ship on a temporary profile and on a day when my ping was acting up. So I never did a whole lot with the cargo ferry, but from my preliminary flight, here's what I can say.
-I know its a freighter, but that thing runs slower than a dial-up internet connection. Not that its supposed to hava a fighter's speed, but IMHO, it needs at least a few more units of speed (or a massive reduction in price)
-sublight does not drain power, thats a plus. However, when sublight is comparable to an A-wings docking speed...
-weapons only shoot in free-fire mode, as most non-fighter/bomber craft seem to do. I'm told that the cargo ferry IS infact capable of holding its own, but I'm a little unsure just how effective free-fire really is. If I could channel the same fire-power into a quad-linked, twin-fire, or single-fire mode, no fighter could oppose me.
-beside the targeting limit of freefire, the other weaponry weakness is that the rear is 100% unprotected. All things considered, I'd say this is almost as big an issue as its speed. The ability to shoot anyone following you is like one of the things that makes a freighter a freighter.
-no one has all eternity to fly. So like with any other fighter, bomber, freighter, or warship, the most effective travel is achieved via inner-system hyperspace. All I can say is this--know the systems you'll be crossing, and avoid systems that have more grav-wells than open space. And try to make each objective in one jump. FLD engines DO require recharge.

Conclusion: Its a freighter granted, and it plays the role acceptably. But unless you plan on flying for a full real-time day, you may just wanna fly a YT-1300 (the hull is smaller, but the ship is way faster).
Also, avoid areas with oversized gravity wells (Bespin anyone?). With cruise being what it is, you'd be vaporized by the pirates, or you'd be looking to spend a real-time night in space as well.

So if you have all day to fly, and you got a few friends with fighter jets who can play escort, go ahead and fly the cargo ferry and it will serve you well. In my case, I don't have all day and most of the time I log into the server, I'm alone (not to mention that if I were on the server long enough to fly a trade mission in the ferry, I'd very likely experience a ping kick). So its one of those preference things, really.
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Re: Review of beta ships (NR & Corellia)

by Rebel_Storm » 03 Dec 2014, 23:53

Here's the fist (and as of yet, the only) Hutt ship I've tried.

Rill light fighter
The speed is excellent, the lasers aren't. And the Hutts need some lower ranking jobs.
-overall, this ship is like a really old beta of the A wing. The A fires faster, flies faster, though relatively as fragile.

-I didn't have enough rep to get a job (I was told they were availible in Ytoub, but I tried every planet and the all said 'come back when you're more friendly with the base'. So my two choices--fly to the nearest contested system (Tyrius) which is really far away and attack random correlians to up my rep (don't worry Xim, he becomes an ally later) or fly to the nearest NR system (way closer) and hope shooting republic guys improves my standing with the hutts.

I got to Kashyykk (not how its spelled, I know) and started trailing a Y-wing. Having no luck, I targeted a headhunter. Again, no luck. I wasn't even scatching their shields. This ship needs a weapons boost seriously. And unless jobs start popping up in Y'Toub, give the ship a scout drive so it doesn't take so long to reach Tyrius.

And once people are able to get jobs in Y'Toub, pick a more dog-fight capable ship for the Hutt starter ship, please.

Conclusion: I'm going to see if any of the Hutt characters start out with a different ship. Otherwise, I'm going to seriously rethink my career as a part-time mercenary.
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Re: Review of beta ships (NR & Corellia)

by Kalis » 04 Dec 2014, 00:10

Remember that is a light fighter. The NR equivalent is the Z95. Light fighters are really maneuverable but that is it. Their RoF sucks, their damage sucks, they explode if the pilot sneezes, etc.
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Re: Review of beta ships (NR & Corellia)

by Rebel_Storm » 04 Dec 2014, 00:42

The difference is, I can kill a Rill with a headhunter but I can't kill a headhunter with a rill. Something don't quite add up:)
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Re: Review of beta ships (NR & Corellia)

by Rebel_Storm » 14 Dec 2014, 01:58

I've now used a bomber in a bombing run and have a few comments to add.

1. I thought the B-wing's targeting thingy was pinned to its wingtip and was hard to hit. But IVF Firestorm sure didn't have problems killing me.

2. The discription for heavy concussion missiles said that with the use of a launcher, certain "smaller ships" could carry them. While this isn't directly related, what "smaller ships" or "special launcher" is this referring to?

3. All the B-wings and K-wings do is drift everywhere. I know that with [a LOT] of practice, one can bomb a moving cap ship. But I was unable to hit one that was standing still. It just seems that maybe something could be adjusted to make it a little easier on people who haven't gotten the opportunity to practice (or have "dummy" bombs that do a decent amount of shield damage, no hull damage, and tack very little cargo space (which since a lot of people would probably stoop to using them for war instead of practice, I know that idea isn't feasible).

Seems that apart from professional bombardiers, a limited dog-fight capability, or 3 dozen bombers per capship (to account for the two dozen that get slagged by anti-fighter turrets and the half-dozen that miss), bombers have very little use in the picture.
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Re: Review of beta ships (NR & Corellia)

by Kalis » 14 Dec 2014, 02:42

1. I've told Imperials how to circumvent this glitch. Simply targeting a sub-system on the main body and the B-Wing is no longer difficult to hit. Nice try :P Also the Firestorm is a Lancer class frigate, it the MOST capable anti-fighter/bomber ship in the game and flying anything smaller than it nearby one is suicide. You would need either multiple bombers or a bigger fish.

2. It's just a canon reference. No ships in game that I know of carry such ordnance. Note that info-cards are by no means accurate anyways due to their age. I would never rely on the info currently in them.

3. Ours do the same thing. It just takes a lot of practice, the drift is the sacrifice you make for heavier armor or a bigger bomb bay. If it bothers you fly a Y-Wing. Find a friendly ship and practice on it. Once its shields get too low let it dock with a nearby shipyard then keep practicing.

3 dozen? I think you are exaggerating a little... Just 3 bombers can do a nasty amount of damage to any capital ship. Half a dozen should send an ISD/MC90 running. Bombers serve plenty of other roles too, missile support immediately comes to mind.
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Re: Review of beta ships (NR & Corellia)

by berowe » 14 Dec 2014, 06:20

Yup pboats and bombers take tons of practice and many of the caps still have issues with hitboxes, etc.

I've attacked several caps in TIE Bombers, YWings and Skiprays--alone and in groups, and I've yet to see 3 bombers do any type of damage that the cap pilot hasn't laughed off. If damage was more than minimal it was because the cap allowed it to happen (i.e., he was busy dominating another cap, or he could have run/evaded at any time but didn't).

Easy (cheap) solution until the system gets balanced is just fly ATRs and similar-- they can load a ton of bombs and have enough defenses that you can just sit off the cap and unload (don't know if this applies to a lancer). Then die and reload :D You'll probably even survive its escort for a while (especially if the escort is 1-2 fighters that lack missiles). Save the Y/B/Ks for anti-fighter missile platforms. Include one per 3 Xwings and you'll be seeing a lot of dead Imps.
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Re: Review of beta ships (NR & Corellia)

by Kalis » 14 Dec 2014, 06:24

Just saying, my carrier was attacked by an ATR-6 once. It died before it got a bomb off. They are very very easy to hit. The main turbolasers on a ship can hit them.
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Re: Review of beta ships (NR & Corellia)

by Rebel_Storm » 17 Dec 2014, 02:51

Well, it wasn't till after I bought non-starter ships that I was told my non-NR characters weren't allowed to do that without permission. But while I'm waiting to hear back, I guess I'll start posting what I already bought.

Spearhead Patrol Gunboat
-well armored version of the YT series
-much slower and less maneuverable
-I killed 2 with a Hutt Rill in under five minutes, single-handedly and without ordinance, if that says anything.

Conclusion: Kalis and I actually agreed about something for once--the Spearhead is incapable of doing its job which is why I had sold it for a Planetary Defender shortly after buying it.
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