station.com Sign In / Change User Join Free Why Join? See the world of SONY
   
Search the Knowledge Base Games Community Store My Account Help
Star Wars Galaxies
Pilot
Sign In  ·  Help
Jump to Page:   1 · 2 · 3 · 4 · 5 · 6 · 7 · 8 · 9 · »  |  Next Page
  Reply   Reply  

Weapon Overload 3
Options    Options  
SWG-Swede
Dev
Posts: 581
Registered: 06-27-2003


SWG-Swede

Reply 1 of 379

Viewed 7475 times


After a lot of digging, and help from you guys, I managed to find the problem with droid command 'Weapon overload 3'. It just came down to one number being wrong, was just tricky to find it since I've only done content in the past for space, not systems.

To make it easier for you guys to see, I'll make up some numbers that should be able to illustrate the error.

Skill                                    Reactor Drain      Weapon Damage Increase

Weapon Overload 2                  50                                 150
Weapon Overload 3                  190                               200
Weapon Overload 4                  10                                 300

So basically, 100 in reactor drain would be no extra drain at all while 50 is double drain. The glaring error, 190, means you'd actually be getting less of a drain than when firing your weapons normally.

My change would be, using the above numbers, to put Weapons Overload 3 at around 30 in Reactor Drain and leave Weapon Damage Increase alone.

What do you think?

Niklas "Swede" Johansson
Star Wars Galaxies Game Designer

01-19-2006 02:25 PM  

Report Abuse to a Moderator
  Reply   Reply  

Re: Weapon Overload 3
Options    Options  
SBRD0C
Jedi
Posts: 805
Registered: 09-11-2003


SBRD0C
PA: SaberWing
Server: Starsider

Reply 2 of 379

Viewed 7368 times


I think alot of people willhave to Re-Think thier PvP Starship design

Looks good

Colonel Emitt 'Doc' Brown (Starsider)
Master Smuggler | Master Pistoleer | Commando
Interplanetary Shipping Co. Located Crystal Hollow Dantooine (-6833, 4750)
Vendors Deal in Weapon, Droid, and 'Special Shipments'


/Target SOE; /CLAP
01-19-2006 02:27 PM  

Report Abuse to a Moderator
  Reply   Reply  

Re: Weapon Overload 3
Options    Options  
Jaissen-Dunan
SWG Petty Officer
Posts: 274
Registered: 05-09-2005


Jaissen-Dunan
PA: Sovrn
Server: Kauri

Reply 3 of 379

Viewed 7360 times


holy moly... one number to fix this? AWESOME. thanks!

-----
INFREQUENTfrequency
-----
my previous dj mixes - put this in your browser and smoke it:
www.noitadnuof.com/mixes/
-----
That blast came from those pants. That thing's operational!

Auction drop off vendor "specials" located at 5035, -788 Talus

01-19-2006 02:27 PM  

Report Abuse to a Moderator
  Reply   Reply  

Re: Weapon Overload 3
Options    Options  
Cigaran
Jedi
Posts: 4697
Registered: 06-26-2003


Cigaran
PA: Alacio Island
Server: Bria

Reply 4 of 379

Viewed 7310 times


That would make sense.

 

It still kinda scares me how you didn't have any idea of the issues with Pilot yet TH has stated that the issues were "passed along" or "discussed in a meeting".  It it however, quite nice to see how quickly you are looking into long standing issues.

/tiphat;

Cigaran Lanarik
Mayor of Alacio Island, Naboo C
Smuggler,Smuggler's Alliance Pilot
Drop off Vendor @ -1419 -187 Naboo
01-19-2006 02:29 PM  

Report Abuse to a Moderator
  Reply   Reply  

Re: Weapon Overload 3   [ Edited ]
Options    Options  
quadpers0n
Wing Commander
Posts: 3371
Registered: 11-21-2004



Reply 5 of 379

Viewed 7299 times


JAG för en hälsa vår ny utrymme pamp!
 
(i used a translator for that, no idea if it is even readable! i think this change rocks.)

Message Edited by quadpers0n on 01-19-200603:30 PM

-meeuki


lumpini
01-19-2006 02:29 PM  

Report Abuse to a Moderator
  Reply   Reply  

Re: Weapon Overload 3
Options    Options  
CommTampers
Wing Commander
Posts: 3279
Registered: 01-17-2005


CommTampers
PA: Vector Squadron
Server: Starsider

Reply 6 of 379

Viewed 7274 times




SWG-Swede wrote:
After a lot of digging, and help from you guys, I managed to find the problem with droid command 'Weapon overload 3'. It just came down to one number being wrong, was just tricky to find it since I've only done content in the past for space, not systems.

To make it easier for you guys to see, I'll make up some numbers that should be able to illustrate the error.

Skill                                    Reactor Drain      Weapon Damage Increase

Weapon Overload 2                  50                                 150
Weapon Overload 3                  190                               200
Weapon Overload 4                  10                                 300

So basically, 100 in reactor drain would be no extra drain at all while 50 is double drain. The glaring error, 190, means you'd actually be getting less of a drain than when firing your weapons normally.

My change would be, using the above numbers, to put Weapons Overload 3 at around 30 in Reactor Drain and leave Weapon Damage Increase alone.

What do you think?




Most of that went right over my head, but it's good to see the balance issue finally addressed.  My only concern, besides re-evalutating my loadouts, is the impact on crafters.  Crafted equipment is notorious for much higher reactor and capacitor drains.

Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue ~ Field Doctor
01-19-2006 02:30 PM  

Report Abuse to a Moderator
  Reply   Reply  

Re: Weapon Overload 3
Options    Options  
DeepFatFryer
Jedi
Posts: 6848
Registered: 02-27-2004


DeepFatFryer
PA: REJEK/Secks
Server: FarStar

Reply 7 of 379

Viewed 7271 times


A fix of this, and the Rage Of The Wookiee expansion ships rebalancing, and we might see a wide variety of ships again.

Sweet.

Crixx, Xicrx and Crixxorian Darkmoon - Rebellion, Corsec and Imperial Ace Pilots respectively.
"When once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been, and there you will always long to return."
"If your pvp battles in space only last a few seconds YOU need practice. The game isn't broken, you just suck!" - Thik
"There's no sensation quite like learning to fly. Tounge-tied and twisted, just an earth-bound misfit, I." -Pink Floyd
"One/two shot PvP is good because this is a game of EVASION. NOT ABSORBTION" - Big mean heartbreaker.
"Sod implementing anything half-decent, we have SWG to make! OLOL!"
"We already have expertise in space. It's called a brain." - Leaph.
01-19-2006 02:30 PM  

Report Abuse to a Moderator
  Reply   Reply  

Re: Weapon Overload 3   [ Edited ]
Options    Options  
Red-Dwarf
Galactic Senator
Posts: 6527
Registered: 07-27-2003


Red-Dwarf
PA: Unity TCPA
Server: Test Center

Reply 8 of 379

Viewed 7272 times


Actually you need to look into one other number as well Nik - the "energy per shot" is being halved when WO3 is run, it should be increased (as well as the reactor drain change, 30 sounds a fine number there to me).

 

Edit: and thanks for looking into this - pity it just hasn't got to the top of the priority list until now

Message Edited by Red-Dwarf on 01-19-200610:33 PM


The Shiro Clan of TC -
...has successfully tracked Tiggs
...is still tracking down more bugs
NB: Any comments I make on TC code can and often do change
before they reach live and may not reach live at all, please read my
comments with that in mind.
01-19-2006 02:30 PM  

Report Abuse to a Moderator
  Reply   Reply  

Re: Weapon Overload 3
Options    Options  
Coreena
Jedi
Posts: 1926
Registered: 01-01-2004


Coreena
PA: The Neutron Pixies
Server: Starsider

Reply 9 of 379

Viewed 7218 times




SWG-Swede wrote:
After a lot of digging, and help from you guys, I managed to find the
problem with droid command 'Weapon overload 3'. It just came down to
one number being wrong, was just tricky to find it since I've only done
content in the past for space, not systems.



To make it easier for you guys to see, I'll make up some numbers that should be able to illustrate the error.



Skill

Reactor Drain Weapon
Damage Increase



Weapon Overload 2
50

150

Weapon Overload 3
190

200

Weapon Overload 4
10

300



So basically, 100 in reactor drain would be no extra drain at all while
50 is double drain. The glaring error, 190, means you'd actually be
getting less of a drain than when firing your weapons normally.



My change would be, using the above numbers, to put Weapons Overload 3
at around 30 in Reactor Drain and leave Weapon Damage Increase alone.



What do you think?






That would depend what a value of 30 means.

Lets say a gun takes 1000 reactor power now, with the change how much would it need?



Coreena Telios
Master Dancer
Starsider Galaxy
01-19-2006 02:32 PM  

Report Abuse to a Moderator
  Reply   Reply  

Re: Weapon Overload 3
Options    Options  
Kalia
Jedi
Posts: 1954
Registered: 08-18-2003



PA: Project G.H.O.S.T.
Server: Radiant

Reply 10 of 379

Viewed 7224 times


I have no issues with fixing reactor drain... but what about the coresponding capacitor drain? As it stands now, using the other 3 overlaods drains a cap so absurdly fast (and I have some VERY good caps) that killing anything becomes boring & tedious.

----------------------------------------
"You can't take the sky from me."
01-19-2006 02:32 PM  

Report Abuse to a Moderator
  Reply   Reply  

Re: Weapon Overload 3
Options    Options  
Schadwe13
Descrambler
Posts: 1696
Registered: 11-10-2003


Schadwe13
PA: SWOOP
Server: Shadowfire

Reply 11 of 379

Viewed 7211 times


You mean it's taken THIS long to find that number even though there have been literally 1000's of posts from the players PINPOINTING this exact problem.

/sigh... oh well, at lest it's getting done.

=======================================
Schadwe
"The shadows only move if there is something in the light."

Vendor: StormTech Aerospace Inc
Swoop Territory, Naboo (-5620, 3000). Just outside of Theed.
01-19-2006 02:32 PM  

Report Abuse to a Moderator
  Reply   Reply  

Re: Weapon Overload 3
Options    Options  
CommTampers
Wing Commander
Posts: 3279
Registered: 01-17-2005


CommTampers
PA: Vector Squadron
Server: Starsider

Reply 12 of 379

Viewed 7191 times


**Heads to spaceloot.com to re-evaluate loadouts**

Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue ~ Field Doctor
01-19-2006 02:33 PM  

Report Abuse to a Moderator
  Reply   Reply  

Re: Weapon Overload 3
Options    Options  
SWG-Swede
Dev
Posts: 581
Registered: 06-27-2003


SWG-Swede

Reply 13 of 379

Viewed 7154 times




Red-Dwarf wrote:
Actually you need to look into one other number as well Nik - the "energy per shot" is being halved when WO3 is run, it should be increased (as well as the reactor drain change, 30 sounds a fine number there to me).

I think that's what it actually should say (Energy Per Shot) where I put Reactor Drain, just a bad term used by me. Looking at those numbers, energy per shot being cut in half, would be correct.

Niklas "Swede" Johansson
Star Wars Galaxies Game Designer

01-19-2006 02:34 PM  

Report Abuse to a Moderator
  Reply   Reply  

Re: Weapon Overload 3   [ Edited ]
Options    Options  
quadpers0n
Wing Commander
Posts: 3371
Registered: 11-21-2004



Reply 14 of 379

Viewed 7140 times




Kalia wrote:
I have no issues with fixing reactor drain... but what about the coresponding capacitor drain? As it stands now, using the other 3 overlaods drains a cap so absurdly fast (and I have some VERY good caps) that killing anything becomes boring & tedious.


I personally don't find this to be the case at all. Besides, just because a bug made it easier to kill things doesn't mean the problem is with the bug being fixed. It means perhaps that space enemies have too much armor and shields. The bug should be fixed, then that point may be debated if it's widely found to be the case.

Again, I don't find it to be the case.

Message Edited by quadpers0n on 01-19-200603:35 PM

-meeuki


lumpini
01-19-2006 02:34 PM  

Report Abuse to a Moderator
  Reply   Reply  

Re: Weapon Overload 3
Options    Options  
CarthusOnasi
Elder
Posts: 71
Registered: 01-13-2006


CarthusOnasi
PA: Drunk Wookiees
Server: Tarquinas

Reply 15 of 379

Viewed 7113 times




Red-Dwarf wrote:

Actually you need to look into one other number as well Nik - the "energy per shot" is being halved when WO3 is run, it should be increased (as well as the reactor drain change, 30 sounds a fine number there to me).

 

Edit: and thanks for looking into this - pity it just hasn't got to the top of the priority list until now

Message Edited by Red-Dwarf on 01-19-200610:33 PM



No offense to this suggestion, RD, but then you'd have to re-think Capacitor overcharge to counteract this. 

FIRE FIRE FIRE cu-thunk FIRE FIRE cu-thunk FIRE cu-thunk - is NOT STAR WARSY to me.  I've never had to worry about a capacitor draining out on me in other Star Wars games.  I guess my question is, why do they exist in this game at all?  Sure it's a balancing way, but I don't feel engaged in the battle like I do in other Star Wars flight games.

_____Carthus Onasi______________________
REPUBLIC SURVIVOR
Working to bring the server together
01-19-2006 02:35 PM  

Report Abuse to a Moderator
Jump to Page:   1 · 2 · 3 · 4 · 5 · 6 · 7 · 8 · 9 · »  |  Next Page