Sunday, September 21, 2014

Things To Do In Your Garrison

I'm seeing comments now and then about people "spending all day alone in their garrison".   This has Basement Mouth Breather written all over it, right?   Scummy low people HIDING FROM OTHERS in a multi-player game. Gasp!  So icky!

You really wouldn't spend all your time there unless you are the sort who sits around Stormwind and never plays, but you're just snacking and chatting.  There do seem to be a few of those in the live game.

Here in a nutshell are the things you'd drop into your Garrison for:

Pick up quests
Turn in and pick up work orders
Repair
Fly to other locations
Mine Ores
Pick Herbs
Craft
Use Bank
Start and complete Follower Missions
Start a Garrison invasion
Mail items
Upgrade Garrison buildings
Get Daily Fishing Quests
Snooze safely in front of your fireplace



Thursday, September 18, 2014

Booted!

Aha, don't log into the game in a day or so to Beta, and as promised, I have been booted from the Pseudo Beta Guild.   I must say it makes me mostly happy because now I'm just representing me again and a teeny bit Cone of Shame-ish that I was ejected.   Hmmpf.



Tuesday, September 16, 2014

Galaxies Tuesday: A Guide to the Corellian Corvette

For a game that didn't have any proper quests for a long time, Galaxies managed to have a few really exceptional series that were very quest like and great fun:  Jabba's Palace, The Cries of Alderaan (wildly popular and fun yet they refused to do more in the series or do other things like it) and the Corellian Corvette.    Sorry I haven't the name of whoever did the guide.






Here's some info I keep handy for doing the 'vettes...

 


*** GETTING TICKETS ***

 


Imperial Missions

Shuttle: DS-533 :: Emperor’s Retreat, Naboo :: 2447 -3898

Rescue: Colonel Darkstone :: Imperial Oasis, Tatooine :: -5313 2662 :: Prisoner Transport Order

Droid Engineer Cave, Lok (storage crate at bottom of cave; 3206 -4873)

Rogue CorSec Hideout, Corellia (storage crate at bottom of base bulding; 5229 1593)

Woolamander Temple, Yavin IV (small container in right side of temple)

Assassination: Lt. Sabol :: Bestine, Tatooine :: -1291 -3539 :: Signed Alliance Transport Document

Afarah Cave, Corellia (small metal storage crate near bottom of cave; -2557 3005)

Abandoned Rebel Base, Dantooine (small metal storage crate inside building just past gate; -6676 5557)

Crash Site, Dathomir (5596 1952)

Destroy: Lt. Velso :: Emperor’s Retreat, Naboo :: 2405 -3967 :: Ship Destruct Sequence Codes

Anchorhead, Tatooine (storage crate next to Rebel recruiter in tavern; 134 -5349)

Janta Stronghold, Dantooine (drum at the bottom of the cave)

Erran Sif’s Hideout, Talus (table in second room)

Rebel Missions

Shuttle: Lt. Lance :: Rebel Hideout, Corellia :: (back of the compound)

Rescue: Adar Tallon :: Tyrena, Corellia :: -5448 -2674 :: Security Override Codes

Warren, Dantooine (table in the first big room; -526 -3870)

Imperial Prison, Dathomir (storage crate in cell buildings; -6352 749)

Crash Site, Lok (crate in small room; 3657 2185)

Assassination: Pashna Starkiller :: Bela Vistal, Corellia :: 6772 -5697 :: Imperial Dossier

Fort Tusken, Tatooine (small metal storage crate on floor in the cave, second room from top)

Mokk Village, Dantooine (damaged metal drum; -7065 -3326)

Geonosian Lab, Yavin IV (desk in the technical assistant's room)

Destroy: Master Sergeant Crowley :: Kor Vella, Corellia :: -3404 3092 :: Ship Preparation Document

Imperial Outpost, Lok (small metal storage crate; -1891 -3033)

Corbal Cave, Rori (bookshelf at the second level down; 5452 5025)

Imperial Prison, Dathomir (small storage drum where prisoner is in cell buildings; -6308 754)

Jabba (Neutral) Missions

Shuttle: Klaatu :: Jabba’s Palace, Tatooine :: -6178 -6381

Rescue: Yondalla :: Wayfar, Tatooine :: -5150 -6588 (in cantina) :: CorSec Prisoner Transfer Document

Kahmurra Bio-Genetics Lab, Talus (rusty container at bottom of lab)

Lord Nyax Hideout, Corellia (bookcase before Nyax’s room)

Korga Cave, Endor (rusty container at back of cave)

Assassination: Bronell :: Jabba's Palace, Tatooine :: (2nd floor near Ephont Mon) :: Debt List (Gambling)

Binayre Pirate Bunker, Talus (desk near the bottom of the base; 5569 -4066)

Pirate Bunker, Naboo (damaged metal drum on middle floor of base; -1507 -1729)

Canyon Corsairs Camp, Lok (storage crate in one of the tents; -3893 -3800)

Destroy: Bruce McBrain :: Jabba's Palace, Tatooine :: (entrance area) :: CorSec Destruction Code Sequences

Mauler Stronghold, Naboo (chest inside the building; 2910 1098)

Rogue CorSec Hideout, Corellia (desk at bottom of base building; 5231 1592)

Nightsister Slave Camp, Dathomir (damaged metal drum inside small cove half-way through; 2474 -1543)

 


*** MISSION WALKTHROUGHS ***

 


First off, here's a handy map to use:


It's not 100% accurate, but it's definitely good enough to get you through the missions...

(bow = front, stern = back, port = left, starboard = right)

Rescue Mission:

1. From Start/Clone on the Main Level, go to the Mess Hall (large room, middle of the ship).

2. In the port closet there is a broken droid, loot it to get the Droid Module (DM).

3. Go to Elevator E2 and take it down to the Lower Level.

4. Go to the starboard Engine Room in the stern of the ship.

5. Head down into the small room off of the starboard Engine Room.

6. Place the Droid Module (DM) into the broken R2 droid there and it will disable the electrical field.

7. Use the console (C3) there to unlock the Meeting Room (MR).

8. Go to the Meeting Room (MR) and unlock the Elevator Switch (ES).

9. Head to the front of the ship, grabbing loot along the way (L2).

10. Go to Elevator E4 and go down to the Sub Lower Level.

11. Follow the corridor to the very end and use the console to get the Prisoner’s Code (CP).

12. Go back to Elevator E4 and up to the Lower Level again.

13. Take the Elevator E3 up to the Main Level.

14. Head to the Prisoners (P) in the brig, use the Prisoner’s Code (CP), and talk to the prisoner.

15. Get out of the ship using the closest Escape Pod! Or go collect the rest of the loot...

Assassination Mission:

1. From Start/Clone on the Main Level, go to the Mess Hall (large room, middle of the ship).

2. In the port closet there is a broken droid, loot it to get the Droid Module (DM).

3. Go to Elevator E2 and take it down to the Lower Level.

4. Go to the starboard Engine Room in the stern of the ship.

5. Head down into the small room off of the starboard Engine Room.

6. Place the Droid Module (DM) into the broken R2 droid there and it will disable the electrical field.

7. Use the console (C3) there to unlock the Meeting Room (MR).

8. Go to the Meeting Room (MR) and unlock the Elevator Switch (ES).

9. Grab the Port Officer’s Quarters Code (CP) and loot (L2) from the broken droid and armoire.

10. Head to the front of the ship.

11. Take the Elevator E3 up to the Main Level.

12. Head to the front of the ship and go to the Port Officer’s Quarters.

13. Use the Port Officer’s Quarters Code (CP) and assassinate the target (I).

14. Get out of the ship using the closest Escape Pod! Or go collect the rest of the loot...

Destroy Mission:

1. From Start/Clone on the Main Level, go to Elevator E1 and head up to the Upper Level.

2. Go down the hall into the first side room and grab the Disk #4 (D4) from the marked chest (open it).

3. Go to the next side room, grab the loot (L1) and learn how to destroy the ship (CF).

4. Head back to Elevator E1 and go down to the Main Level.

5. From the elevator go straight to the room at the other end of that hall (Control Room).

6. Use the two working consoles in there to get the Bridge Code (CB) and the Armory Code (CA).

7. Go to the Mess Hall (large room, middle of the ship).

8. In the port closet there is a broken droid, loot it to get the Droid Module (DM).

9. Go to Elevator E2 and take it down to the Lower Level.

10. Go to the port Engine Room in the stern of the ship.

11. Head up the ramp to the platform and into the small room.

12. Use the console to set the Fuel Controls (FC) to the HIGHEST setting.

13. Go to the starboard Engine Room in the stern of the ship.

14. Head down into the small room off of the starboard Engine Room.

15. Place the Droid Module (DM) into the broken R2 droid there and it will disable the electrical field.

16. Use the console (C3) there to unlock the Meeting Room (MR).

17. Go to the Meeting Room (MR) and unlock the Elevator Switch (ES).

18. Set the Hyperdrive Control (H), on this floor forward from the “star” room, to the LOWEST setting.

19. Head to the front of the ship, grabbing loot along the way (L2 & L3).

20. Take the Elevator E3 up to the Main Level.

21. Head to the very front of the ship and use the Bridge Code (BC) to unlock the Bridge.

22. Inside there is the Engine Controls (EC), set them to the LOWEST setting to finalize the self-destruct.

23. Get out of the ship using the closest Escape Pod! Or go collect the rest of the loot...

 


*** THE LOOT CONTAINERS ***

 


You can find the following notable loot randomly in one of the four loot containers on the Corvette:

Power Plant AV-21

Berserker Rifle Schematic

Berserker Rifle Stabilization Component

Marine Armor Chest Plate (Rebel Insignia)

Marine Shirt (Rebel Insignia)

A Bantha Doll

 


*** INFORMATION ***

 


Getting on the Corvette:

In order to get on board the Corvette you must first get a ticket authorization.

To get the ticket you must talk to the specific NPC for the Corvette mission you wish to attempt: Rescue, Assassination, or Destroy. There is one ticket authorization NPC for each of the missions for each of the factions (Imperial, Rebel, and Jabba) for a total of nine in all.

The NPC will only give you the ticket if you can gather a specific document they require for the mission (listed above).

This document can be found in one of three locations. These three locations are different for each of the missions. The location containing the correct document is random. The other two locations will contain other documents as well. However, they cannot be used to gain access to the Corvette and can only be turned into the NPC for faction points.

Once you give the NPC the correct document they will grant you a ticket authorization to get onto the Corvette. Bring this ticket to the NPC at the Corvette Shuttle location for your faction (mentioned above).

When you talk to the shuttle NPC you will be taken to a personal instance of the Corvette. Make sure everyone in your group is near you when you do this. They will get a confirmation dialog to accept the mission to go on the Corvette with you. When they accept they will be brought to your Corvette instance as well.

Note that for the Imperial and Rebel versions you must be at least a Combatant in order to speak with the ticket authorization NPC and the shuttle NPC.

Any faction can do the Jabba Corvette missions. However, you will need non-negative Jabba faction to talk to two of them (Bronell and Bruce McBrain) and you will need access into Jabba's Palace to talk to one of them (Bronell). Be aware that the MOB's on these Corvette missions are primarily CorSec, so you will likely lose a lot of faction with them from doing these missions (if you fight).

Also note that you can only obtain one ticket authorization per character at a time. Furthermore, you can only attempt to do the mission for one NPC at a time. If you're collecting documents or have a ticket authorization already you will NOT be able to get the mission from any of the other Corvette mission NPC's. If you wish to attempt a different mission from the current one then you must speak with the original ticket authorization NPC that you are currently 'working' for and withdraw from their mission.

Onboard the Corvette:

You have one hour to complete your mission from the second you board the 'vette. When the time has expired you will automatically be ejected back to the shuttle location.

To get off the Corvette (before the timer expires) you must use one of the Escape Pods. These are accessed by using one of the terminals sticking out of the wall in the outside port and starboard corridors (noticeable for their much darker atmosphere compared to the rest of the white ship). Make sure you don't use these by accident... you can't get back on the ship!!!

If you disband from the group you will be ejected from the Corvette, unless you're the ticket holder, in which case everyone else will get ejected (unconfirmed). Obviously, you shouldn't do this!

If you die you will respawn at the starting location of the Corvette (no extra wounds or decay penalty).

MOB's won't respawn *unless* the ticket holder dies (10 minutes?).

There are four lootable containers on the Corvette: one in the second room on the top floor, two in the room off of the five-corridor room on the bottom floor (across from the room where you get the port officer’s quarters code from the console), and one in the back of the armory (code required to get in).

Accessing any of the loot containers will cause 1 or 2 Super Battle Droids to spawn.

The loot containers require one hour to 'respawn' loot in them from the _last time they were accessed_ (even if it's a "new" instance of the Corvette).

In order to unlock the Meeting Room door you must travel to the starboard-side Engine Room. In there you will find the console to unlock the door. Unfortunately it's behind a deadly electrical field that few can survive. Luckily there is an R2 droid nearby that can disable the field, but it's currently broken. In order to fix it you must grab the Droid Part from the broken down droid in the Mess Hall port-side closet on the Main Floor. Use this part on the R2 droid by the electrical field by dragging it from your inventory on to the droid (can't be in combat). After this the droid will come to life and go deactivate the field so that you can access the console to unlock the Meeting Room door. This must be done for all Corvette missions. However, there is a bug that sometimes allows this to be bypassed...

When you receive your mission complete message you *must* use an Escape Pod to truly successfully complete the mission.

Note that there is currently an instancing bug with the Corvette where it will not get "cleaned up" from other people's missions, such as Super Battle Droids not despawning and loot containers not respawning their loot for your mission. Unfortunately this issue seems to compound throughout the day, usually leading to insane conditions on the Corvette if you try it later on in the day due to over-spawning SBD's and a several bugs...

Corvette Rewards:

Once you complete your mission and use an Escape Pod you will acquire a badge for that version of the Corvette. There is a badge for each faction's missions, so nine badges in total. Everyone that is onboard the Corvette when the mission completed message is broadcast and uses an Escape Pod to get off afterwards will receive the badge.

Everyone in the group that successfully completed the Corvette mission can return to the ticket authorization NPC that gave the mission to claim a reward of an AV-21 Speeder Schematic (learnable by a Master Artisan).

Loot container stuff:

Power Plant AV-21 is required to make AV-21 Speeders.

Berserker Rifle Schematic is learnable by a Weaponsmith.

Berserker Rifle Stabilization Component is required to make Berserker Rifles.

Marine Armor Chest Plate and Shirt (insignia) are Bio-linkable items that Rebels can wear.

The Bantha Doll is just a cute decoration (a named variant can easily be obtained elsewhere though).

Note, if you were doing the Jabba Corvette missions, you probably lost a lot of CorSec faction. This can make travelling in cities on Corellia a bit of a pain since CorSec often patrol there and will aggro you if your faction is low enough with them. To easily gain back this faction quickly you can either run Rogue CorSec missions or head out to the Rogue CorSec POI base.

 


Your Agent In Place: Strawfigure

Here is my PVE 100 Test ranged character.  My real Warlock and Frost Mage were already pummeled by run of the mill Draenor content so I sure didn't want to send in those classes.  My live Shadow Priest is a few boxes from 70 and I think she has a good possibility for survivability in the Draenor dungeons. 

One comment I've heard from Priests is that they're supposed to be using Mass Dispel against some of the bosses.  I've got that.

The first dungeon you can get in is Bloodmaul Slag Mines so I'm sending her there first.  I tried queuing for a bit this morning but hadn't time to wait the what, 45 minutes or so to get in at this time.

With your leveling world character you always have lots to do while in a queue but on this 100 Realm, you're kind of given everything and testing the higher level content is what you do.

I wonder. The population on this realm is low anyway, so queues would be long.  If I knew people here, I'd just go with those people in pre-made groups rather than PUG it anytime. So maybe this test won't work for that reason hmmm.

Wish her luck.   I wanted to call her Sockpuppet but that was taken :(





Monday, September 15, 2014

If You're Always The First To Die...

Let's just say it, if you're always the first in a dungeon to die, you're doing something wrong.

On live, I'm rarely the first one down no matter which class I'm playing.  In Draenor dungeons, I find my view of the world to pretty on level with the ground.  My Death Knight fares better but my Druid...ouch.

Before I get all whiny and say I reek, I need to send in Sock Puppet Level 100 characters of more classes to see if the problem is largely because I'm melee and can't get away from stuff fast enough.

I'll report back.   If all classes are utter failures for me I'll simply post a sucker here with no commentary.   If I can do the ranged classes and last longer in the dungeons you'll see Underdog.   Keep checking back, lol.

Here is a shot from The Iron Docks, a really cool huge outdoor dungeon.  I can't get over what a good job they've done with making the scale of everything seem so huge.

 
 
 
Note: Also doing my homework on these.  I really liked this guys guide on MMO Champion.  It is much more practical and describes each fight and the mechanics for Skyreach.   http://www.mmo-champion.com/threads/1556898-Skyreach-Full-Dungeon-Guide

Saturday, September 13, 2014

Your Dungeon Group Is Ready

Healing in dungeons makes me incredibly tense and I can do it if I just keep rolling into the next dungeon.  If I have any downtime of a few days let alone weeks not going in and healing, I lose my confidence.

My method then is to go back in with a low level healer to get my mojo back.  I did this with a side character on a realm I really don't play on.  Got scooped into a guild, which I usually ignore.  Made it through four dungeons with a bad tank and two good ones, so results varied. 

I always support my characters with other characters who provide bags and potions and armor.  I don't have that there so we shall see.  If you think I'd ask the guild for assistance hahaha.  I may provide my guildies with everything they can imagine but I don't take anything from strangers.  I guess I'll see how an unsupported character can do.

In the Beta, I wanted to use my level 100 PVE test character for dungeons so I could be anonymously lousy if need be.  The realm was hinky though so I fell back to my real girl.  I ended up accepting an invitation there too.

I think I may be a little critical of other guild masters and guilds because when the guildmeister announced that anyone who didn't log in for 24 hrs and check in somehow would be popped from the guild I thought that's pretty cheesy!  Don't ninja invite people if you're soooo full.   We'll see.  I play my own game and am not going to be sure I toe the line to stay in.  I just thought if I'm going to run dungeons mass rez would be a nice thing to have.

This is actually impractical because the dungeons are still absolute B-Busters and everyone is dead dead dead.

In Auchindoun,  we went through six tanks, two healers and four DPS before the third boss.  Then everyone gave up.

In Bloodmaul Slag Mines we were stuck and eternally dead at the first boss.  We should have gone left first not right.  At least we'd be dead in a new spot.

In Everbloom, I was greeted with "Oh, another Druid. I hope your DPS is better than the one that just left."   They were at the last boss and knew the trick of taking him down so all was well.

I'm a jump in and read the instructions if things go wonky sort, but I think I finally have to look up the tips for these.  One of the reasons I hadn't wanted to is because I didn't want to spoil the plot/layout etc of the dungeon for myself.   However, I've been in a single group that made it all the way through a dungeon (The Grimrail Depot) in all my entries. 

I don't mind that the dungeons are harder and you have to work together to go through, that is truly the fun of them.  I think there is a reliance on stuns, fears, and other character disabling moves in these that is pretty ridiculous.   The healer's abilities have been really limited.  Character's who had some self heal moves have had them removed or truncated so despite everyone's efforts, everyone dies.

I do think tanks are still trying to go in and take the whole place down by themselves and that makes their dungeon stays short.


Note:  I looked at the videos for these three on Fatboss TV (new to me)  and all they could say was how easy these were, how disappointingly simple the boss mechanics...agh!  I am not seeing others who feel this way in game. 

https://www.youtube.com/channel/UCxPdH3tv8zuGDBBKCEwruGQ


Tuesday, September 9, 2014

Galaxies Tuesday

One of my favorite things in Galaxies was being able to run a shop.  I usually had my shops in my homes, but when I was part of a city I would use a vendor tent.    It was a nice way to draw people to the city, and convenient for anyone popping off the shuttle to easily get to shops.  I can't think of another game I've been in where one of the things you could do was to go shopping.

It was always better to have your own tent to decorate and make fun vendors and you could dress them to show off your wares. 

I usually had a Tailoring business.  In two cases I shared a tent with another Tailor which was awkward competition wise.  With one, the other Tailor could make BE additions to clothing and I could not so I had to depend on variety, and colors and interesting item names.  In the case of the other Tailor, she was so odd anyway, but she only made things with the max number of sockets and every single thing was orange.   365 colors to choose from and everything was a single shade of orange.


 
 
 
Gunman's Duster Pallete
 
 
 
Some Cool Person's Droid Shop
 
Some Cool Person's Droid Shop Entrance Area

 
 
My Galaxies Architect had her office in the lower level of her Large Corellian House.  I tried to feature all of the furniture I could make throughout the house.


 
 
After the NGE there was a big problem (though pooh poohed by devs) with Lairs spawning in your doorways.  Crafters could not fight, so they could not clear a lair from their own home.  This made business a bit challenging to say the least.
 
 

General Blah Blah

I found myself a couple of times lately thinking of Rift.  I am in a MOOD so I thought I don't really like my nearly level 50 Mage. Maybe I should just delete her and start anew.  Then I remembered she holds my Homes so she was spared. 

I started a new Healer character on another server and picked the one with the big tree fighting companion (shades of I Am Groot). 

Of course if you don't log in regularly, Free to Play or not, they Coin Lock your account and you have to go to your email and retrieve a code to unlock it.  I may have complained about this before but it is truly annoying.  Nobody is going to steal my POS free account.  They can make their own. Doh.  I'm not sure I like this character anyway so she'll probably get the boot and then boink! Coin Lock!

The other game I'd like to get back to is Neverwinter.  I may just pop those characters and start new ones too.

Also, I've been out of Everquest II for a bit. I suppose my Frog's house is all locked up.  It's ok. 

Lots of stuff lately about LOTRO.  I would like to go back to that for sure but, they have had some downloader weirdo stuff, it was Panda Booster for awhile now its something else that looks intrusive so, I dunno.

New WOW Beta Build but still no wipe.  I really am in a mood because I deleted my Tailor and my Inscriptionist who were endlessly flawed in Draenor.  Kept my flagship WOW character and my DK who is like some goddess.  Also I like a pre-made Hunter I stuck in there to try Alchemy fixes so she lives.  I liked her enough that I created a live realms character in her image. 

Been Oblivion dreaming but I am not sure I have the patience for the utter bugginess of it at this time. 

I restarted my Skyrim character so maybe I should get my Elder Scrolls fix there.  I got all the DLCs.  There are some hinky things that I'm reading about on the Skyrim Facebook page like you get a family and while you're out adventuring they are kidnapped or slaughtered or something hideous.  Ya know, if I buy a package that lets me have a house it is for coziness, not killing.  Sheesh.  Nut jobs.

Monday, September 8, 2014

Warlords of Draenor Beta Report No. 505

There comes a time in betas where you decide if you're going to play the game long term or not.  You've been through the world a few times, you have a feel for how combat, loot, crafting will be handled. 

In the case of Warlords of Draenor, I am definitely going to play, and I'm at the point where I wish it would just go live so I could happily work my way through the world and have it stick, and so I can keep my Garrison Sweet Garrison.

There are some things that bug me and that I hope to see changed:

I'd like them to do a character wipe because all of my copied characters are stuck in a time warp where crafting aspects don't work for them in one way or another.  If they don't do one this week, I'll delete them and start them over to try out where crafting actually is.

I enjoy my Followers and am attached to many of them (Fiona!  Shelly!  Bruma!) who always seem to come through for me.  I despise the new notes that say you'll be limited to 20 Active followers and can't for the life of me see any reason for it.  If you want to reactivate, you need to pay 250 gold. What?  You steal my babies then you ransom them back?  If you do have to deactivate some you'd better have the choice of who is active.  (shakes fist).

Archaelogy has a few new puzzles and found treasures in Warlords and the whole system should be that way.  It should be about adventure and discovery and history storylines you may not get a look at in the game world if you don't do archaeology not some horrible blinking red light game which makes me want to screeeaaaamm.

Sumptous Fur is now used for so many things and suddenly it drops hardly at all.  I sent a character through two whole zones killing everything and got 25 Sumptuous Fur.  Hello?  It would be ok with me if a character who has Skinning was able to get more, that would make sense but I don't see that that is what is going on.

It looks like access to the Herb Garden has dropped to level 96 from 98.  It would be ok if a non-herbalist got access at some higher level, but it is a craft I picked for a particular character to go with another skill (alchemy) and I have Herbalism 600 Zen Master, fork over the Herb Garden right off.

GTFO the Scenarios at the end of long quest lines.  Man they are painful and unpleasant and my characters who function perfectly well though the rest of the game world just get beaten and trounced.

Speaking of scenarios, I want to boot the NPC who has the stoopid Garrison Invasion Quest out of my Garrison because he just stands by my town hall with his pointy exclamation point demanding attention.  At least let me move him into the outhouse so he is out of the way.  The scummie.


Off I go!

Tuesday, September 2, 2014

Galaxies Tuesday

I'm working on Draenor Alchemy and Tailoring Posts but it takes me so long to type anything blah blah.  In the meantime I can entertain myself with happy Galactic memories by copying/pasting from my saved files.  

Some are tip sheets done by others.  Some are forum posts and threads because things got pretty dicey and entire threads got wiped out daily.  I haven't many screenshots because I got a new pc and my spouse got my old gaming pc and I got all documents off but my screenshot file from Galaxies I didn't think of.  Him being him he wiped the pc and started anew so poof poof.  Whine whine.

A part of the game I always wanted to play and be good at.... but I was the rotted potato... was the space game.   I copied these piloting tips from the Pilots forum and tried to fly but I got wiped out pretty quickly each time.   Think in three dimensions, they say.  No. Can. Do.




Alright.
You've (hopefully) read Part 1, got the basics.
Then you read Know Your Ship, and got a better understanding of what it was you are jockeying up there.
After that you read K.I.S.S., and improved your "ballsyness" and stopped being such a target.

Now you're still having trouble, and don't know what to do to get better.

This thread isn't going to coddle you.
This thread isn't going to be gentle and tell you "in a nice way" how to get something done.

This thread is going to assume you practice maneuvers already advised.

This thread is going to be direct and up-front in calling you on oversights, shortcomings, or plain foolishness.

But I'll try not to be rude.

So then, let's start, shall we?

Before you even launch!

You threw together your ship did you?
I really hope you built it around an appropriate engine.
Listen to me very very carefully:
Your engine is the heart of your ship. That is the ONE component that is defensive and offensive, and will give you the edge in both PVE and PVP.
It is more important than the chassis itself, when you get right down to it. You can overcome any chassis' limitations with the right engine, and if you put your reward Cert6 in a ship that has 150k+ mass allowance, you've already given away your strongest advantage.

That being said:
If you're using a crafted engine.... stop reading now.

As a matter of fact, stop flying altogether.
Until you get yourself a great PYR, I can't help you get better, nobody can.

Know your needs folks... a light fighter can take a light engine and still be superior, but a heavy ship is going to be a slow-moving hulk of metal to all hostiles, just begging to be shot out of the sky... and you can put the biggest guns on her you want, if you can't track long enough for a solid set of hits, you may as well sell them to the Chassis Dealer for the bunch of scrap they'll become after the AP are down to 1.

Moving Right Along:

Maneuvers, part 1:

Maneuvers! What the hell is Vid talking about when he says that?

Right. Well.
Look folks, maneuvers are not normally given complex names. In Aerial combat there are a few "named" maneuvers, and that's great for airplanes, but listen:
These are not airplanes!

I can't seem to stress that enough. People are still thinking, even after ace, that there's some kind of correlation between Space Flight and Air Flight. There's NOT! STOP thinking that! Self-defeatist thoughts, BEGONE!

There is WAY more in common between Space Flight and a Cigarette Boat than there is to a F-18!!! OK?!

Right. I did say I would be direct, didn't I? I can't get more direct than that without getting downright rude.
Stop thinking of your craft like a plane. It's not, and never will be.

"Twitch" based indeed.
The key to winning in "twitch" is not how you react, but what you thought (or didn't) at the time you chose that action.
So if you're thinking this is an airplane you will lose to people like me everytime, and the AI will constantly keep you guessing.

Maneuvers, part 2:

If you don't know before you finish a turn/maneuver where your enemy is going to be, then you:

1.      Aren't thinking.

2.      Don't understand what you're doing, you're just doing it without forethought or understanding.

3.      Don't understand vectors and relationships

4.      Forgot that your target is moving too.

5.      Think too much.

6.      Think the wrong things.

7.      All of the above.

Wow what a list! And I'm putting it right on you, too, aren't I?
Yes well, them's the breaks.
Listen, if you don't understand what your ship is doing when you do it, (I don't mean "i noticed a slide blah blah"... I mean really understand, and know it as second nature), then go back to the first part of K.I.S.S. and practice flying your ship around static objects and waypoints for a few more hours. Seriously. Use boosters sometimes, other times not; try at different speeds; try shooting through the center of a waypoint "from the hip" (start at it, fly out 450-500m, whip around and fire!)... whatever you need to do, do it. If you don't understand where you're at and how you're moving in space at every single moment, then you are like a 3-year old trying to drive a car. You might make it out the driveway, but sooner than later you're going to meet disaster.

"But, there were 4 A-Wings flying sideways and shooting me in the front the whole time!"
Oh geez. Dude/Ma'am, no insult intended, but if you managed to get this far and don't understand how that's done, or can't do it yourself in any ship.... you had a lot of help reaching ace/master. Like Seriously. Again, go back to basics, or KISS techniques, and come back when you're ready.

-NOTE:-
I have seen several instances of the AI doing completely impossible things (X-Wing flying backwards while I was at a standstill and still firing on me for example), but these instances are fairly rare, and they seem to be becoming even more rare as time goes on. Where this is the case, just laugh a bit, because a target that's flying backwards is very easy to kill.
-end Note-

At any rate you have a serious advantage over those sideways-flyers, if you understand what they're doing:
You know exactly where they're going when you break past them. Which is to say, behind you and facing away from you if you boost straight, and on your flank of choice and facing opposite if you roll out, or on your flank and perpendicular if you do the opposite of what they're doing. In either case, entering a perpetuating circle gives control to the target being circled. Remember that sentence. You're going to need it in the future. PvE and PvP - there's no difference. So long as the target is aware, the craft in the most danger at any given time is the craft with the most control of the situation.

"But what does all that mean, and what does it have to do with 'maneuvers'?"
Glad you asked. Actually, no I'm not. You should understand that from what was said, but for those of you who are just reaching this plateau, it's a good question to ask.
A "maneuver" is a set of chained actions resulting in a desired direction and vector.
"HUH?!"
Example:
Turn left, hold and pitch up while rolling right, at 360 degrees straighten all & slighlty adjust vector ------> You just did a Barrel Roll.
Several instances of actions combined to create a single "maneuver" ...................... when properly executed.
Sadly, I know many pilots who still can't do a barrel roll. Yet they wear an Ace tag. *sigh*.
I'm going to try to stay away from those Air-Flight terms in the future though, since:
1. They aren't performed the same as in the air, and
2. I'm trying to discourage comparison to air-flight, not encourage it.

So what does it all mean?

It means situational awareness. You've seen the term thrown about here and there on the forums already, but to be truly aware, you need to understand what YOU are doing, as well as what any ships around you are doing, or are capable of doing.
Note that I sometimes use the word "Know" and other times "Understand". These are not interchangeable terms, ok? "Knowing" means something you think on that instant and your thinking is correct, because it is based on "understanding" your situation and all its nuances.
These words combined are what give the top pilots their edge. Not the equipment, not the ship, and certainly not just "balls".

Situational Awareness means "taking it all in at a glance"... without the need to think about anything or reason it out, you can glance at the 20+ blips on your radar, use your peripheral vision on what's in front of you, and a thousand miniscule clicks of information you gathered in the last second without thought to know without thinking what to do next.
I watched a friend of mine in Deep Space (a good and talented pilot I might add!) get blown to shreds in about 3 seconds because he didn't "register" the 6 gunboats --- or his position relative to them --- while chasing down an A-Wing, and he pot-shotted one in over-fire from the top. DUH! He asked for it... he got it. What you don't know, in this case, will hurt you... to the tune of 100 BF and HAM wounds.

Focus on what you're doing.
Almost everytime I've taken more than shield hits is sometime when my wife or someone was distracting me, reducing my attention from 100% on what I was doing... be it in-game or IRL, distractions will get you hurt. So, if you're trying to chit-chat and work pilot in a risky situation at the same time... I hope you have at least 1 hyperspace macro to get you out of dodge so you can get back to it when you have the time. Piloting is not a half-baked effort you can run a Macro for and split your time. "DO, or DO NOT". *credit: Yoda*.

Now, let's get a little more specific.

Yeah, specifics...
That IS a tough one isn't it?
Here's the deal:
If you already have an understanding of all of the above, I'm wasting my breath on specifics. You don't need them, because you already know where you're going and where he's going, and the best way to make your fire close the distance.
If you don't have that understanding, I'm probably going to confuse the *^&%!! out of you by going into nitty-gritty examples and specifics, so that would defeat the purpose.

There are a few of you out there, though, that are right on the edge of grasping all this.
I never said much specifically but I've given you a million things to digest already, and you're just sitting in space with your mind whirling, just missing the point, almost getting the bead you wanted, just about seeing the target where you wanted/expected it....

For you:

You're about to blow Gun4 on the corvette, and the mother starts rolling and pitching like mad!
OH NO!
Well, if that was your first thought, cut your engines and let her shoot you.
If on the other hand you thought "Now which way to the objective", /salute.
BIG GUNS can't aim, ok? Rolling target means even worse aim. Just keep calm, you can absorb at least one hit I hope... now double-helix in the opposite direction the 'vette rolls... you know what I mean? Yaw left, Roll Right, some pitch, straighten out and bring it down... yeah you just did two loops flying over and around the Z axis of the 'vette at a fair but not fast speed, and you didn't even get hit... and now you either
1. See the gun you're after in firing range or
2. over/undershot your mark and are on the wrong side... so rinse/repeat. It really isn't complicated.
This is a big-arzed peice of space-scrap that you can easily fly about without ever taking more than a single hit from at a time, provided you continuously change your vector --- and you never need to hold steady long enough to aim at a single spot more than 1 or 2 seconds. Fear will kill you hear, and so will getting over excited. Just follow the logic...
I've done this in Deep Space around 3 'vettes plus full escorts within firing range (theirs, not mine necessarily!) and flown away with only shield damage after destroying my objective. NPC's aren't much better than the 'vettes are for aim, if you keep moving on all your axis'.

Don't be so scared to break!
OMG, I've seen people get blown to shreds chasing a single A-Wing after tapping it a few times, determined to take it out!
D00D!! OMG! You're Dense!
Always know the area of greatest threat, and break it up. Dive straight through any/all concentrations, remember? BALLS. Dive through and pot-shot where needed, but make it split. That target you already tagged... don't worry. It's going to keep coming at you and sooner or later you'll pop it... probably with less difficulty than when you were letting it lead you around by the nose like some lost sheep.

I swear I said this before too but:
Be an Opportunist!
GAH you're chasing down an A-Wing and passing 2 Y-Wings in perfect position... switch! Take the 2 Y-Wings! Reduce incoming damage and hostiles at every opportunity. If you don't have the ability to shoot a target on sight, at least have "Target Under Reticle" very, very close to hand, and use it!!!!

Be aware of what's shooting at you, and what you can handle.
Firing on a B-Wing with 6+ blinking red blips behind you can be risky, but worth it... but here:
IF you know what your ship can do, you can easily boost a deep loop and come back 360 behind your target, parralel to whoever was shooting you from behind, thus destroying their trajectories and maintaining your viable target.
Result: Target destroyed, Shields Saved, additional targets controlled and disbanded.

The shortest distance between 2 points is NOT a straight line!
I can see you saying "what?!" already.
Yeah well, it isn't, if you want to stay alive. The shortest distance between you and the nearest station is a straight line anywhere there are hostiles.
Roll... Roll and Yaw... Yaw... Pitch and Roll... Pitch, yaw and Roll...
See? Dropping in from above/below and left/right... think like a boat! Always always in space you are turning. Use that to your advantage, don't ever try to b-line anything. Learn to "drop" in, from more than one axis. Interception usually means following an unlikely path to the ideal path slowly - and minimizes your target profile.
This also gives you the advantage of reducing - seriously reducing - the need to go from one extreme of motion to another. If you're rolling left, pitching up, and yawing right, yawing left from there will completely alter your direction... if only pitch and yaw, you need to change both to get a similar effect, which takes time, and increases your target profile while your ship stutters against the broken inertia.

Take Your Time! Don't be impatient, instead follow the most likely path at any given time to a more likely strike.

PREDICT!
Oncoming targets.. geez, what do YOU think they're gonna do? Um, they've gotta turn at some point, but before that they need to get past you. The target thinks you're going to keep coming, else it wouldn't be charging at you... so... don't. Slow down at the right time to turn into the coming turn of the target.

BOOST! GAH!
The #1 important stat on a booster is acceleration. This is the one piece of equipment that can get you out of a turn and into the targets wash 100m behind before it has any chance to get out of your vector range... strongly suggest crafted boosters for this, but whatever, just use the tools you have!

IF YOU GET DISORIENTED!
Watch your blaster fire!
#1 Guide to re-orientation! It will give you exact information you need to tell you where and how you are drifting, allowing you to re-orient yourself to what is and is not a straight line! Don't get too far ahead of yourself doing crazy loops and twists, if you don't know where you started from, you may end up going straight to the next starbase.

What Were You Thinking!?

"I was fighting a guy and he was got me stuck in a loop flying sideways! When I tried to break he nailed me!"
Yeah, I would to, most cases.
The reason so many PvP encounters that are on equal footing when they start end up in long loop-sessions is because pilots don't know how to get control of a situation. Breaking without becoming a target is the #1 skill to being an excellent PvPer in any situation where it's equal footing at the start and not a 1-shot kill situation.

You broke off, sure... how? Just picked a moment and boosted straight did you? Turned in the opposite direction? What?
If you can't see at least a 30 degree angle on your enemy, breaking off in any direction is probably a bad idea. If you can, and you could, and you still got shot, you obviously went the wrong way.
How To Break:
ROLL IS YOUR FRIEND!
Did I say already that a straight line is the quickest path to the nearest starport? Thought so. Yeah well, you need to remember that.
Now...
There are 2 ideal scenarios for breaking out, but both involve knowing your enemy and your risk.

1. When your target has you at your worst position:
Boost TO him and past, rolling in the direction opposing his, to place you behind his ship, or at worst, in 2 seconds he can get re-oriented.
TWO SECONDS is a LONG TIME in PvP... and if you're moving in any 1 slot for more than that, you'll get shot. After 2 seconds, break and come back, keep putting on the pressure.

2. When your target is at his least likely firing position, but you are at close to your best
Break off and roll/yaw into his wash, then reverse yaw OR pitch - remember to track him on the radar. Closer to the outside may be closer to center for you but also probably means he's already turned.
Again, 2-second rule... switch out and come back. There's only room for one error at most in PvP.

Don't ever show your belly!
You know and I know your tendency is to pitch UP, and if I see your bellypan you're dead. Period. The ONLY way out of a situation where you show me your belly is to go past all instinct and pitch DOWN... which may be fine in theory but pulling it off still leaves you exposed to my guns for a solid second.. plenty of time to blow a hole in ya... else your next trajectory puts you flat into my line of fire.
Just don't do it.

Last thing for now... don't ever head straight at a target. Not unless you can see his burners full-on. Otherwise, trust your radar.... you don't need to see a target reading over 500m out to know where it is in relation to you... your radar tells you it's that way xxx meters. Act accordingly.