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Does destroying a ship's engines have any effect?

STAR WARS: The Old Republic > English > General Discussion
Does destroying a ship's engines have any effect?

TumblerSW's Avatar


TumblerSW
01.25.2012 , 02:49 PM | #21
Quote: Originally Posted by Lankybrit View Post
Hmm, I haven't seen a single post in this thread saying that if you blow up the engines, the ship gradually falls out of the mission. That's what happens when I blow up their engines when I play anyway.

Cheers.
I don't think the ships do anything different when you blow up their engines. What mission do you think something different happens? If they're falling out of the mission it's just their normal path. (I believe)

Stouver's Avatar


Stouver
01.25.2012 , 02:49 PM | #22
Would be cool if the fighters exploded in a different way other than spinning out of control for a second then exploding. No matter how many times you hit them they always have to spin out first.

run_hello's Avatar


run_hello
01.25.2012 , 02:50 PM | #23
I'd have liked it to been more. Wanted to play Star Wars. Ended up playing Voice Over Zone Fest Wars.

It was a huge part of the other SW game that shall not be named. Why a footnote here?

TumblerSW's Avatar


TumblerSW
01.25.2012 , 02:52 PM | #24
Quote: Originally Posted by Fiachsidhe View Post
Is going back, torpedoing those hard targets dozens of levels later, even worth it though?

Do they actually give experience enough, to compensate for getting nothing for the rest of the mission?
I'm curious about torpedoes as well, what exactly changes when you can use these. (lvl 50) Do all the missions have a hard mode at 50 and you can use the torpedoes to take out the hardened targets like the bridge of the destroyer and the antenna on the space station? Was kind of hoping torps would blow things up....

I wish they'd make these available sooner...

Revic's Avatar


Revic
01.25.2012 , 02:53 PM | #25
You go for the engines because without power the ship is neutralized as opposed to going for any other part of a ship. You can go after weapons but it can still fly away. You can destroy the bridge but it can still fire back. You can go for communications array but it can still fire back and move.

So you see engines is the single best target if what you are looking to do is pacify which is the usual intent.

What do you think the rebels were targeting when they were hitting the Death Star?

Lankybrit's Avatar


Lankybrit
01.25.2012 , 02:57 PM | #26
Quote: Originally Posted by TumblerSW View Post
I don't think the ships do anything different when you blow up their engines. What mission do you think something different happens? If they're falling out of the mission it's just their normal path. (I believe)
It's especially noticable on the one where you need to blow up 4 Shield Generators and 14 Missible Turrets on the big ship. It's a capital ship intensive fight, and I come up behind one, take out its engines, and it starts falling away to the left. All others just continue in their normal paths.

Cheers.

TumblerSW's Avatar


TumblerSW
01.25.2012 , 03:01 PM | #27
Quote: Originally Posted by Revic View Post
What do you think the rebels were targeting when they were hitting the Death Star?
The main reactor. It would make sense if the reactor was something you could hit after taking out those shield generators on the destroyer and the corvette's. It would be cool if the ships would stop after you hit the engines though. Many times after you've taken out everything on a target it will miraculously show up later in the mission still driving around like nothing happened. It's go no weapons and is smoking from every side but it's still flying around like nothing happened. This is most common in that taspan amush mission. Several of the early corvette's get pummeled early then show up on the far side of the asteroid. Would be great if blowing the engines stopped those ships.

Spynnal's Avatar


Spynnal
01.25.2012 , 03:05 PM | #28
Quote: Originally Posted by ThePirateMD View Post
its beena long day and I have a lot of hate towards this minigame-- I'll tone it down
I have some hate too. I adore the idea, but hate the implementation. The fact that you can memorize every ships attack pattern, and it never varies, makes me fume.

Anyway, I really, really hope they expand this mini-game, as the potential is awesome. But yeah, it needs work.

Speaking of mini-games, where is my Pazzak!
Ho! Ha ha! Guard! Turn! Parry! Dodge! Spin! Ha! Thrust!

DragnHntr's Avatar


DragnHntr
01.25.2012 , 03:07 PM | #29
Quote: Originally Posted by Lankybrit View Post
It's especially noticable on the one where you need to blow up 4 Shield Generators and 14 Missible Turrets on the big ship. It's a capital ship intensive fight, and I come up behind one, take out its engines, and it starts falling away to the left. All others just continue in their normal paths.

Cheers.
Next time, leave that ships engines intact and blow up another ships engines. The same one will veer off to the left in the same way. It isnt the engines being blown, it is just their predetermined path.
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DragnHntr's Avatar


DragnHntr
01.25.2012 , 03:08 PM | #30
Quote: Originally Posted by TumblerSW View Post
I'm curious about torpedoes as well, what exactly changes when you can use these. (lvl 50) Do all the missions have a hard mode at 50 and you can use the torpedoes to take out the hardened targets like the bridge of the destroyer and the antenna on the space station? Was kind of hoping torps would blow things up....

I wish they'd make these available sooner...
A lot of missions have hard targets like that, though not all. They can be taken out with lots of regular missiles however, the proton torpedoes just make it easier.

There are a few instances of hard targets that arent on the screen long enough to kill normally, i suppose the protons are the only way to take out those. It isnt a huge bonus, it can only be done daily, it is just a little extra for doing extra on the mission.
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