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Thread: PvP damage is totaly insane

Dookay
Tue Nov 02, 2004 11:41 pm
#14






pyumeh wrote:


Sounds like it was a blast!! And I'm really glad. But you just show why The damage is a bit high. one or two shot kills GREATLY benefits the fast manueverale ships. Even a level 5 ship can easlily two or three shot a top notch shields. I believe that would lead to a cookie cutter approach to forgo the B/Y wing approach of slow but hard hitting., because even tho you are slow you only have to get hit two or three times before you die.


I believ that it should be something like a B-wing should be able to take6 or8 shots before going down. an A-wing 1 or 2.



thats just my opinion tho






I may have mistated my experience. Y-wings and X-wings do take a fair bit of damage to bring down. (I have not fought a PC B-wing)The X-wings and Y-wings I fought in my little story took more than one or two, or even six or seven shots to bring down. In fact the oneX-wing and both Y-wings took two passes, which means somewhere between 20 and 30 blaster bolts. (In general I can dump about 8 twin blaster bolts per strafing pass) Second either of those craft could have taken me out in a single missle, ortwo blaster hits, and although Icould outmanuever them, at range they would haveobliterated me. Which I think is a form of balance. Second this merely means thatsomething like a B-wing has a reason to bring along a couple of A-wings, after all an A-wing coulddogfight my Advance very easily (I got lucky when I managed to come under him and fire into his belly) and give the X-wings and Y-wings a chance to take a shot, or line up a missle. Admittedly in one on one PvP a manueverablecraft can often win over a slower one, but really it comes down to who gets the first solid shot andhow the two start the battle positionwise. Besidesa heavy fighter serves a purposejust as does an interceptor, I can out dogfight most craft, but if we both have a ship to take out, then they can do it at twice the rate I can.



Master Bounty Hunter; Master Pistoleer; Imperial Pilot Ace
"I'm the guy you wake up to one night, maybe a year from now, maybe two, and all you'll see is a pillow over your face, and you'll hear a pop. Plenty more where I came from." - Joe Sarno
MasterSad
Wed Nov 03, 2004 2:30 am
#15



Bob_the_tomato wrote:
No kidding, a tier 2 NPC ship lasts longer in battle than a PC ship in PvP.� Time to apply that 75% dmg modifier to space.





I thought this was fixed in beta, anyway I'm pretty sure it's a known problem as there were alot of discussion in beta about that...



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hase2
Wed Nov 03, 2004 3:57 am
#16

awesome post.


you used the element of surprise to overcome an superior force.


and thats what combat in JTL is about. situational awareness.
i bet the fight would have ended different, when they were knowing that you were coming.

but they werent aware of the situation and the nearby thread or were ignoring it.


so stay sharp (macros help) and have your escape routes ready.


being forced to do missions there is another issue thats not discussed here.


imo - leave PvP as it is. no damage reduction plz.
Bob_the_tomato
Wed Nov 03, 2004 4:19 am
#17

2400 power shields, 15.6 regen rate = gone in one volley


That would be like a TIE fighter killing the Millenium Falcon in 3 seconds.


As we know from the movies, the falcon could take direct hits from a Star Destroyer and a group of TIE's and still not go down. So certainly our ships could survive being shot a few times in PvP. As it is, our ships don't last at all.


I think the amount of hits it takes to destroy a Tier 4 NPC ship is what it should take to kill a Master level player controllledship.



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Dookay
Wed Nov 03, 2004 5:52 am
#18



Bob_the_tomato wrote:
2400 power shields, 15.6 regen rate = gone in one volley
That would be like a TIE fighter killing the Millenium Falcon in 3 seconds.
As we know from the movies, the falcon could take direct hits from a Star Destroyer and a group of TIE's and still not go down. So certainly our ships could survive being shot a few times in PvP. As it is, our ships don't last at all.
I think the amount of hits it takes to destroy a Tier 4 NPC ship is what it should take to kill a Master level player controllled ship.





With the right weapons, yes you can bring down those shields in one volley, but a volley, in my craft means at least 4 shots. Second most weapons do around .5 or .6 damage to shields, meaning to bring those down in one shot, which would be extreme would take a weapon at around 4800 damage, which I have not seen. Second fighter shields are all relatively weak, they don't have the mass to put on the 10k shielding systems that are out there, so yes at the high levels shields go down in a volley or two of fire, but why is that so bad? I'd rather know that my sneak attack that gives me a chance to dump 8 blaster bolts into a guy will kill him. If you give ships shielding that mean they can turn around under fire and get in shots of their own, you are begging for a ground game style matchup where equipment, not skill, determines the outcome. I much prefer these abbreviated conflicts and dangerous weapons.

Second 2400 power shields are, I am sorry to say still fighter level shields, and not even the top of that either, I mean I have 1200 power shields on my light fighter, and that is with a looted item that is level 5. So yeah those can be dropped in a volley or two of high level (8-10) weapons. Talk to a shipwright, I know the one in guild has made some fantastic shields for our capital ships and shields that include powerups to both Regen, and Effectiveness.



Master Bounty Hunter; Master Pistoleer; Imperial Pilot Ace
"I'm the guy you wake up to one night, maybe a year from now, maybe two, and all you'll see is a pillow over your face, and you'll hear a pop. Plenty more where I came from." - Joe Sarno
truewildman
Wed Nov 03, 2004 6:45 am
#19


What's to say that 2400 shields with 15.6 regen is good? We don't know yet. In the other crafting professions, such as armorsmith (and I hate to use the much hated composite as an example) armor for the first month or so was 50% resist with maybe one special. Now we see 90% composite running around because the armorsmiths had time to refine and unlock it's potential.


Maybe in a month or so we'll see 3500 shields with a 25 regen rate, or better. We just don't know yet. JTL is still a baby.

Message Edited by truewildman on 11-03-2004 05:46 AM





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winddrake
Wed Nov 03, 2004 6:54 am
#20






truewildman wrote:


What's to say that 2400 shields with 15.6 regen is good? We don't know yet. In the other crafting professions, such as armorsmith (and I hate to use the much hated composite as an example) armor for the first month or so was 50% resist with maybe one special. Now we see 90% composite running around because the armorsmiths had time to refine and unlock it's potential.


Maybe in a month or so we'll see 3500 shields with a 25 regen rate, or better. We just don't know yet. JTL is still a baby.

Message Edited by truewildman on 11-03-2004 05:46 AM





Not to mention the fact that most of us are still trying to figure out what the numbers are supposed to mean. So far all I know is that high numbers are supposed to be better except for mass and energy use, but I could still be wrong. The recharge rate I am still wondering if it should be higher or lower... I am assuming higher.





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Coran_Sienar
Wed Nov 03, 2004 7:00 am
#21






blahs wrote:

hehe,think the kessel mission is gona be a real pain on one of the servers i play on atleast.

Got this from a chat channel on one of the servers. the were talking about when they got to master.. one said man it's gona be funny when i reach master and starting hunt imps while they do the maser misson. !!


Fu***** griefers. that statement just shownt how some ppl think. lucky i got JTL fast so i dont have to meet to many griefers. Kessel is gona be griefer's paradise. Hope most peeps have more sence then grief other player's. rember this is something that forced upon us.


And if the damage is the way it is now. man poor unlucky chumps that is gona do master missions. they wont even know what hitt em befor they spawn at the spacestation.





Yeah, I detest griefers and Jedi-led gank squads. At least in space, it's twitch based.


If you guys need help on your Master Missions to keep the griefers off of your back, send me a /tell. I'll be your wingman.




Modus Sienar
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Aced all 9 Squadrons
alias77
Wed Nov 03, 2004 7:34 am
#22

there is only one problem in kessel, the jumppoints are fix.
2 camping fighters from the other faction can kill everyone during the loading screen with 1-2 shots.

even 3500 shields are useless, i have a crafted level 7 ion cannon who makes 1500-2800 damage with 0.85 against shields.
if i hit with 2800 damage i do 2180 damage to the shields . and that was only one shot from one weapon! after 2 hits from a ion cannon and a blaster cannon (even level 7 with 0.5 against shields and armor) at the same time your shields are more then down. and this "only" with level 7 weapons

a little damage reduction would be nice, not 75% but maybe 50% and we need a covert time after a jump!



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Coran_Sienar
Wed Nov 03, 2004 7:36 am
#23


The easy fix would be random hyperspace points for each group. That way, the griefers wouldn't be able to camp waypoints.


EDIT: Nice stats on that ion cannon. You wouldn't happen to be on Tarquinas, would ya?

Message Edited by Coran_Sienar on 11-03-2004 06:38 AM



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
Cuality
Wed Nov 03, 2004 7:49 am
#24






alias77 wrote:
there is only one problem in kessel, the jumppoints are fix.
2 camping fighters from the other faction can kill everyone during the loading screen with 1-2 shots.

even 3500 shields are useless, i have a crafted level 7 ion cannon who makes 1500-2800 damage with 0.85 against shields.
if i hit with 2800 damage i do 2180 damage to the shields . and that was only one shot from one weapon! after 2 hits from a ion cannon and a blaster cannon (even level 7 with 0.5 against shields and armor) at the same time your shields are more then down. and this "only" with level 7 weapons

a little damage reduction would be nice, not 75% but maybe 50% and we need a covert time after a jump!





no... damage reduction is taking the easy way out. all it takes is balancing the numbers (something which they already said needs to be balanced) All it takes is lowering the NPC fighters to roughly PC range, then either raising their weapon strength or lowering ours. Our shields need to have those numbers tweaked as well. All it takes is a little balancing with the numbers, and thankfully, it's a lot easier to do that in space than on the ground.




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Garack
Wed Nov 03, 2004 7:54 am
#25






JodoWalker wrote:


Next thing youll want is the ability to heal while in spacecombat, hell throw in some "space buffs" and some special food that chefs can make which makes youre ship dodge faster....

Space combat should be fun, not a 5 minute duel and heal fest....

Besides does it really hurt you that bad if you get toasted? NO! back at space station repair ship go out for another battle.

If you are getting killed pretty quickly in PvP space then maybe you need to rethink youre tactics, get better space combonents, pay attention to youre radar to know where youre enemies are.

You died in space and didnt like it, so now you whine about it.

Ever stop to think oh hes a good shot, wonder what components he has, probably a strong weapon to knock me down that fast, ooh maybe i have crappy shields and armor, ooh maybe hes a higher level than I am.....

Think about those things FIRST!!!!! before you friggin whine.



Message Edited by JodoWalker on 11-03-2004 01:39 PM





WORD! I totally agree man!




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truewildman
Wed Nov 03, 2004 8:18 am
#26






Coran_Sienar wrote:


The easy fix would be random hyperspace points for each group. That way, the griefers wouldn't be able to camp waypoints.


EDIT: Nice stats on that ion cannon. You wouldn't happen to be on Tarquinas, would ya?

Message Edited by Coran_Sienar on 11-03-2004 06:38 AM





They were random. They fixed that in beta. You saying that it's back to fixed?!





Boslo
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