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Thread: PvP Damage In Space Not Working Correctly???
Also, a 'large target' like a YT-1300 should be a viable choice in PvP. Check out Episode IV - A New Hope - Han Solo's YT-1300 flees from some TIE fighters, and takes a lot of hits, whilst returning it's own fire. Thats what a multiplayer ship should be like in space PvP, a large target that's easy to hit, but has turrets and can take a lot of fire. You should be able to defeat them by being smart and attacking it relentlessly from different angles, but it should be able to defeat you if you aren't careful to avoid it's turrets.
Ducimus wrote:
Lets say they reduced damage and it now takes 5 hits to kill someone. We dogfight for 30 seconds before you score a single hit on me. Does maybe.. 15-20% damage on my shield. I immediatly shunt. Now im back to 100% shields. it takes me 20-30 seconds before i can shunt again. Now im darting around so fast, you don't score another hit on me until 60 seconds has elapped. I shunt it again. back to 100%.
See the problem?
Well, I think the yellow highlighted text above is a big part of the problem too, really.
Most PvP fun I've had in JTL was during beta, during that one PvP weekend thing we had (before people realized they could replace the default engines on the ships with crafted ones). ![]()
JTL could use some flight upgrades, to make it resemble WW2 combat more, as well as an overhaul pass on damage vs shields and the droid programs.
Somebody opened Ye olde can O worms!
(FYI: dogfights between good pilots can last in excess of 5 minutes, and there is PvP damge reduction in place, its not 100%
Message Edited by Ducimus on 06-30-2005 12:08 PM
First, a space pvp fight starts when the first pilot detects the enemy. Not when the first shot is fired, not when the first shot hits. After the detection the pilots try to get into firing position, which can take minutes of heavy turning twisting, boosting and trying to use stations and asteroids for cover. When you hit, the enemy usuually hits cap to shield, and tries to avoid the next shots.
With a decent cafted mark IV shield, and mark III armor - which I can mount even on a 50K mass TIE Interceptor, so every ship can do the same - I rarely get one shotted.
One on Ones are hectic already, now get into a large furball, with dozens of ships shooting each other, and you can see how fast and furious space pvp is. Even so, ace pilots manage to stay alive for minutes with half a squadron shooting at them.
Reduce damage and those pilots become immortal.
Spikie wrote:
If there's a post on this, would someone point me to it. I've notice for a little while that I'm doing far more damage and taking far more damage than the system should be allowing. Myself, several group members, and several Imp players /bug 'ed it the other day. It still seems to have not changed much if any. Damage appears to be hitting at 100%, and that's making for some lousy dogfighting and PvP.
Thanks in advance if you know of anything related.
Thanks to RotW we now have heavy light fighters that close the gap created by setting PvP damage at 75% by allowing heavier guns to be mounted.
I also close ranks with Ducimus, WO3 must be fixed before any other changes to PvP.