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Thread: Fighters vs Multi passenger ships

Amuro0079
Tue May 24, 2005 7:09 pm
#14






Loki_Ashaman wrote:





Amuro0079 wrote:






Kebb wrote:







Amuro0079 wrote:

Further lowering damage in PVPisn't gonna help. We'll end up with endless duels since people can just hit cap shield shunt whenever they feel like to replenish their shields.







Even with a 50% reduction in PVP damage dealt, cap-to-shield 4 would have a hard time keeping up. If a POB running elite shields cancurrently be disabled in one shot, cutting the damage in half would still be ahuge hit.








And your point is?


BTW, elite shields should have had like 30,000/30,000 instead of 3.1K. My regular fighter shiled is 3.3k back and front.


Message Edited by Amuro0079 on 05-24-2005 01:57 PM




Um, no, the Elite POB shields get up to around 3400 / 3400 or so is all... If you have 3300 / 3300 in your fighter, you either have amazingly rare loot or an old exploited shield.




But don't you think 3400/3400 is too low for it to be useful on POB ship especially in PVP? 20K or 30K is what itshould have been. Armor too. I looted a rare armor a long time ago in Kesseland it has close to 15K hitpoints, that's better than the elite armor.




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RagNoRock5x
Wed May 25, 2005 1:32 am
#15


10k Shields, 10k armor


That would work nicely.


Accompany that with some shunting and targetable components and you got an nice ship if fully decked out.



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ZaphodB2
Wed May 25, 2005 5:20 am
#16



Dagrin wrote:
Torun a POB ship, you need 3 players minimum, 4 if you're smart and 5 if you just know people that are bored alot.In a situation of 3 to 1, the 3 should have the advantage, should they not? Sadly, the 3 will have theirbuttshanded to them time and time again if they are in a POB ship.
Fixing this is simple. All you need to do is think about the advantages a POB ship should have. To make up for it's large size and relatively poor manuverablity, it should have much stronger armor and shields, making a few stray shots nothing to worry about. It also should have frieghteningly powerful artilery. In addition, we need to deal with the handy cap of turrnet gunning being twice as hard as having the pilot shoot, the advantage of flying one direction while firing in another is minimal to a point of being useless.
step 1. An additonal across the bored damage reduction, 1/4 from where it is now seems about right. Space PvP is pretty much a joke right now anyway, it's more about being the first to get of a few lucky shots than a real dogfight.
step 2. POB defence. The elite components are POB only anyway, so unlike other stuff it does not need to be balanced across the bored for all ships. Elite shields should be in about the 5000 ranage and armor at close to 10000. Also, POB should get a regenaration bonus, taking down a a POB should require a constant pounding, if you can't keep the heat on the POB should be back to full strength in a few moments. I'd say add a 4x shieldregen bonus to all POB ships (don't just up the regen of elite shields, though you can do that too).
step 3. Weapons. AsI said before, turrent gunning is a huge pain. So much so I'd almost want to give a "close enough" hitable zone around the selected target. But, since we can't have everything, give POB turrents (heck ALL turrents) a damage multiplier. 4x damage for a POB seems fair to me (the turrent shows 4 barrels anyway). Other turrents might only get a 2x bonus.
The weapon damage multiplier for turrents would offset the damage reduction. I few good hits from a turrent SHOULD kill a fighter, where as a few shots back to the POB should barely scratch the surface. Devs, Please try this stuff out some. Match up 3 players in a POB against 2 well armed master pilots, where right now its a slaughter, if things were balanced the POB should be winning say 2 out of 3. Send 3 against the same POB it should loose 2 out of 3, but still have a good chance.





I agree with most of that, but i think instead of rising the damage done by POB guns they should give them more weapons. I dont know how you see it, but in my opinion two turrets is to few for a ship of the size of the Novacourier or decimator.
I think they should give them four turrets and may be two mountpoints for heavy weapons.
Bertus
Wed May 25, 2005 7:33 am
#17

Like Tomo said, the difference between pvp and pve is too big, you cannot balance it for pvp, because then it would be invincible in PvE, therefore the only solution is to create special circumstances for the Pob ships when used in PvP.


Abit of PvE upgrading wouldnt hurt either though.

Message Edited by Bertus on 05-25-2005 07:33 AM

Narut0
Thu May 26, 2005 8:45 am
#18

problem as it stands with PVP is basicly shield management. lowering the damage of weapons will make it far to easy to shunt your shields over n over and never get hit for a good amount But i gather the key to PVP isn't damage its speed control & supprise.
sorry but if you can get the drop on an over player (like i do all the time) then you will never have to worry about PVP in space cos you will always win, well unless some one dose it back to you

but i had in the past week 3 dogfights with other players one was a drop on me in kessel yep i burned but i got my own back and burned him

then there was a fight with an A-wing while i was in my tie oppressor (ok this was harder then it looked) i got burnned and didn't get the chance to go back.

then the last time was against an ARC 170 in my eta-2 actis (the match up )
yep i outran him and he got one good hit in (his last )
it took my front shields down and a little armor but i managed to shunt power to the front shield and regain control of the fight by weaving in n out of his fire then landing 2 direct shots booom



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Troshen
Thu May 26, 2005 2:18 pm
#19





narut0 wrote:


problem as it stands with PVP is basicly shield management. lowering the damage of weapons will make it far to easy to shunt your shields over n over and never get hit for a good amount But i gather the key to PVP isn't damage its speed control & supprise. sorry but if you can get the drop on an over player (like i do all the time) then you will never have to worry about PVP in space cos you will always win, well unless some one dose it back to you but i had in the past week 3 dogfights with other players one was a drop on me in kessel yep i burned but i got my own back and burned him then there was a fight with an A-wing while i was in my tie oppressor (ok this was harder then it looked) i got burnned and didn't get the chance to go back. then the last time was against an ARC 170 in my eta-2 actis (the match up ) yep i outran him and he got one good hit in (his last ) it took my front shields down and a little armor but i managed to shunt power to the front shield and regain control of the fight by weaving in n out of his fire then landing 2 direct shots booom








That's awesome! I mean, most people talk about space PVP as being a waste of time, but if you think about it as being all about getting the drop on the other guy, that makes all the difference. It still may not be long enough to really last, but knowing that someone could swat you at any time would sure keep me on my toes!





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Dagrin
Fri May 27, 2005 12:55 am
#20






sumner wrote:

I agree that POB ships should have crazy armor and shields, but not a weapons multiplier.





I'll clarify, my concept was not ment to be used in parts, but all of the factors together. The first step being a universal PvP damage reduction and counter balance of a POB damage multiplier. The net effect is that a POB ship would have the same destructive PvP damage they do now (if you can kill a player in 3 hits, you will continue to be able to do so) while the fighters will be doing significantly less than they do now (both against the POBs and each other).


The exact values I used are not really all that important. A 50% reduction and a 2x POB multiplier might work better in practice. I support a PvP reduction because right now most battles are over nearinstantly, but that said it's hard enough to score a hit from a POB turrent so I want the multiplier equal to the reduction so that this damage stays the same.


Anyway, I'm not saying the figures I used are acturate, I'm just try to give a ballpark from what I think would work. The more important thing is what values get adjusted and how they are changed. As I said in the end of my post, the real test is actually running a few match ups, and keep making changes until the POB can win in the fights it should be able to win.
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