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Thread: Still think pvp needs damage reduction beyond 25%

Zanholo
Tue Dec 21, 2004 6:27 pm
#14

/readies himself for some stars...


PvP damage absolutely needs to bereduced greatly still. We have duels on the ground that go on for 20 minutes sometimes and in space combat is reduced to 5 seconds or less...doesn't make sense to me.


Something defninitely needs to be done to mp ships shields too, either uber mass uber hp shields or double shields or something, and that's in addition to further pvp damage reduction. There is no way some light fighter should be able to come in and one-pass kill any of the 3 mp 'gunships'....I don't care how uber that light fighter's weapons are...



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atytula
Tue Dec 21, 2004 6:54 pm
#15

While I support the idea of a few hits taking you out, as that is how it is in the SW movies, I also think that PvP and PvE should be the same ball of wax. The fact that in PvE the NPCs have such high stats means that a PvP reduction is required. I believe that if you drop all NPCs stats to that of players and nerf the hell out of player equipment, we will find that PvP and PvE are the same and everything is fine. In essence that is exactly what the 75% reduction is on the ground. It really is a 75% boost in health, action and mind, but with DOTs having full effect.




General Kazar Racillen, Master Smuggler
Echo Battalion CO (Eclipse)
http://www.echobattalion.com
gohan6420
Tue Dec 21, 2004 10:19 pm
#16

My Solution For PvP Damage




  • The heavier ships should have a "LITTLE" bonus to the armor and shields or a Big bonus depending on the type of ship.


  • Do NOT reduce PvP damage so fast fighters will still take each other out in quick blasts but take a lil longer to take on freighters.


Rite now fighter vs fighter combat is perfect!! And I mean PERFECT!!


In the movies and in RL if a missile comes at you your screwed unless you got counter-measures. Which is how it is in game.


In the movies and in rl if you get shot at you won't last if they are accurate shots. ie vader takes y-wing in 1 shot. x-wings take ties in 1 shot.


All that needs to be changed is the mps's armor and shield bonus's. As in rl and in the movies the big bad nukers always get shot at a gazillion times b4 they blow. like how the falcon got cliped by ties and turned and kicked theyre @$$'s and the b-17 getting gaint holes in their wings and still flying home.

Imaridril
Tue Dec 21, 2004 10:29 pm
#17






Nitwit wrote:


Sorry to ruin your utopia here, but the higher level ships should dominate the lower ones. There are trade offs to every move in the game. You buy a heavy weapon and it does damage, but at the same time takes a lot of mass. You buy a A-Wing, it turns quick and is small, but lacks mass. Everything has a opportunity cost to it. And, with the current system players have found that the optimal PvP system is fast fighters. It makes the game more about pilot skills. Theoretically, you can achieve a "perfect" ship once you find the best RE's and loots.






Not to be rude, Nitwit, but what side are you trying to argue for? You keep saying that PvP is fine, and that you want a player's piloting skill to be the deciding factor, but then you spend the rest of your post pointing out how imbalanced the various ships are as if that somehow backs up your original arguement.


You talk about "trade offs", and I agree with you that there are supposed to be trade offs, but right now in PvP there are no trade offs. If you choose to fly an interceptor, you get it all; high speed, high manueverability, small hit profile, and high firepower. On the other hand, if you choose to fly one of the heavy fighters, you get the shaft; low speed, low manueverability, large hit profile, and firepower that for all intents and purposes is about on par with that of the interceptors. Where's the "trade offs" you speak of?








As for your question about the A-wing and the Heavy Black Sun fighter, the A-wing should win.






Why? You said up above that higher level ships should be better than lower level ships. Both the A-wing and the Rihkxyrk are Tier IV certs. By your reasoning shouldn't they be equal?







Under the current system, the stats for all ships and componets are laid out. You can choose to fly that Heavy fighter. But at the same time, you know that it is slow and will not last in PvP combat.






So essentially you're admitting that things aren't balanced, but you just don't care. Is that it? What's your opinion on the upcoming combat rebalance for the ground game? I assume you think its a waste, since by your reasoning, everyone could just become a rifleman if they want to PvP.







As to how this makes the game fun...easy, players will natually move to the "best" ships/components/skills in each profession and then it will only be the pilot's abilities which decide who wins.






Ok, let me make the question more specific. What is more fun, A or B?


Option A. PvP is decided mainly by pilot skill, but only as long as everyone chooses to fly one of only a small handfull of similar ships.


Option B. PvP is decided mainly by pilot skill,and pilots have a large number of varied ships to choose from.








Natural progession to the best template is what should happen. Not nerfing the components to that it is "fair" for everyone. I'm sorry, but if you don't like it, don't play PvP in space.







No one is asking for components to be nerfed. All we want is for the trade off between mass and manueverability to be more balanced. Furthmore, when people say "fair", what we mean is that two master pilots, if they have similar piloting skills and are using similar quality components, should be on equal footing. You're version of "fair" seems to be, "whoever is flying the interceptor wins, and if you don't want to fly an interceptor, go play another game."





Master Pilot - Adonis Overstar
Pre-NGE Weaponsmith/Armorsmith - Ulrech Overstar

KSE Firespray: Baphomet

Nitwit
Wed Dec 22, 2004 12:09 am
#18

Look, i'm saying the current status quoe is acceptiable. The current version of the game has forced pilots to evolve to the "best of the best" to survive. Given the way the game'sstats are setup (the components, crafts, and skills),there should be a "best" forthe profession.That "best of the best" is the A-Wing/TIE Advanced.


Piloting skill is, now and should continue to be, the deciding factor. You can only get any particular craft so good. Then it is up to the player to make the most of his vehicle. Currently, piloting is the only variable in PvP because you can eliminate components and ships by attaining "the best".


As for the trade offs, big ships get a heck of a lot of firepower. You can load a B-Wing with huge amounts of weapons, both projectile and missile. And if that B-Wing can line up those one or two shots, than bang - they win. B-Wings alsocan take a little more abuse than an A-Wing... However, big ships like the B-Wing lack in turning and if the smaller, faster ship gets behind them - well, see you later. So that is the trade off, speed for shielding. Should there be more? I don't think so. Don't forget the big battle scenes of the movies. Durring the Battle of Yavin, Y-wings would get fried by TIEs in one or two shots. Same with X-Wings. Just think of how easy 30 pilots died on the rebellion side. And in Endor, shots of A-wings getting killed, in one shot, by interceptors.





Imaridril wrote:


Ok, let me make the question more specific. What is more fun, A or B?

Option A. PvP is decided mainly by pilot skill, but only as long as everyone chooses to fly one of only a small handfull of similar ships.


Option B. PvP is decided mainly by pilot skill,and pilots have a large number of varied ships to choose from.





Option B. You currently have a large number of varied ships. But if you select the heaver ships, then you really better be an uber pilot.


See what I don't get is why you think lower level ship should be able to win over higher level ships. It would be like a Brawler taking on a Master Fencer and winning. Why? The game would be absolutely no fun if everyone had the character set to be able to possibly beat someone in PvP and possibly not beat them. No, instead, there should be a "best of the best", a goal for everyone to work towards, not only in space but on the ground. That is what makes the game interesting; the chase for perfection. Total equality makes the game very unappealing.




Nitwit - The Enclave
In Template Limbo - 2 Million FS Away from Padawan...
Never to get it because of the CU


-I support keeping & balancing the OLD combat system
Account Terminates on May 22. Later all!

Ditolus
Wed Dec 22, 2004 1:05 am
#19

/agree ima. Personally for me a pvp dogfight should last somewhere between 25-45 seconds. Obviously the current system of 5 seconds is just moronic. im trying to think back to xwing v tie fighter and i think thats about how long those dogfights lasted. and it was really fun.
KyrYxus
Wed Dec 22, 2004 1:21 am
#20






Nitwit wrote:

You guys can't be any more wrong about this. PvP is fine in space. It isn't supposed to take you 5 minutes to kill someone in space. Just look at the movies. Gosh dang, it only took a couple of shots. Yeah only took one pass for those TIE's to take out the Falcon.. oh wait... because of it's superior shields and armor it took it without batting an eyelash and used it's heavy hard hitting quads to clear out the small wing of fighters. Looks like the movies actually support what you are arguing against.


Also note, there is a reason why the A-Wings/TIE Advanced are so useful in PvP: they are quick. People fly those ships because they know that they have a better chance of surviving out there. Someone in this thread noted that there are certain conditions which are present in PvP. In science, these are called the given conditions.

1.)Thecurrent gun damage is set to penetrate shields and armor in 1-2 shots.

2.) There is a fixed number of ships and componets

3.) Slow and large style ships makeyou an easy target.


Therefore, people pick faster, lighter, and more manoveriable ships because they survive better in them. The only part of PvPthat changes is the pilot. In science, this is called the variable. This is the hard truth that some people don't wish to hear!

1.) Some pilots are better than others.


Why should the devs nerf all ships until they are equal?Some ships are just simply better than others. That is why you have to EARN them.You honestly want to see a Y-Wing being able to take on a TIE Advanced? No, PvP is designed for the best of the best of the best to win. I'm sorry if that leaves some people out...but too bad. Making it "fair" for everyone makes the game suck.









~*~*~Kyr'Yxus Eloc~*~*~
Elder Smuggler
Captain of Tradewind



TjadenFederov
Wed Dec 22, 2004 1:32 am
#21

What i would like is maybe a Visual Warning that an enemy player is in the vicinity, at least for deep space, kind of like an alarm and a thing like the "Incoming Missile" on your screen.This would probably encourage a dogfight, because all to often you find someone sneak up on you and you can't tell a difference because its just a red dot on the radar and the combat music is already playing. And by the time you notice a player its usually too late. If i'm fighting in space i'd rather not have to sit and smash the Z button every 15 seconds just to make sure i'm safe.


I've had good dog fights in Deep space lasting as long as 2 minutes because we were both evading so well until i got lucky and knocked out most of his engine and slowed him down.



Tjaden

In Nomine Patris, et Filli, et Spiritus Sancti...

SWG
- Tjaden - Apophis' - Cekra - Fizzle -

Notch13
Wed Dec 22, 2004 1:43 am
#22

Clearly that 75% reduction works so great on the ground lets go for it in space. Lets also add composite and buffs to make space pvp as "exciting" as the ground battles. I don't know about you but I find the ground pvp system totally screwed and wouldn't use it as an example of anything except for what not to do. It's funny to see the heavy fighter crowd wanting everyone to fly their type of fighter, because that is exactly what will happen if this silly idea gets implemented. Instead of speed everyone will go for heavy armored bomber craft and then the light fighter types will whine. 75% reduction is way too much, but seeing the way the dev team usually violently see saws the system one way or the other to appease the loudest whiners at the time expect it to happen. It's all about delicate adjustments not smashing things with mallets to fix things like this.
KyrYxus
Wed Dec 22, 2004 1:56 am
#23






Notch13 wrote:
Clearly that 75% reduction works so great on the ground lets go for it in space. Lets also add composite and buffs to make space pvp as "exciting" as the ground battles. I don't know about you but I find the ground pvp system totally screwed and wouldn't use it as an example of anything except for what not to do. It's funny to see the heavy fighter crowd wanting everyone to fly their type of fighter, because that is exactly what will happen if this silly idea gets implemented. Instead of speed everyone will go for heavy armored bomber craft and then the light fighter types will whine. 75% reduction is way too much, but seeing the way the dev team usually violently see saws the system one way or the other to appease the loudest whiners at the time expect it to happen. It's all about delicate adjustments not smashing things with mallets to fix things like this.






Same thing could be said of the Interceptor crowd. I want to see the balance that should exist. PvP should feelquite a bit like PvE. It should NEVER take 2-3 hits to kill another player. What the heavy fighters lack in speed should be made up for in armor and what the interceptors lack in armor should be made up for in speed. The "composite" of space (i.e. most commonly seen ship) should end up being the X-Wing, Dunelizard / Ixiyen, and TIE Advanced. These are the middle of the road, the best balanced ships (rather they should be). The interceptors and heavy fighters should have their niche group rather than one or the other being the only way to go in PvP.


Anyone who can actually argue against this is either a fool or is selling something. Either way they don't have the overall game's quality in mind.




~*~*~Kyr'Yxus Eloc~*~*~
Elder Smuggler
Captain of Tradewind



Imaridril
Wed Dec 22, 2004 2:18 am
#24





Nitwit wrote:

Piloting skill is, now and should continue to be, the deciding factor.






I agree with you that piloting skill should be the deciding factor, but I disagree that that is currently the case. Take a somewhatinferior pilot and put him in an A-wing, and then have him go up against a somewhat more skilled pilot in a Rihkxyrk, and the inferior pilot will still have the edge. Now granted, if the range between their piloting skills is large enough, i.e.,the a-wing pilot is bad enough, and the Rihkxyrk pilot is good enough, then the Rihkxyrk pilot will still have a chance to win, buta lot of us feel that that range is currently too large.









As for the trade offs, big ships get a heck of a lot of firepower. You can load a B-Wing with huge amounts of weapons, both projectile and missile. And if that B-Wing can line up those one or two shots, than bang - they win.







That's how things are supposed to work, but right now that's not the case. Sure the B-wing can mount four huge guns, but what does that give him? Most of the firepower will be surplus damage that he doesn't need and has no use for. The best shield most players will ever get is the level 8 Tier IV reward shield, which if you RE it will have a little over 2500 protection. (Assuming they don't have an exploited shield.) A decent level 8 gun, which can be mounted on an A-wing without much difficulty, will cut through that shield in only two shots, and most likely the second shot will also cut through all your armor. That's where the imbalance lies. The heavy fighter pilot gives up a ton of manueverability in exchange for supposedly heavier fire power, but all the extra fire power is worthless, since a light fighter, that got to keep all its manueverability, is able to do the same thing with its supposedly lower firepower.







B-Wings alsocan take a little more abuse than an A-Wing... So that is the trade off, speed for shielding.






The key word there being "little". All of us who think PvP is currently broken feel that the tiny amount of extra defenses the B-wing gets don't make up for the huge amount of manueverability it gives up.







Don't forget the big battle scenes of the movies. Durring the Battle of Yavin, Y-wings would get fried by TIEs in one or two shots. Same with X-Wings. Just think of how easy 30 pilots died on the rebellion side. And in Endor, shots of A-wings getting killed, in one shot, by interceptors.






That might be fun to watch on the movie screen, but its not fun when it comes to game play. It works ok in a frag-fest style game where players can quickly re-enter the battlefield after getting killed, but in a game like SWG, that's not the case. The length of an average PvP encounter needs to be balanced in terms of how long it takes to prepare for and search out that PvP encounter. Right now in JTL, PvP involves this... Launching into space, spending a couple minutes loading all your droid programs, travelling to a space station to declare or else travelling to Deep space, and then flying around for 20 minutes looking for someone to fight. As for the fight itself, there's a good chance you won't even actually "engage" your opponent. Instead you'll just ambush him and take him out in your first pass, andeach time you do that there's a good chance you'll just end up creating yet another player who gives up on PvP because its a big time sink with almost no action.









See what I don't get is why you think lower level ship should be able to win over higher level ships. It would be like a Brawler taking on a Master Fencer and winning.







I agree that a Master Fencer should have an advantage over a lower level Brawler, but that's not analogous to what I'm argueing for in JTL. What I'm saying is that a Master Fencer who chooses to wear Padded Armor should be competetive against a Master Fencer who chooses towear Composite Armor. (Granted, right now that isn't the case in the ground game, but the combat rebalance is supposed to fix that.) I agree with you that a 2-2-2-2 pilot should be at a disadvantage to a Master Pilot, but the 2-2-2-2 Pilot's access to only Level 5 components and his limited size flight computer is what should create his disadvantage, and not the chassis's he has access to.


As for combat between Master Pilots, the pilot's skill should come first in determining who wins, since that's the hardest thing to work for. The quality of the components that each pilot has collected and had reverse engineered, should be the next most important factor, since that's the next more difficult thing to work for. A distant third should be chassis selection, since once you're at master, the amount of "work" you have to put into getting one chassis over another is very minor. This doesn't mean I think all chassis should be identical. I just think each chassis should be equally competetive based on its strengths and weaknesses.


Now, as for the reason this thread was started, a lot of us think that a further reduction of PvP damage would fix the current imbalance between the heavy fighters and the light fighters. There are currently three general problems with PvP...


1. The trade-off betweenmanueverability and defenseis currently tilted too far towards manueverability, thus punishing all the high-mass, low-manueverability ships.


2. The heavy firepower advantage that the larger fighters are supposed to have is not amounting to much since most of the damage they do is surplus damage that doesn't provide any real advantage.


3. Battles are over too quickly, diminishing the ability to respond to ambushes or employ group/wingman tactics



The best and most simple solution to all three of these problems is to further reduce PvP damage. It addresses all three issues with only a single variable that can be easily adjusted, plus it has zero impact on PvE. Personally I would say to start by raising the reduction from 25% to 50% and then seeing how things go from there.






Master Pilot - Adonis Overstar
Pre-NGE Weaponsmith/Armorsmith - Ulrech Overstar

KSE Firespray: Baphomet

Ditolus
Wed Dec 22, 2004 11:11 am
#25

excellent post and well articulated.
Ditolus
Wed Dec 22, 2004 1:06 pm
#26


Nitwit wrote:
Look, i'm saying the current status quoe is acceptiable. The current version of the game has forced pilots to evolve to the "best of the best" to survive. Given the way the game's stats are setup (the components, crafts, and skills), there should be a "best" for the profession. That "best of the best" is the A-Wing/TIE Advanced.
Piloting skill is, now and should continue to be, the deciding factor. You can only get any particular craft so good. Then it is up to the player to make the most of his vehicle. Currently, piloting is the only variable in PvP because you can eliminate components and ships by attaining "the best".
As for the trade offs, big ships get a heck of a lot of firepower. You can load a B-Wing with huge amounts of weapons, both projectile and missile. And if that B-Wing can line up those one or two shots, than bang - they win. B-Wings also can take a little more abuse than an A-Wing... However, big ships like the B-Wing lack in turning and if the smaller, faster ship gets behind them - well, see you later. So that is the trade off, speed for shielding. Should there be more? I don't think so. Don't forget the big battle scenes of the movies. Durring the Battle of Yavin, Y-wings would get fried by TIEs in one or two shots. Same with X-Wings. Just think of how easy 30 pilots died on the rebellion side. And in Endor, shots of A-wings getting killed, in one shot, by interceptors.

Imaridril wrote:

Ok, let me make the question more specific. What is more fun, A or B?

Option A. PvP is decided mainly by pilot skill, but only as long as everyone chooses to fly one of only a small handfull of similar ships.

Option B. PvP is decided mainly by pilot skill, and pilots have a large number of varied ships to choose from.


Option B. You currently have a large number of varied ships. But if you select the heaver ships, then you really better be an uber pilot.

See what I don't get is why you think lower level ship should be able to win over higher level ships. It would be like a Brawler taking on a Master Fencer and winning. Why? The game would be absolutely no fun if everyone had the character set to be able to possibly beat someone in PvP and possibly not beat them. No, instead, there should be a "best of the best", a goal for everyone to work towards, not only in space but on the ground. That is what makes the game interesting; the chase for perfection. Total equality makes the game very unappealing.






nitwit i have two things i take issue with in ur argument. The first concerns ur opinion that the higher tier certed ships, ex. a-wing, are really the best pvp ships and should only be the best pvp ships b/c they are so fast and maneuverable . The heavy black sun fighter called the rhikxyrk is certed at tier 4 in the freelance skill tree. this ship is not incredibly fast and sluggish average maneuverability. the hutt dunelizard is certed at tier 1 if my memory serves(could be tier 2 but im pretty sure its tier 1). and the dunelizard is the the fastest and most maneuvarable light/medium fighter for freelancers.

the second argument i take issue with is where u state that bwings can can pack so much fire power. yes they can. but when an interceptor and a bwing can kill each other in virtually the same number of shots , then the fact that the bwing can hold more fire power is a moot point.

i would also add that just because in the films most fighers, rebs and imps, died in virtually one or two shots that doesnt mean it'll necessarily translate well into a game. just look at xwing v tie fighter. fights in that game lasted a heck of a lot longer than 5 seconds. and was a lot more fun.

Message Edited by Ditolus on 12-22-2004 12:45 AM

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