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Thread: Deep Space PVP observations and Damage Reduction Test.

Ducimus
Fri Apr 08, 2005 6:22 pm
#14

Ever the cynic, i simply cannot resist saying for the umpteenth millionth time,
"Dump the damn droid overloads and bring in E/W/S"

Message Edited by Ducimus on 04-08-2005 06:22 PM



Major Rapax Victis - Commando
Time wasted playing MMO's:
Meridian59, Ultima Online, Everquest, Asheron's Call 1 & 2, Dark Age of Camelot, Anarchy Online, Earth & Beyond, Eve Online, Planetside, Star Wars Galaxies

"I'm really bored."
...has mastered the Pilot profession
psikobunny
Sat Apr 09, 2005 2:05 am
#15


So let me get this clear....


You're saying that, damage reduction is needed, because you testedusing ship types and tactics that most PvPers dont bother with? And when a hardened PvPer gives you the parameters for a test that will accurately simulate damage reduced PvP among skilled pilots, and prove to you how damage reduction will lead to endless and boring fights, you promptly ignore the "endless and boring fight" bit and conclude that damage reductionequals more fun? Wowzers...

Message Edited by psikobunny on 04-09-2005 05:05 AM



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



Imaridril
Sat Apr 09, 2005 2:12 am
#16






Tsumitsuki wrote:





Imaridril wrote:

Before we decide weather or not there needs to be more damage reduction, Weapon Overload 3 and all the Capacitor Overloads need to be fixed. Right now, because WO3 and all of the Cap Overloads don't draw any extra reactor power, everyone runs them with zero consequence. The result being that everyone is doing significantly more damage per shot than they should be able to, plus they're able to diliver that damage continuously, since their capacitor never runs out.


For serious PvPers out there, the standard droid program routine is EO4, WO3, and CO4. There is no variation. If you're not running those three programs, then you're handicapping yourself for no good reason. There needs to be some sort of trade-off. If WO3 and the Capacitor Overloads were fixed, players would have to be more choosy about what they ran. A lot of players would choose to switch to WO2 instead, and those that stayed with WO3 might have to drop to EO3, and they wouldn't be able to "spray and pray" as much since their shots would drain their capacitor rather quickly.


The other issue that a lot of people aren't aware of is that Weapon Overload also effects missiles. On Starsider, as of late, missiles have started to become the dominant PvP weapon. If I'm in a two tube or three tube missile boat, such as a KSE or an Oppressor, and my missile launchers are loaded, I will gladly take on any a-wing pilot one-on-one.Even if I know my opponent will be using countermeasures, I don't really care. Getting a missile lock at close range is not hard, and if you fire missiles at close range, your opponent's chance of using CMs on all the missiles is next to impossible. Two Image Rec II missile hits will take out the majority of player a-wings. Even one hit is enough to criple a lot of players. Its gotten to the point where in a lot of dogfights I'll intentionally stick to only guns, just to give the other guy a sporting chance.





WO3 certainly does make a difference.. I have noticed that when I use overcharge 3 the energy cost per shot on my guns is doubled.






WO2 makes your gun's capacitor use and reactor drain double. WO3 is supposed to make your guns use 3.333x as much cap and reactor energy, however ever since launch it has never caused your guns to use excess power, and in fact it actually makes your guns use less power. Some have speculated that it is currently using the energy reduction code for Weapon Tuning 3 instead of Weapon Overload 3. If you're seeing your capacitor drain go up when you run Weapon Overload, then it means you're running WO1, WO2, or WO4.







I certainly cant fire forever.. my cap does run out sure it takes longer but if it didnt then there'd be no point in using it thats using WO3 CO3 and EO3 no 4 programs used here..






If you're not able to fire forever it means you're either using really crappy guns, a really crappy capacitor, or you're running WO2 and not WO3. With an RE'd level 6 cap and CO4, I can fire three level 10 guns indefinately.







Ive been trying to find an equipment combo that will let me use EO4 and CO4without leaving me underpowered at the moment Ive had to lose my turrent gun to get the reactor drain down.






CO4 currently doesn't use any extra reactor energy to run, so you should have no trouble running it. EO4 is the one that usually gives people trouble. EO4 causes your engine to use 10x as much energy as normal. RO4 causes your reactor to put out 1.9x as much energy as normal. Essentially, here's what you need to do. Take your engine's reactor drain times 10 and add that to the reactor drain of all your other components. Then divide that number by 1.9. That will tell you how big of reactor you need. (You can actually get by with a little less than that number, since WO3 will cause all your weapons to use a little less energy than normal.)





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

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Slysix
Sat Apr 09, 2005 7:20 am
#17

I'd really like to do the damage reduction test for several different encounter scenarios.


If anyone has the time andwants to help me out in this please /mail me on Flurry (Ronthar).


Following ecounter scenarios:



Agile fighter vs Agile fighter-Normal Damage

Agile fighter vs Agile fighter-Reduced Damage

Agile fighter vs Heavy Fighter-Normal Damage


Agile fighter vs Heavy Fighter-Reduced Damage
Heavy fighter vs Heavy Fighter-Normal Damage


Heavy fighter vs Heavy Fighter-Reduced Damage


Initial test will be 1 on 1 fighting.

....

On a side note...due to the high damage that ships are able to unload in one pass, MP ships are extremely usless in PvP.

Most people are saying why not have extra sheilds?All this does is gives the MP ship 5 seconds more survivablility in a PvP situation.

Ramona_Garcia
Sat Apr 09, 2005 7:31 am
#18

I think level 11 shields with a mass of 250K and more but 10 times the current strength would make multiplayer ship more valuable in combat. They would screw up pve though.



Ramona Garcia
Dancer
Neutron Pixies



A couple of stories
Tsumitsuki
Tue Apr 12, 2005 9:23 am
#19






psikobunny wrote:


So let me get this clear....


You're saying that, damage reduction is needed, because you testedusing ship types and tactics that most PvPers dont bother with? And when a hardened PvPer gives you the parameters for a test that will accurately simulate damage reduced PvP among skilled pilots, and prove to you how damage reduction will lead to endless and boring fights, you promptly ignore the "endless and boring fight" bit and conclude that damage reductionequals more fun? Wowzers...

Message Edited by psikobunny on 04-09-2005 05:05 AM






Nope I tested with the ships that I had and said that damage reduction was needed. Now why do you think that the hardened PVPers dont bother with the heavier fighters? because they run like slugs and die in a single hit off each other. I dont like scathing and sarcasting posts like this but I think it illustrates your attitude nicely, Ill be ignoring anythign _you_ have to say from now on, please feel free to ignore any of my threads in future as you obviously have nothing constructive to contribute and just like insutlinng people.

Tsumitsuki
Tue Apr 12, 2005 9:32 am
#20


And hanst anyone got anything to say about the suggestions I made bar the damage reduction?


[quote]


More obstacles in deep space - anything that can be used to break the line of fire is going to be a good thing skilled pilots using asteroids / constructs to take cover _WILL_ be able to stay alive a lot longer, and thats what we want really, thats the way it should be.. as it is if 2 teams of 10 people went up against each other only 1 person would most likely come out on top. if you can decide your taking too much damage and then break for cover thats a good thing. It only adds to the value of the kill if someone manages to get you. at the moment a space PVP win is mostly meaningless.. it means only that they didnt spot you comming or that you were lucky. (most of the time)


A huge asteroid field in deep space with open channels for the cap ships (corvetttes and gunboats) to navigate through would be much better, the fighters can break off and engage in the field.. although the AI _IS_ pretty dumb and doesnt cope well with rocks.. but this would make the PVP a lot more interesting, even if there was (grudgingly) no damage reduction.


Finally and this I think is THE main problem with deep space and the most fixable:


when you add it up thereseasily a 5 minute turn around time for getting back into combat in deep space.


An immediate improvement here would be:


  1. Respawn at the entry point to deep space for your faction.
  2. Droid programs will still be up and running on respawn after death
  3. If you survive combat but are damaged and you are still mobile you can repair at the ISD or reb station.

With these 3 things alone I would be content with no DR as I can get straight back in the fight for another go. This works really really well.. Evidence http://www.subpsacehq.com download continuum (its free) and play in the trenchwars arena. Very sorry for the outside Link and promoting another product but I think its a valid point and you have somehting to learn from this game.


[/quote]




Back on the DR, Im still right, the point about the light fighters may also be right, but that doesnt make _ME_ just plain wrong, just makes me not right on ALL possible cases, which is why I wanted others (constructive) input on the subject here.

Message Edited by Tsumitsuki on 04-12-2005 09:33 AM

Tumbler2002
Tue Apr 12, 2005 2:00 pm
#21


Tsumitsuki wrote:
Finally and this I think is THE main problem with deep space and the most fixable:
when you add it up theres easily a 5 minute turn around time for getting back into combat in deep space.
An immediate improvement here would be:
  1. Respawn at the entry point to deep space for your faction.
  2. Droid programs will still be up and running on respawn after death
  3. If you survive combat but are damaged and you are still mobile you can repair at the ISD or reb station.

With these 3 things alone I would be content with no DR as I can get straight back in the fight for another go.





I really want to see changes like this take place in deep space but until they make master level combat about something other than fighter skimishes, what is the point? I'd vote for them to revamp deep space so there is a point to being there and clear goals for players to acheive.
We can fix the system but if we're still sitting there with nothing to do it's not going to help anyone.

My vote is to revamp deep space and make the ISD go and attack the Rebel station. Tone down the numbers of enemy ships floating around and make them deliberatly go after the opposing targets. If rebels destroy the ISD they get a reward, if Imperials destroy the space station, they get a reward. Zone should restart in 5 min or something like that.

Deep space has no real reward besides Faction points for players right now and it is the only Master Level content in the game. Rather unsatisfactory.
ValiantHalibut
Tue Apr 12, 2005 2:39 pm
#22

You know what you should do? Look at the roles each ship should play in combat and how long they should last and then develop your idea from there. It seems as though you were unhappy with a system, you tried, basically, one permutation of it and remain unhappy. It's quite possible that what you attempted actually makes sense in a grander scheme, and you just need to expand your experience a bit.

For example, I would start with the following for damage:

A heavy fighter should be able to one-shot a light fighter. A heavy fighter should not be able to one-shot another heavy fighter. A light fighter should never be able to one shot a heavy fighter and should rarely be able to one shot a light fighter.

Now, look at maneuverability:

A light fighter should always be markedly more manueverable then a heavy fighter. A heavy fighter should have a maneuverable turret that can be effectively used against a light fighter.


Take something like that, run tests or take polls or whatever and try to figure out if, as a system, things work.



--
Wise man say, "forgiveness is divine, but never pay full price for late pizza."
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