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Thread: Space PVP: what do i get?
Message Edited by Coran_Sienar on 02-02-2005 10:37 AM
"1 to 3 hit kills mean balance. As long as you can waste any shield with a couple shots from a level 5+ gun your skill in aiming and flying, not in grinding and equipping, will decide the outcome. Not to mention that with Shunt cap to shield 4 you would end up invulnerable in a fighter if it took more hits to down you.
PvP in space is not like pve, avoiding to get hit in the first place is key in surviving. No matter your loadout or ship, there is no "I win button"."
You are ignoring something fundamental here: Latency. When the first hit is the only thing that matters, the person with the better latency will always win, regardless of skill. You mention shunt cap to shield 4 as if this would preclude medium length engagement times. This is a failure of that skill with regards to medium length engagement times, not a failure of the concept (or as I feel, the necessity) of medium length engagement times.
Instadeath is not balanced. It is skewed in favor of the person with the best latency, or depending on how the netcode works, makes combat effectiveness completely random. Neither outcome is balanced or fun.
Now lets take a typical A wing Vs T/A dogfight.
You both see each and and move to engage. Now currently this is the hardest part of the engagement. You normally have two options. Fire and hit first, or evade and try and get in close. With 75% damage reduction, nether choice is applicable. So someone hits, or misses, someone shunts to shield or doesnt, but regardles, its no big deal, and the fight is on.
So your both manuvering at high speed. Twisting and turning and eventually someone gets a breif opportunity to fire and they do. Half the the time they will miss because of the high velocity of the fight. Lets assume someone hits.
Wow, your bandit now has 80% shields, and he shunts back to 100. Maybe he doesnt even have to shunt at all? It could be a good 10-15-to 20 seconds before another hit is scored. Rinse and repeat. and repeat and reapeat. Said fight could go on until somone finally gets bored and tries to disengage.
Now, do we have to add in the equipment issue into this as well? Whoever spends the most time in space will have their 80% composite uber blaster of smiting. So now its back to the haves and have nots, and even then, your 80% composite uber blaster of smiting might not get you a kill considering how breif acutal hits are.
Kerago wrote:
Ramona_Garcia wrote:
"1 to 3 hit kills mean balance. As long as you can waste any shield with a couple shots from a level 5+ gun your skill in aiming and flying, not in grinding and equipping, will decide the outcome. Not to mention that with Shunt cap to shield 4 you would end up invulnerable in a fighter if it took more hits to down you.
PvP in space is not like pve, avoiding to get hit in the first place is key in surviving. No matter your loadout or ship, there is no "I win button"."
You are ignoring something fundamental here: Latency. When the first hit is the only thing that matters, the person with the better latency will always win, regardless of skill. You mention shunt cap to shield 4 as if this would preclude medium length engagement times. This is a failure of that skill with regards to medium length engagement times, not a failure of the concept (or as I feel, the necessity) of medium length engagement times.
Instadeath is not balanced. It is skewed in favor of the person with the best latency, or depending on how the netcode works, makes combat effectiveness completely random. Neither outcome is balanced or fun.
Ok, let me state this again: I may not be the best space pvper around, but I have been in a number of duels by now, flying ships with tier 3 gear. I have very seldom been one shotted. So, in my experience, this one shotting is not the norm. I suspect people unused to pvp, and still flying as if in pve, where they can take shots and don't have to think about evading, are the source of this. And even if it is a one shot kill... why did the enemy get to hit you? Because you failed to evade or outfly him. Yes, skill, not equipment counts more, and that's exactly right. If you get hit then you already made a mistake.
Latency? I play from europe, so my ping is pretty bad usually, compared to the US.
Would you please state if you actually pvped in space? or did some duel and then thought you knew how it worked?
Other combat that I have observed has been over very quickly, within 10 seconds.
I don't deny that there is skill in setting up for the engagement (which I obviously lack due to my inexperience with *this* flight engine). This isn't my objection. I don't have any complaints about being defeated by more skilled opponents.
My objection to the very-short-engagement model that currently exists is the amount that it limits gameplay. For example, the game I come from emphasised teamwork. In a game where are you dead before you can utter the sentence "I've got an X-wing on my six!" the scope for team work is limited. Obviously given equal skill the side with more people is still going to win in this game, but the overall fight will be a short cascade of 1 on 1's with very little opportunity for wing tactics. Obviously there is *some* scope for team work, what I am emphasising here is the limiting nature of short-engagment times.
Once again the objection against lengthening the engagement time is the cap to shield shunt skill. I'll repeat myself: A skill being broken in relation to extended engagement times does not invalidate the concept of extended engagement times. Balance could be reintroduced by modifying that skill, so that it rendered the guns inoperable for a period of time (making it strictly a run-away tactic, not a fight-shunt-fight-shunt repetitive bore-fest).
I'm not looking for engagement times to increase to 10 minutes or anything. However they should be long enough for things like wing tactics, disengagements, chasing and choke points to be important.
To preclude comments relating to my relative inexperience: Rather than simply calling me a noob and dismissing me, please address the points I have raised.
Tremk_Stryder wrote:
nope...no one pvps in space...too many left the game
Not sure about your server but Bloodfin is packed almost everynight.
Message Edited by Abyssdame on 02-04-2005 10:47 AM