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Thread: Will space PvP damage change ?

psikobunny
Sat Mar 05, 2005 1:17 am
#53

Quad and I are on the same page. Except for a few noun substitutions (Z95 for Khiraxk) we'd be the same. He's fought a lot more PvP than I, but not for lack of trying. I fly for hours in the Fishheadhunter looking for someone to play with. I'd cry the day across the board damage reduction made her unusable. As it is, it takes me 4-5 shots (weapons spread onsingle wingtip gunsis abyssmal huh Quad?)


Monsofo- I'm not sure how to address the issue of bigger boats and standard rigs. One idea thats been kicking in my head would be to allow a /retrothust or some form of Crazy Ivan move to the Neutrals but have it coded so it requires a larger booster to be effective (capable of overcoming the mass of the ship and reverse its motion). I first came up with this when I saw CtSS was being give to the Neutrals. Shield stuff ought to remain the province of the Rebels.



Gilack Mehoipou [Bloodfin]


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


Made it before all hell broke loose.



quadpers0n
Sat Mar 05, 2005 1:43 am
#54

yeah what i'll do is grind in the oppressor until someone shows up in the zone then i'll quicklike go load up my alt if the person who shows is imperial. imo it's a pvp zone and i need to pvp to prevent withdrawal symptomsso that takes precidence over faction loyalty. people grinding might not feel the same way. oops.



-meeuki


lumpini
JamesBenson
Sat Mar 05, 2005 1:51 am
#55


xTekx wrote:


JamesBenson wrote:

Lower space pvp damage by 60%.




Wow! If the devs did this no one would die ever. I mean, I know I would become invincible and a bunch of other people would to. Your suggestion would solve nothing other than to make fights last indefinately.





Thanks for the 1 star, whoever gave it to me. I was tired of getting constant 5's. If you were on Wanderhome, I'd challenge you to a space pvp duel xTekx. We'd use weapons at 60% damage reduction and you'd see that you are FAR from invincible. Our skirmishes (usually involving 15 or so pilots total, including the enemy) lasted about five minutes (and that was largely due to some fancy evasive flying). That also includes time to travel midway between the ISD and the Rebel Station (where the meeting point was to be for battle in a joust-type encounter).

I love how people just automatically assume how things work based on intuition but few people speak from experience. I'll grant you, it wasn't a 3-5 shot pvp or even a 10 shot pvp. It did take a little while to eat through those level 6-8 shields, but we had FUN while doing it. Isn't that the whole point? And I won't argue that weapon overload 3 is totally messed up (in our favor). I use it plenty in PVE along with engine overload 3, weapon cap overload 3, and reactor overload 3. It's funny that you mentioned a joust, quad, because that's *precisely* how we executed the space battles.....and it was fun for all (even us, who got creamed). People were talking about that event for a week after it happened and couldn't wait for the next one. In response to your 'awareness' statement, that's a big part of it. Whoever is most aware still has the advantage with 60% damage reduction since those people will, presumably, be on the other guy's tail. By no means am I arguing that there aren't other solutions, but I do know that forcing everyone to use level 3 weapons, no missiles, and no weapon overload made the event a good deal of fun. You should try it sometime (except limit the weapons to two because the x-wings have a significant advantage).

Forgot to mention in this post, I'd almost pay for another expansion if they'd change JTL so it were just like TIE Fighter as far as energy management. Good suggestion, Rapax.

Message Edited by JamesBenson on 03-04-2005 02:54 PM



-----------
Captain Ritter (at least until the stupid devs stripped me of my rank)
former NIF Guild Leader
former member of VVV (Veni Vidi Vici)

Executive Officer, Retired
Imperial Task Force Storm

Visit the Vicimus Museum of Rarities and Antiquities at -851 -3988 on Naboo (Wanderhome). Admission is free!
MonsofoLexius
Sat Mar 05, 2005 1:55 am
#56






quadpers0n wrote:

(I have to stress that I'm talking about damage reductions' drawbacks NOT drawbacks to another mechanic enabling 3-5 hit pvp which i support)


Just looking for a little clairification on this as I want to make sure I am "picking your brain" as best I can


EDIT: i didn't adress all of your post mons. do I think the heavy bomber ships are viable? eh. they are viable, i've killed plenty of people in the krayt but it wouldn't be my first choice of something to fly.



but why? is it because they are big and slow? or is it because there's no real role in this game for a heavy bomber ship? if there was a role for them would heavy fighters automatically be superior in that role? why and what can change to fix that? well as for roles, i think the improvements we've requested for the MP ships would fix that, (those are mostly for the POB ships so far) as for the second part, that's a can of worms i don't have a solution to... missle changes, ordinance amount changes... i dunno.


Ya that is a tough one.Refering to my above post you can squeese (close to) the best engine/shield/booster and plenty of firepower inmost anyships. So I see (matching pilot skills for arguments sake) that 2 things come into play mostly:


  1. Ship manuverability (YPR's)

  2. Profile of target (aka hard to hit small ones and "barn-door-ness" of the larger ones)

And this tend to leave the Bombers out of PvP more or less in an even match because the Fighters win in both cases. As far as the PvE goes that is kinda true also, I find it easier to take out the ISD or Rebel Station in an A-wing or TIE then I do in a TIE Bomber, Krayt, or B-Y Wing


I am clueless as to what to do or even (personally, not as a corro) if anything should be done.In my personal oppinion too much (or even any in some cases) lowering of damage and we get un-winnable fights in fighter vs fighter.But right nowmostly only the fighters are really viable in matched-skill PvP. Bigger ships get left out for the most part. Then there is the whole "any level can particpate VS no real bonus for mastering in PvP" topic that I can't even seem to make up my own mind on how I feel about it.


One think that keeps popping into my head is high-mass shield sub-components in 2 levels. Kinda a simplified SDI.

(Just throwing numbers out of the blue)


  1. A 50-75K mass say Lvl 11 one targeted at the bombers. This would allow a bomber to get just under 10K of shields at the cost of a ton of mass so they are better suited in PvP but would have to trade off enough mass to make them "underpowered" in PvE. But this would alsoallow for true missile ships for capitol ship runs as well.

  2. A ~200K mass say Lvl 12 for POB ships that jacks them up even higher but only able to squeeze them in the Big3

This could also be accomplished by a chassis modifier in PvP, but I like adding to the trade-offs we allready have rather then allowing just a chassis modifier. And maybe even have the SW craftable schematics, at 1 time use, cost 1 million prestige. Could give us a reason to keep grinding for now.



Just wanting to get as much info from ya as I can while I have your ear and kinda tossing ideas around on a Friday







----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
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scooterjes
Sat Mar 05, 2005 8:16 pm
#57

A simple fix i dont know if it has been mentioned yet is mke weaps do 1/3 to 1/2 normal dam to player ive seen it done in other games and it works.



IGN Eteecette
ITF on Intrepid
I'd shoot a space bomb at SOE/LA but they are immune like the Reb Base.
Dragon Slayer II
JamesBenson
Sun Mar 06, 2005 1:45 am
#58

xTekx: I'm not interested in making this a mudslinging thread and that's why I said 'whoever gave it to me'. I wasn't accusing

you, just noticed I'd been 1 starred for voicing my opinion. I'd much rather we cooperate and collectively determine the best

ways to solve the space pvp problem. You raised an interesting point, though. I forgot to mention that the bulk of my space pvp

experience was before the shield shunt droid command was introduced to the game. It is true that with that command, you can

last a LOT longer. One of my pilots is currently arranging for a space pvp battle with a rebel guild on my server and I'll be

sure to post results and the rules followed.

For people who don't want to spend the time to read my whole post, ignore what's between the two dashed lines and just cut to the bottom.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I played around with some numbers and I think I may have come up with a way of normalizing pvp damage somewhat. I did some

thinking about what was said regarding a flat 60% damage reduction and how that would affect someone with, say, a level 5

weapon. I totally agree with that and I've now developed a way to mitigate damage based on the level of weapon you are using.

Feel free to shoot down the idea, but I thought I'd put the option on the table.

According to another post, the average damages for each level are roughly broken down as:

1: 284.437 - 400.593
2: 364.931 - 485.625
3: 609.436 - 846.073
4: 774.163 - 1103.425
5: 1073.259 - 1589.700
6: 1369.154 - 2032.954
7: 1575.530 - 2447.539
8: 1958.416 - 3075.668
9: 1966.440 - 3208.730
10: 2392.500 - 3813.662


For this 'experiment' I'll assume that the enemy has 1500 shields and 1000 armor (will only look at this from attacking one

side). Presently, with 25% damage reduction in pvp, this equates to an average damage of the following (assuming .5 for both vs

shields and vs armor):

1: 342.515 * 0.5 * 0.75 = 128.443125 = 19.46 shots
2: 425.278 * 0.5 * 0.75 = 159.47925 = 15.68 shots
3: 727.7545 * 0.5 * 0.75 = 272.9079375 = 9.16 shots
4: 938.794 * 0.5 * 0.75 = 352.04775 = 7.10 shots
5: 1331.4795 * 0.5 * 0.75 = 499.3048125 = 5.01 shots
6: 1701.054 * 0.5 * 0.75 = 637.89525 = 3.92 shots
7: 2011.5345 * 0.5 * 0.75 = 754.3254375 = 3.31 shots
8: 2517.042 * 0.5 * 0.75 = 943.89075 = 2.65 shots
9: 2587.585 * 0.5 * 0.75 = 970.344375 = 2.56 shots
10: 3103.081 * 0.5 * 0.75 = 1163.655375 = 2.15 shots

I'll go ahead and state that I'm highly skeptical about the level 9 data and I should state that these were averages that some other pilot (http://forums.station.sony.com/swg/board/message?board.id=profshipwright&message.id=15531) came up with from looted parts. From my own personal experience, the level 10 weapons do a bit more damage, but he's looted more of those than I have. I may've just gotten lucky. I may actually start keeping tabs on the stats of weapons I see and check out my own averages because I tend to believe that those numbers (for the first list) were slightly low. This might be because he went by the actual level of the component as opposed to the RE level of the component. I've looted some level 10 stuff that had level 5 stats (and was RE level 5). At any rate, I laid out an idea of how many shots it would take to kill someone with 1500 shields and 1000 armor. Personally, I don't even use armor and my shields are only around 1k (with 19 recharge). That's another thing, I obviously neglected any shield recharge, but I would consider that negligible in the higher level weapon cases because you wouldn't recharge much in two shots time. This is also assuming just *one* of the weapons. In my case, I can use two level 10's (and I do) with a total max damage of around 8.2 or 8.3k. Obviously this is a one-shot kill situation. Also, I calculated this info by using the average damage. If the person got max damage for their hits, it would take fewer shots.

As for my method of damage mitigation, how many shots do you think is reasonable to bring down a target? I'll go with 10 shots (from one weapon..two weapons would make it 5 and so on). What I'm going to do is remove the 25% damage reduction that's already in the game and then recalculate what is needed for each level of weapon. I know what you'll be saying "But a level 10 should kill a lower level craft faster anyway. People will just use a level 1 weapon to save mass while pvping so they can put uber shields and armor on thier ships." And with that, I agree. What I'm proposing isn't the actual fix, but a method of maybe finding a way to balance it. X represents the % damage reduction in this equation. if the number is below 0, it will be set to 0. We wouldn't be giving anyone a damage bonus for using a lower weapon for sure.

250 = 342.515 * 0.5 * (1 - X) ; X = -45.979% (assumed 0) = 14.6 shots
250 = 425.278 * 0.5 * (1 - X) ; X = -17.57% (assumed 0) = 11.8
250 = 727.7545 * 0.5 * (1 - X) ; X = 31.29% ~ 10
250 = 938.794 * 0.5 * (1 - X) ; X = 46.74% ~ 10
250 = 1331.4795 * 0.5 * (1 - X) ; X = 62.45% ~ 10
250 = 1701.054 * 0.5 * (1 - X) ; X = 70.61% ~ 10
250 = 2011.5345 * 0.5 * (1 - X) ; X = 75.14% ~ 10
250 = 2517.042 * 0.5 * (1 - X) ; X = 80.14% ~ 10
250 = 2587.585 * 0.5 * (1 - X) ; X = 80.68% ~ 10
250 = 3103.081 * 0.5 * (1 - X) ; X = 83.89% ~ 10

These damage reductions would normalize all weapons (except those that actually need a damage increase) to 10 shots for one weapon, 5 for two, and 3.33 shots for 3 weapons. Naturally, we want higher level weapons to have a higher damage output than lower ones.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Ignoring this train of thought (reducing damage based on weapons used), and noticing the obvious 80% damage reduction for higher level equipment, this data might be useful for implementation in what I believe I understood about the deflector shield idea. Using the following mechanic for shield deflection (similar to how armor works on the ground, but not actually reducing the condition because of it..or hey, make it reduce the hitpoints/armor slowly), we can come up with a more useful shielding system.

Damage deflected = (.1 * shield level)%. Limit this to a max of .8 for levels 8, 9, and 10 and we could seriously see some 5 shot encounters. Sure, it would still be a battle of getting the best shields and using shield shunt and whatnot, but I really believe this could work. Level 1 shields would only reduce the damage by 10% where level 8's would reduce it by 80%. This way we can keep our weapon damage outputs the same, but possibly avoid one shot kills among higher tier pilots. This still depends on removing the current 25% pvp damage reduction, but it might still work out to keep it in. It would be nice if we could get them to test this on test center just to see if it would work as I envision it. What do you all think about this? I realize the limitations of my assumptions (because several people could have .9 vs shields and .9 vs armor from REing and it would probably make my deflection idea a moot point. Also, it would also not apply to the armor so it really wouldn't be 10 shots from the get-go since the shields would be down first. I suppose we could rely on shield shunt to factor in at this point, but this is just a basic idea toward solving our problem..a foundation to build on, perhaps.



-----------
Captain Ritter (at least until the stupid devs stripped me of my rank)
former NIF Guild Leader
former member of VVV (Veni Vidi Vici)

Executive Officer, Retired
Imperial Task Force Storm

Visit the Vicimus Museum of Rarities and Antiquities at -851 -3988 on Naboo (Wanderhome). Admission is free!
Coran_Sienar
Sun Mar 06, 2005 6:27 am
#59


A pure damage reduction won't work. Let me show you why.


My X-Wing is equipped with 3 Level 7 guns. They dish out 4200 points of damage per volley on average without overload programs (and counting the 25% damage reduction, and shield/armor effectiveness). They fire at least 3 times per second. In one second, I can get off 4 volleys from all 3 guns. That's over 12,000 points of damage. No player ship in the game can take even half of that. As soon as WO3 is used, that's some serious firepower. (And then keep in mind that there are Krayts and Oppressors flying out there with much greater firepower than what I field.)


Now, let's say that there was a 90% damage reduction. I'd still be able to eliminate anyone using a 1 second burst using WO3. (WO3 will still be usable by anyone who uses controlled, aimed fire after they fix the energy costs.)


Let's say thatI getthe drop onsomeone with the 90% damage reduction in effect. The problem is that as soon ashe notices that hit,he hasexactly 0.31 seconds to correcthis course in a manner that's random and severe enough to throw offmy aim before the next volley hits. Even worse, ifhe actually continues onhis course without deviating severely from it for a mere 1 second,he will die. That is with a 90% damage reduction. Then that same person will be demanding that even further damage reductions are necessary (i.e, more than 90%) because space combat only lasts one second.


No amount of damage reduction is a substitute for situational awareness and quick reflexes.

Message Edited by Coran_Sienar on 03-06-2005 08:28 AM



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
psikobunny
Sun Mar 06, 2005 7:29 am
#60






Coran_Sienar wrote:
No amount of damage reduction is a substitute for situational awareness and quick reflexes.





QFE- excellent post. direct, to the point and boldly illustrative of what the nerf cryers don't get. Thank you.



Gilack Mehoipou [Bloodfin]


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


Made it before all hell broke loose.



JamesBenson
Sun Mar 06, 2005 9:00 am
#61

And how much fun did you have in the 1 second it took to turn the other guy into a fireball? That's my point. Sure, you get that instantaneous burst of adrenaline, but then it's rather anti-climatic when you barely touched the trigger and they're dead. Normally I'm opposed to nerfs, but they need to normalize damage (or the absorption of damage) so that it's more like an NPC battle. It takes me several shots with my Advanced to bring down Tier 4 stuff...but with a Tier 5 uber pvper, it's just a matter of who sees who first. The greater majority of the combat is getting to them to one-shot them up the rear. The entire point of this thread is to make space pvp FUN. If that means a nerf, so be it. One solution would be to change shields so that they actually have a LOT higher shield rating (which I suspect was done with npcs...armor, too). This would make the PVE game unbalanced, though. Which means they would need to normalize the damage NPCs do so it's more in line with what we're doing to them to make up for our increased defenses. It may not seem realistic to have 250000 shields, but they could change it to be more like TIE Fighter where you had a color indicator showing how your shields were doing and we'd be none the wiser while flying. *shrug* Just another way to make space pvp more fun.

Message Edited by JamesBenson on 03-06-2005 10:01 AM



-----------
Captain Ritter (at least until the stupid devs stripped me of my rank)
former NIF Guild Leader
former member of VVV (Veni Vidi Vici)

Executive Officer, Retired
Imperial Task Force Storm

Visit the Vicimus Museum of Rarities and Antiquities at -851 -3988 on Naboo (Wanderhome). Admission is free!
psikobunny
Sun Mar 06, 2005 9:55 am
#62

It's not just who sees who, its seeing, and doing something about it thats the thrill. To get in position for that one second burst is the challenge. It IS the climax, not an anti-climax. You'll never get me to agree with your seeming push to create a system where battles are won by attrition. Hanging by a thread, knowing you live or die in the space of those compressed seconds is the fun.



Gilack Mehoipou [Bloodfin]


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


Made it before all hell broke loose.



Ramona_Garcia
Sun Mar 06, 2005 12:23 pm
#63

I think many who cry nerf are unable to see that a battle does not start when the first blaster hits. A battle starts when the first one picks up a target on the scanners, and starts to close. if the target is as stupid as to fly overt or in deep space without checking for enemies every few seconds, well, then he or she deserves to get wasted in 1 second. Either learn to scan for enemies, or stop flying overt. I have no sympathy for those whiners to lazy to pay attention.


Now, the average space pvper does that, or at least hits his or her /targetnearest enemy player hotkey or button when a ping shows him or her that someone locked on his or her ship. Then the battle starts, with both sides starting to manoever, trying to get a shot off. The one burst that takes one down comes after a variable amount of fighting through flying. Unless you see that a space battle is not just the time spent actually shooting, you will never see why reducing damage will destroy space pvp as a twitch game, and turn it in some stupid no skill gear game where the bigest gun wins.



Ramona Garcia
Dancer
Neutron Pixies



A couple of stories
Ducimus
Sun Mar 06, 2005 12:53 pm
#64

All im going to say is that i sort of dread any major PvP damage reduction.

After one or two semi long dogfights with Ostat this weekend (followed by a series of me being vapped very quickly )i honestly do dread any major PvP damage reduction. Ya i lost, got my butt handed to me, and was throughly schooled, but i expected that.

Point is however, An Awing Vs T/A dogfight at high speeds are so fast and zippy its sick. Your opportunity to fire is breif, (like, not even a second) and your aiming has to be very accurate. If i should shunt off the first hit at all, i dont see how the dogfight would end in any resonable amount of time. You only catch breif glimpses of your opponent when manuevering.

Take that as you will, i know nothing i say will change anyones mind. Just my observations, take em as you will.



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
TomoRainer
Sun Mar 06, 2005 4:59 pm
#65

More anecdotal evidence: another Starsider battle yesterday, 7-8 per side. At the final dogfight everyone died but me in my Interceptor and an A-Wing. It took roughly a minute, maybe a bit longer, to get to that point--and then it took another 2+ minutes for one of us to kill the other. We circled for a very long time, trying to get position on one another, but she appeared to have a slight turning advantage, and landed two hits on me in the course of our maneuvers--widely-spaced things which I shunted away.

I had no missiles, having used them all to kill her in an earlier encounter, so I was starting to feel a little doomed. I assessed that we were either going to be circling all night or she'd eventually land two hits in a row and kill me; I tried to break free and put the space station we were fighting above between us with the intent of turning around on her and trying to shake things up. No such luck. I flew much too straight in my escape, she lined up on me, and killed me in two shots.

Before that point, she'd hit me twice in two minutes of one-on-one fighting. I'd been chasing her around for 30-60 seconds before that (I killed another A-Wing to start the battle, then locked on her) and hit her once or at most twice. I don't see how we would ever kill each other with any kind of significant damage reduction.

(By the way, excellent fight, Kitten. I knew you'd be trouble out there.)







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


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