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Thread: Tiger Woods and Space PVP
With pvp damage so high and 1-3 shot kills the norm, I feel space pvp has become mostly dependent on luck rather than a pilot's skill. let me use an analogy to demonstrate my point.
let's say tiger woods and i enter a putting contest. but we only get one putt each. now obviously tiger is an insanely better golfer than me. but since it's only a one putt contest, i could easily get a lucky shot off and win. but if the contest were lets say 15 putts, then tiger would most likely win since he would have a better opportunity to display his skill.
in my opinion, pvp(and only pvp)damage should be reduced beyond the initial 25% which the devs already did. i think another 30-50% would be right on. the very least the devs could do is put a damage reduction on test center to let us test it out.
thank u for your time
xTekx wrote:good point. but at the same time, one of the hardest skills to learn is reading your radar, called situational awareness. granted this is harder then xvt since we only have one, and that's forward view only. while i agree, the lesser skilled pilot could get a lucky shot in or sneak up on a better pilot, that better pilot still has to know who's around him at all times and know where that lesser pilot is going to be shooting.. I could live with pvp the way it is in space if there was absolutely no lag what so ever. but because there is lag i lean towards your idea. that way the lag doesn't kill you.. you still have a chance since you say it takes 15 hits in your putting idea.
i definitely agree with u that pvp death resulting from lag is a problem. but i dont think lag death is the only reason to decrease pvp damage.
While your point is valid, and I do agree, I personally hate that PvP and PvE are treated differently. Instead of reducing PvP damage, decrease all player weapon damage. Then to balance PvE, reduce the shields and armor of all NPC craft by the same percentage. It is silly to have different rules between PvP and PvE.
Ditolus wrote:
in my opinion, pvp(and only pvp)damage should be reduced beyond the initial 25% which the devs already did. i think another 30-50% would be right on. the very least the devs could do is put a damage reduction on test center to let us test it out.
Ditolus wrote:
well i think what ur saying is pretty much accomplishing the same result but just through different means. it's kinda like saying whats the difference between increasing the power of armor and shields or decreasing the damage dealt out by weapons. there is no real difference. i think reducing the damage dealt by weapons would be easier cuz the devs have done it once already and it was pretty painless.
I agree, it is the same, but the biggest problem in PvP on the ground is that it follows a different set of rules (75% reduction in damage, DOTs have full effect and generally low HAM stats). I think it is wrong to deviate PvP away from the PvE rule engine. Damage should be 100%for any type of combat, just balance PvE to match PvP. There is no reason for a Tier 5 TIE Advanced to have 15k shields and armor, and PCs have the really powerful weapons to compensate. Instead, give them 2k shields and armor like PvP, and lower the weapons to compensate for the weaker NPC. At the same time, you will bring PvP up to par and we will have interesting PvP battles. In a sence, the PvE ships should have the same stats as the player ships.
On the ground, fighting a Storm Trooperthat has 150k HAM is rediculous. Fighting a Super Battle Droid that has 200k HAM is even worse. This is a big problem on the ground, and I don't see why it would be bad to reduce NPCs HAM by 75%, reduce weapon damage by 75% and reduce all armor by 75%. When you are done, everything will pretty much be the same, but we will have PvP and PvE on par and then balancing can begin.
Message Edited by KenzoDarkron on 01-21-2005 11:45 AM