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Thread: Still think pvp needs damage reduction beyond 25%

Imaridril
Mon Dec 20, 2004 2:40 am
#1






Ditolus wrote:
IMO it should be more like 75-90%. If it's 75% on the ground then I see no reason why space should be different. PvE and PvP are different animals that require different damage modifiers and the devs clearly understand this hence the 75 reduction on the ground. I am an ace pilot with a pretty tricked out fighter. But as it stands now pvp battles in deeps space last all of 4 seconds. I really don't understand the fun in that. I saw some people say this makes flight skill and manuevering the main part of pvp. But regardless this still doesnt negate that fact that all a person has to do is clip u with a shot and ur dead. And this totally nixes the use of heavy fighters in dogfighting since its all about speed and maneuverability and nothing to do with shields and armor. If an awing can kill a Rhikxyrk in 2 shots whats the point? Longer fights that require dogfighting similar to pve situations is a lot more fun imo. quicker fights with one shot kills may be more realistic but isn't very fun.


Most players who fly one of the heavier fighters agree with you, Ditolus, but right now there's a pretty vocal group of interceptor pilots who don't want to have any sort of downside to their fighter of choice. This is one area I do have faith in the devs on, though, and I'm pretty confident that we'll see a further damage reduction in PvP at some point in the near future. Hopefully it will be in a patch that also addresses the many inferiority issues that multiplayer ships currently have.




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

KSE Firespray: Baphomet

Naplam
Mon Dec 20, 2004 3:31 am
#2

I think its needs ti be a bit higher but not by much an extra 10-20% will do.



IGN Naplam Jedi
Grame Doctor


"the NGE is pure dag nasty evil"
"warned you we tried"
"listen you did not"
"now screwed we will be"

SWG A Lost Hope

KaylBreinhar
Mon Dec 20, 2004 4:18 am
#3

Well, speaking as someone who flies around with a 3000 damage-class-capable REed L7 weapon, the damage needs to be spread out a bit more. I shudder to think what the 2815.6-4696.5 L10 on my Oppressor would do to any player target.

It's fastly getting to the point that anyone who tries to use player-made weapons in PvP is a dead man.

Message Edited by KaylBreinhar on 12-20-2004 06:18 AM



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
Eulbobo
Mon Dec 20, 2004 5:55 am
#4

I think damage should be greatly reduced in PvP....

A few days ago, while wandering into deep space, i saw a Nova courrier above the Star destroyer...

I fired my three 3600 damage guns.... Booom....
Well, maybe i was already disabled...

A few minuts later, the nova appears again in my sight...
3 guns together.... Piou Piou....Kaboom.... 2 bolts and it exploded


The pilot send me a tell to say
woot, well done ! i had 2500 shields and didn't see any damage come before I blew and as much armor....


He didn't have time to engage any fight fly strategy or to warn his gunners a bad guy was around....


Let's lower damages to what it shoul do in PvP to give real interest : reduce them to 25% of NORMAL damege : you only do 25% of damage you use to do... And that would still be really powerfull...

5 or 6 shots before the end



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Ditolus
Mon Dec 20, 2004 1:02 pm
#5

IMO it should be more like 75-90%. If it's 75% on the ground then I see no reason why space should be different. PvE and PvP are different animals that require different damage modifiers and the devs clearly understand this hence the 75 reduction on the ground. I am an ace pilot with a pretty tricked out fighter. But as it stands now pvp battles in deeps space last all of 4 seconds. I really don't understand the fun in that. I saw some people say this makes flight skill and manuevering the main part of pvp. But regardless this still doesnt negate that fact that all a person has to do is clip u with a shot and ur dead. And this totally nixes the use of heavy fighters in dogfighting since its all about speed and maneuverability and nothing to do with shields and armor. If an awing can kill a Rhikxyrk in 2 shots whats the point? Longer fights that require dogfighting similar to pve situations is a lot more fun imo. quicker fights with one shot kills may be more realistic but isn't very fun.

Message Edited by Ditolus on 12-20-2004 01:03 AM

Ditolus
Mon Dec 20, 2004 6:36 pm
#6

i dont really even see how people flying the faster fighers still wouldnt want a further reduction to damage. regardless of ur flying abilities the fight still has the potential to be over in 5 seconds. Thats just so lame. and by giving the heavier fighers a chance how does this negate awings and interceptors from flying fast and evading heavier fighter blaster fire? imo it doesnt. it just evens the chances on both sides.
Butterbean569
Mon Dec 20, 2004 6:54 pm
#7

Last night, I went into Kessel overt to get some good FP and to kill any imps. As I was taking out NPC's, I was jumped by an imp. All of a sudden, BOOM my front shields, front armor, and 2 of 3 weapons were done for. However, I was able to react quickly enough to get on his tail and bust him up. It was one of the best times of my SWG career.


However


I got lucky.


Either he had some bad weapons, or only got a couple shots on me, because most of the time if that happens you're dead. Damage reduction needs to go down another 15% or so.




I really don't see why interceptor pilots would complain, it would actually *help* them. Instead of being toasted by one blaster bolt because of a mistake, they could survive that hit and use their speed and manuverability to their advantage. They have an advantage now, to be sure, but a stray bolt takes them out. If more mitigation was put into the game, they'd be able to take a hit or two, and still outmanuver for the victory.



Benj Paladia
Master Smuggler, Master Pistoleer, Ace Rebel Pilot
Colonel in the Rebel Alliance
Always avaliable to slice and sell faction points
Kaleborn
Mon Dec 20, 2004 7:52 pm
#8


I think two things need to happen, in this order:

1. Either decrease weapon dmg significantly (hard to do and mantain PvE balance I would expect), or seriously raise the shield/armor values of high-mass, high-level shields and armors. Basically the shield/armor that ONLY heavy ships should be able to carry should get a HUGE boost.


2. In addition to the above you can slap on another 10-25% dmg nerf to all weapons. Understand that with a %% dmg reduction you've just made ALL ships, light and quick, slow and heavy, more survivable by the exact same amount. This is why a %% dmg nerf by itself will do NOTHING, zip, nadda to balance the PvP game. You need to implementstep 1 or somethingsimilar as well.Yes, fighter class ships should last a bit longer because THAT'S FUN (for the reasons the original poster stated, Dogfighting etc). But you NEED to have heavy ships last way longer in order for them to fulfill their role in large scale combat.


Basically whatever weapon a fighter-class ship is using, it should take ALOT of shots to puncture a bomber's shields and armor. The bomber should STILL lose that fight simply because they don't have the speed and maneuverability to compete. They're roll is to fly straight and unleash unholy fury on larger ships and enemy bombers, before the enemy heavies can nuke friendly capital ships.


The point is that one fighter meeting up with one bomber out in space should need to spend enough time beating away at it's shields that the Bomber's friends/escorts could break off some other engagement and come to the rescue before bomber get's pinpricked to death. I'm not saying itneeds to be excessive survivability, like1 min of constant firingor something rediculous like that, but at least12-20 seconds or so sounds fair. If the fighter chooses to slow down to bomber speed to stay on his six and plug away, then he's just given up his one major advantage and ANOTHER bomber could aim it's heavy Bomber-class blasters at the fighter and likely blow him out of the stars in3 or4 shots...


I really wish there were 'bomber/heavy' class weapons and shields and 'fighter/interceptor' class weapons and shields, rather than rely on just the Mass system to dilineate between them. Fighters should be lightly armed and armored, relatively speaking, and heavies should be carrying fearsome firepower. A fighter could fly circles around it, to be sure, but it would take so long to kill that if he makes one wrong turn and puts himself in the heavie's gun-sights he's in for a world of hurt.

Nitwit
Mon Dec 20, 2004 8:44 pm
#9

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.


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.



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!

Imaridril
Tue Dec 21, 2004 3:34 am
#10






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.


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.





You seem to be argueing both sides in your post. You start off by saying PvP is fine, bet then you spend the next several paragraphs saying what most of us have been saying all along, that right now in the game small, fast ships have a huge advantage compared to other ships. You then make some mention about players' piloting skills, but then right after that you seem to throw your support behind a system where the type of ship you choose to fly is more important than the player's piloting skill.


As for your question... "You honestly want to see a Y-wing being able to take on a TIE Advanced?" Assuming both pilots are masters with comprable piloting skills, and both have outfitted their ships with components of comprable difficulty in aquiring, then YES, they most definately should both be on equal footing.


You seem to be under the impression that if the cert for a ship is higher in the skill tree, than that ship should be an all around better ship than any ship with a lower cert. I think that's a very bad outlook to take on things, as in the long run all it will lead to is "composite in space" with everyone flying the same ship. Considering that all three of the pilot proffession get the certfor their light fighter, medium fighter, and heavy fighter at different points throughout their respective tiers, I think its safe to say that the devs intended for most of the ships to be comprable to each other. The reward that a pilot gets for mastering is not neccessarily access to a ship that is better than all other ships, but instead he gets access to better components, a larger flight computer, and better special abilities.


Now, let me ask you some questions... Why should an A-wing, flown by a master pilot and outfitted with top of the line equipment, be given some sort ofinnate advantage over a Heavy Blacksun Fighter, also equiped with top of the line components and flown by a comprably skilled master pilot? How does this make the game fun? Can the A-wing pilot truthfully say he's the better pilot if he wins?


You say "PvP is designed for the best of the best of the best to win.", but how can that be true when chassis selection is the dominant factor in determining who wins? Personally, I'd rather have a system where a player's piloting skill and the quality of the componentshe's assembled are the primary factor in determining weather or not he triumphs in PvP.





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

KSE Firespray: Baphomet

Ditolus
Tue Dec 21, 2004 4:37 pm
#11

The way you diagnose an imbalance in an mmorpg is "obselescence". You just can't make some professionss obsolete in an mmorpg. Take a look at the ground. There are several professions which have no business participating in pvp. I'm a commando, so i'll just speak for us. Everyone knows of the core group of professions that have a chance in pvp: tka, bh, jedi, cm. This obviously is not a balanced situation, and obviously the devs agree which is why they are revamping the entire ground combat system. Some people when they hear the word "balance" they think that everyone will be the same and the game would become boring. That is absolutely not the case. Just like the american government, you need checks and balances. This is where "balance" is both good and necessary. Instead of a few elite professions dominating pvp all professions can get involved in it. and all professions would have certain weaknesses and strenths, much like a game of rock, paper, scissors.

now in space the exact same philosophy needs to be adhered to. with the current damage in pvp a-wings and interceptors are the bh's and tka's of space. as i said above, the situation needs to be changed so that heavy fighters can take a pounding but be sluggish while lighter fighers die quicker but evade easier. every fighter needs an advantage and a weakness, just like a game of rock, paper, scissors. and this is how u create a competitive pvp environment in both ground and space.

Message Edited by Ditolus on 12-21-2004 03:56 PM

DeepFatFryer
Tue Dec 21, 2004 4:49 pm
#12

The space system seems to be flawed at the moment.

Like the ground game, it works on the principles of:

NPC = High Hitpoints, Low Damage
Player = Low Hitpoints, High Damage.

The ground game works by putting in a damage reduction in PvP combat in an effort to balance Hitpoints and Damage. But as this is missing from space, it creates an imbalanced system.

And yes, a well outfitted bomber should be able to take down an interceptor with comparable equipment. All that will be changed are the tactics involved - the bomber will take more damage and give more damage at the cost of manuverability. Of course it will always probably be a bit harder to be a skilled bomber pilot, since it's not as simple as 'get on their six and hold down Joystick button #1'.



Crixx, Xicrx and Crixxorian Darkmoon - Rebellion, Corsec and Imperial Ace Pilots respectively.
"When once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been, and there you will always long to return."
"If your pvp battles in space only last a few seconds YOU need practice. The game isn't broken, you just suck!" - Thik
"There's no sensation quite like learning to fly. Tounge-tied and twisted, just an earth-bound misfit, I." -Pink Floyd
"One/two shot PvP is good because this is a game of EVASION. NOT ABSORBTION" - Big mean heartbreaker.
"Sod implementing anything half-decent, we have SWG to make! OLOL!"
"We already have expertise in space. It's called a brain." - Leaph.
Nitwit
Tue Dec 21, 2004 6:17 pm
#13






Imaridril wrote:





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.


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.





You seem to be argueing both sides in your post. You start off by saying PvP is fine, bet then you spend the next several paragraphs saying what most of us have been saying all along, that right now in the game small, fast ships have a huge advantage compared to other ships. You then make some mention about players' piloting skills, but then right after that you seem to throw your support behind a system where the type of ship you choose to fly is more important than the player's piloting skill.


As for your question... "You honestly want to see a Y-wing being able to take on a TIE Advanced?" Assuming both pilots are masters with comprable piloting skills, and both have outfitted their ships with components of comprable difficulty in aquiring, then YES, they most definately should both be on equal footing.


You seem to be under the impression that if the cert for a ship is higher in the skill tree, than that ship should be an all around better ship than any ship with a lower cert. I think that's a very bad outlook to take on things, as in the long run all it will lead to is "composite in space" with everyone flying the same ship. Considering that all three of the pilot proffession get the certfor their light fighter, medium fighter, and heavy fighter at different points throughout their respective tiers, I think its safe to say that the devs intended for most of the ships to be comprable to each other. The reward that a pilot gets for mastering is not neccessarily access to a ship that is better than all other ships, but instead he gets access to better components, a larger flight computer, and better special abilities.


Now, let me ask you some questions... Why should an A-wing, flown by a master pilot and outfitted with top of the line equipment, be given some sort ofinnate advantage over a Heavy Blacksun Fighter, also equiped with top of the line components and flown by a comprably skilled master pilot? How does this make the game fun? Can the A-wing pilot truthfully say he's the better pilot if he wins?


You say "PvP is designed for the best of the best of the best to win.", but how can that be true when chassis selection is the dominant factor in determining who wins? Personally, I'd rather have a system where a player's piloting skill and the quality of the componentshe's assembled are the primary factor in determining weather or not he triumphs in PvP.






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.


You ever wonder why people natually went the whole "composite on the ground"? Cause it was the best. Soyou would propose a nerf to upper level ships so that lower level can take them on? Then what is the incentive to get higher in the skill trees? Heck if my Z-95 can own your TIE Oppressor, then forget mastering.


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


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.



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!

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