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Thread: PvP Damage and the first step to improving JTL

Tumbler2002
Mon Feb 07, 2005 11:36 am
#1

My suggestion is to drop PvP damge to 25% and I'll explain why below.

PvP in space can be handled in one of two ways. You can have massive damage per shot that destroys most any ship in one to two (Like the movies) or you can have PvP combat similar to PvE combat. The extremely lethal damage idea can be exciting but it doesn't leave any room for people who want to use multiplayer ships, or those who want to fly higher mass/lower manueverability ships.

Dropping PvP damage to 25% will make the PvE and PvP worlds match. The current system makes it impossible to equip a ship that can function in both pvp and PvE. One is all about speed, manuevering, and hitting hard. The other is about being able to take some punishment, dish it out, use boosters, offset which armor goes best with your engine and shields, etc. All those things have to be considered for PvE and if that same ship tries to go PvP he's going to get slaughtered.

There could be a place for PvP damage as it is now but I thin it would only work in an area designated players only, no NPC's. That way you would not have to worry about someone being there setup for PvE. Course where is the fun in that? All the NPC ships are what make being up there so fun. Gunboats, corevette's, Star Destroyers, etc.


This is a critical change that will open the door to how much more JTL can be. There are so many things that need to be addressed to move this expansion forward but none more important than this.
Coran_Sienar
Mon Feb 07, 2005 11:57 am
#2

This is one really dead horse onthe road of anextremely controversial and hotly-contested topic. On the third page of the forums, there's a (fairly) nice thread arguing both viewpoints of the PvP damage modifier in space. The viewpoint you espouse was already stated as were several counters to it. Go ahead and browse it if you're interested. But meanwhile...


/target DEADHORSE

/equip stun baton

/whack



Modus Sienar
Master Shipwright
Master Smuggler (Hope > Logic)
Aced all 9 Squadrons
Ducimus
Mon Feb 07, 2005 12:17 pm
#3

Can't we just send this dead horse to the glue factory already? It's stinking up the place.



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...has mastered the Pilot profession
Tumbler2002
Mon Feb 07, 2005 2:20 pm
#4

Why are so many people afraid of dropping PVP damage?

Lets look at the numbers.

A typical lvl 7+ Blaster does 1700-2700 damage.
Most ships using these blasters have 2 weapon hardpoints. So damage per volley should be 3400-5400.
We'll assume these weapons do .5 to both shields and armor. So 2 blasters should do 1700-2700 to shields. Then the same to armor.

The best shields I've seen are 2499/2499, plus add in 1500 armor (that is being really generous) and you are likely to lose your shields on the first volley, and GUARANTEED to lose the armor in one volley. And subsystems are hit on the third shot. Then lets consider that either eweapons or weapon overcharge are being used. Now we have blasters hitting shields / armor for 3400-5400 (or more in the case of eweapons).

Lets apply the 75% pvp patch to that. 2550-4050 to shields AND armor. That will vape a ship in one hit, mabye 2. What is the point of dropping it to 75%? It still takes only 2 shots to kill someone. And these are VERY average weapons. Higher powered weapons are certainly available. There is no change between 100% and 75% as the weapons do so much damage.

Lets try 50%. 1700-2700 - Now we are dealing with numbers that somewhere in the ball park. Still has a decent chance at taking down the shields fairly quickly, and will melt armor. Even if it only does 1700 most people don't use more than 1000 so that will quickly hit subsystems and basically end the fight.

Now look at 25%. 850-1350 - That is between 2 and 4 shots to get through someones shields, and probably 1-2 shots to get through armor. Shouldn't the best shields in the game be able to take at LEAST 2 shots from AVERAGE guns?

Consider how fast you'd get shredded from a gun hitting 2x as hard as these? Or from a ship with 3 weapon hardpoints?
xTekx
Tue Feb 08, 2005 9:09 am
#5

gah, lol another post on pvp reduction. JTL doesn't need it. what it needs is for people to learn to fly. what it needs is the DEVS TO MAKE KESSEL PVP ENABLED AGAIN. *looks around* anyone else agree? haha



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xTekx-Omega 9

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Tumbler2002
Tue Feb 08, 2005 9:53 am
#6

I'd like to hear someone defend the PvP setup as it is now in a GCW scenario with massive players in the same area as well as NPC's. Who cares if a 1 on 1 fight is ok between an a-wing and an interceptor. What happens when you have 50 on 50 and your Tie bomber get smoked in 2 hits from an A-wing?

Or your B-Wing (200k + mass) gets vaporized in 1-2 shots by a tie advanced? How do the other ships fit into pvp if the most manuevarable ships have enough fire power to take out ANY ship in 2 hits?

The problem is that a measly little a-wing has just as much fire power against a player as the master level gunships. It's supposed to be a scout ship with speed, not firepower. It's not a balanced system.

Players can make ships that can 1-2 shot kill but those ships certainly won't be a-wings and Tie advanced.

You can't have your cake and eat it too. If you want firepower to kill players in 1-2 shots buy a higher mass ship, you want speed an manueverability buy the a-wing/tie advanced and get used to having lowered powered guns.
xTekx
Tue Feb 08, 2005 10:02 am
#7






Tumbler2002 wrote:
I'd like to hear someone defend the PvP setup as it is now in a GCW scenario with massive players in the same area as well as NPC's. Who cares if a 1 on 1 fight is ok between an a-wing and an interceptor. What happens when you have 50 on 50 and your Tie bomber get smoked in 2 hits from an A-wing?

Or your B-Wing (200k + mass) gets vaporized in 1-2 shots by a tie advanced? How do the other ships fit into pvp if the most manuevarable ships have enough fire power to take out ANY ship in 2 hits?

The problem is that a measly little a-wing has just as much fire power against a player as the master level gunships. It's supposed to be a scout ship with speed, not firepower. It's not a balanced system.

Players can make ships that can 1-2 shot kill but those ships certainly won't be a-wings and Tie advanced.

You can't have your cake and eat it too. If you want firepower to kill players in 1-2 shots buy a higher mass ship, you want speed an manueverability buy the a-wing/tie advanced and get used to having lowered powered guns.




Your right. Its not a balanced system. But reducing pvp damage is not the answer. I could retype everything that has been said on why not, but that would take a lot of time that I don't want to waste. Just go look at the threads on this issue. They're 3 to 4 pages long. You will find a lot of reasons why pvp shouldn't be reduced in there.





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Tumbler2002
Tue Feb 08, 2005 10:36 am
#8


Your right. Its not a balanced system. But reducing pvp damage is not the answer. I could retype everything that has been said on why not, but that would take a lot of time that I don't want to waste. Just go look at the threads on this issue. They're 3 to 4 pages long. You will find a lot of reasons why pvp shouldn't be reduced in there.


I believe it's the best solution for the time being. The solutions ppl are giving in other threads boil down to "we like our a-wing/tie advanced just the way it is." There are a lot more ships available that have no advantages despite much more mass to use. A perfect solution would involve revamping ALL the loot so that players in an a-wing can only afford to equip things that will do the correct damage to other ships. IE A-wing/Interceptor fights wouldn't change much but A-wing against an oppressor would be like a pistol vs a bull.

That would require a lot of work and won't happen for a very long time. Dropping pvp damage to 25% will bring dmg in line between upper level and lower level ships and may make dogfighting between awings/interceptors a lot less exciting. It's a very simple solution that can be implemented immediately. And the devs could even add an area that is still 75% pvp damage so that A-wing/interceptor pilots can have their fun.

Waiting for a revamp vs just dropping pvp damage doesn't make sense. Until this is fixed we can't have any sort of large scale battles. Isn't that what we want? Huge space battles with tons of players?
Ramona_Garcia
Tue Feb 08, 2005 1:15 pm
#9

Yawn. Come back when you have spent 10 minutes dogfighting an A-Wing in an Interceptor, and one solid hit decided the fight, shunt cap to shield and a little evading negating all the other hits. Then try to tell me again how much better pvp would be if I'd never be able to kill or get killed by an awing in my interceptor.


I don't want stupid PvE stuff in pvp. Give me movie-like fighting where one mistake decides a fight, not some dumbed down game where I can get hit a dozen times thanks to shunt cap to shield, and won't ever die unless I am up against some loot grinder with 3 uber re'd guns in his krayt getting a lucky salvo off.



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