Pilot Archive
Thread: JTLS PVP INSANITY BALENCE
Not to imply I'm one of them or anything, just answering the question.
The main problem is that defensive systems (Shields and armor) don't matter much at all. Your 2500 shields will hold back 1 shot. Your armor might hold back another, that third shot however will likely disable or destroy your ship. That is if you are fighting an Awing. If you go against a tie advanced, oppressor, or any ship with more than one gun u can expect to die in 1-2 shots. An Xwing has 3 slots and enough mass to mount some serious firepower so he probably got u in 1 shot if all his shots hit.
Most ships can fire about 3x per second as well so all those shields and such aren't helping u very much in pvp.
The major hurdle is how do we fix this?
Do we make shields and armor more powerful?
Do we make weapons less powerful?
Do we fix Weapon Overload 3?
Image some random engagements, how long should it take for an xwing to take out an M22 Gunship?
How long should it take an Awing?
How long should it take an Oppressor?
Three very different ships atm all have the same answer. 1 Second.
Personally I think larger ships like bombers (M22, Oppressor, B Wing) all need 2 things. Boosted performance to Shields and Armor. 6x-8x
AND
Pitch/Yaw/Roll capped so they still move like bombers when engine overload programs are running.
My .02
They could make the shields and armor to be more effective, so you at least could have a little dogfight before going blown to hellivetti.
Tumbler2002 wrote:
U are correct. There needs to be some tweaking with PvP.
The main problem is that defensive systems (Shields and armor) don't matter much at all. Your 2500 shields will hold back 1 shot. Your armor might hold back another, that third shot however will likely disable or destroy your ship. That is if you are fighting an Awing. If you go against a tie advanced, oppressor, or any ship with more than one gun u can expect to die in 1-2 shots. An Xwing has 3 slots and enough mass to mount some serious firepower so he probably got u in 1 shot if all his shots hit.
Most ships can fire about 3x per second as well so all those shields and such aren't helping u very much in pvp.
The major hurdle is how do we fix this?
Do we make shields and armor more powerful?
Do we make weapons less powerful?
Do we fix Weapon Overload 3?
Image some random engagements, how long should it take for an xwing to take out an M22 Gunship?
How long should it take an Awing?
How long should it take an Oppressor?
Three very different ships atm all have the same answer. 1 Second.
Personally I think larger ships like bombers (M22, Oppressor, B Wing) all need 2 things. Boosted performance to Shields and Armor. 6x-8x
AND
Pitch/Yaw/Roll capped so they still move like bombers when engine overload programs are running.
My .02
While i think what you propose is the right way to go i think 6x or even 8xmultipliers are way too high. I have gone up in my A-wing against heavy ships like oppressors and even firesprays (huge profile and thus easy to hit) and neither of the fights were easy.
As you say you always need to consider how your changes affect heavy and small ships. In combination with capacitor overload, good capacitors and capacitor to shield shunts a heavy ship would be able to reload their shields faster than a small ship could damage them. Additionally most heavy ships already are quite efficient against small ships due to missiles that can be fired at close proximity before anyone can react and launch 2 or even 3 countermeasures.
So ultimately we have a rock, stone, scizors system where small ships beat medium ships, medium ships beat heavy ships and heavy ships beat small ships. Ironically this is exactly the other way around as it should be, compared to old X-Wing games... but in the end this is JTL and not X-Wing Alliance 2.
What i would suggest though is implementing a system that at highest introduce defense modifier of 1x-3x (at most, maybe even lower) forlightest fighters - heaviest fighters, and 5x for multiplayer ships. Additionally, Weapon Overloads would no longer affect missiles (missiles shouldhave a fixed detonation powerwhich are not defined by the reactor of the launching starship). Reducing the maneuverability of heavy ships might be an idea too, but don't forget that most of these ships already are heavily affected by interia (B-Wing!) which already makes it hard to aim and requires a lot of training. Maybe an increase for some imperial ships might be an idea though as they received a mass increase, making them superior to any compareable rebel ship in maneuverability with equal mass.
In the end though i think the curent system is quite okay. It is near impossible to win with an inferior ship in the above meantioned systemagainst a stronger shipif both sides know what they do. That's where i'd try to improve the system and not totally turn it upside down. Ultimately, impossible odds are not fun and should be turned down a bit... but an advantage should remain.
Kitten
What I would suggest though is implementing a system that at highest introduce defense modifier of 1x-3x (at most, maybe even lower) for lightest fighters - heaviest fighters, and 5x for multiplayer ships. Additionally, Weapon Overloads would no longer affect missiles (missiles should have a fixed detonation power which are not defined by the reactor of the launching starship). Reducing the maneuverability of heavy ships might be an idea too, but don't forget that most of these ships already are heavily affected by interia (B-Wing!) which already makes it hard to aim and requires a lot of training. Maybe an increase for some imperial ships might be an idea though as they received a mass increase, making them superior to any compareable rebel ship in maneuverability with equal mass.
I think looking at the numbers will show why my idea of 6-8x for bombers and 20-30x for mp ships is more appropriate.
(I'm assuming bombers have their manueverability capped so they don't move like fighters)
An a-wing has 1 gun:
2000-3000 damage (Most should have more dmg...)
Refire rate of .33 (Most will fire faster...)
.6 Shields and armor (Most will do more)
3 Shots (1 second) he has done an avg of 7500 Shield/Armor dmg.
6 Shots (2 Second) he has done an avg of 15000 shield/armor dmg.
Most Heavies will be using the 2500/2500 reward shields in a larger ship and Armor is 1200/1200
With a 3x bonus to shields and armor you lose your shields in 1 sec, armor in 1 sec or less. (Ship destroyed in 2 seconds.)
(Just like now)
With a 6x bonus to shields and armor you lose shields in 1-2 seconds, armor in 1 second. (Ship destroyed in 2-3 seconds.)
(Not much different from now)
With a 8x bonus to shields and armor you lose shields in 2-3 seconds, armor in 1-2 seconds. (Ship destroyed in 3-5 seconds.)
(Starting to see a change now)
For MP Ship 20x bonus using same shields as above. Armor is 2000. (remember u are facing off against 4 players now)
Shields go down in 6-7 seconds, armor down in 5-6 seconds.
30x bonus.
Shields go down in 10 seconds, armor down in 8 seconds.
Now imagine that one a-wing is using weapon overload 3. 150% boost to weapons. Reduce all those numbers to 1/3 of the ones above.
Imagine if 2 a-wings are working together.
I must emphasize that I do not want these bonus's given to all ships. JUST BOMBERS and MP ships. These ships in particular have seperate roles from the standard dogfighter ships and if we want to make scenarios where a group of bombers has to take out a cap ship or something more interesting than just a big dogfight these ships need to have boosted defenses because the standard ships can take them out almost instantly.