Pilot Archive

Thread: PvP damage output and weapon overload

1st_Viduus
Mon Nov 22, 2004 11:25 am
#14









Yu do realize that:


1. The further the damage is reduced the more Emergency weapons will become a necessity.


2. Increasing the Shield hit points on higher tier shields will make more of the same problem as on the ground. Everyone will be forced into the heaviest possible ship to hold the "uber" shields.


3. Engine numbers need to be further tweaked to provide more defintion between light and heavy fighters. Right now it stands that the heavier the fighter the faster it moves.







Seems to me it's borked already.... seeing much PvP?

A simplification of the space system is in order, plus tweaking of course.

The problem here is that SOE used the ground game mentality when programming JtL.
They're completely different systems, styles, and skill types; therefore, they need to be programmed with a different approach to balancing than the ground game.
Doing it as was done, and comparing either to the other, is like comparing Apples and Cow Patties.



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Rhysen
Mon Nov 22, 2004 11:55 am
#15






Scoooter wrote:





_Paclya_ wrote:
bump for people interested in PvP (very rare it seems )






Why be interested. One shot kills are basically stupid and with imps having the emergency overcharge why bother.







Never played any real FPS like Rogue Spear, have you? Nor flew a shieldless, near armorless(as they're supposed to be)Tie Fighter in XvT? One shot kills are the penultimate of skill in skill-based PvP. The skill of maintaining situational awareness, effective use of countermeasure and group tactics to avoid getting smoked in an environment that allows 1, maybe 2, mistakes.


Honestly I think people are too accustomed to fighting NPCs and expect the minute or so of turning and rolling to display their "mad skillz". The NPCs have hyped up stats to supplement their lack of intelligence and skill. Reducing damage in PvP will only make JTL more farming based than it already is. Because when the game is supplementing a pilot's lack of skill with the ability to take multiple hits he shouldn't be taking, equipment matters more than skill
Jeisyn
Mon Nov 22, 2004 11:57 am
#16







Craxus wrote:





Jeisyn wrote:


imo - 1 of 2 things need to happen.


either further reduce damage in pvp... or put some more time and effort into it and allow higher max values on shields.

instead of 1800-1900 on level 7 shields, bump that up to somewhere around 3500-5000. level 9+ shields should be higher yet (scaling with the mass requirements).


that would prevent one-shots with current weapons dmg, but still be a fairly quick shield take-down (3 to 5 shots on a level 7 blaster). a decimator/nova should have AT LEAST 10,000 point shields. even that seems low to me, with current weapon damage.



NPC ships should then be given slightly stronger blasters to make up for our higher shield output (i find PVE is relatively balanced, except maybe some accuracy issues where they are too accurate, imo).



Message Edited by Jeisyn on 11-22-2004 10:43 AM






Yu do realize that:


1. The further the damage is reduced the more Emergency weapons will become a necessity.


I doubt emergency weapons will become the standard for pvp. I think people will stick with Weapon Overload droid commands because they're "permanent" (until you manually turn'em off or land). Using E-weapons is like popping muon gold. sure, it's great for 5 minutes, but the side effects are risky.


2. Increasing the Shield hit points on higher tier shields will make more of the same problem as on the ground. Everyone will be forced into the heaviest possible ship to hold the "uber" shields.


I disagree here. Currently, everyone is forced into the lightest/most manueverable possible ship to pvp - the problem lies in that the slower/larger ships don't have the shield points or armor to make them worth while. you can still 3-shot a YT1300. yes, you can cram a larger engine in there with a higher top speed, but it's still going to turn like a pig, which is worthless in a dogfight unless your shields can buy you enough time to make your turrets effective. right now, with 2500 shields, a large carrier/assault gunboat type of ship is absolutely useless. it's one big sitting duck. they need at LEAST 10,000 hit points (i'd say level 10 shields should be pushing 15k to 20k hitpoints) so that it takes multiple fighters, a very skilled pilot,or some heavy ordnance to take one down. Currently a novice in an X-wing could easily solo a Decimator on the first pass. that is not realistic at all.


Ideally, you would pvp in a group with some light fighters to dogfight, some strike bombers (y-wing/b-wing/tie bomber/oppressor) - and a nova/decimator to harass nearyby fighters and target the enemies nova/decimator.


Unfortunately, with the state of weapons vs shields and armor, all you need is a whole squadron of a-wings or tie advanced. there is absolutely no reason to use any other ships in PVP. that's broken JTL pvp.


If i'm in an A-wing and i come up against a group of imps with some tie advanced and a decimator, i want to beshouting over ventrillo "bombers, target that Decimator NOW! All fighters engage the TA's to cover the bombers!"right now i would just say "okay, A-wingOne, take out the decimator, the rest of you a-wings target the TA's" -- bombers? who needs bombers?? -that aint right.



3. Engine numbers need to be further tweaked to provide more defintion between light and heavy fighters. Right now it stands that the heavier the fighter the faster it moves.


well.. yes and no... currently a high-mass ship will be able to load up a high-mass engine and go faster IN A STRAIGHT LINE. But there ARE penalties for high-mass ships. If you put a 92 speed engine in an X-wing, it will travel at about 850 with the sfoils closed (that number might be off a bit). if you put that same engine into a y-wing, it'll only go about, what, 780? Ships should, and do, lose top speed because of mass. I agree it's not exactly right at the moment, but it's not that far off.


Straight line speed is one thing, but once you've engaged the enemy you either need high manueverability (fighters) or high shields hitpoints (assault bombers/gunboats). a b-wing is the suck in pvp because you can't turn it for crap and you're still using shields with less than 5000 hitpoints. you will NEVER get a shot at an enemy who doesn't come straight at you. sure, you can run away real fast with that 103 top speed engine with overload 3 turned on... but what good is that doing anyone?


Space combat is about choosing high manueverability with low shields/lower output weapons(a-wing/x-wing/tie fighters) vs high weapon outpout, heavy ordnance and high shield hitpoints at the cost of manueverability. each option has a roll to play and a good pvp group should need both.



when you can slag a nova with one tie advanced strafe, things aren't working as they should.








Some good points, Craxus


I'm gonna comment in green

Message Edited by Jeisyn on 11-22-2004 04:37 PM



Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
NightGun
Mon Nov 22, 2004 12:20 pm
#17

Agreed If MP ships are one or two shot kills we have a problem. The key is each ship class should have high and low points. Heavy fighter should have very big everything. Medium fighters probably big weapons less defense (or reverse your prefrence). Light fighters small weapons small defense big enging good manuvering. We have to remember that we want differnt ships to be good at different things. I should not be able to fit the same guns on a light fighter I fit on the heavys. The lights should be 1-2 shot kills a medium depending on load out 2-5 and a heavy 6-7 this is based on average(medium) grade weapons Light fighter with lower damage weapons should probably need to add about 1 shot and heavys should be able to subtract one.


MP ships should be a whole differnt class with either new heavier duty loot to equip them with or extra slots to slide additonal components into.


Shielding should be roughly twice a heavy fighter in my opion these are frieghters that have been reequiped to fight.


Weapons should be more on line with capital ships?


Reactor and Engines should also be bigger (this is one big ship).



"I ain't in this for your revolution I'm in it for the MONEY"
1st_Viduus
Mon Nov 22, 2004 12:32 pm
#18






NightGun wrote:

Agreed If MP ships are one or two shot kills we have a problem. The key is each ship class should have high and low points. Heavy fighter should have very big everything. Medium fighters probably big weapons less defense (or reverse your prefrence). Light fighters small weapons small defense big enging good manuvering. We have to remember that we want differnt ships to be good at different things. I should not be able to fit the same guns on a light fighter I fit on the heavys. The lights should be 1-2 shot kills a medium depending on load out 2-5 and a heavy 6-7 this is based on average(medium) grade weapons Light fighter with lower damage weapons should probably need to add about 1 shot and heavys should be able to subtract one.


MP ships should be a whole differnt class with either new heavier duty loot to equip them with or extra slots to slide additonal components into.


Shielding should be roughly twice a heavy fighter in my opion these are frieghters that have been reequiped to fight.


Weapons should be more on line with capital ships?


Reactor and Engines should also be bigger (this is one big ship).







I maintain that the Tier system and the Class system need to be segregated.


There's too much difference between Certification levels - at Tier 1 it takes up to6 shots to kill a Tier1 NPC, yet at Tier2 you can 1-shot kill the same NPC. That's ridiculous.
I've got a Cert10 Laser on my Decimator with a Max Damage just shy of 4,000. :0
While I think that's appropriate, if I wanted to be nasty I could put that same gun on my Oppressor.... and sacrificea launcher for it. Even trade? hardly. A gun is 10x more useful than ordinance. Even spacebombs. What do you think that gun would do in PvP vs. a Nova? Or any other ship?
More nasty, paired with a 3,500 damage gun. 25% reduction or otherwise, with 141k mass allowance, I can fit a great engine, decent shields, droid interface, booster, those 2 weaps, and one-shot anything in the game if it's flown by a player. 2-shots maybe, for a Nova or YT.
7500 * 65 * .75= 3,656.25 - twice per second.
without running any programs.


There absolutely must be a separation of what can be made to fit in what ship.





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_Paclya_
Mon Nov 22, 2004 2:49 pm
#19



NightGun wrote:
Ok so basically it seems like PVP damage is Ok? without specials


I don't really find it okay. Look at the number; it's ONE shot with ONE weapon you use from tier 3.
If your ship has linked weapon, you burn a mk5 shield in one salvo and destroy the ship the second one.
If you get weapon overload it's even faster
Actually in PvP you just get a fast ship and don't even load armor neither shield.

I don't have the solution for having a better system, but I don't feel that actual situation is good (and I LOVED playing Ghost Recon in multiplayer ... this game has nothing comparable with JtL).



---------
Paclya, little pistolero extraordinaire (but still killing people with a sardonic grin ... well, to be honest I can't kill much people)
Visit PacTweak, all the slicing tools you need (closed for renovation)
-Chimaera-
Kinot33
Mon Nov 22, 2004 3:09 pm
#20

Couple of things.


Firatly, that engine suffers more than a top speed reduction in heavy ships. It also accelerates slower, thus making a difference when you need to slow for turns and such. I think this needs to be tweaked a touch more, but maybe not in light of my suggestion below.


Secondly, certification-classes of equipment based on ship type are a doable idea, but do not allow for "exceptional" ships. My idea would be instead to put "component mass caps" in place on ships. Each type of component you can pop into a slot would have a mass cap based on the type of ship it is. Thus you could play with things a bit, but still have a cap based on how fat your items are. When you find that uber-light level 8 component, you can pop it in, but it will become the exception and not the rule. Take an A-wing for example.


Reactor: 35K

Engine: 40K

Shield: 20K

Front Armor: 10K

Back Armor: 10K

Booster:20K

Capacitor: 15K

Droid Interface:10K

Weapon:10K

Ordinance: 10K

Countermeasures: 10K


Total Mass To Play With: 190K

Average Mass of this Ship Type: 62-65K


Now these numbers are just made up based on what I imagine the role of the A-Wing to be and the limits of level 5-8 equipment I have seen. Weapons are limited to around level 5 equipment unless you can find/build low-mass, higher level guns for it. Armor is limited to Mark III, but still decent at around 1200points top end. Shield is a bit of a stretch, allowing a larger shield than one should have, but a little grace for screw-ups is nice to have. Engine is where this ship shines though. It is supposed to be a terrifyingly fast ship. I would actually suggest that its top speed multiplier be increased to 1.1-1.2 and its manuevering be upped a touch too if these caps were in place. I feel it would make the A-wing much more like it is supposed to be. Light, Fast and nearly untouchable. Not devastating, but able to go the distance against its slower and bette armed kin simply because they cannot consistently hit it.


Just holding this ship to Level 5 equipment because of its role would make it a terrible ship to fly because you could not fit a decent engine in it and it would die very quickly to high level weapons fire since it could never out-fly anything. And making component slots require different level certs of equipment within a singlechassis would be as much, if not more, work than simply implementing mass-limits on slots. And would definitely be more confusing for the newer pilots.


One of the nice things about a mass-limit system is that it can ignore the ships total mass (meaning it can have more mass to play with than you can actually fit, not that it raises the total mass) and be applied to ship-classes. you can simply create a mass-limit template for Light, Medium, Heavy and MP ships and then slap it down and not have to change any chassis designs until further testing reveals whether a class is in-lione with its vision or not. then you can tweak individual stats on chassis' to deal with it instead of playing with cert levels to fix it.


Anyways, there is my idea. Fire at will folks and we'll see how she stands.
Jeisyn
Tue Nov 23, 2004 1:04 am
#21






NightGun wrote:

Agreed If MP ships are one or two shot kills we have a problem. The key is each ship class should have high and low points. Heavy fighter should have very big everything. Medium fighters probably big weapons less defense (or reverse your prefrence). Light fighters small weapons small defense big enging good manuvering. We have to remember that we want differnt ships to be good at different things. I should not be able to fit the same guns on a light fighter I fit on the heavys. The lights should be 1-2 shot kills a medium depending on load out 2-5 and a heavy 6-7 this is based on average(medium) grade weapons Light fighter with lower damage weapons should probably need to add about 1 shot and heavys should be able to subtract one.


MP ships should be a whole differnt class with either new heavier duty loot to equip them with or extra slots to slide additonal components into.


Shielding should be roughly twice a heavy fighter in my opion these are frieghters that have been reequiped to fight.


Weapons should be more on line with capital ships?


Reactor and Engines should also be bigger (this is one big ship).




This is exactly the type of setup that i would enjoy playing!




Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
NightGun
Tue Nov 23, 2004 1:06 am
#22

I beleive balance could be achived with the way things are (I like the flexability this system allows. By tweaking mass numbers on the differnt certs. I would propse the follwoing.


Light fighters - Level 5 and under cert equipment


Medium - Level 6-7


Heavy Level 8-9


MP - Level 10


Level 10 loot should be heavy enough to mark it as capitol ship grade and by virtue of Very Very High mass be usable only on MP ships unless someone gives up virtually eveything on a Heavy.


Other loot should be mass high enough to limit usage to within those ranges however allow enough variounce that a light fighter could equip a heavy gun but it would give up all armor and shileds and be running with sucha a small CAP that the gun would only fire 1-2 shots before having to wait for a recharge. I think the mass on both Ships and components still needs a bit of tweaking before we get their but I want to see it happen.


I hope that PVP damage is tweaked also to allow differnt ships their proper roles in PVP combat.


(Also it really bugs me to suggest this because I feel horrible not be able to use my super great level 10 loot I get but I think this may be how the Devs had intended the ship differnces to come about.)





"I ain't in this for your revolution I'm in it for the MONEY"
1st_Viduus
Tue Nov 23, 2004 1:15 am
#23

I fail to see how a gun with a mass whose total volume must be larger than the effective volume of a small ship can even be considered.


Equally, a ship listed as 'light fighter' class has no business fitting a spacebomb launcher, and that can be done with very little sacrifice.


While I agree the customization is great, I still feel that "certification" should be for higher quality of the same type, not "bigger stuff".

More specialized, et cetera. Redesigned, mark2,3, et cetera... where mark1 is the equivalent of a1940 ford coupe, and markV the equivalent of a 2005 GT-40. They're the same mass, or close enough... the Coupe is actually bigger.


The engine it in wouldn't move an 18-wheeler, though, much less a Sherman...



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Scoooter
Tue Nov 23, 2004 1:17 am
#24






Rhysen wrote:





Scoooter wrote:





_Paclya_ wrote:
bump for people interested in PvP (very rare it seems )






Why be interested. One shot kills are basically stupid and with imps having the emergency overcharge why bother.








Never played any real FPS like Rogue Spear, have you? Nor flew a shieldless, near armorless(as they're supposed to be)Tie Fighter in XvT? One shot kills are the penultimate of skill in skill-based PvP. The skill of maintaining situational awareness, effective use of countermeasure and group tactics to avoid getting smoked in an environment that allows 1, maybe 2, mistakes.


Honestly I think people are too accustomed to fighting NPCs and expect the minute or so of turning and rolling to display their "mad skillz". The NPCs have hyped up stats to supplement their lack of intelligence and skill. Reducing damage in PvP will only make JTL more farming based than it already is. Because when the game is supplementing a pilot's lack of skill with the ability to take multiple hits he shouldn't be taking, equipment matters more than skill





Oh yes I have.


Right now pvp is just about maneuverability. A-wings and interceptors. Great variance. Why because a fully shielded YT-1300 is down in two hits tops.


The system should allow for the different ship types to have a reason for existance.


And most FPS games you can one shot kill with a VERY accuratly placed shot and it does not happen often. Here it's all the time and no skilled accuracy involved. There there is no reason for armor and shields. They dont do you any good. Larger ships have zero benefit they die just as easily. So with larger ships you sacrifice maneuverabilty for firepower but die just as fast.


It's not balanced









Scoooter - Master Pilot/Master Politician
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Mayor of Mos Vegas, Tatooine, Valcyn
Craxus
Tue Nov 23, 2004 1:18 am
#25






NightGun wrote:

I beleive balance could be achived with the way things are (I like the flexability this system allows. By tweaking mass numbers on the differnt certs. I would propse the follwoing.


Light fighters - Level 5 and under cert equipment


Medium - Level 6-7


Heavy Level 8-9


MP - Level 10


Level 10 loot should be heavy enough to mark it as capitol ship grade and by virtue of Very Very High mass be usable only on MP ships unless someone gives up virtually eveything on a Heavy.


Other loot should be mass high enough to limit usage to within those ranges however allow enough variounce that a light fighter could equip a heavy gun but it would give up all armor and shileds and be running with sucha a small CAP that the gun would only fire 1-2 shots before having to wait for a recharge. I think the mass on both Ships and components still needs a bit of tweaking before we get their but I want to see it happen.


I hope that PVP damage is tweaked also to allow differnt ships their proper roles in PVP combat.


(Also it really bugs me to suggest this because I feel horrible not be able to use my super great level 10 loot I get but I think this may be how the Devs had intended the ship differnces to come about.)









So Light Fighters get the shaft?


Speed is key. Take a light fighter up use your gift engine go to kessel hit engine overload three and you'll stay rioght behind an A-wing.


Speed speed speed speed. Under these numbers the Heavy Fighter and Bomber ans MPs will always be faster than the light fighters thus voiding there greatest asset.



As a light fighter I should be able to engage and disengage at will against a bomber making it work to get that one shot on me that will kill me.



A faster heavy bomber means I will be trailing behind. All he has to do is fly straight to get the distance to turn around and fire at me.


A lot of stuff has to change. Its wuickly becoming Composite in space.





Colonel Craxus Blade, Imperial Bounty Hunter/Master Carbineer(not so much)

Vorean Blade, Elder Jedi (Yeah my Glow stick is faster than your's)
NightGun
Tue Nov 23, 2004 1:32 am
#26

Light gets the shaft? How. I think that being fast and manuverable would be quite desirable. yes get hit and you very likely die but don't get hit cause you are the fastest around.


Yes as a light fighter you should engage and disengage quickly (well not really just you should close and leave his range so fast he is uneffective) A heavy fighter should never be faster than a light fighter unless the light fighter is for some reason using a really bad engine. The higher level engines with the better speed have to still take the speed cut on the Chasis (which needs tweaking since I have seen many Heavy bombers that are a lot faster than my medium fighter and I am using the best engine I have found). A light fighter should be able to get behind and stay behind a bomber.



"I ain't in this for your revolution I'm in it for the MONEY"
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