Pilot Archive

Thread: Suggestions for improving the fun of space PvP

Alyxian
Mon Jun 20, 2005 3:44 pm
#14






Rorenikibi wrote:



You say modifying PvP to take longer would result in extended slugging matches. You mean, like, well, maybe, PvE in space is? Damn, that might actually be entertaining to think combat with another player would have more to do with skill and endurance than whether I dropped my profession to go Imperial for a few hours.





No, it would not be like PvE. With my capacitor, and CtSS4 you would not kill me until I fell asleep. In *any* of the new ships, it would be even worse.


PvP Does take longer, I flew against a JSF in my RG Int the other day, it was one on one, and was at least a minute of blood pumping, adrenaline junkie, rush for me. My ships was outclassed, but managed to recover from a hit, fire two missiles, and finally get him in the crosshairs of the cert 10 cannon I strapped onto the RG Int. Yes I blew him up, and it was pretty much one shot since he recovered most shield from the missiles I sent hit way, but it was intense.


I use all my ships, I have 6 fighters I constantly rotate between for different things, and my usage of them is pretty equal, althought the TIE Advanced has not been used much lately. I try to PvP as much as I can, and yeah, I get oneshotted sometimes, or take a salvo of missiles from a couple ships and can't chaff enough before even getting in a return shot...sure, happens. Just means they are using tactics, and decent equipment, and above all, teamwork!


The ONLY grievances I have with PvP is the high rate of decay, and the overload downtime. Niether of those is enough to stop me.





Alyxian Gorgaan
"Just an honest Trader"
Will Fly for Booze
Ships, Paint, Missiles, Droids, and More!
Shop located in Tal Kyrte on Lok, in the Mall
StarSider
KaylBreinhar
Mon Jun 20, 2005 4:21 pm
#15

The only way a Longprobe pilot could habitually down an overt in a JSF is by mounting a monster SW-crafted engine and booster and performing high-speed "drive bys."

It also speaks incredibly badly for the JSF pilot.



Death doesn't fly a JSF anymore...he flies a Gallente Thorax in EVE Online
Alyxian
Mon Jun 20, 2005 4:54 pm
#16






KaylBreinhar wrote:
The only way a Longprobe pilot could habitually down an overt in a JSF is by mounting a monster SW-crafted engine and booster and performing high-speed "drive bys."

It also speaks incredibly badly for the JSF pilot.





Well, it is again tactics. Despite what the poster thought, the longprobe pilot is an intelligent pilot using great tactics. He missiles them, and the JSF pilots, cocky, or just not that good, or too new to PvP, are not packing chaff. If anything, this proves there is balance, and that it is skill and intelligence.


The problem here is that too many people equate PvP to one-on-one. Try a big battle, you fight in a big battle, no one will ever die if it takes you 5-8 shots to kill them. Hell, no point packing chaff, no point in anything but the biggest, and most guns you can load, and a good shield. then pound and pound and pound...Ok, not so great players will die and kill each other, good pilots and great pilots....will go on and on in a draw, forever, because that slight mistake doesn't matter, your shields can take a hit or two, CtSS4 and you are good again, keep turning, yawn, keep turning, oooo! you get a shot or two on him!! Wooo! oh....CtSS4 and his shields are back up...yawn, turn...ugh.


Honestly, get a replaceable chassis, get replaceable components, get up there and practice! Figure out how to survive a head to head encounter, tactics to get on thier butt, tactics to survive multiple missiles, and how to get your ship to a point where *you* can do all this stuff. No load out in the current game is the *I win* loadout. This is not like the ground game, there is no magic macro for your class, no magic order to your hits, nothing like that. This is figuring it out, honing your tactics and skills and being skilled.


Try it, try getting those skills. The guy mentioned in the longprobe, one-on-one should be eaten alive by a JSF...in battle...it is very believable, couple longprobes sending 2 missiles each, fighters harrassing the JSF, and only enough time for 2-3 hits of chaff...bye bye JSF...tactics...


*gives up beating the dead horse on this and the other 100 threads like it*



Alyxian Gorgaan
"Just an honest Trader"
Will Fly for Booze
Ships, Paint, Missiles, Droids, and More!
Shop located in Tal Kyrte on Lok, in the Mall
StarSider
Malcolm_CaKre
Mon Jun 20, 2005 5:56 pm
#17

Thanks everybody for reading and replying.


Let me address some of the replies:


* Yes, I've PvP'd a fair amount. Most of the time I fly for an hour or two before finding somebody, while just grinding faction in DS. I'm not the best, but I'm not terrible, and not brand new at it.


* In the best case of my PvP so far, I ran back to DS several times after exchaning killings back and forth with an Imperial fellow who decided to guard the ISD. I had a lot of fun! What I did *not* enjoy was the five minutes of downtime between each encounter -- one or the other of us had to show back up at the station, re-overload, fly to another station, go overt, fly to a third station, go to DS. Had we any of these things: (Zero decay overloads, zero runtime overloads, reappear repaired next to faction station after PvP death) our delay between encounters would have been shorter, and we could have crossed blasters more often in the play time that we had.


* I wouldn't mind turning up damage in PvE some either. What I want, is for the experience of PvE and PvP to be remotely similar, with similar time and tactics and equipment useful in each. Right now, only a scant few ships and gear of any type are useful in this area at all -- there is no role for heavy ships or POB ships. This is not how it should be... they should be as scary to us as they are to NPC ships. If we had some things like: (component level working like ground CL, damage reduction in PvP, damage increase in PvE) then we'd have some closer similaries between the two play styles. Basically, I want player ships to be more dangerous than NPC ships, because they're run by intelligent pilots, instead of because they do a lot more damage.


* I don't have hard numbers to support that consequence free or longer-lasting PvP would be more popular. I'm a player, not an SOE employee. However, you will remember that ground PvP wasdiminished while gear PvP deaths caused decay, and picked back up after PvP decay was removed. I'll bet SOE could dig those stats up if they really wanted. I've no idea how the desire for longer-lasting PvP could be determined, except by either hosting a poll or counting the number of unique posters who support each option. All I know is what I observe, and what I hear from my Pilot peers.


* I'm not saying that everyone would like space PvP more with reduced damage or other changes. I recognize that opinions vary. There are some folks that believe that ground combat should be more lightning-fast too, and they have some good points. What I am saying, is that we would probably get more people trying it for a first or second time if it was more similar to the PvE game, and if they could have enough time to learn what they were doing instead of just flying along and suddenly blowing up.


* I don't think it's a valid point to say that longer PvP would become unbalanced to older players with better components, because it already is. People who have worked hard to RE the perfect engine already have that advantage. With consequense-free PvP, if more people enjoyed themselves and didn't lose their precious gear, we would hopefully have more people participating, and the new participants would have a reason to go out and work on their gear.


* I'm not trying to antagonize anybody. I could just as easily suggest that I'm being antagonized and (incorrectly) accused of noobness because of my position. I didn't write all this out because I don't care. I wrote this out because JTL is a game system I love and enjoy, and that I want to see improved and enjoyed by more people.


* Shipwrights: Fair enough, and a good point! They're already cut out of their component marketby the RE system -- at least the ones that I know are. How about an alternate suggestion -- let SW's rebuild components to add more armor and hit points, at a cost in resources similar to what would be needed to build one in the first place. That way, a SW would still be turning out lots of expensive stuff to sell to the Pilot community, and the Pilots could keep the components that they've spent hours and hours working to attain. This rebuilding service, or a rebuilding kit for sale, would work on looted, RE'd, and crafted components equally well. That would remove the permanent consequenses of space combat, and cut in shipwrights and resource hounds into the action.




Thanks again!


mal
GranitePhoenix
Mon Jun 20, 2005 8:25 pm
#18




LOL The horse is dead....It doesn't care.....


Really, this Pig-Driver is a phenominal pilot.....He really is.....If we could acctually paint the fighter-kills on the sides of our ships, his pigs (Yes, he keeps both a Deuce and a Longprobe outfitted) would be decorated with more than just a handful of JSFs and Grevious starfighters.


However, my point still stands. Why dual standards? Why do we have PVE battle, which does take precision, a passing knowledge of tactics, and a happy trigger finger versus PVP which requires seeing them before they see you and a Missle/1-2 shots? As for multi-person fights....How likely are you to have this when people are shot out of DS like flies because all it takes 1 missile/1-2 gun shots and they're out? Add to this the 3-4 minutes minimum to reset all the overloads before you're ready to scrap again. On the other side of it, you wax someone, you wait 3-4 minutes for them to reset thier overloads and come back, if they come back at all. On either side of that equasion, that's not fun. It's repeatative.


Now, on the flip side, you have the damage scale evened out a little....This encourages and damn near requires group tactics....One on one, you have to think outside of the box a little. Best case, your opponent can shunt cap every 8-15 seconds. No, snap shots aren't going to do it. However, if it's balanced out to a point that it takesfour to five shots to wax your opponent, this is very doable. Lag, while still capable of being a factor, won't necessarily be a deciding one. A dogfight will take more than 15 seconds. Unless your opponent starts breaking the snake's back and fast, best case, they're going to last through 8-10 shots under your crosshairs....Which equates into anywhere from 2 to 5 seconds of time on the trigger, depending on your gun's recycle speed and if or not your target gets on the shunt cap fast enough. Your concern is valid, but, with tactical adjustment, it's easily dealt with. I think such a change would more readily encourage larger scale group engagements. As it stands, it's a case of bordom punctuated by seconds ofcombat.


I don't think PVP needs to be scaled down to match PVE. I think the two need to be scaled together to a reasonable medium. Pilots who are PVP-curious are having to adjust to a whole new style and pace of combat. In my opinion, while PVP should be significantly different, it should not be the disparate mis-match that it is. If we can't survive more than one hit(which, at the core of the matter as I see it, is the problem), why do we have shields and armor at all? Or are shields and armor only for PVE combat? I do appreciate where you're coming from but, from my perspective, you've made my point for me.


Rhyon Wraithborne

Message Edited by GranitePhoenix on 06-20-2005 11:35 PM



Commander - Defiance Battlegroup - Corbantis
Master Rifleman
Master Bounty Hunter
Master Rebel Pilot of Havoc, Vortex and Crimson Phoenix
Master Privateer Pilot of Corsec, RSF and the Smuggler's Alliance
Master Imperial Pilot of Black Epsilon, Storm, and the Imperial Inquisition
Ducimus
Mon Jun 20, 2005 8:29 pm
#19

I find the orginal post so grossly out of touch with the game in some points- as to be offensive to read. Having said that, im happy to see that some of the other long time forum names have already stated my own thoughts to the letter. So theres not much of a point in posting the stern rebuttle that i would like to. However, to reiterate:



On the subject of PvP damage reduction:
CTSS4 for the never ending battle. No one dies unless their AFK.

On, "Not everybody wants to be subject to PvP while gathering faction in space."
Tough. It's called risk vs reward. You can farm 15 FP per kill on the ground in complete saftey. in space the FP rewards are MUCH higher. There needs to be a risk involved. That said, if sony were to reduce FP rewards to be equivlant to the ground (or slighly less since mass slaugher is easier in space), then i have no problem with a combatant/ SF system in space like there is on the ground. Under current FP gains however, No way.



Major Rapax Victis - Commando
Time wasted playing MMO's:
Meridian59, Ultima Online, Everquest, Asheron's Call 1 & 2, Dark Age of Camelot, Anarchy Online, Earth & Beyond, Eve Online, Planetside, Star Wars Galaxies

"I'm really bored."
...has mastered the Pilot profession
TFA_Maverick
Mon Jun 20, 2005 8:33 pm
#20






Alyxian wrote:

The problem here is that too many people equate PvP to one-on-one. Try a big battle, you fight in a big battle, no one will ever die if it takes you 5-8 shots to kill them. Hell, no point packing chaff, no point in anything but the biggest, and most guns you can load, and a good shield. then pound and pound and pound...Ok, not so great players will die and kill each other, good pilots and great pilots....will go on and on in a draw, forever, because that slight mistake doesn't matter, your shields can take a hit or two, CtSS4 and you are good again, keep turning, yawn, keep turning, oooo! you get a shot or two on him!! Wooo! oh....CtSS4 and his shields are back up...yawn, turn...ugh.







This is obviously an example of a person who never played a real multiplayer Star Wars flight game. As a veteran of online X-Wing vs TIE Fighter (and all its ilk) since '97, a game where there is true space balance, an extra four or five shots to kill someone never resulted in a snoozefest... in 4v4 battles of mixed fighter classes, it only becomes that much more interesting and tactics-based. And yes, we had the granddaddy of CtSS4 at our disposal, that poured energy direct from weapons to shields or back again (repeatedly with no droid delay)... and even smart use of that can only buy you time to recover from a mistake, not immortality. The ability to endure a few hits to overcome an ambush or bad turn and still be able to turn the fight around if you are the more skilled pilot is part of the reason that game still has a strong following, even today. Even the weakest TIE Fighter, with no shields, could take a minimum of two direct hits... average fighters took four to six. That one extra hit meant the T/F pilot could wheel around to a sneak attack and possibly do something to win, if the better pilot. Skill is the talent to react and control a developing situation... the problem is, SWG space pvp does not develop, it ends as soon as it starts. By your own reckoning, a long duel lasted a minute... and that's probably the time to land a clean shot in a good dogfight, but things rarely progress to that point here. The difference in the killing is something like the difference between shootingdown TIE Bombers in the original X-Wingand shooting something in Galaga.


JTL is a quickdraw match... assuming both parties are actually aware of the other, it's a contest of who can line up a single shot the fastest and most accurately during initial approach. If one party is not immediately aware, you have an ambush death in one shot where the victim often doesn't even realize who or what killed him... Granted you should pay attention at all times if overt, but there is no skill or honor in that. I've been PvPing since JTL launched... since mastery, I've never had a victim take more than one shot no matter the tier of chassis. The one time I've died (which was in one of those ambush situations; never got the name) was also with one shot. I'm not arrogant to the point of thinking all those I've killed must be inferior... They were just slower to draw. Only one ever made it close enough for a turning fight, sadly, and it only happened because of a funny situation where we didn't realize each other's presence until passing each other in opposite directions.


There are many things that could be done to help balance PvP here, but it's foolhardy to think it can be done without some form of offensive or defensive rebalance to prevent one-hit kills. Obviously you're beyond listening to such an idea different from your own, so this is more to anyone else who joins the discussion. I find it funny though that many of the people who were the greatest at PvP pre-CU and claimed "skill" were first in line out the door when they lost their macros and super-equipment... I wonder if the same will happen with space?


But, if you do survive some space rebalance far down the line, or play any real SW fighter games... look me up. Always ready for a challenge of skill...



Jason'R Horn

Mayor of New Cardia, Dantooine
Sub-Primus, Central Imperial Order
quadpers0n
Mon Jun 20, 2005 8:42 pm
#21

PVE for me lasts 2-4 hits.


i got to that point by overcoming the absurd boredom of 20shot pve.


please,clarify a scenario for me:


2 pilots


pilot A is a mediocre pilot. yet he spends hours and hours and hours per day in deep space. he has the perfect ship. high ypr engine. high dmg 5k guns, a perfect reactor. perfect shields. pilot B flys the same ship and is a great pilot but only plays a few hours a day. his components are medicore at best.


in a "longer than 15 second fight" who wins?


maybe you need a bit of help figuring this out. go find the perfect ship pilots on your server. now, go up against them in duels with level 1 guns. who wins? was tactics responsible for the win?


no, tactics was not responsible for the win. YPR was. hey maybe i'm wrong though. maybe it was a fluke. fair enough. repeat the above scenario 10 more times. what was the final score?


now, put lvl 10 guns on your ship and do the same thing. repeat the scenario 10 more times.


that's called parity. ymmv depending on your skill but i'm willing to bet mediocre but good pilot, vs exceptional but medicore pilot come out fairly even. but maybe i'm biased. i've done these tests.


you think youre a good pilot that just would love a little dmg reduction? try my experiment. damage reduction is EXACTLY what happened to the ground game, and in massive group scenarios would require more strategy than damage reduction 1 on 1 fights but the majority of PVP encounters in space from now until this game gets shut down will not encompass the massive battles you are talking about. those battles will be specific, organized events and the majority of pvp will still be 2 on 1, 3 on 2, 1 on 1 etc skirmishes.


the day where iwin a3on1 fight and can say "it's because i had a perfect engine" as opposed to "those guys can't aim" is going to be a sad sad day for JTL.


sadder for you as well, because i'm betting you don't have that engine.



-meeuki


lumpini
Ducimus
Mon Jun 20, 2005 8:44 pm
#22

TFA_Maverick comparisions between JTL and XVT are moot. While both are SW inspired space games, XVT its predecsssors are more of a simulator, while JTL is more of an arcade game. The core of how ships operate are completely different in both games.

In XvT we had E/W/S energy management.
In JTL we have overloads.

Its different in that with XvT sure you could dump power back into your shield, but you had to reroute power from the engines or weapons to do it. You lost in speed or weapons, so You had a clear cut trade off. In JTL, the way overloads are, its like playing XvT with E/W/S ALL set to "recharge at maximum rate". Theres no trade off, that makes something like CTSS4 all that much more pronounced. An extra shot or two in XvT is alot different then JTL. Besides that, all ships in XvT were standardized. in JTL, each and every one is a custom job, which further brings JTL even further away from XvT as a point of comparision.



Major Rapax Victis - Commando
Time wasted playing MMO's:
Meridian59, Ultima Online, Everquest, Asheron's Call 1 & 2, Dark Age of Camelot, Anarchy Online, Earth & Beyond, Eve Online, Planetside, Star Wars Galaxies

"I'm really bored."
...has mastered the Pilot profession
quadpers0n
Mon Jun 20, 2005 8:54 pm
#23


an excellent point about the standardized ships. damage reduction, btw, would be a great idea if we all had identical ships with identical equipment. there'd be parity there as well.


but when we have variables like we do in JTL damage reduction will not work.


you people aren't getting it. 1-2 shot PVP is here to stay vs light/heavy fighters for the duration of this game.


by all means though, request thatpilots with mediocre guns to take 15 shots to bring me down while requiring only 2 or 3 from me. sounds like a hell of a game. your "piloting skills" can overcome my equipment. sure.


edit a few more points


whether the intent is to be antagonizing or not, this discussion has been made before, and done better, in numerous other threads. the discussion is, for all intents and purposes, over. the devs agree POB ships need a use in PVP. the introduction of POB only equipment is the first step towards rectifying that. damage reduction fell from the radar when this equipment was introduced. when time is alloted to JTL in a significant capacity, you'll see better POB equipment.given that, more and more first time posts about this subject is antagonizing, and can easily serve to scare away pilots who don't know any better.


furthermore, i don't think consequences in PVP drive people away at all . misinformation does.


"deep space is empty"

"it's all about equipment"

"you'll just die in one shot"

"you'll be load killed"

"your stuff decays and you'll have spent all that money for nothing."


etc. etc. etc.


the OP doesn't want to be called a "noob" yet in the exact same post he claims it takes 5 minutes of downtime to rejoin a deep space battle.


it takes less than 1 minute. hyperspace from station to base and enter the zone, during the meantime you can run 2 droid progs irregardless of the quality of your DI. if you aren't a "noob" (your words) you are embellishing for effect. saying PVP is too fast is no different. it's not too fast. inexperience makes it too fast. i'm not saying you are a noob, i'm saying your perspective would change with more experience.


Message Edited by quadpers0n on 06-20-2005 11:16 PM



-meeuki


lumpini
Alyxian
Mon Jun 20, 2005 9:09 pm
#24






TFA_Maverick wrote:





Alyxian wrote:

The problem here is that too many people equate PvP to one-on-one. Try a big battle, you fight in a big battle, no one will ever die if it takes you 5-8 shots to kill them. Hell, no point packing chaff, no point in anything but the biggest, and most guns you can load, and a good shield. then pound and pound and pound...Ok, not so great players will die and kill each other, good pilots and great pilots....will go on and on in a draw, forever, because that slight mistake doesn't matter, your shields can take a hit or two, CtSS4 and you are good again, keep turning, yawn, keep turning, oooo! you get a shot or two on him!! Wooo! oh....CtSS4 and his shields are back up...yawn, turn...ugh.







This is obviously an example of a person who never played a real multiplayer Star Wars flight game. As a veteran of online X-Wing vs TIE Fighter (and all its ilk) since '97, a game where there is true space balance, an extra four or five shots to kill someone never resulted in a snoozefest... in 4v4 battles of mixed fighter classes, it only becomes that much more interesting and tactics-based. And yes, we had the granddaddy of CtSS4 at our disposal, that poured energy direct from weapons to shields or back again (repeatedly with no droid delay)... and even smart use of that can only buy you time to recover from a mistake, not immortality. The ability to endure a few hits to overcome an ambush or bad turn and still be able to turn the fight around if you are the more skilled pilot is part of the reason that game still has a strong following, even today. Even the weakest TIE Fighter, with no shields, could take a minimum of two direct hits... average fighters took four to six. That one extra hit meant the T/F pilot could wheel around to a sneak attack and possibly do something to win, if the better pilot. Skill is the talent to react and control a developing situation... the problem is, SWG space pvp does not develop, it ends as soon as it starts. By your own reckoning, a long duel lasted a minute... and that's probably the time to land a clean shot in a good dogfight, but things rarely progress to that point here. The difference in the killing is something like the difference between shootingdown TIE Bombers in the original X-Wingand shooting something in Galaga.


JTL is a quickdraw match... assuming both parties are actually aware of the other, it's a contest of who can line up a single shot the fastest and most accurately during initial approach. If one party is not immediately aware, you have an ambush death in one shot where the victim often doesn't even realize who or what killed him... Granted you should pay attention at all times if overt, but there is no skill or honor in that. I've been PvPing since JTL launched... since mastery, I've never had a victim take more than one shot no matter the tier of chassis. The one time I've died (which was in one of those ambush situations; never got the name) was also with one shot. I'm not arrogant to the point of thinking all those I've killed must be inferior... They were just slower to draw. Only one ever made it close enough for a turning fight, sadly, and it only happened because of a funny situation where we didn't realize each other's presence until passing each other in opposite directions.


There are many things that could be done to help balance PvP here, but it's foolhardy to think it can be done without some form of offensive or defensive rebalance to prevent one-hit kills. Obviously you're beyond listening to such an idea different from your own, so this is more to anyone else who joins the discussion. I find it funny though that many of the people who were the greatest at PvP pre-CU and claimed "skill" were first in line out the door when they lost their macros and super-equipment... I wonder if the same will happen with space?


But, if you do survive some space rebalance far down the line, or play any real SW fighter games... look me up. Always ready for a challenge of skill...






hahahahahahahahahaha


Xwing - plyed it


Tie fighter - played it


X-wing Vs Tie fighter - played it


Rogue squadron - played it


Aliance - played it


any other...probably played it


JTL, PvP all the time


Best know your audience before judgement





Alyxian Gorgaan
"Just an honest Trader"
Will Fly for Booze
Ships, Paint, Missiles, Droids, and More!
Shop located in Tal Kyrte on Lok, in the Mall
StarSider
quadpers0n
Mon Jun 20, 2005 9:21 pm
#25







TFA_Maverick wrote:





Alyxian wrote:

The problem here is that too many people equate PvP to one-on-one. Try a big battle, you fight in a big battle, no one will ever die if it takes you 5-8 shots to kill them. Hell, no point packing chaff, no point in anything but the biggest, and most guns you can load, and a good shield. then pound and pound and pound...Ok, not so great players will die and kill each other, good pilots and great pilots....will go on and on in a draw, forever, because that slight mistake doesn't matter, your shields can take a hit or two, CtSS4 and you are good again, keep turning, yawn, keep turning, oooo! you get a shot or two on him!! Wooo! oh....CtSS4 and his shields are back up...yawn, turn...ugh.






JTL is a quickdraw match... assuming both parties are actually aware of the other, it's a contest of who can line up a single shot the fastest and most accurately during initial approach. If one party is not immediately aware, you have an ambush death in one shot where the victim often doesn't even realize who or what killed him... Granted you should pay attention at all times if overt, but there is no skill or honor in that. I've been PvPing since JTL launched... since mastery, I've never had a victim take more than one shot no matter the tier of chassis. The one time I've died (which was in one of those ambush situations; never got the name) was also with one shot. I'm not arrogant to the point of thinking all those I've killed must be inferior... They were just slower to draw. Only one ever made it close enough for a turning fight, sadly, and it only happened because of a funny situation where we didn't realize each other's presence until passing each other in opposite directions.




yet you claim to have PVP experience? i'm wondering why that is, since you admittedly havenext tonone.

Message Edited by quadpers0n on 06-20-2005 11:21 PM



-meeuki


lumpini
Ducimus
Mon Jun 20, 2005 9:32 pm
#26

Initial engagement is usually the hardest part of any fight. Its closing that gap that can get hairy. Most experienced pilots i know always evade tell the first pass as a rule. Turning matches can get even hairier. Id say over half of my fights have been turning matchs, mixed with alot of barrel rolling. Always intresting really. Espeically given ships slide ratio and how soon you hit your angle of attack limiter and start losing speed on a turn. Thats what makes the oppressor so deadly. No it can't turn as sharp as a T/A, but given its slide, it can pracitaly flip over on its back when at corner velocity. So ya, if you've only been in one turning fight, i think you've been cheated by your compeitition.



Major Rapax Victis - Commando
Time wasted playing MMO's:
Meridian59, Ultima Online, Everquest, Asheron's Call 1 & 2, Dark Age of Camelot, Anarchy Online, Earth & Beyond, Eve Online, Planetside, Star Wars Galaxies

"I'm really bored."
...has mastered the Pilot profession
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