Pilot Archive

Thread: Focus Thread: PvP Damage

MonsofoLexius
Tue Feb 15, 2005 2:52 pm
#27






Ivon wrote:





For those that do not want pvp damage lowered, find and fight a friend with low damage weapons first =)







I am about to take some of my guildies up and do the very same thing...



----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
----------------------------------------------------------------------------

Alyxian
Tue Feb 15, 2005 2:55 pm
#28






MonsofoLexius wrote:





Ivon wrote:





For those that do not want pvp damage lowered, find and fight a friend with low damage weapons first =)







I am about to take some of my guildies up and do the very same thing...







I have done it, and for one on one encounters it was a lot of fun. We did find that with more than 4-5 combatants, shield shunt prevents anyone from actually dying.


With that many combatants you can't get through a 2500 shield fast enough before you need to do evasive, and the target you were on just shunts to full shield. Just keeps going on and on.




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
Tue Feb 15, 2005 3:16 pm
#29

people have to keep in mind one important thing about the scenario we are discussing where everyone uses 800dmg guns. it won't work like that in practice. i'll have two 1187.5 guns under a reduced damage system totalling around 2400dmg per shot.with weapon overcharge 2 i'll be able to shoot at my hearts content, have enough left over to shield stunt and still kill anyone in 1 shot. that's using a 75% damage system.an interceptor under that system? expect to see himtopping out with a gun around600dmg.


which ship am i going to fly considering one has shields to survive anything anyone would dish out and the other still goes down in 1 hit?


perhaps we need a different kind of dynamic in the game that encourages friendly dueling. IE a system where all duels take place under reduced damage with no explosive deaths and neither ship is worse for the wear. WoW has a system like this and honestly it's incredibly refreshing and encourages people to train for the real thing.


this would let people fight each other, while not dooming space to repeat the mistakes of the ground game. want to set up huge pvp battles in space? fine, the duel mechanic allows this. other mechanics for larger instanced battles between people could be added later. people who like things the way they are? hey, you'd get that too.









-meeuki


lumpini
quadpers0n
Tue Feb 15, 2005 3:21 pm
#30

and i've dueled with low level guns plenty of times, i also PVP with a ship with 1 one thousand damage gun in a kihraxz,if you like fighting that way, use that kind of gun. i don't like the idea of what takes me 10 shots now taking me 20 or 30 shots in a month or being told "hah use another ship, that one is for....."


what would it be for?





-meeuki


lumpini
SwordNMace
Tue Feb 15, 2005 4:32 pm
#31



quadpers0n wrote:
i don't like the idea of what takes me 10 shots now taking me 20 or 30 shots in a month or being told "hah use another ship..."



I had a nice pvp encounter in Deep Space earlier today where I was defeated once and I defeated him once. Afterwards, we had a nice discussion about pvp damage. He wasn't happy that his larger ship with better shields went down in 2 hits from my Dunelizard. I tried telling him that while some people may not like the current system, we're at least on equal footing. He argued that his large cumbersome ship was hardly equal to my light fighter -- after he'd just blown me up.

I don't believe that a multiplayer ship should go down that easily, but I do think that small to medium fighters should be fairly equal. What people fail to realize is that in virtually every dogfight, the person who lands the first hit is the one that lands. The other guy crashes. PvP damage wouldn't be an issue if people understood the capabilities of their ship and were vigilant with their situational awareness. I wasn't vigilant today. I got caught amongst a gunboat and a flight of x-wings with no booster energy left when my attacker found me. The second time, I knew exactly where he was, and he never got position on me.

The fact is, if damage gets reduced, equipment will make all the difference in pvp, much like it currently does on the ground. But if damage stays at current levels, skill will be the deciding factor.





Tiocfaidh Ár Lá

26 + 6 = 1

Pain or damage don't end the world. Or despair or **edit**ing beatings. The world ends when you're dead. Until then, you've got more punishment in store. Stand it like a man...
And give some back.


Death waits in the dark
1st_Viduus
Tue Feb 15, 2005 4:41 pm
#32






SwordNMace wrote:





quadpers0n wrote:

i don't like the idea of what takes me 10 shots now taking me 20 or 30 shots in a month or being told "hah use another ship..."





I had a nice pvp encounter in Deep Space earlier today where I was defeated once and I defeated him once. Afterwards, we had a nice discussion about pvp damage. He wasn't happy that his larger ship with better shields went down in 2 hits from my Dunelizard. I tried telling him that while some people may not like the current system, we're at least on equal footing. He argued that his large cumbersome ship was hardly equal to my light fighter -- after he'd just blown me up.

I don't believe that a multiplayer ship should go down that easily, but I do think that small to medium fighters should be fairly equal. What people fail to realize is that in virtually every dogfight, the person who lands the first hit is the one that lands. The other guy crashes. PvP damage wouldn't be an issue if people understood the capabilities of their ship and were vigilant with their situational awareness. I wasn't vigilant today. I got caught amongst a gunboat and a flight of x-wings with no booster energy left when my attacker found me. The second time, I knew exactly where he was, and he never got position on me.

The fact is, if damage gets reduced, equipment will make all the difference in pvp, much like it currently does on the ground. But if damage stays at current levels, skill will be the deciding factor.






I disagree on a few things here;


In the current system "surprise" and "luck" are more important than skill, equipment being the next factor.
With adjustments to PvP (note: not reduction) skill will play a larger role.


In either system, in most cases a poor pilot in the greatest ship will still die first.




Signature

SwordNMace
Tue Feb 15, 2005 4:57 pm
#33


1st_Viduus wrote:
In the current system "surprise" and "luck" are more important than skill

I've had people who got lucky and surprised me before, yet I still defeated them because I was the more skilled pilot.

Message Edited by SwordNMace on 02-15-2005 05:59 PM





Tiocfaidh Ár Lá

26 + 6 = 1

Pain or damage don't end the world. Or despair or **edit**ing beatings. The world ends when you're dead. Until then, you've got more punishment in store. Stand it like a man...
And give some back.


Death waits in the dark
1st_Viduus
Tue Feb 15, 2005 5:09 pm
#34

Same here, but there are exceptions to every rule.



Signature

psikobunny
Tue Feb 15, 2005 5:41 pm
#35

My question becomes, to you 1st_Viduus and SwordnMace, which do we prefer? A system where equipment will have the final say 98% of the time, or a system where skill, luck, and surprise hold sway?


In a twitch based game like this, I would prefer equipment to always have the back seat. I don't have a problem with with changes that let each ship fulfilling its intended combat role, or provide good return on the human capital invested, but any systemic change that makes space into less of a skill based free for all than it is, is probably the wrong way to go.


I loathe PvP on the ground, since it is entirelythe realm of the item collectors and min maxers. Knowing your gear and making good use of it in space helps, but its no substitute for skill, and that's what I insist is kept.



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



1st_Viduus
Tue Feb 15, 2005 5:55 pm
#36

I prefer skill to be primary, period.

There are different types of skills.


Some people in a light fighter are lethal weapons, a precision instrument, that will speed in, slice you, and speed out, and rarely, if ever, suffer a scratch.

But put them in a heavy fighter and they're lost.

The same holds true for the other end of the spectrum.
Some people are excellent in a heavy ship, and can make it dance and survive longer than anyone ever thought possible... but put them in a light ship and they die everytime.


Those are skills unique to the player that are not really available in JtL, due to the current systems limitations and enhancements.
Well that isn't quite accurate. It is available, but it makes little difference.


The changes I proposed in my first post would reinforce strengths in exact areas for pilots, thus letting them hone already good skills, or improve on those that are lacking. Whether we like it or not, equipment must play a part, not just skill; the amount that it does can be controlled to some degree - but truly making a wider spectrum of options available -- To Everyone -- will allow skill to show itself as the true decider.



Signature

Saabotage
Tue Feb 15, 2005 6:32 pm
#37






Alyxian wrote:


Keep it the way it is.


I got blown up in Kessel a couple nights ago in my Opp, it was an A-Wing behind me...fight was awesome...I was engaged with PvE, and all ofthe sudden my rear shields and most armour is GONE! A quick shunt to shield, and a twisting 10-15 seconds of intense evasive before I managed to get a shot into his shields. He ended up taking me out, but I saw him at the Endor station repairing as I hypered to declare again.


It was fun, and no, I am not gonna whine about getting ganked because I didn't, Overt in Kessel is asking to get shot at This is what makes PvP in space fun...tweak your ship, make it so you can take a shot, one, if you can, you have a chance. Play duels in deepspace to test this so your components do not decay.


Know your ship, know what it can take...Honest,I thought I had him...but he was hot in that A-Wing


Oh, one mention, MP Ships do need a fix. Double the armour, let me put a shiel on both sides of the ship, and let me double up the guns on top and bottom for a bit more spread. Make them formidable opponents

Message Edited by Alyxian on 02-15-2005 11:02 AM



I think the Damage reduction already done. could be tweaked JUST ALITTLE more, and the addition of a secondary sheild onto the multiplayer ships would be nice! As a matter of fact. I see no reason why you shouldn't be able to modify your ship to take out parts of its inside for more sheild generators or turret mounts! Burns me up there are not ships with 3 sheilds and ships with 3 and 4 guns! IMHO!




br>I would rather be exposed to the inconveniences attending to much Liberty then to those attending too small a degree of it. Thomas Jefferson 1791
Smugglie = Smuggler + Lie
Liberty Or Death
MonsofoLexius
Tue Feb 15, 2005 6:43 pm
#38


Ok lets add something to the conversation. Lets say (just guessing have no Dev anything on anything yet):


  • Cap over, Weapon Over ALL now take a energy usage hit. So you have to really make a choice on mass vs reactor vs droid programs run. And running all 3 over 3's would be difficult because you would need to run reactor over 4 with about 2-3K in surplus to start with.

Does this change it? Any volunteers to hit deep space and NOT run any Overcharge commands and see if it is more then 3 shots to kill???



I am really looking to find an answer I can take to the Devs and see if there is a chance on getting it in


The Weapon Overcharge issue is an easy one to try to eliminate as a "solution" if that is indeed the case. I am will to hit it up on Scylla with any volunteers, have both Imp and Rebel Privateer masters atm.


Message Edited by MonsofoLexius on 02-15-2005 05:44 PM



----------------------------------------------------------------------------
- In rememberance of our friend, Luckky Johnson (Toni Sinclair)
"Every day I feel like I am opening a present when
I double-click the SWG icon"
-Vorpaks
Thanks bud...now, about the Garment habit of yours. You need an intervention! - Calculus_Entropy /flex - n'Jessi
----------------------------------------------------------------------------

Imaridril
Tue Feb 15, 2005 8:03 pm
#39






MonsofoLexius wrote:


Does this change it? Any volunteers to hit deep space and NOT run any Overcharge commands and see if it is more then 3 shots to kill???





Without any Weapon Overload programs running, it is still possible to put together a fighter capable of delivering one-shot kills, but it becomes more difficult. As I said in a previous post, an RE'd level 8 reward gun does an average of 3200 PvP damage with WO3 and the 75% PvP reduction. If you take away WO3 it becomes 1600 average PvP damage per shot. Any ship with about 90-100k mass or more can mount two of these guns and still have room for a level 8 reward shield, level 6 reward engine, and all the other essentials. Two guns doing 1600 average damage each would be enough to one-shot or cripple most light or medium fighters, though a heavy fighter with a level 8 reward shield and mark IIIor higher armor coule probably shrug off a hit. If the attacking fighter has a third weapon slot, or if it has the mass to replace one or both of the level 8 reward guns with level 10 guns, then only someone with a level 8 reward shield and mark V armor would be able to take a hit without serious risk of system damage.





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

KSE Firespray: Baphomet

Page 3 of 7