Pilot Archive
Thread: Focus Thread: PvP Damage
Ivon wrote:
For those that do not want pvp damage lowered, find and fight a friend with low damage weapons first =)
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.
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.
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.
I've had people who got lucky and surprised me before, yet I still defeated them because I was the more skilled pilot.
1st_Viduus wrote:
In the current system "surprise" and "luck" are more important than skill
Message Edited by SwordNMace on 02-15-2005 05:59 PM
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.
Well that isn't quite accurate. It is available, but it makes little difference.
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!
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 atThis 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
- 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
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.
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???