Pilot Archive

Thread: Sorry if this has been flogged to death but...question concerning e pulse

KJFett3
Tue Jun 14, 2005 8:40 am
#40






Ramona_Garcia wrote:





KJFett3 wrote:





Ramona_Garcia wrote:

Epulse does not reset droid programs last I checked. Shields down? Oh... let me wait 3 seconds and cap to shield again.


Armor won't help you either - if I can blow away pvp ships witha 12K mass novice ships and 500 strenght shields then I sincerly doubt you can avoid a privateer ace coming at you with a heavy scyk, reward shields and a 2K cap, and an engine with 70+ PYR and 100+ topspeed.







Using any special resets your droid commands. At least they have for me since JTL came out. Maybe you don't notice it, but test it and you will see. As for your comment about cap to sheild. Learn to read. EP3 takes your CAP and sheild energy. CAP to sheild is not usefullin that case.



As for the second paragragh. Some ships are not easy to avoid. That is the way of war. But an equally suited ship will handle it, and other pilots will learn to adapt as well. Avoid a hvy with sheild and a good engine? If my ship is heavier and has the firepower, I am going to be coming in on you fast and leaving just as fast to get to 500m+ so you can't respond. If the first pass didn't do the job, then I'll be dead or leaving town to return when you least expect it. But then again, that would be leaving out one detail. Never fly without a wingman. Your nimble ship won't save you when you are solo and 2 pilots that work together move in on you at 250m. Sureyou can chase one with your fast engine.....but that leaves you a sitting duck to the other. Just as 2 pilots in TIEs can eat up others by working together.


Epulse is not an "I win" button when used agaist those that engage in a form of combat other than park on your 6 at 100m and shoot.








Now, where to start...


First, I have been regularily pvping in space for months now, and usually in large scale battles, so I know about wingmen, tactics, dogfighting and stuff. I rarely fly alone either, thanks for trying to lecture me. (And for the record, nimble ships in the hand of better pilots than I am can kill 2 or more ace pilots at once. Even I managed once to down to X-Wings in my TIE Interceptor(in a planned "let's meet here. Everyone ready? Ok, let's do it" battle, not some surprise meeting in deep space).


Second, "learn to read"? I said "Wait 3 seconds" then cap to shield - in 3 seconds my cap has regenerated quite a bit. Not that the likelyhood to take a hit in the few seconds without a shield is much of a danger, especially in a JSF - I saw those ships dodge fire from half a dozen aces before getting blown up.


I used Epulse in Kashyyyk missions, and during testing in deep space, and I did not notice any resetting of my droid programs. I could have missed it, but I doubt it. However - what I did not miss was the range of over 200 meters of it - not 100 meters - and the power it had at that range with some pitiful shields and cap to power it. So... I tested it, I got the numbers, what did you do with epulse? I also saw it used in battle in a large scale engagement, and it was a killer, taking out 4 ships without any chance.



And good luck trying to get away from a 95K mass heavy scyk with a 120 topspeed engine in a heavy fighter.





I am noticing a pattern here. I was a Master pilot within a couple weeks of JTL launching. Epulse was an issue as many of you are complaing back then, and they nerfed it...nerfed it bad. You can go back to the early pages and find where it happened and what the result was. I assumed it was still functioning as it was after the nerf. It appears that the nerf they put it has been removed and Epulse is back to its early JTL use if what you all are saying is true. I'm curious..is it damaging wingmen as it was before the nerf? If not, it would almost appear that the devs intentionally raised it back up to its prior effectiveness in damage without putting the disadvatages back in. If that is the case, it does need to be addressed. It was a very powerful tool back then and far to effective at PVP...but its downside was that it would toast friends as well. I discovered that when I took out 6 teir 5 fighters.....along with 4 wingmen in one shot. Once it was nerfed....in PVP...I was lucky to take sheilds down 25% at 200m. and actualyl hitting armor and doing damage in PVP at 100m.




!Drevin of DROW!
!!
psikobunny
Tue Jun 14, 2005 8:50 am
#41






KJFett3 wrote:



I'm not assuming. Reality is, a big gun in PVP can tear you up just as fast. If PVP reductions need to be addressed, then address PVP reduction, not nerf EPulse. Nerfing Epulse..then balancing PVP will result in it being less than useless. Learn what needs to be addressed and address it. Find the cause. In this case, everyone is mad about getting killed fast. Well, that happens in PVP...by laser, missile....Epulse...its not that it is over powered...way above the others...that PVP reduction needs adjustement. Just as missiles and laser can be avoided...so can Epulse.






We're not even going to get started damage reductions in PvP. My point in that regard is since there is one, it should be applied to all weapons and abilities, and it doesn't seem to be applied to this ability, thus throwing it even further out of balance. You've made a fundamental misiniterpretation, no one here is mad about dying fast in PvP. What's bothering them is that there is a big difference between getting hit by a well aimed blaster bolt, and watching 4ships get vaped by a large intelligently guided missile. The numbers seem to show that even theheaviest equipped armor and shield cannot stand up to an epulse fromyour average shield/capacitor. So that point you're trying to make about not scrimping on armor is invalid.


From the posts made here, epulse IS overpowered compared to other forms of damage, and it IS unfair because it requiresfar less skill and ability than any other weapon.





Gilack Mehoipou [Bloodfin]


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


Made it before all hell broke loose.



KJFett3
Tue Jun 14, 2005 9:00 am
#42






psikobunny wrote:





KJFett3 wrote:



I'm not assuming. Reality is, a big gun in PVP can tear you up just as fast. If PVP reductions need to be addressed, then address PVP reduction, not nerf EPulse. Nerfing Epulse..then balancing PVP will result in it being less than useless. Learn what needs to be addressed and address it. Find the cause. In this case, everyone is mad about getting killed fast. Well, that happens in PVP...by laser, missile....Epulse...its not that it is over powered...way above the others...that PVP reduction needs adjustement. Just as missiles and laser can be avoided...so can Epulse.






We're not even going to get started damage reductions in PvP. My point in that regard is since there is one, it should be applied to all weapons and abilities, and it doesn't seem to be applied to this ability, thus throwing it even further out of balance. You've made a fundamental misiniterpretation, no one here is mad about dying fast in PvP. What's bothering them is that there is a big difference between getting hit by a well aimed blaster bolt, and watching 4ships get vaped by a large intelligently guided missile. The numbers seem to show that even theheaviest equipped armor and shield cannot stand up to an epulse fromyour average shield/capacitor. So that point you're trying to make about not scrimping on armor is invalid.


From the posts made here, epulse IS overpowered compared to other forms of damage, and it IS unfair because it requiresfar less skill and ability than any other weapon.






Read my post just above yours. I was under the impression that Epulse was still functioning as it had back when it was first nerfed. Admitidly it has been a while since I was in my Dune. A number of months ago I switched to Imperial for guild RP issues. At that point in time, it would not do the stuff people are saying. It appears that the devs did a stealth fix to it...or it is now bugged. What needs to be found out is if it is truely a bug or intended to be back to its very early JTL status. Either way, it needs to be fixed. Until it is, the best solution is still to maintain your distance.




!Drevin of DROW!
!!
psikobunny
Tue Jun 14, 2005 10:14 am
#43






Ramona_Garcia wrote:
As kitten and tomo stated before in this thread, epulse 3 does not hit friendly targets anymore (It used to hit every player, overt or not, pvp zone or not, around you back at the start, I toastedmy whole group during a PVE mission once when I used it the first time.)






Hehehe.... that reminded me of the first time I got Ace. I ended up in a good sized group that happened to be out there, andsome of us ended up in the parking spot about 2km from the spawn point. About 10minutes go by, and all of a sudden, half the group is back at the space station! After a lot of "WHAT THE WHO?!!?!" turns out one of our aces in a YT1300, reached for a pencil and somehow hit the epulse3 button.... Pretty damn close to my most amusing death ever. At the very least its in the top5.


Of course, it also reminds me of the days Aces used to sit at the spawn points over Tatoo station and vaporize any rookies that launched.





Gilack Mehoipou [Bloodfin]


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


Made it before all hell broke loose.



LeaphChausew
Tue Jun 14, 2005 10:53 am
#44

Ahh ok then no worries Ajag .



Slysix
Tue Jun 14, 2005 12:05 pm
#45


Er...i'll trade the another epulse nerf for a pirate trap upgrade(maybe a Teir 5 gunboat with an appropriate escort)!!!

Zanholo
Tue Jun 14, 2005 12:18 pm
#46

Here! Here!!!


Nerf it all to he||...again...but how bout replacing it with something of value...a ptrap worth even calling AND something to replace epulse. The debuff idea could be cool for epulse; would stop regen on the effected components for a short period of time maybe.



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ajag
Wed Jun 15, 2005 1:05 am
#47

Ok, I went to try this last night, and I found out that e-pulse 3 DOES drain BOTH your shields and capacitor. Immediately I tried running Capacitor to shield shun 4 and the droid interface told me I had to wait around 15 seconds to run my next droid command. I tried it first with a group of NPC fighters that were around me at the time. but the first time I ran the command none of them got affected by it because they kept flying outside the blast radious. The second time I ran it after waiting a long time for the droid to reset itself, I managed to destroy 3 of them.


I know the fighters were tier ones, but draining your capacitor and shield and having to wait around 12-15 seconds for the droid to reset itself does not seem so overpowered anymore. It is not a command that you can spam all the time. Just collecting hard data before the nerf bat is called.




AJAG
<SToD> - Teamspeak Ninja
I'll kick your... *Player left*
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-I support the wholesale slaughter of Rebel terrorists...You can too!

TomoRainer
Wed Jun 15, 2005 1:14 am
#48



ajag wrote:
Ok, I went to try this last night, and I found out that e-pulse 3 DOES drain BOTH your shields and capacitor. Immediately I tried running Capacitor to shield shun 4 and the droid interface told me I had to wait around 15 seconds to run my next droid command. I tried it first with a group of NPC fighters that were around me at the time. but the first time I ran the command none of them got affected by it because they kept flying outside the blast radious. The second time I ran it after waiting a long time for the droid to reset itself, I managed to destroy 3 of them.
I know the fighters were tier ones, but draining your capacitor and shield and having to wait around 12-15 seconds for the droid to reset itself does not seem so overpowered anymore. It is not a command that you can spam all the time. Just collecting hard data before the nerf bat is called.





I don't see any problems with it in PVE. PVP's where it becomes a problem.







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


ajag
Wed Jun 15, 2005 1:26 am
#49

I agree Tomo, however, I don't think that it is as bad as people say. Even in PvP it is not like you can recharge your shields right away since first, you dont have capacitor power and second you have the droid interface timer on you. I am sure this command was not intended to be used 1 on1 but more like in group fights.


Also, what i am trying to do is get the facts on how it works and how fast you spam it. This has to be done BEFORE any adjustments are called. If you see the previous posts, they all disagree on how it works and a lot of people are not even sure they know how it works, yet they are calling for adjustments. If adjustments are based on such opinions, then we will nerf the command to uselesness like many other things in the game. What we need to do before calling for anything is make a post where you (I am choosing you because as the correspondant you should be neutral when it comes to all this ) explain what each especial and droid command/special is supposed to do, and what it is currently doing. To find out what te droid commands are currently doing, I propose 3 teams are set up, one for each faction. These teams should be made up by players that have been in that faction for a long while and know what that faction is all about. If you allow a rebel who just is just momentarily grinding up the imperial/freelancer trees in order to get the actis, you will get biased results. After all this data is collected, and the post created, then we can all start the discussion and decide what to do with the commands, but not before.


Tackling one command at the time is just not going to work. We will end up with just a bunch of useless waste of code.




AJAG
<SToD> - Teamspeak Ninja
I'll kick your... *Player left*
SToD

-I support the wholesale slaughter of Rebel terrorists...You can too!

S-1-l2-H-C
Wed Jun 15, 2005 1:27 am
#50



epulse will INSTANTLY KILL any hostile player within a 200m radius. i have tested this time and agian and the results are always the same. also it deals damage out to 250+, but usualy not enough to kill.


it IS unballanced. a skilled freelancepilot in a small fighter can close to 200m with no risk of taking a blaster hit. back when freelancers didnt have any small frame fighters that were worth anything, epulse was justified as its not that hard to hita manuvering krayt head on at 500m, but now we have freelance pilots in actis interceptors that cant be touched.


it needs to be worthless in pvp but its power vs npcs prior to the first nerf should be restored.


right now in pvp its an iwin button. how do you think people would feel if there was a profession on the ground thathad a skill whichinstantly killed every hostile player in a 200m radius?





____________________________
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Harotak', Rebel Terrorist
ajag
Wed Jun 15, 2005 1:43 am
#51






S-1-l2-H-C wrote:



epulse will INSTANTLY KILL any hostile player within a 200m radius. i have tested this time and agian and the results are always the same. also it deals damage out to 250+, but usualy not enough to kill.


it IS unballanced. a skilled freelancepilot in a small fighter can close to 200m with no risk of taking a blaster hit. back when freelancers didnt have any small frame fighters that were worth anything, epulse was justified as its not that hard to hita manuvering krayt head on at 500m, but now we have freelance pilots in actis interceptors that cant be touched.


it needs to be worthless in pvp but its power vs npcs prior to the first nerf should be restored.


right now in pvp its an iwin button. how do you think people would feel if there was a profession on the ground thathad a skill whichinstantly killed every hostile player in a 200m radius?







There are a few profession on the ground that will own everything. There was before the UC and there are now post CU. Not the same professions but there are there.


But going back to your post... this is the problem I have when it comes to nerf talk... you want it nerf to uselessness in PvP so YOU can hav ethe advantage. You talk about unballanced yet you dont ask for the weight to be levelled, just switched to your side. Why make it useless? just balance it BUT do it after all the data has been collected. Tests need to be done. You cannot just balance a special based on a guy that got owned in PvP. balance it, sure, but do not make it useless.




AJAG
<SToD> - Teamspeak Ninja
I'll kick your... *Player left*
SToD

-I support the wholesale slaughter of Rebel terrorists...You can too!

Ramona_Garcia
Wed Jun 15, 2005 1:47 am
#52

What "no clue"? We tested it. Damage, effects, range. We saw it in action in group fights, and that was where the command showed its unbalancing effects.

Reuse timer? Like any pilot command (IFF, Bomber strike etc.)

Droid programs are in my experience not affected. Not that hitting cap to shield right after epulse 3 does any good, since the cap will be drained by then, but using it after the cap has regenerated a bit will quickly give you protection - I used it like that in PvE a few times.


TO state it again - we have tested the command, and with experienced pvp pilots. We have seen it in use, or used it ourselves. What more do we need?


Wait until group fights are decided by some heavy scyk "cruise missiles" diving at the enemy? Remember, Epulse does not make you equip naything less in your ship, you do not sacrifice anything but a few seconds of vulnerability - and any experienced pvppilot knows that that is not enough of a disadvantage even in mass battles.



Ramona Garcia
Dancer
Neutron Pixies



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