Pilot Archive
Thread: Down with the PVP damage!!! /BangDrums
Jacquelyn wrote:Ground pvp is broken, as it favors 1-3 classes, the rest are screwed. Turn space into a 25% damage system, and it will favor 1-3 ship types. And fewer people will play it.
It is fine as it is.Yep, this is the way that it is. The long drawn out dofights you dream of would throw everything out of wack just as it has in the ground game. If you have ever played combat flight simulator or any other kind of sim, you know this to be true.
Try being aware of your surroundings and checking your radar. It will do wonders for your game.
I don't dream of long drawn out dogfights, that would be the height of boredom for me. Quick and dirty. Keep it like Rainbow 6 as opposed to Quake.. In Space.
GrupertRHD wrote:
Ground pvp is broken, as it favors 1-3 classes, the rest are screwed. Turn space into a 25% damage system, and it will favor 1-3 ship types. And fewer people will play it.
CeearemWareign wrote:
The question is what is more fun. In my opinion real dogfights are much more fun than these insta kills we have now. I like to have dogfights like in the XWIng series. And reducing the pvp damage would not mean that mp-ships will be uber. YOu will need mor shots to kill em, but you hit it much easier than they hit you.
I like to have dogfights and reducing pvp damage is easiest way to accomplish this wihtout having to do a total overwhole of equipment and npcs.
Btw how do you think Ground pvp would be with one shot kills? That would be like in the films as well. AS far as i know all the Stormtroopers have been killed by one shot, or at least incaped. But for the sake of fun i think its better to have fights which take longer.
Ceearem
It is fine as it is.
Um, favoring only 1-3 ship types and few people playing is EXACTALY what PvP in JTL is right now. How can you pretend its balanced? Seriously, what is the point of any of the heavy fighters in the game right now? Why would anyone fly a slow, big, three gun fighter when all you need is one mediocre gun and you can take out even the heaviest armored ships in a second or two. Right now PvP is so tilted towards speed and manueverability that its not even funny. Sure, you can say its balanced when everyone is flying fast interceptors, but there's a whole bunch of other ships out there that are supposed to be just as competetive as the interceptors. The strengths of the larger ships are supposed to be heavy armor and heavy firepower, but right now those two things are worthless in PvP.
Diopter wrote:
Didn't everyone in the movies get wasted in 1 or 2 shots anyway?
And don't most people get killed by only one good shot from a pistol? Don't ask for too much realism in a game - it is not the way to make it work and be fun.
Jacquelyn wrote:
I like it as it is now and I PVP all the time. One of the problems with the ground game is that when you lengthen the time it takes to kill, you unbalance the game and makes certain classes have a consistent distinct advantage over the other ones. Do you really want everyone flying around in Novas, YT's and Decimators? I know I dont. I can take up my Interceptor, Advanced, Opressor, or even a Dunelizard and have an equal chance. In just about any kind of fighter combat it only takes a few good hits to take someone down. That is the way things are now and I think it is perfect.
The game is about alertness, twitch and getting position as it should be... not about how uber your shields are or who has the biggest ship.
How would you feel if suddenly your x-wing or a-wing could no longer compete and you were forced to use a Nova?
pervel wrote:
Diopter wrote:
Didn't everyone in the movies get wasted in 1 or 2 shots anyway?
And don't most people get killed by only one good shot from a pistol? Don't ask for too much realism in a game - it is not the way to make it work and be fun.
Odd, I've had tons of fun playing Rogue Spear and Ghost Recon. The most fun being either on the sniper rifle (1 shot kill) or sneaking up on someone and using the 9mm being the skull.
Don't ask for too much fantasy - it's a good way to make 10-30 minute fights that nobody wants to get into because of the sheer boredom of seeing it to conclusion. Ooops, they already did that (watching two MTKAs go at it like watching 2 psychotic merry-go-rounds on an electrical surgecollide for 10 minutes).
KaceAverrod wrote:
What they need to do is make the space game a little bit faster and they need to get rid of the accursed "leading" reticle. It would really do wonders to seperate the good pilots from the lesser and it would make dogfights last longer while still allowing for the realism of the 2-4 shot kills.
The reticle isn't 100% accurate and often I don't even use the thing. It'd be wholly incorrect as the ship the targetting computer is focused on is not the ship I'm actually targetting.
I often target another ship to keep track of it while manually targetting a ship I'm engaging. Anyone relying on the reticle to aim for them can't do that ![]()
>>It is fine as it is.
CeearemWareign wrote:
>>Ground pvp is broken, as it favors 1-3 classes, the rest are screwed. Turn space into a 25% damage system, and it will favor 1-3 >>ship types. And fewer people will play it.
>>It is fine as it is.
As it is now it favors 3 ships. If you turn damage down drastically you can have several playstyles for several ships. The Interceptors would need you to outmanover the heavier fighters, YOu need to circle for a while and you need more hits to get the heavy fighters down, but thats what it should be like to fly an awing or so. With an XWing or any other multirole fighter you still can manover quiet well and will have double the firepower as the intercpetors. WIth the heavy ships you will pray that you get one shot in the beginning to hit these intercpetors or you are dead as you are never going to get the intercpetors in front of you again.
The whole thing would even allow some squadrons tactics, covering each other etc. As it is now make the first hit on maximum distance or you are dead.
If you turn damage down so that it is comparable to the pve fights, im sure you will have the same thing as in pve.Some people prefare flying the fast nimble fighters, some the multirole fighters and even some the heavy ships to punch your enemy down with one salve.
Ceearem
No it wouldn't. Tone down damage and the winners become the ships that can mount the best equipment. If it takes a Tie/In 30 shots to destroy my X-Wing while it takes me only 10 shots to destroy it, the maneuverability of the Tie/In isn't going to matter an ounce. I will land those 10 shots before it can land the 30 simply by hitting it on it's runs in/out on me.
It's why the NPCs lost so handily in Joust mode and it's proven. Damage is toned down against them by comparison (having higher than actual shipcharacteristics to compensate). And it did no good. The higher level shield/armor components afforded more survivability than the NPC guns could counter. And my guns countered their enhanced stats easily. That's why Y-Wings and Tie-Bombers could go 'dead in the water' and simply hammer them apart.
KaceAverrod wrote:
The only times I've noticed the reticle not being dead on or very nearly close are when a ship is close to you and moving fast around you. Without the reticle, an enemy's fighter maneuvers would be harder to see, harder to predict, and harder to react to. It would also cause people to have to use their judgement in taking aim at their targets. Oh, and those relying on the reticle can track another ship around them if they watch their radar well enough. At any rate what's the use of tracking a ship and shooting at another? You can tab to the other ship right after killing the one you are concentrating on anyhow.
The use of tracking a ship and shooting at another is situational awareness. Having the computer track the ship I can't see while I'm shooting the one I can allows me to use the computer to tell me which way to break and when it may become necessary to do so. The targetting computer tells range and the direction of the targetted ship. Breaking in that direction is the easiest way to get inside their turn rate and shake them lose. Knowing how far the ship is away from you allows me to break before they start shooting me.
And the reticle loses accuracy, to my experience, when the targetted ship changes relative speed radically enough.
Message Edited by Rhysen on 12-18-2004 08:24 AM