Pilot Archive

Thread: Down with the PVP damage!!! /BangDrums

Jacquelyn
Fri Dec 17, 2004 12:13 pm
#40

The ships such as the Nova, Decimator, and YT are corvettes not fighters. You should not use these without a heavy fighter escort. They are like command vessels or transports, assets to be protected similar to a base. The turrents should not be relied upon other than killing NPC's or as a last line of defense. Use you missiles before the fighter gets into range and have bring an escort.


GrupertRHD
Fri Dec 17, 2004 12:15 pm
#41



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.
OrianaM
Fri Dec 17, 2004 2:33 pm
#42

Personally I'm in the "Leave-fighter-alone-but-work-out-something-for-the-MP-ships" corner myself. All my PvP kills have been in my Oppressor. Only a few of those kills have been against the oblivious in deep space. (Ironically one of the kills against an oblivious pilot was against a pilot who parked himself near the Star Destroyer waiting to use an exploit in PvP...but he was facing the wrong way when I jumped out of hyperspace - My first move is to speed the hell up and check for enemy players.) I've even won against people who have gotten the first shot in at me (And tysoned my shields and armor) It was exhilirating!


But I would never bring my Decimator into a PvP zone, because, as it stands now it's suicide. Make it to where a single fighter against one of them has to make multiple passes against them...if they know what they're doing avoiding the turrets should be failty easy, and multiple ships can still gank a multiplayer ship effectively. I'm not saying make the MP ships uber...just...reasonably survivable vs 1-2 fighters.





Ori'ana Mala - Bounty Hunter (Elder) - Acct Cancelled 11/20/2005
Na'tal'y Kiel - Smuggler (Elder) - Acct Cancelled 11/20/2005
-----------------------------Sister's Toons----------------------------------
Bri'anne - Mala - Smuggler (Elder) - Acct Cancelled 11/20/2005
Ma'ara Kiel - Shipwright (Elder) - Acct Cancelled 11/20/2005
Imaridril
Fri Dec 17, 2004 8:39 pm
#43






GrupertRHD wrote:





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




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.





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.






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

KSE Firespray: Baphomet

pervel
Fri Dec 17, 2004 9:58 pm
#44






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.

williamames
Sat Dec 18, 2004 1:08 am
#45






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?






Ok first of all How is that different from now except instead of nova's YT's and Decimator's Its Awings Advanceds and the neutral fast ship. I agree with the boosting of MP ships it will give all ships a purpose think about it for a second...


MP ship player capitol ships you get your crew squadron guild together and have a 20 person group the MP ships have great defenses so you have one of those you keep 10 fighters and 5 bombers (ywings, Bwings Opressors). now the group coming up if they just focus on fighters will get beat cause it will take them a while to get the mp ship. However if they also play it smart and make a well balanced team they will be able to let the MP ships duke it out or use the bombers to take them out now all ships and classes have a purpose and are able to work good if it requires a boost in pve i dont think it will as the limited shooting and manuevering makes it a hard ship to use in fighter pve. And this can be accomplished with out mods to mp ships rather adjust uper lvl shields and armor to be crafted at 3 -4 times the strength they are now.



'William'
Alliance Ace Pilot
Brawler
Rhysen
Sat Dec 18, 2004 5:35 am
#46






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
Sat Dec 18, 2004 6:02 am
#47

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.



|~KaceAverrod~|
-/Former Imperial Inquisitor/Ace Pilot\-
**AllianceAcePilot**
Rhysen
Sat Dec 18, 2004 6:05 am
#48






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

CeearemWareign
Sat Dec 18, 2004 6:08 am
#49

>>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



Mayor of Falkland, Naboo (since 03 2004)
Master Armorsmith
Master Shipwright

Callsign: Falke 5
KaceAverrod
Sat Dec 18, 2004 6:17 am
#50

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.



|~KaceAverrod~|
-/Former Imperial Inquisitor/Ace Pilot\-
**AllianceAcePilot**
Rhysen
Sat Dec 18, 2004 6:17 am
#51






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

CeearemWareign
Sat Dec 18, 2004 6:27 am
#52

You miss one point with it, if you try a "I make a dead stop and shoot my enemy to parts" tacitc against a human being, he will not do you the favor to come into your firing area. I did a lot of pvp fighting with these lvl 1 guns already. Making a dead stop was a good way to die, when fighting against more manoverable fighters. Cause they can decelerate and accelerate much faster. So you make a dead stop fine. I will be behind you and sitting there shooting you to parts. IF you start your engins again i will have manovered away long before you have only half turned.

We tried all these combinations out. A bomber only had one chance, against an interceptor (we had privateer and alliance ships). Killing it in the first approach. If the intercpetor passed you only one time you never got it in front of your guns again.




Mayor of Falkland, Naboo (since 03 2004)
Master Armorsmith
Master Shipwright

Callsign: Falke 5
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