Pilot Archive
Thread: Focus Thread: PvP Damage
1st_Viduus wrote:
you said "One shot kills are a myth".... and now you just posted that you got 1 shot killed twice from one hit.
I chose to be one shotted. I'm flying a ship with parts I bought off the bazaar. Was PVP one shot for the 6 people I killed that night? No. It was a 4-5 shot affair.
Don't try to twist words, because let's be honest, you knew what I meant. Anyone can have the ship I fly and I fly it expressly because I want people to be aware of what can be done. Think you are hot stuff in your advanced or oppressor using 4k guns? Wrong. I just beat you with a bazaar ship. Anyone else can too.
Reduce damage and the weekend warrior you supposedly are standing up for suffers.
edit: i also want to state, there does need to be incentive to fly big ships too. there can't just be incentive on the other side of the spectrum and the way to do that is to bring MP ships back into the equation. imagine a 15-30k shield (or armor, whatever) on a MP ship. you gonna take that sucker down in a bazaar kihraxz? it takes me 10-14 to take one down now.
fix mp ships and you'll need a team of light fighters to do one in. or.... drum roll.... a ship with massive guns.
Message Edited by quadpers0n on 02-16-2005 08:05 AM
- The ability for a lower level pilot to be viable in PvP.
- The viability of lower tierd ships in PvP
VS - The role of heavy craft (Krayt, B-wing, {Opressor but that does not truely fit here})
- Equipment having a factor
Should lower level pilots be on par with masters? (The getting more pilots in space agument aside for now)
Should both equipment and skill play a role? (75% skill 25% equipment??)
That being said if a pilot can't get that far in fairly short order then they'd lose in PvP anyhow.
Since the ships at tiers are not balanced between the trees, it's completely possible for a rebel or neutral to become PvP viable at 2-3-2-2, but not for an imperial. Taking a ship lower than Cert 5 for an imperial would mean certain death, even if he were an ace, since there is simply no way to fit defenses that could stand up to even a player's Cert 6 weapon. Barely can at master with 171k mass allowance.
Define master... mastered the skill tree by going up with groups of 3-6 pilots and having an ace do the 'vette for them? That hardly counts as an Ace pilot imo; whereas someone who can solo it up the whole tree, or need only minor assistance (1 wingman) for those more difficult squadrons/missions, should be able, at any viable equipment level be able to come out on top.
Unfair question.
Where equipment and mechanics are balanced, skill becomes the deciding factor. Period.
Since, as it stands, this is not the case, there exists no basis for comparison at any rate.
1st_Viduus wrote:
Where the "average pilot" falls now is under the 1-shot kill category, or the "game breaking experience" category...
QFE (Quoted for Emphasis) Because I think this is an excellent point for us ALL to remember
Wanted to be vauge, aka discussion provoking
Where equipment and mechanics are balanced, skill becomes the deciding factor. Period.
Since, as it stands, this is not the case, there exists no basis for comparison at any rate.
Message Edited by MonsofoLexius on 02-16-2005 09:35 AM
MonsofoLexius wrote:Good thoughts everyone lets keep it up. Lets assume that FOB Ships (YT, Dec, Nova) DON'T Exsist. Yes they need change, but that looks to be a seperate issue IMHO. And I would rather push for a change to FOB ships after we as a community decide on what we would like to see changed, if anything, in PvP damage. That way we can hope to get a good balance across the board. So lets keep it to the non-FOB ships for now.The Weapon Overload 3 issue, while still needing to be fixed, does not seem to be a major factor. In my Dunelizard I have a single RE'd Lvl 10 gun that hits for about 4500 per shot. Now take an X-wing for example and you could have 3 Lvl 6 or 7's, or an Advanced with 2 Lvl 8's. All would be about the same damage output or more. At a 25% reduction level (for 75% damage inPvP) thats 3375 per hit, so 1 shot for reward shield and any armor and 1 shot to kill in .8 of a second. So even if WO3 were nerfed to oblivion, to the point of being unsable, we are still at about the same point.It looks like the big trade-off seems to be:
- The ability for a lower level pilot to be viable in PvP.
- The viability of lower tierd ships in PvP
VS- The role of heavy craft (Krayt, B-wing, {Opressor but that does not truely fit here})
- Equipment having a factor
Should lower level pilots be on par with masters? (The getting more pilots in space agument aside for now)
Should both equipment and skill play a role? (75% skill 25% equipment??)
I think equipment needs to have a bigger role. Shields and armor are supposed to counters blasters. (And missles as well but countermeasers are more effective at that) And the best hope you can have for your shields and armor TOGETHER is to absorb 1 shot. Considering all the mass spent on shields and armor they should take a lot more punishment before being taken down, especially on larger mass ships.
My last PvP experience was in kessel, I was overt, and I saw three contacts on my screen. I hit tab went for the closest one and then I took a hit, (screen went red) looked down and my shields and armor were gone in the back, then I exploded. A 2 shot kill but there was just no chance. I didn't even know there was a player around, let alone attacking me. It's too fast, especially considering I was using one of the best shields available. Would have been nice to at least know what ship he was in, or what his name was.
I think reducing pvp damage is the simplist and fastest way to apply a temporary fix to this problem. It affects 2 systems, Missles and Blasters which are imbalanced in comparison to the other components. Blasters are tuned to take out NPC ships that are 5x-20x more powerful in the shield and armor department. So when you take those same weapons and use them on players you get vaporized in seconds. Dropping that damage 5x-20x is appropriate to counterattack that huge imbalance. (I think pvp damage should be down at 25%)
Eaca wrote:
What is going to be done about exploited shields? We have pilots out there running around in a-wings with 20k mass shields 3800 front and back. Not just reward shields either, but other, lighter, shields that have been beefed up disproprtionately. Devs need to decide what the max shielding should be for each equipment level, and cap any shield that exceeds that down to that level. Maybe cap any shield that exceeds that down to that level -20% to -30% (cheaters shouldn't prosper). The only exception to this case should be shields that are exactly reward shield + 57.5%. These shields should be straight up deleted with no reimbursment.
I couldn't agree with her more. Sure, you can still blow through 3800 energy shields in PvP, but theyMAJORLY unbalance the PVE game. The only way those things could be worse is if /eshield recharge rates also stuck when you landed.
Coran_Sienar wrote:
Eaca wrote:
What is going to be done about exploited shields? We have pilots out there running around in a-wings with 20k mass shields 3800 front and back. Not just reward shields either, but other, lighter, shields that have been beefed up disproprtionately. Devs need to decide what the max shielding should be for each equipment level, and cap any shield that exceeds that down to that level. Maybe cap any shield that exceeds that down to that level -20% to -30% (cheaters shouldn't prosper). The only exception to this case should be shields that are exactly reward shield + 57.5%. These shields should be straight up deleted with no reimbursment.
I couldn't agree with her more. Sure, you can still blow through 3800 energy shields in PvP, but theyMAJORLY unbalance the PVE game. The only way those things could be worse is if /eshield recharge rates also stuck when you landed.
Eaca wrote:
What is going to be done about exploited shields? We have pilots out there running around in a-wings with 20k mass shields 3800 front and back. Not just reward shields either, but other, lighter, shields that have been beefed up disproprtionately. Devs need to decide what the max shielding should be for each equipment level, and cap any shield that exceeds that down to that level. Maybe cap any shield that exceeds that down to that level -20% to -30% (cheaters shouldn't prosper). The only exception to this case should be shields that are exactly reward shield + 57.5%. These shields should be straight up deleted with no reimbursment.
Message Edited by MonsofoLexius on 02-16-2005 11:16 AM
Infestus wrote:
There are 2 kinds of PVP encounters that I have noticed.
1) Pilot A spots Pilot B who doesnt have a clue. Pilot B is destroyed in 1 pass not knowing what hit him.
2) Pilot A and B spot each other. They "joust" one of the pilots is destroyed partially due to luck, skill and the equipment of the other.
There are are cases when a dog fight ensues... almost always when each pilot has a wingman or 2. say you start out on a 3 v 3 joust and end up in a 2 v 2 after the joust... This usually leads into a dog fight because now you are all within close range and likely scattered in random directions.
The problem with a lot of "random chance encounters" of aggro players is it is only a 1 on 1 situation. And the result is one of the encounters above.
Where I see conflict in the issue of PVP damage is what does one define as a "dog fight"? I think the general consensus is that skill plays the role in the dog fight. In neither of the encounters I outlined does skill play much a part... or if at all. Skill starts playing a role in multi ship flights.
What I am getting at is that it is not the offensive or deffensive capability of the players involved but the situation in which they are involved. So the question, I think, is not how to manage the components but manage the situations... how do we get players to consistently come together in large groups?
What discourages PVP? (feel free to add ideas)
Decay
lack of diversity... 1v1 encounters
Lack of content (only masters can participate in the 1 and only PVP zone... nothing for other players)
What encourages PVP (or what could)
Faction points (the only reason I ever go Overt)
its fun + skill involved, (wo)man to (wo)man (how much is the question we are pondering)
A ranking system (showem who is king by being a Top Ace)
universal Content (give us a purpose... like the stardestroyer but available to everyone)
just hit a writers block... i'll try to continue the thought later