Pilot Archive
Thread: JTLS PVP INSANITY BALENCE
Page 6 of 6
Tumbler2002
Tue Apr 05, 2005 8:54 am
#66
SandLizard wrote:
Ducimus wrote:
This is exactly what some people (including me) don't want.
My longest dogfight was rougly 15 seconds. It took that long for someone to score a SINGLE hit. Now consider that a player can shunt about the every 15 seconds on the average with a decent DC. Taking 8 to 10 shots to make a kill? No thanks. Reducing PvP damage effectively turns space into the ground, only it will be impossible to die.
I've been thinking about this argument. At first, it was what I believed, but just now thought of something I'd like to throw out there:
If, hypothetically, damage were reduced to 25% (which I personally think to be too much reduction, but anyway), of course it would take forever for a dogfight between two good pilots in, say, an A-wing and TIE Interceptor to kill the other, providing it took a while between hits for a cap to shield shunt.
Now, what I just realized, perhaps this is a *good* thing, as then, the rebels/imps could call on their pals hiding back with the B-wings/Oppressors (insert bomber here, etc) to come in while the quick fighter is distracted and line up some shots with missles or a quick quad (or triple) blast from the cannons, which would, even at 25% of now, a good quad hit would still be a kill (possibly...?) -- of course, lining up a quad hit on an interceptor....heh...um.. yeah. Go go gadget Image-Rec II I guess....
I dunno, just a random thought I had. Of course, to have this situation be what we want, we'd have to have groups up in space at all time to have good PvP experience. As it stands, anyone in any ship can get lucky, heh. Tell me about it, because I need that luck heh. I think right now we have a pretty good system, but I haven't seen much for a solution for the bombers/POB ships, I wish they were more viable. I'll just hope for the best.
That is a very good point. Encourages team work as well!
Kudos to you!
psikobunny
Tue Apr 05, 2005 11:51 am
#67
And what about all the ultra small 1 gun interceptor ships that are now totally completely, utterly useless? They can't even take out other small 1 gun interceptors at that rate of reduction.
any PvP changes must expand the realm of possibilities, not simply shift it to the top end of the ladder.
Tumbler2002
Tue Apr 05, 2005 1:13 pm
#68
psikobunny wrote:And what about all the ultra small 1 gun interceptor ships that are now totally completely, utterly useless? They can't even take out other small 1 gun interceptors at that rate of reduction.any PvP changes must expand the realm of possibilities, not simply shift it to the top end of the ladder.
See ROTW new space ships.
Instead of trying to make all ships viable in pvp or pve at master level the devs are redesigning the Xwing, Z95, Tie Fighter, Tie Advanced, Tie Interceptor to have more mass so they can be used at the master level. Not certain what they plan with the freelancer ships.
psikobunny
Tue Apr 05, 2005 1:21 pm
#69
My point is, regardless of new ships, those models are viable now. I have fought and won in a 12k Z95. There's nothing that makes me think any proposed change should exclude those ships, even if a "better" (by which I mean easier to use) model is coming out.
Tumbler2002
Tue Apr 05, 2005 1:51 pm
#70
I'd prefer the dev's not try and keep every ship viable. The tier 1 and 2 ships are so far below all the others in capabilities I think it's going to be easier to add better versions that can compete with upper level ships. If they allowed us to setup missions that force players to use only certain ships (ala 12 Z95's vs 12 Tie Light Duties) that might be fun but in general I assume most players are going to bring as much to the table as possible and trying to make a 12k ship compete with better ships is going to add more problems than entertainment.
JediNg
Wed Apr 06, 2005 12:46 pm
#71
We all know the reason they don't pvp is 'cuz they can't win via button mashing. /rolleyes
Page 6 of 6