Pilot Archive
Thread: Focus Thread: PvP Damage
Message Edited by Envoy3113 on 02-18-2005 12:58 PM
First off, the rebels are always going to be at a disadvantage here. No matter how you adjust damage, the rebels are always going to have to pick between two groups of targets (Imperial gunboats and Imperial players) while imperial players only have to target rebel players. Now like I said in my earlier post, I support putting some chassis modifiers on various ships to give them more defined roles, and allow the bigger fighters to absorb a lot more punishment. I think that alone would bring this particular scenario as close to parity as you can reasonably get. But ignore that for a moment. The Rebs defend vs. Imps scenario goes down, and fighters are exactly the way they are now.
If the rebels come flying nothing but B-Wings and Y-Wings loaded to kill gunboats, they're going to die against imperials who bring Interceptors and Advanced to the party. The imperials will fly literal rings around them, and except for a few lucky kills, the rebels will get mopped up. Same results if the sides are reversed, the Imps bring Bombers and Oppressors, and the Rebs bring A-Wings and Z-95s. But this is true even with the proposed modifiers.
The only way to really make this scenario work is for the Rebels to bring a sizable force with a mixture of light fighters (A-Wings and Z-95s) and heavy fighters (B-Wings, Y-Wings, and X-Wings). The lights and interceptors have to engage the Imperial pilots and keep the heavies free to engage the gunboats. Yes, death is going to be fast for both sides, but for light fighters, death comes quickly whether damage is 75% or 50%. The imperials win if they can get through the escorts and kill the heavies, the rebels win if they can keep the imperial pilots busy and let their heavies kill the gunboats.
This scenario is more about teamwork and coordination than it is about whether damage is reduced more. Tweaking chassis modifiers to give heavies a more defined role will help, but across the board damage reduction isn't the answer. In my opinion, big melees are even reasons for damage reduction than 1v1 fights. Command, control, and coordination (C3) are what win big battles, not whether individual fighters die in 5 seconds, 20 seconds, or 75 seconds.
If the rebels come flying nothing but B-Wings and Y-Wings loaded to kill gunboats, they're going to die against imperials who bring Interceptors and Advanced to the party. The imperials will fly literal rings around them, and except for a few lucky kills, the rebels will get mopped up. Same results if the sides are reversed, the Imps bring Bombers and Oppressors, and the Rebs bring A-Wings and Z-95s. But this is true even with the proposed modifiers.
The only way to really make this scenario work is for the Rebels to bring a sizable force with a mixture of light fighters (A-Wings and Z-95s) and heavy fighters (B-Wings, Y-Wings, and X-Wings). The lights and interceptors have to engage the Imperial pilots and keep the heavies free to engage the gunboats. Yes, death is going to be fast for both sides, but for light fighters, death comes quickly whether damage is 75% or 50%. The imperials win if they can get through the escorts and kill the heavies, the rebels win if they can keep the imperial pilots busy and let their heavies kill the gunboats.
Under the current system I think it's not possible for the rebels to win this scenario unless they outnumber the imperials 2 to 1. Taking out gunships takes quite a bit of time, and an imperial pilot with a modest ship only needs a second of firing to take out one of the rebel heavy fighters that will be VERY vulnerable trying to attack the other. If the imperials get engaged by A-wings they just bring the fight to the the gunboats and let those turrets pop the awings. (Turret strength is another issue...).
If you're confident you can defend heavy fighters, try it. Get 2 B-wing pilots to be the targets, 4 awings as escorts, then have 6 imperial tie interceptors attack. You're telling me those B-wings have a shot in hell of getting away from those 2 interceptors that don't get engaged? They'll be dead in seconds, because teh a-wings are busy with the 4 interceptors that are after them. My argument is to make seconds into 10-15 seconds. Heavy ships have 4x as much mass as a-wings and don't last any longer under contant fire, it may take a few extra hits but blasters fire almost 3/second so at most he survives 1 second longer.
When your b-wings go down immediately, try it with just tie/in's, you'll get smoked. (TIE/IN's are Tier 2 ships btw) You stand a shot if you drop the imperial side to Tie fighters because they can't mount the best weaponry/engines. (THAT IS TIER 1) So basically your tier 5 ships can hold their own against Tier 1 player ships. Nothing more. A tier 5 ship should be able to hold a tier 3 ship at bay
long enough for his escort to help him.
Now imagine other players using Tie Adv'd. Easily a match for an awing and will vape a bwing in at most 2 seconds. See what I'm getting at? Heavy fighters are 3-4x as much mass which comes at the cost of manueverability. But the protection they get is pathetic. Someone has you lined up and it's over. Doesn't matter what u used all the mass for, your ship is toasted.
Tumbler2002 wrote:snipped ...
When your b-wings go down immediately, try it with just tie/in's, you'll get smoked. (TIE/IN's are Tier 2 ships btw) You stand a shot if you drop the imperial side to Tie fighters because they can't mount the best weaponry/engines. (THAT IS TIER 1) So basically your tier 5 ships can hold their own against Tier 1 player ships. Nothing more. A tier 5 ship should be able to hold a tier 3 ship at bay
long enough for his escort to help him.
Now imagine other players using Tie Adv'd. Easily a match for an awing and will vape a bwing in at most 2 seconds. See what I'm getting at? Heavy fighters are 3-4x as much mass which comes at the cost of manueverability. But the protection they get is pathetic. Someone has you lined up and it's over. Doesn't matter what u used all the mass for, your ship is toasted.
Okay Tumbler, you've convinced me that heavies need some extra protection. However, I still think that adding chassis modifiers making shields and armor more effective on heavy fighers is a better fix than just damage reduction. I fundamentally dislike damage reduction because it feels like an overkill solution. If we agree that the problem is primarily that there is no inherent defensive benefits that pilots of heavy fighters gain in exchange for losing maneuverability, then I feel that the problem should be fixed for the heavy fighters, not just for everyone.
I do take issue with your blanket statement that a Tier 5 ship should be able to hold a Tier 3 at bay regardless. To me, that seems to over-emphasize the equipment differential.
As for two B-Wings versus two Interceptors/Advanced/ TIE /ln's, how about the opposite? Two A-Wings versus two TIE Bombers? I think that two pilots who know what their doing, well, the A-Wings may still win, but there should be at least one dead A-Wing at the end of the engagement.
Bottom line for me? Bump the chassis modifiers, don't do across the board damage reduction.
quadpers0n wrote:
The real solution is to fix the rediculously broken weapon overcharge 3. Players like me are out there with guns doing 7k damage spamming shots with no penalties. Fix that bug first and then decide what needs to be done withPVP. When you have only 10 shots a capacitor you aren't going to be throwing out a stream of death and it's going to be much more difficult.
Just remember though, with WCO3 i'm doing around 10k+ per shot.
OK things to consider.
- WO3 is fixed/chaned/nerfed/whatever so it takes 10 times (going overboardto illustrate)the ammount of cap energy
- Player runs CO3 or 4
- They have a decent looted and RE'd cap (my best is 3K plus energy at CO4)
OK so now WO3 is fixed, and a player is STILL doing 10k+ per shot. No change. You just get to fire less shots. But at 2500-3000 cap energy you will STILL have plenty of stored cap energy to kill a player in less then 1 second.
So to all those that want to "wait until WO3" is fixed to talk about PvP damage. I am still not convinced that a fixed/chaned/nerfed/whatever WO3 makes much of a difference. If you try PvP with WO2 or none at all, its still all very close...
Convince me better..................
(this is not meant as a flame/etc, I am still looking for a better reason to "wait to fix WO3" until we talk about PvP damage. And this argument just gets shot down too easily)