Pilot Archive

Thread: PvP damage output and weapon overload

_Paclya_
Sat Nov 20, 2004 11:54 am
#1

I just did few test with an imp pilot (thanks Ipec) to see how was PvP damage after the 25% reduction.
Weapon used is:
damage : 1910-2953
against shield: 0.5
against armor: 0.5

one shot with normal charge : -1100 shield
one shot with overload 3 : -1960 shield
one shot with emergency load : -3340 shield (all wiped) and -450 armor

So basically with a not high weapon you can one shot most of enemy players with this emergency overload.
Shouldn't it be tweaked for PvP?
Or damage lowered again (it seems to be okay without overload)?



---------
Paclya, little pistolero extraordinaire (but still killing people with a sardonic grin ... well, to be honest I can't kill much people)
Visit PacTweak, all the slicing tools you need (closed for renovation)
-Chimaera-
_Paclya_
Sat Nov 20, 2004 5:34 pm
#2

/bump (am I the only one trying to PvP? )



---------
Paclya, little pistolero extraordinaire (but still killing people with a sardonic grin ... well, to be honest I can't kill much people)
Visit PacTweak, all the slicing tools you need (closed for renovation)
-Chimaera-
_Paclya_
Mon Nov 22, 2004 9:08 am
#3

bump for people interested in PvP (very rare it seems )



---------
Paclya, little pistolero extraordinaire (but still killing people with a sardonic grin ... well, to be honest I can't kill much people)
Visit PacTweak, all the slicing tools you need (closed for renovation)
-Chimaera-
NightGun
Mon Nov 22, 2004 9:14 am
#4

What exactly is emergency overload and how often and for what duration can it be used?



"I ain't in this for your revolution I'm in it for the MONEY"
1st_Viduus
Mon Nov 22, 2004 9:17 am
#5

/eweap is a Special, so like all specials can be triggered once per 5 minutes.

Duration is probably the full 5mins, though that's a guess.



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_Paclya_
Mon Nov 22, 2004 9:33 am
#6

if it's like emergency shield, it's 30 seconds every 5 minutes.
The problem is not really the timer, it's more the damage output which allows you to one shot any ship (except mp ships and heavy ones) with ONE shot of ONE tier 3 weapon.
Imagines the result with 2 level 10 weapons O_o



---------
Paclya, little pistolero extraordinaire (but still killing people with a sardonic grin ... well, to be honest I can't kill much people)
Visit PacTweak, all the slicing tools you need (closed for renovation)
-Chimaera-
Jeisyn
Mon Nov 22, 2004 9:43 am
#7


imo - 1 of 2 things need to happen.


either further reduce damage in pvp... or put some more time and effort into it and allow higher max values on shields.

instead of 1800-1900 on level 7 shields, bump that up to somewhere around 3500-5000. level 9+ shields should be higher yet (scaling with the mass requirements).


that would prevent one-shots with current weapons dmg, but still be a fairly quick shield take-down (3 to 5 shots on a level 7 blaster). a decimator/nova should have AT LEAST 10,000 point shields. even that seems low to me, with current weapon damage.



NPC ships should then be given slightly stronger blasters to make up for our higher shield output (i find PVE is relatively balanced, except maybe some accuracy issues where they are too accurate, imo).


Message Edited by Jeisyn on 11-22-2004 10:43 AM



Col. Jeisyn Blackwell
Rebel Alliance
-RECON-
1st_Viduus
Mon Nov 22, 2004 9:47 am
#8

Even so, these numbers are still insane.


Even with 2 Cert 5 weapons such as I have fitted on my advanced, which do 1200-1700 @ 67%s and 71%a, that's a lot of damage.
That's before specials or programs.

Refire 3x per second.


Assuming mid-level damage, 1450 x 2x 69% damage (mean) = 2001 * .75 = 1500 damage with ONE shot connecting.

Average shields on a fighter to medium sized ship = 1800.


Still a 2-3 shot kill, 2 shots to disable. Absolutely no different than before.


The only place 25% reduction would make a difference is on ships that can fit 2500 shields, and even then, it's a difference of 1 shot extra to kill. Which is of course silly, because they're so much easier to connect with for that entire almost-2-seconds it takes to kill it.


I don't understand why there is such a huge gap between AI damage given/received and Player damage given/received.
There should be, at most, a 25% difference between the two, allowing for the deficiencies of the AI.
Where challenge is an issue, (more challenging AI required) increase their numbers rather than 'playing' with their damage outputs and 'toughness'.


Need help programming a more challenging AI? Send me a mail or a tell, I can help you with strategic maneuvers, which can be programmed as options the AI takes, similar to 'specials'.



Signature

Polku
Mon Nov 22, 2004 10:10 am
#9

Yep PVP is dumb at the moment. I never did find anyone in Deep Space to do some PVP. Only time Player blow me up was by accident when we tryed to repair the Plasma Leak Alarm. Was just a small Dunelizard that blow my YT-1300 up with 2 or 3 Shots...

I think it should be balanced just like PVE is, that feels right from the time i have to shoot at things and the Damage i get, maybe some more damage from players, but right now it is just useless, who got the target first in sight wins...
Zilod
Mon Nov 22, 2004 10:41 am
#10






_Paclya_ wrote:
So basically with a not high weapon you can one shot most of enemy players with this emergency overload.
Shouldn't it be tweaked for PvP?
Or damage lowered again (it seems to be okay without overload)?




i don't see many problems with eweapon as


1) it can be used just once every 5 mins and it last for a couple of seconds


2) it reset your droid commands, this will be really bad as if you can't shot down your opponent at the end of the effect you are probably going to be blasted away as your maneuverability/speed will drop.


3) you have still to hit the target and it will make not a big difference, is more likelly that you will hit your opponent with 2-3 shots than with just a causal one and these shots are sufficent to destroy a ship, also consider that there are ships that can mount 2-3 weapons, a single "full hit" from them and you will be still dead.


Craxus
Mon Nov 22, 2004 10:52 am
#11






Jeisyn wrote:


imo - 1 of 2 things need to happen.


either further reduce damage in pvp... or put some more time and effort into it and allow higher max values on shields.

instead of 1800-1900 on level 7 shields, bump that up to somewhere around 3500-5000. level 9+ shields should be higher yet (scaling with the mass requirements).


that would prevent one-shots with current weapons dmg, but still be a fairly quick shield take-down (3 to 5 shots on a level 7 blaster). a decimator/nova should have AT LEAST 10,000 point shields. even that seems low to me, with current weapon damage.



NPC ships should then be given slightly stronger blasters to make up for our higher shield output (i find PVE is relatively balanced, except maybe some accuracy issues where they are too accurate, imo).



Message Edited by Jeisyn on 11-22-2004 10:43 AM






Yu do realize that:


1. The further the damage is reduced the more Emergency weapons will become a necessity.


2. Increasing the Shield hit points on higher tier shields will make more of the same problem as on the ground. Everyone will be forced into the heaviest possible ship to hold the "uber" shields.


3. Engine numbers need to be further tweaked to provide more defintion between light and heavy fighters. Right now it stands that the heavier the fighter the faster it moves.




Colonel Craxus Blade, Imperial Bounty Hunter/Master Carbineer(not so much)

Vorean Blade, Elder Jedi (Yeah my Glow stick is faster than your's)
Scoooter
Mon Nov 22, 2004 11:19 am
#12






_Paclya_ wrote:
bump for people interested in PvP (very rare it seems )






Why be interested. One shot kills are basically stupid and with imps having the emergency overcharge why bother.





Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Scoooter
Mon Nov 22, 2004 11:20 am
#13

Also they need to remove decay in pvp like they did in ground to encourage it.


Who is going to risk an expensive ship and components to be ganked in one shot





Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
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