Pilot Archive
Thread: PvP damage output and weapon overload
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)?
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
Message Edited by Jeisyn on 11-22-2004 10:43 AM
That's before specials or programs.
Average shields on a fighter to medium sized ship = 1800.
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'.
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...
_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.
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.
_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.