Pilot Archive

Thread: Heavy fighters in pvp

Ralen-Sharr
Mon Sep 26, 2005 11:19 am
#1

I was thinking if they could mitigate the damage to player armor ONLY then it might work, you could still rip the shields down faster than whats feesable for shunting, but the armor would take a little pounding, giving the heavy fighters with massive amounts of firepower and mass a little advantage, they can carry huge amounts of armor so they can actually take damage, and POB's could stand up to a group of players and the armor would soak up huge amounts of damage. Might need to mitigate the damage after the armor is gone too to slow component/chassis damage.


Whats everyone think of this?



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Phizuol
Mon Sep 26, 2005 11:26 am
#2

I think armor is way underpowered in general. For the mass shields protect much better.




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IL-Vec
Mon Sep 26, 2005 11:48 am
#3






Ralen-Sharr wrote:

I was thinking if they could mitigate the damage to player armor ONLY then it might work, you could still rip the shields down faster than whats feesable for shunting, but the armor would take a little pounding, giving the heavy fighters with massive amounts of firepower and mass a little advantage, they can carry huge amounts of armor so they can actually take damage, and POB's could stand up to a group of players and the armor would soak up huge amounts of damage. Might need to mitigate the damage after the armor is gone too to slow component/chassis damage.


Whats everyone think of this?






I've flown a JSF with link lvl 7 RE's, Pnet sheild lvl 10 engine and 2k front 1.3k rear armor and had bout 3k mass left for CM's had I wanted to PvP with that set up.


let's just make the light fighters even better by doing this, no thanks


note - not intended as a flame more a counterargument typed in limited time





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PaceNebulon
Mon Sep 26, 2005 11:53 am
#4






IL-Vec wrote:





Ralen-Sharr wrote:

I was thinking if they could mitigate the damage to player armor ONLY then it might work, you could still rip the shields down faster than whats feesable for shunting, but the armor would take a little pounding, giving the heavy fighters with massive amounts of firepower and mass a little advantage, they can carry huge amounts of armor so they can actually take damage, and POB's could stand up to a group of players and the armor would soak up huge amounts of damage. Might need to mitigate the damage after the armor is gone too to slow component/chassis damage.


Whats everyone think of this?






I've flown a JSF with link lvl 7 RE's, Pnet sheild lvl 10 engine and 2k front 1.3k rear armor and had bout 3k mass left for CM's had I wanted to PvP with that set up.


let's just make the light fighters even better by doing this, no thanks


note - not intended as a flame more a counterargument typed in limited time








/agree


any kind of damage mitigation would have to be chassis specific





Pace Nebulon+Stealth+
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TIE Interceptor Guide to PvP
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TomoRainer
Mon Sep 26, 2005 1:48 pm
#5

Chassis-specific damage mitigation might work. It'd just be a matter of deciding what's "fair" for what class of ships, and how to classify certain ships. Like, is the Oppressor a heavy fighter? A bomber? Space superiority?

Creating roles for bombers and heavy fighters in PVP (and, to a degree, PVE, where heavy fighters are fine for tearing through NPCs, but bombers don't really have much going for them) is one of our long-standing issues. POBs are looking like they'll finally have a place in space, though, so we might see changes for heavy fighters and bombers some day.







Smuggling uphill both ways in a Tatooine sandstorm since July '03 | Shipwright to the stars! Help put my virtual kids through college with a new X-Wing today | Ye Olde Pilot Correspondent


Rhu
Mon Sep 26, 2005 2:51 pm
#6

I always thought the easiest way to implement chassis specific damage mitigation would be to make said mitigation proportional to the hitbox volume. The tricky part would be in figuring out what the maximum mitigation would be, and I wouldn't dream of trying to do something like that until WO3 gets fixed and damage won't be as shuntable.


I can't really think of a ship that would get shafted that way, and could think of a few ships that might start appearing in pvp if such a change were made.


newbExtraordinaire
Mon Sep 26, 2005 3:11 pm
#7

I think some of this could be fixed by making chassis type specific equipement (like the elite parts for POB only).



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Rhu
Mon Sep 26, 2005 3:32 pm
#8


Weren't they planning on doing that with the strakes and then scrapped the idea?
IL-Vec
Tue Sep 27, 2005 12:00 am
#9






PaceNebulon wrote:





IL-Vec wrote:





Ralen-Sharr wrote:

I was thinking if they could mitigate the damage to player armor ONLY then it might work, you could still rip the shields down faster than whats feesable for shunting, but the armor would take a little pounding, giving the heavy fighters with massive amounts of firepower and mass a little advantage, they can carry huge amounts of armor so they can actually take damage, and POB's could stand up to a group of players and the armor would soak up huge amounts of damage. Might need to mitigate the damage after the armor is gone too to slow component/chassis damage.


Whats everyone think of this?






I've flown a JSF with link lvl 7 RE's, Pnet sheild lvl 10 engine and 2k front 1.3k rear armor and had bout 3k mass left for CM's had I wanted to PvP with that set up.


let's just make the light fighters even better by doing this, no thanks


note - not intended as a flame more a counterargument typed in limited time








/agree


any kind of damage mitigation would have to be chassis specific







SOOOOOO true and differences should be minor and inversely proportional to the PYR and spd mods with extra for POB's (an decent not uber X wing can still deal enough damage in under a second to destroy them

Edit - yes I mean post pub 24 stats assuming shunt isn't hit in under a second

Message Edited by IL-Vec on 09-26-2005 12:01 PM



Greven ILVec - IFN(tarquinas)
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FilanVader
Tue Sep 27, 2005 12:45 am
#10

there is a speed mod so no reason they couldnt add damage and mitigation mods. for example a POB would get a very high mod for soaking up damage(it should be impossible for a single fighter to ever defeat a POB with a full crew four should allways be greater then one) also add weapons damage mods, for example a JSF could barely dent the shields of a Nova forcing the use of another POB or a craft rated as a bomber such as the TIE Bomber, Ywing/Ywing-LP, Oppressor, or Bwing(and whatever freelance stuff counts as a bomber). basicly only make these mods effect PVP, so in PVP the "Snub-Fighters" would be for intercepting other fighters and keeping the bombers clear to assult the bigger ships. basicly it would be hard to do this as i would also have setup that bomber shields and armor would be more effected by starfighter class weapons but would be able to soak up more POB fire and fire from ordnace then a fighter could ever dream of. would be nice to see POBs supporting a PVP operation with fighters covering the bombers that would be trying to nuke the big ships.


then again ive been playing too much planetside in my life, where aircraft are kinda niched.
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