Pistoleer Archive

Thread: Test Center updates to PvP

Jaegen88
Thu Aug 07, 2003 7:25 am
#1

Among other changes:


1. Reduced the amount of damage by 75% when fighting in PvP
2. If hit while knocked down the player will take 50% more damage
3. Knowckdown costs have changed so that it can no longer be spammed.


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#2 and #3 I hope area good step at making PvP less about landing the first knockdown.


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#1 is scary


Discuss.




Jagen88
Jaegen Kel'daron - Master Gunfighter
Foowack
Thu Aug 07, 2003 7:32 am
#2

hope CH pets get 75% too, and this sucks for riflemen, if anything this will 'benefit' close range combaters the most (if 75% is across the board) b/c we will have more time to get into close range


still sucks.. cheap way to fix pvp, getting the first shot off will no longer be much of an advantage, but whoever can put the most DPS out wins




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Evil will always triumph because good is dumb.
Surgio Clemente - nMe
Smuggler/Pistoleer
Fencer/TKA dabbler
InTylerWeTrust
Thu Aug 07, 2003 7:35 am
#3

I love #1 #2 and #3


#1 PVP will take much longer and be more fun. Rather than spamming Bodyshot2/healthshot2/ etc. people will actually have to think about what they are going to do and how best to implement it given the situation. And with damge down so much they have the time to think about that kind of stuff because they aren't dead in one hit. I think this is going to make PVP a Star Wars experience.. rather than it is now, a whack with the uber stick and your dead experience.


#2 and #3 Excellent! Hopefully they put a huge delay on knockdown's so a target can only be knocked down every like 15-30 seconds or something. But when that knockdown does happen, it's much more powerful. I agree with this decision completely. Great move devs. Again, less spamming, more of a fair fight, more Star Wars and less uber stick whacking.


I want to test this on TC, however I can't get in. After I download patches and hit play, I get illegal operation and it closes. I've heard I need to try to do a full scan. Guess I will. Any other ideas?


Hopefully now the GCW will be more then a macro spamming 1337 weapon using headshot throwing uber stick whacking noob fest.





**********Jerik Fadine************
"Give me a ship and the means to fly it and I will win wars for you."
Stay on target! Stay on target! Loosen up!
InTylerWeTrust
Thu Aug 07, 2003 7:38 am
#4

if you think about it DPS is what it should be all about. It makes medics actually useful for PVP for one thing. I still think accuracy in PVP should be down 75% and damage stay the same, but this should work.


special moves can help that DPS, but they shouldn't be the only way to fight like they are now.


bravo devs


bravo




**********Jerik Fadine************
"Give me a ship and the means to fly it and I will win wars for you."
Stay on target! Stay on target! Loosen up!
Bolanos
Thu Aug 07, 2003 8:02 am
#5

I don't like playing PvP, so I have no comment on those chances and have no place to comment on them either. However, i will say that it sounds like a decent (not the best) answer to the problem I have heard people complaining about, saying that PvP should be more then just a 6 second, two shot fight.
Jaegen88
Thu Aug 07, 2003 8:22 am
#6

Things to think about:


1. In PvP, you aren't really fighting full composite with level 3 deflectors, doctor enhance buffs, and full food buffs. In general, what I see, is a bunch of unarmored folks running around, and even with armor, very, very few do anything vs heat resist (FWG5 goes right through this..back to unarmored) Maybe if we were, we'd see slower PvP.


2. With pharm3/firstaid2 I can heal for 500 health/action damage with one charge of a stim.


If you reduce your bodyshot2 from400 to 100, then hit AR1 with your AR0 pistol, you get knocked back to doing 50% of 100, so you're doing 50 damage. Add shields and layers....I think this needs to watched..carefully. Is AR really working like this?


I can theorize that it would be more useful to NOT fire your weapon, since you're probably taking a guaranteed 30+ action damage per shot already. Why bother doing 50 damage when you might miss, and when they can use one single stim charge to get back TEN of your shots worth of damage?


Besides, when you reduce overall PvP and damage and you do not reduce PvP heals, anyone that attacks a pool that cannot be healed, gets a huge advantage, and anyone that can heal (when facing anyone that doesnt do special shots on mind pool), gets a huge advantage. It shifts balance, it's not an across the board, effects everyone the same, kind of change. Granted, I can go BH pistol to get eyeshot and then pick up medic skills, but really now.




Jagen88
Jaegen Kel'daron - Master Gunfighter
Iraea
Thu Aug 07, 2003 8:53 am
#7

Well... this does give a large advantage to people who do mind damage, and acts very much to the detriment of pistol users due to the low armor piercing capability of our weapons.

I think 75% might be a bit too much damage reduction when you count in highly experimented composite armor and deflector shields once the AR bugs are fixed. But at the same time, the game should be fair for people who don't have that level of gear too. Good gear should give you an advantage, of course - but it should not be an overwhelmingly decisive advantage, which is where this seems to be headed.

It's also been shown that defensive bonuses (ie, ranged defense, knockdown defense, etc) have miniscule or no effect. If this is fixed/improved on, it will swing the balance still further toward mind damage and high AR weapons.

Overall - and this is worrying - I think that fixed armor bugs, improved armor experimentation, fixed defense skills, and 75% damage will combine to makemost pistols and specials in the normal pistoleer progression very weak against players. Someone who is serious about being a PvPing pistoleer will almost have to get bounty hunter for the AR1 scatter pistol and especiallyEye Shot.

In fact... you won't really need 'Pistoleer' at all, just BH, Underhand Shot,and theEye Shot.Make a macro - equiplaser carbine,Underhand Shot, equipscatter pistol, Eye Shot till dead. Because the target's been KD'd, they take 50% more damage from the mind attack.

Also, if/when T21s are fixed to have AR3, Riflemen with well-built T21s will probably still be able to get 1-shot or 2-shotkills from a distance with Head Shot 3, even against well-armored targets.

Carbines will suffer to a lesser degree - the laser carbine is an AR2 weapon and they have ranged knockdowns. (I think disarm shot 2 being an area ranged knockdown is a bug).

So that's the bad, from a ranged/pistol point of view. The good... well, our bleeds will be more useful in PvP. And we probably won't get one-shotted anymore. But that's about all I can see that's actually good here



Evelyn
Bloodfin
Big_Ears
Thu Aug 07, 2003 8:55 am
#8


Jaegen88 wrote:

Besides, when you reduce overall PvP and damage and you do not reduce PvP heals, anyone that attacks a pool that cannot be healed, gets a huge advantage, and anyone that can heal (when facing anyone that doesnt do special shots on mind pool), gets a huge advantage. It shifts balance, it's not an across the board, effects everyone the same, kind of change. Granted, I can go BH pistol to get eyeshot and then pick up medic skills, but really now.






Yah, I was thinking about this in another thread. People who have some medic, some decent stims, and the ability to target the mind pool, will beat anyone who cannot target mind. I don't know if reducing pvp heals is really the answer; that would piss off the real medics and healers. Why be a pvp healer if you can't heal, right? May as well be another BH.
Iraea
Thu Aug 07, 2003 9:01 am
#9

Oh... some other notes.

This change will encourage team PvPing. Why? Because four people shooting someone for 25% damage, works out to the same nearly instant kill as one person shooting for 100% damage does now.

As said above, people who can healwill win most duels against people who can't do mind damage, other factors being relatively equal. This would be true even if PvP heals are nerfed somehow.

Melees are still screwed, but their 'toughness' bonuses will make them very time consuming to kill as you kite them around.




Evelyn
Bloodfin
Relcor
Thu Aug 07, 2003 9:26 am
#10

To me this patch is not set up for one vs one duels.. because there are many issues there.. its built more around group tactics in pvp.. like it should be.. most pvp battles are imp vs rebel.. and these usually occur with small group battles.. this leads to a very interesting battle when these changes are put into effect.. making teamwork above being able to do a headshot much more leathal.. example.. look a rifleman.. bam someone hits him with a ranged knockdown.. TKA moves in for the kill .. hmm TKA vs person with rifle who cant move... game over.. but that is through teamwork you can win.. I think this change makes it a much more fun pvp system.. but dont worry guys they are going to do a lot of tweaking to the system at time goes by to try to make it fun and even at the same time...


/cheer devs




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Rebel Staff Sergeant
Aleksandr Kerensky -- (Master Combat Medic, Soldier)
Member of HOA
Aerius
Thu Aug 07, 2003 11:19 am
#11

I think armor will -always- be AR1 (as per the Advanced Tutorial thing), which is easily defeated by armor piercing guns. As for shields, sure.. if you have that kind of money to blow everyday.






Aerius - DS
DS Armory: Home of 39/67 Stun Armor and 20k 48% Stun PSGs / -500, -4123 Senia, Naboo
Now buying Premium rated Crystals/Pearls - contact me ingame

ooooohhhhhaaaaahhhh
Thu Aug 07, 2003 11:37 am
#12

I see this as good for pistoleers in a way. With the PvP damage reduction sharpshooters can no longer oneshot folks. That 1600 damageheadshot3 from a laser rifle will only do 400 damage. Since high damage rifles are offset by their slow speed, which is many times slower than a pistol, the gunfighter will close distance and then it's pistol whip city. Not to mention at close range the sharpshooter will take 2.5X damage, and not be able to hit squat. After you factor in the melee defenses of a gunfighter when it is fixed, we will be unstoppable at short medium to close range as intended.


Againts a carbineer, I am not so sure. Most high level carbines are slower yes, but they do not suffer from the vicious accuracy drops like a rifle does. Their knockdown shot also takes a great amount of time to excecute and to recover from, meaning when knockdown is nerfed, it is a one shot deal as well. Basically, if the pistoleer can close in, which I think6 of 10 times will happen, it is all over for the carbineer. Besides, you can heal action damage.


I hate to be so positive what with all the changes coming, but I do believe that most of this is a fix for the better. Maybe it is a bandaid approach, but what other fixes have we ever observed in an MMO? That is no excuse for poor solutions, but it is most likely the best you can expect.




Bo'Pal Zhan
Daric_Huron_Human
Thu Aug 07, 2003 1:34 pm
#13

Well, one good tactic after the chainsawing of our class, is just wait for your opponent to special move himself to near incappacitation, then start fighting. Special move costs will probably do more damage than i will shooting him.



lol. and exagerated possibility, but not too....

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