10-23-2017, 10:19 PM
Hi, I have been on and off this mod for many years. I will provide a list below why the PVP is garbage, I will also provide a list of changes that must happen in order for the PVP to not be garbage. I love this mod, and I love all the work, features and the love being put in to this. But the PVP is just so horridly bad compared to what else the dev team has delivered over the years. It's that one giant turd on a gourmet table of delicious food.
I enjoy freelancer, but the PVP has always been terrible. I just did the California event, which was my first pvp event and mass encounter I have had since 2010 I believe. Back in 2010 it took forever to kill anyone that was dodging, and I recall 8 v 1 situations where that 1 was just shimmy shamming around, with no shield, and nobody could hit him, even though we were 8 peppering his ship. It's really heartbreaking to see that this is STILL the case 7 years later.
I do balancing as a hobby for Team Frotress 2, where I have visited Valve, made a detailed spreadhseet of the things that needs to be balanced and they have implemented much of what I have suggested. Now Freelancer isn't TF2, but that doesn't mean Freelancer's PVP has to suck so hard as it does, core balance values has to apply, and in the current state of the mod, they don't.. at all.
Here's the two reasons why the PVP is utter garbage.
1. Too easy to dodge stuff
2. Time to death is too long
1. Dodging is an interesting mechanic where you do an action to avoid taking damage entirely. Most games make it so that dodging is something you can only do sometimes, and you have to time it properly. Who ever balances this mod has decided that you can dodge as much as you like forever, due to how the thruster and engine-kill works. Combine that with lag and hitboxes and you can stay alive even in a 1v8 fight. By having dodging being this easy, numbers don't matter, since the person never dies.
2. Even if you hit ALL your shots on a ship that isn't out of your league. Let's say Heavy Fighter vs Heavy Fighter. If I totally empty my clip in a fight, and it looks like all of my shots hit. All I do is remove the shield, and maybe hurt the hull worth 10 dmg, because the hitbox is so tiny when you don't have a shield up. Due to the fact that nearly all weapons have travel time, and are not instant hit-scan based weapons, makes dodging EVEN MORE powerful than it already is. Making the garbage factor of the PVP grow exponentially.
Balancing is hard, especially in space sims, since there is no ground to restrict movement making it easier to counter stuff. Which is why so many of the space sim combat just sucks.
Speed vs Power is hard to balance, how much speed relative to power is fair is nearly impossible to balance. Speed being movement, and power being Effective Health and Effective Damage Output. While dodging in this PVP state, your effective health is close to infinite, as you can drag the fight out as long as you like. Meaning you can add as much Damage output as you want, but if you keep dodging and you will receive close to 0 dmg.
Here's are some proposed fixes:
1. More hitscan weaponry and faster projectiles on everything.
The reason for this is simply to favor the shooter, right now the game is favor the dodger, who can dodge indefinitely due to thrusters having so god damn much capacity and charges up with engine kill, allowing you to thrust unpredictably forever. Having hitscan and faster weapons and even immobilizing weaponry will counteract this.
2. Dodging should be able to negate some damage, but not all.
The game needs to be tweaked so that if you are dodging, you can only dodge for so long
3. Properly balance Rock-paper-scissor system between different type of ships.
I asked this earlier and got 0 responses, but I will just make an assumption on how the balance goes. You have to balance in triangles, or else it gets too complex.
Ex:
Heavy Fighter Kills Bomber
Bomber kills Gunboat/Cruiser/Smaller Cap ship
Gunboat kills Heavy fighter
So if you are a Heavy Fighter, and you encounter a gunboat, you should be absolutely boned if you decide to engage, the same way if you are a bomber and encounter a heavy fighter.
Attempting to dodge against your counter should be futile, given the weaponry they should have at their disposal.
Light Fighters, should do more damage upclose, to reward the speed and agility they have to maneuver to closer enemies.
Right now, I'd say the balance between Transports and fighters are fair, since if you are a transport, and you encounter a fighter, you are absolutely boned.
I'd be more than happy to help create a balance matrix and guidelines for the dev team if needed. I believe that the PvP can be amazing in all aspects, but the current state makes it frustrating and unfun. It feels like playing hide and seek, and then someone decides to hide inside their own home that you can't access to not get found.
If the PvP gets fast paced and fluid, this mod will definitely draw a ton of more players, as the rest of the mod is just an amazing masterpiece.
Thanks for reading. As for myself,. I will do as little PvP as possible, as I find it unfun and boring.
I enjoy freelancer, but the PVP has always been terrible. I just did the California event, which was my first pvp event and mass encounter I have had since 2010 I believe. Back in 2010 it took forever to kill anyone that was dodging, and I recall 8 v 1 situations where that 1 was just shimmy shamming around, with no shield, and nobody could hit him, even though we were 8 peppering his ship. It's really heartbreaking to see that this is STILL the case 7 years later.
I do balancing as a hobby for Team Frotress 2, where I have visited Valve, made a detailed spreadhseet of the things that needs to be balanced and they have implemented much of what I have suggested. Now Freelancer isn't TF2, but that doesn't mean Freelancer's PVP has to suck so hard as it does, core balance values has to apply, and in the current state of the mod, they don't.. at all.
Here's the two reasons why the PVP is utter garbage.
1. Too easy to dodge stuff
2. Time to death is too long
1. Dodging is an interesting mechanic where you do an action to avoid taking damage entirely. Most games make it so that dodging is something you can only do sometimes, and you have to time it properly. Who ever balances this mod has decided that you can dodge as much as you like forever, due to how the thruster and engine-kill works. Combine that with lag and hitboxes and you can stay alive even in a 1v8 fight. By having dodging being this easy, numbers don't matter, since the person never dies.
2. Even if you hit ALL your shots on a ship that isn't out of your league. Let's say Heavy Fighter vs Heavy Fighter. If I totally empty my clip in a fight, and it looks like all of my shots hit. All I do is remove the shield, and maybe hurt the hull worth 10 dmg, because the hitbox is so tiny when you don't have a shield up. Due to the fact that nearly all weapons have travel time, and are not instant hit-scan based weapons, makes dodging EVEN MORE powerful than it already is. Making the garbage factor of the PVP grow exponentially.
Balancing is hard, especially in space sims, since there is no ground to restrict movement making it easier to counter stuff. Which is why so many of the space sim combat just sucks.
Speed vs Power is hard to balance, how much speed relative to power is fair is nearly impossible to balance. Speed being movement, and power being Effective Health and Effective Damage Output. While dodging in this PVP state, your effective health is close to infinite, as you can drag the fight out as long as you like. Meaning you can add as much Damage output as you want, but if you keep dodging and you will receive close to 0 dmg.
Here's are some proposed fixes:
1. More hitscan weaponry and faster projectiles on everything.
The reason for this is simply to favor the shooter, right now the game is favor the dodger, who can dodge indefinitely due to thrusters having so god damn much capacity and charges up with engine kill, allowing you to thrust unpredictably forever. Having hitscan and faster weapons and even immobilizing weaponry will counteract this.
2. Dodging should be able to negate some damage, but not all.
The game needs to be tweaked so that if you are dodging, you can only dodge for so long
3. Properly balance Rock-paper-scissor system between different type of ships.
I asked this earlier and got 0 responses, but I will just make an assumption on how the balance goes. You have to balance in triangles, or else it gets too complex.
Ex:
Heavy Fighter Kills Bomber
Bomber kills Gunboat/Cruiser/Smaller Cap ship
Gunboat kills Heavy fighter
So if you are a Heavy Fighter, and you encounter a gunboat, you should be absolutely boned if you decide to engage, the same way if you are a bomber and encounter a heavy fighter.
Attempting to dodge against your counter should be futile, given the weaponry they should have at their disposal.
Light Fighters, should do more damage upclose, to reward the speed and agility they have to maneuver to closer enemies.
Right now, I'd say the balance between Transports and fighters are fair, since if you are a transport, and you encounter a fighter, you are absolutely boned.
I'd be more than happy to help create a balance matrix and guidelines for the dev team if needed. I believe that the PvP can be amazing in all aspects, but the current state makes it frustrating and unfun. It feels like playing hide and seek, and then someone decides to hide inside their own home that you can't access to not get found.
If the PvP gets fast paced and fluid, this mod will definitely draw a ton of more players, as the rest of the mod is just an amazing masterpiece.
Thanks for reading. As for myself,. I will do as little PvP as possible, as I find it unfun and boring.