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Snub PvP; A deep dive complaint - Printable Version

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Snub PvP; A deep dive complaint - Oggdo Bogdo - 01-04-2025

This is a thread that should have been made long ago, and it's going to be much longer than I want it to be, but I want to try to make every part clearly understandable to anyone who is willing to listen, and give some context as to why I think the changes are the way they are, and what alternatives I propose.

I've played a lot of snub PvP since 2007, and I feel that snub PvP is at a very low point, not in terms of balance, but in terms of fun, as a lot of options with regards to guns and ships feel like very bad choices, and quite frankly it's also becoming alien to what most people in Discovery have been used to.

Guns that were common place in previous patches no longer feel fun to use, and in some cases are demonstrably inferior choices. Slower ships no longer feel viable after the strafe nerfs and the changes to mine + CD combos. An entire movement strategy (boxing) was gutted outside of edge cases. The shield battery changes adds a layer of complexity that detracts from the experience of what Freelancer is supposed to be. There is too much unnecessary complexity and hurdles being added to a dated game that is supposed to be simple which most people simply enjoy out of nostalgia.

There's a lot more problems that contribute to this than listed, but I've had to edit a lot of content out of this thread already since it's too long, therefore, I want to address changes that I think affect PvP dynamics the most on a fundamental level to pave the way for a future conversation about issues that are on a more micro-level. I want to only consider VHFs and below in this thread, because SHFs and Bombers have their own problems that I think are too complicated to deal with in an already lengthy thread.

p.s. This is too lengthy for me to verify I edited everything correctly and that my train of thought is always complete. Hopefully it is, but you can post in the thread and I'll edit it if you think something is not clear.


RE: Snub PvP; A deep dive complaint - Eternal.Journey - 01-05-2025

Have you tried Bombers?

Edit: This is a genuine question. Bombers are fun and theyre a snub. i know you said "SHFs and Bombers have their own problems" buuuuut. have you really tried 'em?


RE: Snub PvP; A deep dive complaint - Goliath - 01-05-2025

The current iteration of snub PvP is so convoluted and full of useless features that it makes cap pvp feel like a breeze to understand in comparison (because it is at this point). Every now and then I'm asked if I can explain how snub pvp works, because I'm one of those gremlins that fly fairly well despite the massive pile of slop that snub pvp is now. A newbie that wants to get better or see if he can get into this stuff.

So what do I reply with? "I'm just as confused as you are."; "I don't fucking know" or "Just fly around and get a feel for it.". There's shields, strafe changes, mass, gun efficiency and DPS, missiles, mines, powercore regen etc. If I were a newbie all over again I'd just neck myself with a steel rope and let "Hurt" by Johnny Cash play in the background. Because it really hurts when my guns won't fire 'cause they eat up too much energy for what they're worth, my ship either moves like a brick and the other guy throws a swatter (which I'm forced by to disengage, take it in the face or focus on instead of the actual target), the shields are down so regen is even more fucked and the other guy runs with guns that also drain powercore.

If I wanted to play EVE or Elite: Dangerous I'd go play those games, not this. I like the ideas the balance team came with, but they are either too overtuned or too taxing on what is supposed to be easy to understand, hard to master combat. Now its hard to understand and hard to master. Not a combination I'm a fan of.


RE: Snub PvP; A deep dive complaint - Levenna - 01-05-2025

(01-05-2025, 12:39 AM)Eternal.Journey Wrote: Have you tried Bombers?

Edit: This is a genuine question. Bombers are fun and theyre a snub. i know you said "SHFs and Bombers have their own problems" buuuuut. have you really tried 'em?

Bombers are extremely fat and easy to hit. They aren't particularly viable on these grounds at a higher level.


RE: Snub PvP; A deep dive complaint - Oggdo Bogdo - 01-05-2025

(01-05-2025, 12:39 AM)Eternal.Journey Wrote: Have you tried Bombers?

Edit: This is a genuine question. Bombers are fun and theyre a snub. i know you said "SHFs and Bombers have their own problems" buuuuut. have you really tried 'em?
Short answer: Have you tried VHFs?

Long answer: (I'll write SHF and bomber interchangeably in this answer, Levenna has it exactly right)

I didn't want to get into them because they're more complicated in implementation compared to VHFs, as they have a lot of non-vanilla characteristics. These things also include glaring issues, one of which is similar in principle to what this thread focuses on, so I'll elaborate slightly on this.

Bombers are poor at dodging, and their movement is a lot clunkier than VHFs. This is because of their mass and strafe force/mass ratios (to be clear, lower mass is better, higher strafe/mass ratio is better). Before adding any bomber guns, VHFs sit at 150 mass, and 100 strafe/mass. Bombers sit at 350 - 450 mass, and 66 - 86 strafe/mass.

This influences bombers negatively a few ways: The initial burst you get from tapping the strafe key is extremely weak. If you try switching strafes to dodge shots, it's going to be highly ineffective, it takes time for the strafe speed to accelerate up to where it needs to be, and you not only have proportionally less strafe to compensate for the mass, but also more mass to overcome.

Next, it makes movement clunkier. In duels, there is a movement strategy that is quite fundamental, called "outer strafing". What you do is that you thrust at the opponent from an angle, while holding down the strafe key that puts you further away from the opponent. When you do this on a bomber, it's a lot clunkier even when you have fully accelerated to maximum strafe speed, because there's higher mass, which increases the ship's inertia, and causes the ship to drift slightly in the direction you were moving in. With "outer strafing" it's like being dragged in a direction you don't really want to go in, exposing yourself to more shots, and it's quite annoying to players that are used to VHFs.

The higher mass also does one more thing, it makes accelerating up to full thruster speed slower. VHFs have no problem reversing, and immediately thrusting forward at full speed. SHFs need a second thruster, and because they sit at over 2x the mass, they still do this slightly slower. These 3 things make SHF movement extremely hard to vary and limits skill expression drastically. It has virtually no ability to dodge shots because there is no burst of strafe to work with. It often gets outpaced by theoretically slower turning VHFs because of the drag, and it doesn't do boxing nearly as well. To make up for this, it just has a lot more health and nanobots to work with. They usually make for 1-dimensional duels with the faster ships because it's pretty obvious what the SHF is trying to do and it just comes down to whether or not they can kill the faster ship in time. It's akin to being put on a timer, similar to the current meta with VHFs, but it's exaggerated and multiplied since it's the same problem on a much bigger scale and with more and different stat issues compounding the problem.

One last thing is that SHFs/Bombers don't scale well into bigger fights. Being big and poor at strafing is a recipe for eating lots of shots with no counterplay. It's impossible to give SHFs enough health to not make death inevitable in bigger fights, because this makes them oppressive in duels. I think people remember a time when SHFs had more bots/bats than gunboats and they were impossible to kill outside of instakills.

The reason I didn't include all this in the main body is because I don't know a solution to this. SHFs are meant to fulfill this role. They help newer players be useful in fights by allowing them to survive longer than in a VHF where they haven't developed the skills to justify the extra freedom of movement. Most aces prefer VHFs and other lighter ships precisely because SHFs limited range of movement isn't as fun or nimble as VHFs and lower and they aren't as easy to gang up on and kill off.

(01-05-2025, 01:13 AM)Goliath Wrote: The current iteration of snub PvP is so convoluted and full of useless features that it makes cap pvp feel like a breeze to understand in comparison (because it is at this point). Every now and then I'm asked if I can explain how snub pvp works, because I'm one of those gremlins that fly fairly well despite the massive pile of slop that snub pvp is now. A newbie that wants to get better or see if he can get into this stuff.

So what do I reply with? "I'm just as confused as you are."; "I don't fucking know" or "Just fly around and get a feel for it.". There's shields, strafe changes, mass, gun efficiency and DPS, missiles, mines, powercore regen etc. If I were a newbie all over again I'd just neck myself with a steel rope and let "Hurt" by Johnny Cash play in the background. Because it really hurts when my guns won't fire 'cause they eat up too much energy for what they're worth, my ship either moves like a brick and the other guy throws a swatter (which I'm forced by to disengage, take it in the face or focus on instead of the actual target), the shields are down so regen is even more fucked and the other guy runs with guns that also drain powercore.

If I wanted to play EVE or Elite: Dangerous I'd go play those games, not this. I like the ideas the balance team came with, but they are either too overtuned or too taxing on what is supposed to be easy to understand, hard to master combat. Now its hard to understand and hard to master. Not a combination I'm a fan of.

Completely agree with this sentiment. Most aces can barely keep up with the new mechanics. Newer players not only have to learn the fundamentals but also how the changes function. The new swatters and missiles are not uncommon either, and a lot of these newer ammo-types have extremely counter-intuitive responses. The swatter for instance, acts exactly the opposite a normal mine functions: It disarms when shot at, while other mines explode. It explodes when it times out, while other mines disarm themselves. They don't even track targets and they fly relatively far backward, while normal mines will track the closest ship and exit relatively close to the mine launcher. It can be quite disorienting.


RE: Snub PvP; A deep dive complaint - Karst - 01-05-2025

I'm about ten years past my pvp prime and quite honestly just not in the current meta enough to comment on most of the finer aspects, but there's a general observation here that I share:

(01-04-2025, 04:14 PM)Oggdo Bogdo Wrote: There is too much unnecessary complexity and hurdles being added to a dated game that is supposed to be simple which most people simply enjoy out of nostalgia.

(01-05-2025, 01:13 AM)Goliath Wrote: Now its hard to understand and hard to master. Not a combination I'm a fan of.

I've been concerned for some time now about the general rise in complexity, the number of operations the player must familiarize themselves with in order not to be completely useless in a fight. Like I'm glad that the previously stupidly simple gunboats got useful forward guns and mine droppers, mechanics which fit comfortably into their operation and feel rewarding to use.

However. This approach of adding layers of complexity to every class, every matchup type, is going too far. The best example of this is shield drain/shield toggle, at least on snubs (arguably all classes, but we're talking about snubs here).
This feels as a mechanic like a pure "punishment for failure" setup, rather than "reward for success". What I mean is that, say, landing a Mini Razor hit grants a sense of achievement for using this tricky mechanic right, while effectively using shield toggle just feels "normal", while leaving a sense of frustration if you feel like you didn't use the function optimally.

That....isn't fun. This is an added layer of functionality that when utilized properly, adds nothing, and when not, diminishes enjoyment. I don't WANT to set up yet another keybind that I have to micro in order to perform competitively. The addition of this mechanic is just stressful and confusing to me, a veteran player who at least at one time was pretty decent at pvp. I can only imagine what it's like to a new player.

So yeah. I can only echo those sentiments about rising complexity, and I hope that any future added balance layers undergo scrutiny as to if they actually make fights more enjoyable, and if they are really worth further building up the already massive entry barrier into combat. And that some of the existing ones, like said shield toggling, are reviewed as well (other things come to mind like the inscrutable variety of bomber weapons, but that's going off into side topics.)



RE: Snub PvP; A deep dive complaint - Madvillain - 01-05-2025

I haven't had as much fun with snub PvP as I am having since returning to discovery a couple of months ago. I feel like the changes since I left (about 5 years ago) have actually lowered the skill ceiling quite a bit, and on top of that made heavy and light fighters much more viable choices to fly, even for an average pvper such as myself.

I have been consistently punching above my weight since my return not by suddenly becoming a lot better at aiming or better at positioning, but simply by accepting the new changes and adapting to them.

I do fly VHF's a lot less, and I do think that there's an issue with torpedos now being too weak against transports and caps.


RE: Snub PvP; A deep dive complaint - L1ght - 01-07-2025

It's been three days and no official response yet, wonder why? Then again it's hard to argue with valid points made and considering the upcoming patch is going precisely on the opposite direction and making what was said here WORSE by 10x , goes to show that certain devs specifically @Haste don't really care or are willing to work with the community or even consider their input. A massive shame that threads like this just get brushed off and that's considered the "norm" now by the staff team.


RE: Snub PvP; A deep dive complaint - Sombs - 01-07-2025

(Yesterday, 01:51 PM)L1ght Wrote: It's been three days and no official response yet, wonder why?

I know it might look dismissive on first sight, but this thread is very in-depth about this criticized issues, and thus warrants an at least partially equally in-depth response. Considering Haste has a lot on the platter aside from Balance, and given this real life always comes first, even for the head dev, I'd kindly ask for a bit more patience on his behalf. In his defense, he usually responds with a not disrespectable quality, even if his perspectives might not align with the ones who criticize him and his work.


RE: Snub PvP; A deep dive complaint - Oggdo Bogdo - 01-07-2025

I want to reserve this post to address an argument brought to me that is supposedly in defense of shield toggles. I want to remark that this argument has nothing to do with the stated purpose of shield toggles or the rest of that section in the OP. It's also been phrased pretty much ad verbatim, by multiple people in the same way. This makes me think that this argument did not originate from them. I'm not too involved in the rest of the community, so I figured I will share this answer here.

The argument that's been brought up is that this is just an "APM-intensive mechanic to give you minimal gains" and we don't have to worry about it. So, without addressing the truth value of this argument, I want to ask, even if this is true, why exactly is this mechanic being kept? Shield toggle could award you with a grand total of 1 energy per second and it would still be something you should get rid of. The argument I made was against the principle of this mechanic even existing. As I said in my original post, STS was removed from caps for being too APM-intensive so I fail to see why snubs should have something like this.

Now I want to address this argument about "minimal gains". It's really hard to tell exactly what people mean when they write like this: Do you mean that the net gain to your PvP situation is not meaningful? Do you mean the powercore gain is insignificant? From further questioning, the general sentiment I get seems to be the latter, that the effect on the powercore of shield toggle off is rather unimpactful. It's not. I will do some basic calculations using numbers from FLStat of LF-VHF ships regarding powercore regeneration and powercore drain, but I will exempt certain outliers (Anubis, Shihai, Maintenance/Mining/Scanner Drones) because I did not check them before, and cannot check them in-game at the moment, to accurately confirm certain things.

LF: Powercore drain -> 510 | Powercore regeneration after drain: 905 - 1050 | Result: Gaining 48.6% to 56.35% of core regeneration from shield toggle off
HF: Powercore drain -> 305 | Powercore regeneration after drain: 920 - 1120 | Result: Gaining 27.2% to 33.2% of core regeneration from shield toggle off
VHF: Powercore drain -> 380 | Powercore regeneration after drain: 950 - 1070 | Result: Gaining 35.5% to 40% of core regeneration from shield toggle off.

I would argue these numbers show that it's very impactful. It is true that the net gain to your PvP situation isn't very high from toggling it off and in most cases I would say it severely harms you. This is because shield regeneration values are a lot more valuable than even the gain in powercore from shield toggle off (this requires more analysis in this post to prove it, so I will just leave it as it is). However, arguing that there is almost nothing to gain requires some stretch of the imagination.