60 is about AI drone speed, which is a horrible ship with it's current armour. If all snubs were like it, it could be detrimental.
As Veygaar said earlier, that would lead to ships being buffed in terms of armour and powercore and we'd just have the ships with the most armour dominating the classes.
(10-27-2013, 10:29 PM)Veygaar Wrote: Anything can kill anything (almost) depending on the total difference in skill of two players. That's why Disco/FL is so awesome.
We are of topic but...
HMM...make all ships same price please?
We are of topic but...
Ps: I don't realy wish that just ...mehh ...BS killed by fighter becouse you are skilled or becouse it is good balance?
(10-27-2013, 09:17 AM)Scumbag Wrote: Well this is more a discussion about freelancer pvp in general, i put it in balance because it's about another kind of balancing pvp.
I am talking about cutting down the agility of all ships, make them all move slower, react slower. Like the most agile light fighter should move like the most agile vhf of the current balancing. And do that for all ships from lf to dreadnaught. I for one can not fight in Kusari, the ships are way too fast for me, there's no time to aim, no time to actually see the details of the ship you are fighting with. Just a flash of color thats speeds near you spitting flashes of light.
Sure it might be me getting older, but i feel the fights are just unrealistic, the human body can not resist to those kind of changes in direction and speed. Fighter pilots can resist up to crazy ammouts of g force for example: http://en.wikipedia.org/wiki/G-force
Quote:The record for peak experimental horizontal g-force tolerance is held by acceleration pioneer John Stapp, in a series of rocket sled deceleration experiments culminating in a late 1954 test in which he was clocked in a little over a second from a land speed of Mach 0.9. He survived a peak "eyeballs-out" force of 46.2 times the force of gravity, and more than 25 g for 1.1 sec, proving that the human body is capable of this. Stapp lived another 45 years to age 89, but suffered lifelong damage to his vision from this last test
but not without long lasting effects.
Will it make fights boring? I don't know, but i do know it will improve my aim for sure. So you can call me biased on this, but i want to know your opinions on the subject.
And remember, this is just a hypothetical discussion, ignore the trolls that can't have an inteligent conversation.
I've been playing the game for almost a month now and I have no problems with snub combat. Only thing that annoys me is how easy evasion is. Too many times have I watched multiple cap ships and like 6 snubs chase a bomber for roughly 15 mins before it leisurely strolls back to Leeds. Pretty silly.
Speed is fine, add more if you ask me but yea, make them harder to dodge incoming fire. Especially caps, they should take like 90% of incoming fire from bombers and other caps. Decreasing turn speed could help on caps and increasing hull/shield HP. Iam tired of watching a huge BS just going 90 degrees in 1 second turn. Also lag sucks I know. But caps do "hop" too much out of incoming projectiles.
Ow, i have to admit i messed up big time now. What i meant all along was turning speeds, acceleration when going up down left right, general agility of ships. I did not mean thruster speeds or impulse speeds.
Besides that Discovery's pvp is already very noob and user friendly compared to the original FL, and this being a proper skillshooter, it is absolutely necessary to gain not only raw expirience, but also develop several skillsets to be able to properly follow the pace of the game.
Get good, ffs.
Some people can't get it in their head that being good requires practise. An hour every two or three days isn't practise.
slap. bad particle.
There's no skill in FL, just your attitude towards the game and a tiny little bit of natural talent. And yes, it's "attitudes", not "aptitudes".
People shouldn't be forced to "be good" in the freelancer's pvp system, of course not. They do not need to bother thinking "imma be murdered by pr0420blaze omg" either because there are ways to "counter" the amoks, widely developed by the dev team and certain player groups, so they can carry on with their original, amazing roleplay.
Of course if you want to stand a chance 1 v 1, 1 v 2 or 1 v 3 against someone who plays to pvp then you do need practise. Make up your mind; improve or go away. This is not an autowin game and it doesn't take 1 hour every day to be above average (what I mean is that you just need to learn and remember a few things, not being sarcastic)
Previously the only way to learn stuff was dying a lot until some vet turned up to be merciful.
Now, it's not anymore, because there are pvpers who want capable opponents.
(06-19-2016, 12:06 PM)Mao Wrote: inb4 Sirius gets renamed to XTF.
(10-28-2013, 12:11 AM)Yber Wrote: There's no skill in FL,[...]
Of course if you want to stand a chance 1 v 1, 1 v 2 or 1 v 3 against someone who plays to pvp then you do need practise. [...]
Y u no make sense?
Please explain what "skill" is in your opinion. Because from my knowledge it is what is earned by practise, training and such. Afaik being good in combat in FL requires a lot of skill.
Of course you can be average with just knowing a few techniques, but then again, isn't that part of "skill" as well, to some small degree?!
And a person mainly focused on pvp and therefore rarely losing in combat talking about how people shouldn't be upset when shot down goes beyond sarcasm for me...Whatever you might mean with that "counter" you mention though.
I love people saying "practise more", when for most it's mostly that fights get boring or even annoying when you've been in them for >15 or even >30 minutes without being able to down even a single fighter. Not to mention, not everyone can just like that put 1 hour every day into training in FL, a 10 year old game which people play for RP, not PvP. I'd rather go and put 1 hour into training in RL, that's not just much more healthy, it also makes a lot more sense. Were I out for PvP, I'd join HHC, if that's even still around these days.
My opinion on fights?
- snub fights take too long
- snubs are too fast
After yet again chasing a rather big snub through more than half a system with rarely even dropping his shields, because his agility was just too damn freaking high, I remembered why I started disliking combat in Freelancer. At some point you just start feeling like you could be spending your time better, instead of pointlessly trying to hit a fly with a machine gun...
Just my opinion on the matter. And even with slower ships, lower armor and such, skill would still count...
I need to disagree on that since the logic of "Fighters" is simple. Fighter PvP s in my opinion should even take a lesser amount of time, fighters aren't suppose to survive that long, they should explode realy quick in a PvP, I mean srsly if you fight against a skilled person those fights only takes forever, I'm talking of experience. In my opinion Fighters should get more vulnerable instead of lesser agile. In fact they should get more agile but should have lesser hull. If you speak about Capital Ships, I agree imo, they realy should take longer its not fun when they explode after 1 min .
Basically: Snubs are easily killed with other things atm anyways. Why make it easier? If you're not gifted or well trained in a fighter don't fly one to fight one? Fly something you can use to kill them easier? A cruiser or gunboat perhaps?
Maybe you don't realise how frustrating it is if you can't dodge.
If snubs are slower and easier to hit, group fights will only depend on the number advantage now and the one who is focused has absolutely zero enjoyment of the fight.
The only thing he could do and have fun with was: dodging as good as he can.
If you take that away, why should I even bother to fight if it's just me flying around a bit while being shot down with no effort from their side?