Posts: 3,231
Threads: 100
Joined: May 2012
Staff roles: Balance Dev
Changing strafe speeds would radically change PvP for every kind of ship. Right now, the art of reliably hitting other fighters in snub PvP is generally down to firing at the right angle - for example, don't try to shoot a Raven's Talon from the front with a larger (front profile) ship. Approach it slightly from the top or side and you'll be much, much more accurate.
I don't see why people are so opposed to aiming as a skill that takes time to develop.
If anything, just drop bot/bat counts to make fights shorter.
The number of ships that can be hit just fine is far greater than the exceptions. The current Falchion is quite a bit too good. The Kusari fighters (which should be replaced as VHFs by next update by significantly larger ships) are another. Light fighters like the Tanto, Liberator, Hayabusa and such are all quite broken as well (especially now that they have an incredible 10k damage punch).
If there's any fixing that needs to be done, it's the exceptions to the rule. Oh, and somehow making shieldrunning less effective without altering normal, aggressive play. Ironically, I rarely strafe much if I'm going full-dodge.
I don't see it Haste. Maybe it's just my distance to the server (I usually get around 170-180ms /ping) but I cannot hit a darn thing with guns. The target crosshair warps all over the screen, and even when I do manage to get my cursor over it and I see some projectiles land on the target, they usually don't do any damage. Whatever bit of damage I do is regenerated by the time I manage to hit them again. This is, of course, unless I'm flying my dual-missile CSV, with which I fare much better.
Maybe I just can't do any snub pvp on the main server. :/ But I suspect the problem isn't just my connection. I've been spending a fair bit of time in conn lately, where no bots/bats are used, and when I watch other people duel, it's much the same. Lots of shooting, not much hitting, fights go on and on forever.. Most of the damage comes from mines and missiles, and those who can use CDs to detonate those things near the enemy tend to do well. Shooting the enemy with a gun appears to account for very little of the damage done in any given fight.
I don't think snub duels should be 10, 20, 30 minute affairs; at most they should last a minute or two. However I can see the counter-argument. If you nerf agility, now whoever has the heaviest fighter, with the most powercore and armor, is going to win. You'd have to consider this very carefully, possibly lowering agility in baby-steps and seeing how it goes.
I think it may be better to keep agility as-is and just give SHFs 2 missiles, to give high-lag players an effective snub to play with while not mucking up the whole thing for everyone else.
(11-24-2013, 04:33 PM)Lonely_Ghost Wrote: Yes pleas, especialy on cruisers. By all means, cruiser and even battlecruiser should not be able physicaly solo battleship.
Agreed, BSs should be indestructible, nerf Bombers too while we're there. Half damage of Novas, and only let them carry 35, decrease SNAC range to 300m.
This is an issue that goes far beyond "I can't use the tools currently at my disposal so change them". It has to do with the outlook people have on the game and how they play it.
In any combat oriented game - take Planetside 2 for example - you will find that on average most people are more effective at killing than not. This is because they realize the point of the game is to kill things. The opposite holds true on Discovery.
In Discovery there is a divide, where there are people who play the game for what it is (An arcade pixelshooter) while roleplaying, and those who feel that skill should serve no purpose in combat.
So if you start to think about that a little bit, the people who actually find killing fun are always going to kill things better than the people who aren't at all interested in training. No matter which stats you change where, the skilled people will have just as much of an edge as they did before.
While I personally adhere to playing the game for its original intended purpose while also using it as a platform for roleplay, I have plenty experience with both sides of the coin.
In general, I've found that the people who know their way around a fight tend to be calmer and take a less serious outlook on the game, and simply don't care about dying. On the flip side however they also have less patience and understanding with people who don't find the actual game fun and are only using it for roleplay.
The other side tends to be extremely hurt about dying in a fair fight, has no regard for allowing equal footing in combat, and suggests balance changes when none in the world could fix what is a social divide and not a balance issue. Yet undeniably they form the core of Discovery's players and do contribute quite a lot in other areas.
So that's how it really is. If anyone has any solutions to that (picking a side is not an option), I'd be impressed.
(11-24-2013, 01:56 PM)Haste Wrote: Changing strafe speeds would radically change PvP for every kind of ship. Right now, the art of reliably hitting other fighters in snub PvP is generally down to firing at the right angle - for example, don't try to shoot a Raven's Talon from the front with a larger (front profile) ship. Approach it slightly from the top or side and you'll be much, much more accurate.
I don't see why people are so opposed to aiming as a skill that takes time to develop.
If anything, just drop bot/bat counts to make fights shorter.
The number of ships that can be hit just fine is far greater than the exceptions. The current Falchion is quite a bit too good. The Kusari fighters (which should be replaced as VHFs by next update by significantly larger ships) are another. Light fighters like the Tanto, Liberator, Hayabusa and such are all quite broken as well (especially now that they have an incredible 10k damage punch).
If there's any fixing that needs to be done, it's the exceptions to the rule. Oh, and somehow making shieldrunning less effective without altering normal, aggressive play. Ironically, I rarely strafe much if I'm going full-dodge.