Dear All,
If you look at forum threads on what ships to use in PvP and the consensus is that big ships aren't viable - instead small or mid sized ships with crippling first strike damage (which they just shouldn't get to have - more on that later). So there you have it: PvP is just imbalanced!
The game is currently a bit unrewarding and even boring for me because PvP is such a mess.
A couple of additional points in this regard, also relating to the answers I received, in no specific order:
1. I can destroy pretty much anything in PvE with ease in a highly engineered A class Corvette and hold my own against Anacondas in PvP but I lquickly lose in PvP against ONE small ship or an FDL - how does that make any sense?
2. I do already employ fixed weapons but, again, that's far more useful for smaller ships because in a big ship it's increadibly hard to target small, fast ships with fixed weapons and the opposite is true the other way around! Smaller ships are so fast and agile that you can't get them efficiently into focus in a big ship - the small ship just boosts away a bit and is super hard to target, plus damage fall off kicks in hard. I also tried long range engineered turretted lasers that target even silent running ships at distance, but they just tickle the target, even multiple C3 beams. In addition, I already use a Fighter Bay but that doesn't turn the tide either at the moment.
3. A number of experimental engineering effects are way too good and clearly favor small ship against big ship situations like Phasing Sequence, Feedback cascade, Dispersal field, Reverbarating Cascade or Penetrator payload, whereas there is are no effects that favor big against small ships, like e.g. an Area of Effect (AoE) effect that does damage in a certain volume even without directly hitting. The latter could be an effect for Multicannons.
4. Right now smaller ships can have ridiculous alpha damage that's especially effective against big ships like with special effect Torpedos or PAs and it's easy to hit big ships with these weapons and instantly do comical amounts of damage that shouldn't be possible for a small or mid sized ship - but hitting small ships with PAs or Torpedos is really really hard.
5. 8A sensors, and lower tier sensors like 8D or 7A accordingly less efficient, should be completely immune to chaff and silent running. It's the 34th century and high tech sensors aren't ably to detect a ship through a bunch of aluminum debris or because the target isn't warm enough? Really?
6. As a last point and especially regarding my beginning boredom with the game, combat ranking should be based on PvP results exclusively (of course only when the mentioned balance issues are solved) and dynamic like e.g. in StarCraft: Commanders should be downranked if they keep losing against lower ranked PvP pilots in weaker ships etc.
Seal-clubbing thousands and thousands of weak ships in PvE hust shouldn't give anyone the rank Elite in combat.
I hope all this gets the attention of somebody at FD.
Best regards, Felix (CMDR Gewinnste)
If you look at forum threads on what ships to use in PvP and the consensus is that big ships aren't viable - instead small or mid sized ships with crippling first strike damage (which they just shouldn't get to have - more on that later). So there you have it: PvP is just imbalanced!
The game is currently a bit unrewarding and even boring for me because PvP is such a mess.
A couple of additional points in this regard, also relating to the answers I received, in no specific order:
1. I can destroy pretty much anything in PvE with ease in a highly engineered A class Corvette and hold my own against Anacondas in PvP but I lquickly lose in PvP against ONE small ship or an FDL - how does that make any sense?
2. I do already employ fixed weapons but, again, that's far more useful for smaller ships because in a big ship it's increadibly hard to target small, fast ships with fixed weapons and the opposite is true the other way around! Smaller ships are so fast and agile that you can't get them efficiently into focus in a big ship - the small ship just boosts away a bit and is super hard to target, plus damage fall off kicks in hard. I also tried long range engineered turretted lasers that target even silent running ships at distance, but they just tickle the target, even multiple C3 beams. In addition, I already use a Fighter Bay but that doesn't turn the tide either at the moment.
3. A number of experimental engineering effects are way too good and clearly favor small ship against big ship situations like Phasing Sequence, Feedback cascade, Dispersal field, Reverbarating Cascade or Penetrator payload, whereas there is are no effects that favor big against small ships, like e.g. an Area of Effect (AoE) effect that does damage in a certain volume even without directly hitting. The latter could be an effect for Multicannons.
4. Right now smaller ships can have ridiculous alpha damage that's especially effective against big ships like with special effect Torpedos or PAs and it's easy to hit big ships with these weapons and instantly do comical amounts of damage that shouldn't be possible for a small or mid sized ship - but hitting small ships with PAs or Torpedos is really really hard.
5. 8A sensors, and lower tier sensors like 8D or 7A accordingly less efficient, should be completely immune to chaff and silent running. It's the 34th century and high tech sensors aren't ably to detect a ship through a bunch of aluminum debris or because the target isn't warm enough? Really?
6. As a last point and especially regarding my beginning boredom with the game, combat ranking should be based on PvP results exclusively (of course only when the mentioned balance issues are solved) and dynamic like e.g. in StarCraft: Commanders should be downranked if they keep losing against lower ranked PvP pilots in weaker ships etc.
Seal-clubbing thousands and thousands of weak ships in PvE hust shouldn't give anyone the rank Elite in combat.
I hope all this gets the attention of somebody at FD.
Best regards, Felix (CMDR Gewinnste)