I know there was mention of this in the stream for the upcoming update to the game but I would like to emphasise how impossible it is to fend off a wing of multiple foes using this in a fast agile ship such as the FAS or FDL.
In my Corvette being hit by engine killing mods, target lock spamming etc this is the most frustrating part of being attacked by groups. You simply cannot fight back with any degree of efficiency unless it's 2vs1 at most.
Again, this brings me back to why I argue that the core gamers should have access to engineering as how they manage to survive without the proper resistances etc I'll never know.
Any word this will be adjusted? Even a giving the impacted ship an immunity to it for 10 seconds might help somewhat.
What about just removing PvP altogether in Elite? It needs SO MUCH adjusting and balancing.
Hit the nail on the head here. Target Lock Breaker (among other effects) is one of the main reasons I am very reluctant to use my Cutter in any situation that involves other players due to the near omnipresence of PA-packing FDLs in high-traffic systems - and that's even considering I generally run 5 fixed Multicannons on the Huge, Large and 2 Medium hardpoints (darn nacelles!). I've since experimented with various small ship builds (Courier, Eagle and iEagle) and was able to avoid a few PA shots from a player FDL with an Eagle build.
To illustrate Truesilver's point about small ships and TLB effectiveness, I managed to dig up a video of when I was running that Eagle build to specifically evaluate how player-flown FDLs compare to their NPC counterparts (as I had no prior experience to go off of):
Notice how the other player was only able to fire off his PA's once and miss. It's fairly difficult to hit a small, high-speed target with the equivalent of glowing bowling balls; conversely, it's easy to hit slow-moving space whales with said bowling balls. Scaling the effect to the target's scanner class/size could be a way of balancing TLB for both classes of ships.
Honestly I think the game would be better if they removed every debuff/special effect experimental including feedback and reverb cascade. The only "good" (as in not brokenly OP) experimentals IMO are the ones that change damage types with additional positives and negatives, or add heat damage. This whole meta of putting a butt ton of magical debuf spells on your weapons is just stupid. If shields are a problem add some engineering mods that give +150% DPS at g5 but a 50% cut in armor piercing, creating a weapon that is more effective against shields than most weapons, but crap against most hull tanks. To top it off, give some weapons an experimental that converts some of certain weapons damage to absolute, but again decreases their armor piercing (but by a small amount) and there you go, super-shields have a viable counter that isn't just "lol 2 torpedoes hit you now you can't use your shields", hull tanks have become much more viable (due to the effective armor buff and the removal of all the special effects that kill hull tanks) and players will have actual dilemma when it comes to what weapons to use and what mods to put on them.
This...
I hate magic potions and magic charms.
Type-10 with nine hardpoints could field nine major magical effects at any time... Worth considering...
Sounds about right... need to fight that guy that looked at you funny? Grab 4 or 5 of your biggest, strongest friends, have one of them pull a pillow case over his head while the other 3 or 4 hold him and you beat on him until you're sure he gets how tough you really are.
I use my Cutter in PvP, and TLB was a huge problem for me at first. To solve it, I use 2 imperial hammers, 1 fixed beam, and 4 turrets at fire at will.
I don't even target a foe with TLB. The Cutter is the only big ship capable of getting tons of distance on a foe. This allows the Cutter to utilize fixed weapons very easily against a more agile opponent.
I disagree with the OP. It shouldn't be possible to win every fight. Part of the skill in the game should be to know when to run away to fight another day. It is surely players insane need to have the uber, unbeatable ship that is actually the unhealthy aspect of the game?
The OP was outmatched, out-flanked and should run. There is no shame in this, and only idiocy in staying. What's there to complain about? Finding a piece of real danger in the game?
Go wing-up and get revenge.
I have been on the receiving end since 2.1 and it's ok imo, as long as you are not lazy 4-0-2-blue-zone-face-tank, you would be able to dodge a lot of pa shots by flying evasively, even in an 1v4.
Yeah, pretty much agree with that. Or experimental effects should at least come with some serious downsides.Honestly I think the game would be better if they removed every debuff/special effect experimental including feedback and reverb cascade. The only "good" (as in not brokenly OP) experimentals IMO are the ones that change damage types with additional positives and negatives, or add heat damage. This whole meta of putting a butt ton of magical debuf spells on your weapons is just stupid. If shields are a problem add some engineering mods that give +150% DPS at g5 but a 50% cut in armor piercing, creating a weapon that is more effective against shields than most weapons, but crap against most hull tanks. To top it off, give some weapons an experimental that converts some of certain weapons damage to absolute, but again decreases their armor piercing (but by a small amount) and there you go, super-shields have a viable counter that isn't just "lol 2 torpedoes hit you now you can't use your shields", hull tanks have become much more viable (due to the effective armor buff and the removal of all the special effects that kill hull tanks) and players will have actual dilemma when it comes to what weapons to use and what mods to put on them.
Try flying evasively in a Corvette or Cutter. I'm sorry, but FAS, FDL and the upcoming Chieftain will laugh at your attempts, and having ZERO lock on your foes will make it near impossible for you to ever be able to fight back with any degree of efficiency. As I said, upto two targets at most, if they're not both using target lock breaker, makes it a bit more manageable. Three or more and it's pointless even being at CG's in a big ship.
But if you love this effect then by all means, go deliberately pit yourself against it since it seems to be fun for you.![]()
Yeah, pretty much agree with that. Or experimental effects should at least come with some serious downsides.
should they?
FDEV thinks different.
considering they put a massive thermal reduction on super penetrator, shieldbreaker and plasma slugs for the railgun,
removed many hard penalties from many blueprints to bring the new stuff in line with god-rolled equip.
i think when 3.0 hits, TLB will be the least of your problems in PvP
Is it just me or shouldn't 2 ships (or 3 or more) ALWAYS absolutely dominate Combat vs a single opponent anyway?
The fact that they don't automatically WITHOUT Engineering should be the issue...NOT that TLB makes wings overpowered...
Although, as an experienced PvP-er, in Beta 3.0, flying a Cutter, I was able to defeat all medium ships 1v1 ... even though all were hitting me with continuous TLB ... there is no denying that this effect is overpowered against ships larger/slower than a Python.
Currently if flying a big ship, every aspect of the ship's build and game-plan has to be orientated around dealing with this one single special. One special that doesn't even carry an adverse side effect. That is disproportionate. For an entire ship class to have to put everything into dealing with one single special is absurd, even if you can still achieve victory. It's affecting this aspect of the PvP game far too much.
Conversely it's underpowered imo against ships of FdL-level evasiveness and up. It literally does nothing against a Courier.
The problem with TLB is that it's one of a number of specials of which the game asks only one question: "Did you hit the target?" ... and in respect of which hit points are irrelevant.
Because big ships are built to tank shots, not evade them, these specials have a disproportionately great effectiveness against them.
Frontier need to find a way to scale these effects against large and slow targets without making them useless against smaller, faster ones.
Fortunately the game probably does contain sufficient material already. Big ships have much larger and more massive sensors than other ships. So scaling a cooldown or similar by sensor size and class could be one possible solution.