Nerf Reverski

I've often wondered if it would be that much of an issue. If you made it that the faster you go, the less maneuverable you are, wouldn't that limit those that wish to fight down to the speeds we have now, anyway?

Back in closed beta the flight model was more realistic and there were no limits on speed, however, from a gameplay perspective it was silly. If folks are frustrated now because x ship can reverse faster than theirs, they would be in tears had the original flight model remained.

As far as I am concerned the current status quo is fine, it does not need to change, the attitudes of a small minority do. If you are facing off against a ship intent on reversing, it is a stalemate just leave, if you are intent on sitting trying to see who has the better dps at fixed range that's on you. Why should someone give up an advantage available in that particular ship just to satisfy an other's ego? We play a game with different ships, different stats, different strengths, its not always going to be a fair or straight forward fight and the game is all the better for it, so deal with it. If you want more balanced combat go join one of the fight clubs or play CQC.
 
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Simply make reverse boost 50% of actual value?
IIRC, reverse is set at 60% now -in FA-on, that means 60% of forward speed. In FA-off, it means 60% acceleration. Boost always results in "forward" thrust, although it can be significantly deflected with thruster application.

The problem is that the basic premise of combat in E:D is flawed. Flying backwards is just an extension of flying in circles.
 
I'm slightly against nerfing reversing. When flying an Anaconda it's the only thing you can do while being stung repeatedly by an Imperial Eagle. On the other hand it would give turrets extra usefulness, so I wouldn't mind a reversing nerf if turrets get buffed to be similar to gimballed weapons at the same time.

I think the not-space flight model has spoilt this game though. Passing a strong gravity world or black hole, escape should be by accelerating tangentially, not "pulling up"!

I'm actually for a reverski nerf, but I agree with you that buffing turrets would make it more balanced. BTW a Conda boost turning is fearsome.

Hows about this for a proposed implementation, make the space custard physics flight model deceleration coefficient scale logarithmacally relative to the distance in degrees between your ships attitude and your ships vector? IE a full on 180° off vector the "space custard" is particulary viscous and slows you down a lot more than it would at 90° and a t less than 45° delta between vector and attitude the effects of space custard would be negligable? I think this would allow FAoff players such as myself to still have some fun slithering sideways through airlocks and straffing heat relays on capital class ships while nerfing the reverski's effectiveness.

Translation of this OP...



I mean, it's bad enough already, what Frontier did to the flight model - I'm still licking my wounds from The Great Flight Model Battles of yesteryear. Those halcyon days of cutting remarks from Mark Evans (who it turned out actually battled to have FA-Off included in the game - thanks Mr Evans!)

As it stands, I still despise the flight model - a computer installed into every ship which actively tries to get you murdered by limiting your velocity in 3D space.

And now you lot are calling for this further stupidity. :rolleyes:

Mark evans, as in the guy from the low budget documentaries on discovery who builds kit cars and stuff was involved with elite?
 
I think PAs do 60% absolute, 20% thermal, 20% kinetic, so they only partially ignore resistances.
Yeppers. Simple way to add this up:
50% resist all shield
100 damage per shot PA
60 absolute damage
10 kinetic damage
10 thermal damage
Shot still deals 80% of the total. Using 50% as it is what I see most often as a rule of thumb for resistances. Truth be told, stacking Megajoules is a much more effective counter, but leaves you open to normal damage types. If you see someone with tardo Mj shields, go get some cytoscrambers for the lulz.
 
Ok,change of subject ?
I thought we were talking about reverse thrust ?!?!


Read above reply

Ships thrusters in elite appear to be modelled on the principle of hall effect thrusters using electric power from your reactor to accellerate exhaust plasma from the fusion process through the nozzle to create thrust, this ionic plasma propellant would behave in a manner similar to dognoshes reverse thrusting jet engines IF the nozzles had a path to reverse the thrusted medium into and not just against the hull. So reverse thrusting manouvering thrusters to increase pitch rates is a non starter, but in MOST cases it would work on the main thrusters.

However for gameplay it sucks.
 
I agree. Reverse speeds are silly at least for a game that thumbs its nose at Newtonian motion.

And while we are at it, nerf to death the absurd jump range of the Anaconda (or boost the jump range of nearly every other ship).
 
Ships thrusters in elite appear to be modelled on the principle of hall effect thrusters using electric power from your reactor to accellerate exhaust plasma from the fusion process through the nozzle to create thrust, this ionic plasma propellant would behave in a manner similar to dognoshes reverse thrusting jet engines IF the nozzles had a path to reverse the thrusted medium into and not just against the hull. So reverse thrusting manouvering thrusters to increase pitch rates is a non starter, but in MOST cases it would work on the main thrusters.

However for gameplay it sucks.
Someone earlier stated there seems to be a scaling drag co-efficient based on optimized mass/multipliers and whatnot. As the system makes absolutely no sense scientifically, I would agree. I still enjoy the flight mechanics though. Very satisfying. Oh, and cheese-wiz.
 
Not a friend of reverski either but it's often the only alternative to the full drunken FAoff 0 pressure meta FDLs recharging their shields. Could use LR or focused projectile weaponary but I'd rather go for all round DPS. If the agility of the FDL with G5 DDs wouldn't be so super stupidly annoying then there wouldn't be a reason for reverski.
Especially reverski dual super pens are insanely effective, not only against FDLs. The only counter is basically a long range TLB.

Another alternative to the reverski issue is to make silent running viable again so atleast hulltanks can break locks without the need to use a long range TLB.
 
This bears repeating.
Find another target, change the channel, flip the page, whatever.
Fair point as a general blanket statement, but all my personal experiences have been that, short of mode switching or lucking out with instance drops, the target will keep stalking you, only to reverski away as soon as you start shooting back.

Still don't feel it needs a nerf. I have a private group for that reason lol.
 
I guess there too many these days "PVP-wannabe" noobs in thier long range FDL who doing nothing but reverski? Its that an new issue?

Not like I had any problems to kill anyone like that, I know very, very very well how to deal with these, but I agree, such sheeps are boring to fight against. I mean, how they are hard to kill if they aint bother to evade? Unless someone carry close range weapons only, I fail to see how someone decent enough would have any problem with such.
 
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Not a friend of reverski either but it's often the only alternative to the full drunken FAoff 0 pressure meta FDLs recharging their shields. Could use LR or focused projectile weaponary but I'd rather go for all round DPS. If the agility of the FDL with G5 DDs wouldn't be so super stupidly annoying then there wouldn't be a reason for reverski.
Especially reverski dual super pens are insanely effective, not only against FDLs. The only counter is basically a long range TLB.

Another alternative to the reverski issue is to make silent running viable again so atleast hulltanks can break locks without the need to use a long range TLB.
I always felt a dedicated slot for fuel scoops to be a good start to buffing hull tanking. As it stands, you can't rapidly deploy a hull tank without sacrificing precious hull armor. And yeah, I know you can ship parts/ships. You are still either spending far more time waiting or trading down your armor. And I will keep regurgitating that sentiment until the cows come home... or my wishes are granted. Just need a big blue genie that works for fdev, amiright? Lol...
 
I guess there too many these days "PVP-wannabe" noobs in thier long range FDL who doing nothing but reverski? Its that an new issue?

Not like I had any problems to kill anyone like that, I know very, very very well how to deal with these, but I agree, such sheeps are boring to fight against. I mean, how they are hard to kill if they aint bother to evade? Unless someone carry close range weapons only, I fail to see how someone decent enough would have any problem with such.
That statement seems to declare you don't seem to encounter anyone using this tactic while bragging how easy it is for you to kill people who use that tactic...
Do elaborate please.
 
Quite unexpectedly I agree with OP.

Nerf reverse.

Edit: but not so much you can’t back out of a station sharpish when you forgot to get docking permission!
 
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You got a lot of crap for this, but you're correct. Unless we're presuming that normal-space engines on our ships use some sort of massless Phlebotinum for propulsion (which, based on dust clouds you see on planets, they don't), the basic design of a thrust-reverser would work fine. As long as the reversing plate is opaque to whatever propellant is exiting the engine, the force would act in the reverse direction.

"But you need air!" LOL
 
Yes, I've played proper study combat sims, actually. Specifically, DCS. Try the Mustang or Spitfire in that, then try the Su-27 and the F-15, then come back and tell me it doesn't take significantly more skill to fly and fight in the older planes than the newer ones.

Modern Planes are far easier to FLY (especially ones with modern Fly-by Wire Systems) but far harder to use to FIGHT (and the reverse obviously applies to World War 2 Planes with far more restricted flight envelopes but combat systems consisting of the mk1 Eyeball and fixed Forward Firing machine guns and Cannon...
Obviously if you're playing "Furball-Fun" Open Server DCS you won't really see the difficulty as non of the Air to Air Planes (F15/Mig29/Su27 etc) don't have their systems modeled at anything beyond a basic "arcade" model (they're actually "legacy LOMAC Planes with a new Flight model)...come back when the F18s released and out of Beta...and then tell me they're easier to "Fight" with than a Spit etc...
 
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Fair point as a general blanket statement, but all my personal experiences have been that, short of mode switching or lucking out with instance drops, the target will keep stalking you, only to reverski away as soon as you start shooting back.

Still don't feel it needs a nerf. I have a private group for that reason lol.
If someone’s virtual combat ethics don’t align. Put them on the block list. You can still play in open and meet new combatants. But you’ve eliminated one that isn’t productive for either of you in terms of having fun. Well, maybe they are...anyway. That’s what modes and filters are for. Tailoring the game until it feels like it was made just for us.
 
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