Balancing ideas (combat)

These are going to be my ideas for balancing for Combat.

Alright, this is how i believe that the ships should be balanced, first is

- Small Ships

Oh boy, this section will get the crowd [DATA EXPUNGED] at me. This after a long session of thinking has revealed to me that the small ships besides the hauler, possibly have more problems than most people probably realize.

now, how i believe these should work is that they are great in performance, (Maneuvering, Lateral Thrusters [RCS], Acceleration, and Top Speed). However they should have armor that is as thin as paper and shields to match.

Now what's that you say, it's already like that? nah, it's not, the smaller the ship, the less defensive capabilities (Utility Mounts, Shields, Armor) and offensive capabilities (Hardpoints) the better performance they must have. For example, let's take a sidewinder and pin it up against a viper, both pimped out and armed to the teeth, viper has similar performance to the sidey DESPITE the sidey being smaller and thus harder to hit, it HAS NO OTHER REDEEMING QUALITIES IN COMBAT.

Sure, the sidey (Sidewinder) is a starting ship, however we should not exclude it as a viable option. The biggest problem is not the sidey, oh no, it's the eagle. Why the eagle you ask? it's a light fighter, i'm not complaining that it can't take out large ships, and i'm not complaining that it has a hard time taking down medium ships, the problem with it lies mostly at the top of the line small ships, the viper and the cobra, not only are these beasts faster than the Eagle but they are VERY dangerous against an eagle, the viper and cobra could just BnZ the eagle to death without much of a fight. Remember the eagle is a light fighter, it's specialty is to take down small ships and be a cheap disposable combat superiority ship to distract or swarm and destroy a Large vessel, however the viper is what i would call a medium fighter, specializing in taking down medium ships, however it is not only as maneuverable as a sidey but it's faster than it, as well as the eagle, adder, or the sidey, couple that with the fact that it has more mass, bigger guns, and is about as maneuverable as the adder, and sidewinder possibly even more so, same with the cobra. That equates to some dead ships.

my solution to is to either reduce the viper and cobra's maneuverability or make the smaller ones more maneuverable themselves, Nerf viper and cobra's speed, my god how else can i say this... everyone uses the viper to go bounty hunting, this is because they have no real reason to use anything else it is effective against the eagle, you know, that cheap light fighter, that one that was practically made to take down small ships, and the viper is a small ship.

in my opinion, sidey should be faster than the viper, cobra, eagle (by a small margin), and just about any other ship, the sidey should have 8, that's right, 8 maneuverability to make up for the fact that it is currently a flying paperweight. For the cobra, let's face it, it barely fits on a small landing pad, and has way more mass than any of the small ships and i'm pretty sure it's more maneuverable as the viper, the mass, and the size is enough for me to qualify it as an extremely small medium ship, thus we should make it a little less maneuverable as the viper and add more armor and shields.

Don't get me wrong guys, i don't want the viper and cobra being nerfed into oblivion, i want them to stand a chance, but i also want the small ships to stand a chance too, to have the option to run away, to be able to have their own redeeming qualities for having less offensive and defensive capabilities. FD please balance these ships correctly, don't make the smaller ships broken or make the larger of the small ships useless.

here is a reference for how advantages should play out in combat (assuming both pilots have equal skill)

sidey = viper, adder (?)

sidey > hauler, type 7, type 9, type 6

eagle > viper, sidey, hauler, adder, cobra (assuming that FD meant for it to be a small ship), type 7, type 9.

viper > cobra, hauler, type 6, Asp, Adder (?), Vulture (assuming medium ship here), Type 7, Type 9.

Adder if not = to sidey it is > hauler.

Vulture > type 9

- Medium ships

don't worry... ok worry, it's getting worse, and it's not because we only have two REAL medium ships... minus the cobra, only one of which is multi-role, to kick things off with a bang and end with booing i will start with the Asp.

The Asp, what can i say about it... oh, yes despite being an apparent gunship it has the maneuverability of a cobra (WHAAAA?) this needs to change, not only that but it masslocks everything up to a dropship? NOPE, NOPE, DO NOT WANT, ABORT, ABANDON SHIP (rage quit). Other than these two small problems, it's alright for a multirole (but only because of so little competition).

oh yes, the big bad python, you should be a large ship, yes, anyway, this is exactly what the python needs to be, a large gunboat, lower maneuverability, but for god's sake FD, please keep acceleration and top speed at a reasonable level.

Type 6, not much to say about this one, however we will talk about traders later in another thread.

Asp > type 6, cobra (?), type 7, type 9, hauler, Adder (?).

python > imp clipper, fed dropship, Asp, type 7, type 6, type 9.

- Large ships

Well, this is kind of better, not really, but look on the bright side, damage states anyone, no? ok.

The clipper, my god what can i say about this thing, too fast too maneuverable? a ship with 6 maneuverability should be able to out maneuver it easily, if it is not too maneuverable then nerf top speed.

The dropship, like the sidey is a flying paperweight except it's a large ship, more useful than the sidey in combat though *sigh* buff top speed a bit, if not then please add personnel.

The 'conda (Anaconda) , well, for the price it's kind of worth it compared to the other large ships currently i have no ideas on how to balance this due to inadequate experience with fighting these, the fact that the vulture isn't here yet, and the fact that it really doesn't have much competition other than the python.

- Extras

Upgrades should be more varied besides just a linear progression, specialized upgrades and equipment should be here.

I fear that in 1.2 wings with large ships will blow wings with smaller ships out of the water, wing sizes should be based on ship size/ ship type, at least until the vulture comes along.


FD, i swear to god, if you are going to make combat ships have power issues and plan to make all ships have power issues, then make the other ships have power issues, if you can't make a ship have power issues without sacrificing too much then nerf an aspect of the ship to make up for that.

FD SCBs (shield cell banks) should be limited to one per ship, otherwise large ships will ALWAYS have an advantage if they use SCBs, your recent nerf was on the right track, but still, no cigar.

P.S

Is it just me or are large beam laser turrets a bit OP?

FAoff allows you to fly backwards at full speed, really FD? the fly backwards and shoot tactic should not be all that viable, it's the bane of the smaller ship's (even well armed ones) existence.

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I just want make this game better, everyone is entitled to their own opinion, that includes mods and devs (just don't be a jerk... please? :p.)

If you have any ideas, please, share them, if we put our heads together as a community we can make this game more enjoyable for all.
 
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