Beyond update almost complete. Its time to talk about COMBAT!!

Lol this is funny given until recently literally the only aspect of the game that had a significant amount of time/effort/resources poured into it on the part of the developers was pew-pew...
 
The balance is fine as it is, I can find varying levels of challenge as I like (or not if I like). PVP doesn't need designated area's, it already got them all in open.

balance isn't fine, NPC's are rubbish easy, making harder ones would make the game unnecessary harder for people enjoying specific ships and newer players on the transitin to more suitable ships.

And thats why open is so underpopulated because it is forced pvp everywhere. Thats the biggest issue with PvP at all. Thats only fine for those who seek PvP, but not for those who want to multiplay without PvP.
 
Lol this is funny given until recently literally the only aspect of the game that had a significant amount of time/effort/resources poured into it on the part of the developers was pew-pew...
Yes, and they even slipped yet another medium-sized warship into the "exploration" update...
 
balance isn't fine, NPC's are rubbish easy, making harder ones would make the game unnecessary harder for people enjoying specific ships and newer players on the transitin to more suitable ships.

You can already set your own challenge, or not.

And thats why open is so underpopulated because it is forced pvp everywhere. Thats the biggest issue with PvP at all. Thats only fine for those who seek PvP, but not for those who want to multiplay without PvP.

Mobius.
 

Deleted member 38366

D
Explorers got their cookies finally. Its time for Combat players to receive some love now.

Explorers after 4 years got a little bit. All while Combat got update after update after update after update after [...]
There's a load of things that could use proper balancing, updates or refinement. Combat isn't amongst it other than maybe fixing the balancing mess RNGineers have created.

1. When I fight, I want to be as effective as possible

This thinking leads players to use certain ship and weapon Metas.
For PVP this is perfectly acceptable - the Meta is fixed weapons, mostly PA and Rail. Only skill determines which player will win.
PVP Meta ships are mostly FAS, Fer De Lance, Krait Mk2
Great!

Except that isn't true nor a fixed rule except maybe for those 'Youtuber show fights'.
I've repeatedly seen that Meta fail so miserably, the PvP guy on the other side would have been better off using an all Gimbal Pulse Laser build.
All while my totally non-Meta builds won the fights with almost frightening ease. To me personally, that PvP Meta never was one, never went for it.

How about PVE?
The Meta is gimbal weapons preferable Lasers and Multicannons - fixed weapons require much more effort then is actually needed to fight NPC, thus they should be a dedicated PVP choice only.

Due to their fundamental effectiveness (Engineer tweaks aside), it's a perfectly logical choice and not limited to PvE at all.
Fixed Weapons have their place, but that comes with personal preference, the specific Ship and the specific Ship build, plus (typically but not always) a specific class of Targets.
If that niche is left and the Target unexpectedly small & agile, Fixed Weapons can easily lose >75% of their potential effectiveness and can end up being a very poor choice. "Wrong tool for the job" basically.

But anyway, looking frequently of SubSystems of other Players, I'm basically seeing no Meta. At all. I rather see a broad mix of pretty much everything.
(sole exception : Criminal PvP Ships, those seem to always carry the same ineffective and boring loadouts for some reason; I credit that to their preferred Target types : slow, large and poorly Shielded = potentially very quick kills)

2. My ship is too strong. PVE is boring

The consequence of beeing as effective as possible leads ultimatly to this.
Enemies in Elite Dangerous do not scale. First, this is a good decision!
But fighting NPC in maximum engineered ships gets very boring over time unless you are doing it for the money and materials.
WE NEED BOSS FIGHTS AND REAL ELITE ENEMIES!

The old "uber NPCs" were off to a good start, they were simply
a) bugged and
b) appeared with way too high frequency

But other than that, bugfixed Versions of these potent NPCs is what we could occasionally need. System Authority for example, System Defense Forces in Conflict Zones apparently will see something like that in V3.3.

3. Why should I fly with a small ship when I can have a big one?

So true.. There is no reason unless you want to make combat artifically difficult for you, or simply because you dont have the credits.

IMHO not true. There's the time when to bring the big gear - but there's also the time where a small Ship is the far better tool for the job.
That's why we don't see everyone flying "the big 3". They're definitely worth having but aren't the ultimate answer to all problems.

4. I dont use missles/torpedos. I cant kill even one enemy with a full load of ammo

They're a choice and make perfect sense in the right situations. Properly used and incorporated into the Combat plans, they can be formidable Weapons.
However, simply not everyone is doing so due to their restrictions. If anything, they're not mandatory.


How would YOU improve todays combat mechanics of Elite Dangerous?

Too much work fixing the mess RNGineers have started off. Frankly, I wouldn't even start trying.
It'd be easier to partially retire the classic Combat and all its Equipment and have it be superseded (or augmented) by an entirely new Combat mechanic that builds on fresh principles & equipment designed and balanced from scratch.
 
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Explorers got their cookies finally. Its time for Combat players to receive some love now.

I want to discuss with you about the design philosophy for certain weapons and ships, as well as combat scenarios.
There is still much potential Frontier didnt make use of and plenty modules and ships that fall behind.

Lets talk about what the average Player thinks:

1. When I fight, I want to be as effective as possible

This thinking leads players to use certain ship and weapon Metas.
For PVP this is perfectly acceptable - the Meta is fixed weapons, mostly PA and Rail. Only skill determines which player will win.
PVP Meta ships are mostly FAS, Fer De Lance, Krait Mk2
Great!

How about PVE?
The Meta is gimbal weapons preferable Lasers and Multicannons - fixed weapons require much more effort then is actually needed to fight NPC, thus they should be a dedicated PVP choice only.
You can use almost every ship to engange in PVE, but for sustained combat preferable choices are Anaconda, Fer de Lance, Corvette, maybe Python and Krait too. Most other ships are not tanky enough, lack in DPS, or require much more use of skill.
Turret use is not encouraged as their DPS is just way to low!
In my opinion this is a major design flaw, as combat against NPCs should force you to engange many enemies at once.
Turrets should be a help to fight off small annoying ships, while you can stay focused on the bigger threats. The best example are the two small weapon slots of the Anaconda. They are placed so that they have a very limited fire arc and are therefore the best place to use turrets for. Other ships have these options as well and turret use should be encouraged while fighting NPCs.
Another example are mining ships. A Lakon type 9 miner should not be forced to stop his mining operations just because some nasty sidey or eagle is poking him from behind. Chasing them can be very annoying! Turrets should help to kill of the small threats, but at the same time they should not be completly useless if an Anaconda starts to look what you have in your cargo.

2. My ship is too strong. PVE is boring

The consequence of beeing as effective as possible leads ultimatly to this.
Enemies in Elite Dangerous do not scale. First, this is a good decision!
But fighting NPC in maximum engineered ships gets very boring over time unless you are doing it for the money and materials.
WE NEED BOSS FIGHTS AND REAL ELITE ENEMIES!
Players should be able to find at least equal Elite Enemies with engineered ships, if they want to. From missions, POIs, etc. Those should be a lot harder to deal with it (like when fighting Thargoid ships) and be very rewarding in terms of money or special itmes. You can decide what would be a good drop from such an enemy.
There also should be boss fights that you can not take on on your own, no matter how skilled you are. You need the help of other pilots to kill those mighty pirate lords, Mafia, Drug Lords, desperated military officers, Thargoid motherships and so on.

3. Why should I fly with a small ship when I can have a big one?

So true.. There is no reason unless you want to make combat artifically difficult for you, or simply because you dont have the credits.
Maybe they are good for smuggling, but why should they be restricted to just one activity?
What is the major difference between small ships and big ships? Its their manouverbility and speed.
Why not introduce high speed pursuits where big ships are completly useless but small and nimble ships can chase some robbers that stole the Mona Lisa from XY Station?
They dont want to fight, they just want to get away with it and you must chase them as fast as possible. They try to get off your rader by trying to fly through a small canyon or a very dense asteroid field. Who has the better control over their ship when flying at high speeds, avoiding obstacles, fighting gravitaional effects? And then they launch a rocket or EMP mine to stop you from chasing them.
Another thing is interdicting. It should be significantly harder to interdict a small ship with a big ship as they should have a much easier time to avoid interdiction. Give the interdictor role to the dedicated fighter. They should be your choice for 1v1 engagements. Big ships should be your dedicated assault ship to fight waves of enemies.

4. I dont use missles/torpedos. I cant kill even one enemy with a full load of ammo

Missles have been the weapon of choice for griefers. One or two volleys and most ships go down. The nerf was necessary, but rendered this weapon type completly useless.
The damage output vs ammo is the worst out of all weapons.
Im not sure how to adress this, but a possibility would be to siginificantly buff the damage of missles against NPCs, or make it harder to lock on the target.
Another possibility could be specialized types of missles that serve less as a weapon, but more as a utility for example shield breakers for resistance debuffs, hull crackers for armer resistace debuffs, disruptor for module malfuction or temporay shut downs (like thargoid), caustic for applied damage over time once the shields are down, high explosives for trajectory disruptions, Napalm for overheating and so on.


How would YOU improve todays combat mechanics of Elite Dangerous?

3. Have you flown an engineered Viper mkiii, I guess not.
 
(Punch it, Hurb
Yo, I don't think we should talk about this
Come on, why not?
People might misunderstand what we're tryin' to say, you know?
No, but that's a part of life)


Come on


Let's talk about combat, baby
Let's talk about you and me
Let's talk about all the good things
And the bad things that may be
Let's talk about combat
Let's talk about combat
Let's talk about combat
Let's talk about combat


Let's talk about combat for now to the people at home or in the crowd
It keeps coming up anyhow
Don't decoy, avoid, or make void the topic
Cuz that ain't gonna stop it
Now we talk about combat on the radio and video shows
Many will know anything goes
Let's tell it how it is, and how it could be
How it was, and of course, how it should be
Those who think it's dirty have a choice
Pick up the needle, press pause, or turn the radio off
Will that stop us, Pep? I doubt it
All right then, come on, Spin!

Let's talk about combat, baby
Let's talk about you and me
Let's talk about all the good things
And the bad things that may be
Let's talk about combat
 
I would like some buff for turrets; less DPS penalty and better FAW behaviour. Some weapons don't FAW at all and this should be fixed. A "careful FAW" which won't target clean ships would be good.

I'd like to cruise up to another big ship and start exchanging broadsides, it would be much more space-like than tail chasing or jousting.

Skill would lie in building, engineering and energy management rather than joystick twitching.

I see the problem about AFK farming. I'd suggest solving that by making FAW require a fire button press regularly.

Having said all that, I don't agree with the title premise that combat needs attention. There are more modules for hardpoints than for any other slot type, and far too many new ships turn out to be for combat. Attention to other activities is long overdue and only just getting going.
 
Its time for Combat players to receive some love now.
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Seriously?!? The only part of this game that's had any love for the last 3 years is combat...

  • Ship launched fighters
  • More and more combat missions
  • Multi-crew
  • Thargoids
  • Guardian Fighters
  • Combat oriented ships
  • Wings
  • Squadrons


Need I continue? Do you really think they need to add more combat oriented stuff? This is not a combat game (or wasn't intended to be).
 
Yeh, sorry OP, a lot of what you wrote in the OP is subjective and your personal point of view, I don't agree with much of it. We are already ridiculously overpowered. I can solo a wing assassination in the Challenger, not because I'm great (I'm pretty good though ;)), because its effective health is just ENORMOUS!

You also haven't mentioned what combat REALLY needs. Removal from the game of all grandfathered engineering modules.

Come on FD, tell them they've had their fun, and take away their unfair and selfish toys. I don't think you'll have as many complaints as you think. Honestly.
 
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LULZ

Combat needs love and attention... bwahahahaha!!!!!!!!!!!!!!!!!!!

Oh wait, what was this thread about again?

Oh you're SERIOUS?
 
Now, that Beyond is almost over, when will Frontier give Exploration and Mining a little bit more attention. PLEEEAAAASSSEEEE!!! It's almost frakking time....NOW!!!
 
I would support new combat scenarios, more mission types related to combat, station-based combat (siege, blockade runs, sabotage, etc.), but not a whole bunch of effort on balancing weapons, new weapon types.

FDEV is commited to maintaining legacy mods, therefore committed to maintaining imbalance.

FDEV is committed to p2p, so there will always be softness in the effectiveness of pvp experiences.

FDEV is committed to not have PVP/WVW spaces, with rankings and rewards so pvp will always be a sideshow.
 
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