Combat zone + enemy corvette.

Forgetting for a moment that the enemy team was an Imperial Fleet and flying a Federal Corvette in a combat zone (as well as other Fed vehicles).....that corvette is AWFULLY EASY to take out, and pays MORE reward than the Anaconda. The hull on that thing drains faster than a Python. At least on an Anaconda I need to target the PP to take him out (I like that the PP module does not immediately destroy ship), but not so on Corvette. I really was hoping for a tougher target.
 
I blasted my first corvette yesterday. It was a bit of a let down. It was so easy and I was expecting real inforcement for the enemy :(
 
Last edited:
The main issue is turrets. Turrets need new mechanics, purpose and some buffs. No point increasing longevity of big ships when they're all bark but no bite, it will still pose no challenge at all both in PvP and PvE. It just makes the battle slightly longer and thus more boring. ED is not a fast paced shooter, thats CQC. ED is more of a tactical space battle but dragging battles even longer makes gameplay more moot.

Frontier need to start thinking outside the box, stop tweaking figures on excel sheets!!! Having turret aiming/range linked to sensor module quality and introducing turret enhancing modules that shields them from chaff to a limited extent and it also improves targetting and tracking proficiency are one of the many directions Frontier can pursuit. Theres also turret rotation and tracking speed which can be more defined according to turret class, small turrets track faster and turn faster than bigger turrets. A Vulture can indefinitely kite turrets size M+ but it will still get some damage from weak size S turrets. Players have a choice and there is balance, if they want a big ship that can retaliate and hurt things then they have to sacrifice their sweet SCB or other modules to equip turret enhancing modules plus get a better quality sensor module to increase turret range, consequently they then have to re-think about power management and mass too. Make these turret modules tied to respective turret class so players need 3 modules to support Class S,M,L turrets for example. Hell, 1 module supporting only 1 turret is another alternative too, punishing but still viable.

C'mon Frontier, think outside the box... Stop touching excel spread sheets!!!
 
Last edited:
Even with the shield nerf/bug/whatever, I took out two wanted NPC Corvettes (one after the other) in my Vulture, after pulling them out of SC. I was testing the shields, so I didn't bother trying to get behind them (although it was disturbingly easy) and just went toe-to-toe. I think I used a couple of shield cells with each one, but even taking all their weapons to the face it wasn't particularly difficult to take them out; not even as hard as a Conda, to be honest.

Got about 250k each without KWS...mind you, I got about 240k for a Vulture I crossed off right before that.
 
They forgot to add armor to CZ Corvette layout.
I mean, we all make mistakes. Frontier just makes a few more than the average ;)

What surprises me is how Federal Drop Gun and Assault ships all take massive damage from PAs, while even Asp scouts and Viper 4 soak them up as if they were small MC bullets. I can understand a Python only taking 10% with military grade armor from a huge PA. I can't accept when a Viper does that.
 
Last edited:
They forgot to add armor to CZ Corvette layout.
I mean, we all make mistakes. Frontier just makes a few more than the average ;)

What surprises me is how Federal Drop Gun and Assault ships all take massive damage from PAs, while even Asp scouts and Viper 4 soak them up as if they were small MC bullets. I can understand a Python only taking 10% with military grade armor from a huge PA. I can't accept when a Viper does that.

I suppose you could argue that the PA blast is quite large, so not all of it will directly impact the hull on a smaller ship - even a direct hit to the nose would result in most of the plasma glancing off at an angle.

That's a bit of sophistry, though; I'm pretty sure that the damage model isn't detailed enough to take the angle of impact into account even when reducing projectiles to a single point, much less a big blob of superheated fluid.
 
In my FAS with 3 fixed underslung pulse lasers (2 medium, 1 large) and an over-the-top plasma accelerator (large), it takes longer to kill an Asp Scout than it does a Corvette.
Seriously, double you tee eff?
 
In my FAS with 3 fixed underslung pulse lasers (2 medium, 1 large) and an over-the-top plasma accelerator (large), it takes longer to kill an Asp Scout than it does a Corvette.
Seriously, double you tee eff?

Not entirely unusual. It usually takes me as long to kill a Vulture as it does to take down an Anaconda purely because I end up spending a lot less time-on-target. Double that if I'm dodging its supercooled railguns with infinite ammo.
 
I suppose you could argue that the PA blast is quite large, so not all of it will directly impact the hull on a smaller ship - even a direct hit to the nose would result in most of the plasma glancing off at an angle.

That's a bit of sophistry, though; I'm pretty sure that the damage model isn't detailed enough to take the angle of impact into account even when reducing projectiles to a single point, much less a big blob of superheated fluid.

An Asp isn't that much smaller than a Fed dropship yet it takes very little damage from the PA.

- - - - - Additional Content Posted / Auto Merge - - - - -

Not entirely unusual. It usually takes me as long to kill a Vulture as it does to take down an Anaconda purely because I end up spending a lot less time-on-target. Double that if I'm dodging its supercooled railguns with infinite ammo.

He is talking about damage taken, and he's correct. Corvettes take less damage to destroy than Vipers.
 
Yup, Quineloe's right, I'm on about damage, as I'm pretty much constantly on target in both scenarios.
Quite often, I'll be shooting an Asp Scout for so long, their shields come back up. But the Corvette's tough if it lasts 30 seconds.

In addition, is the Asp Scout supposed to be tougher than the Explorer?
Because in practice, it definitely is.
The Wiki seems to indicate things should be otherwise. I suspect something's borked in the damage code at the moment.

I can also report with confidence that the Viper MkIII lasts a lot longer than the MkIV.
 
Last edited:
He is talking about damage taken, and he's correct. Corvettes take less damage to destroy than Vipers.

I think it's less about damage, and more about the "small ship penalty" applied to the bigger weapons - in terms of how the game calculates it, Vipers can take a lot less damage than Corvettes, but they are also damaged even less by bigger guns.

I'm not doubting that the balance isn't right, though. We're rapidly approaching a situation where all ships from Viper/Cobra upwards take the exact same amount of time to destroy regardless of their size, which is somewhat silly.
 
I think it's less about damage, and more about the "small ship penalty" applied to the bigger weapons - in terms of how the game calculates it, Vipers can take a lot less damage than Corvettes, but they are also damaged even less by bigger guns.

I'm not doubting that the balance isn't right, though. We're rapidly approaching a situation where all ships from Viper/Cobra upwards take the exact same amount of time to destroy regardless of their size, which is somewhat silly.

That's incorrect. It's the other way around for a start, large ships take less damage from small weapons. Also I notice this with my Corvette, which has two medium and two small pulses. It should be good at shooting down vipers if that were the case

If I were to go to a Nav beacon with unarmored pirates, I could show you how Corvettes die just as fast as in Conflict zones, but pirate Vipers would just melt in seconds.
 
Last edited:
I was wiping through Cutters last night a hot knife through butter, and getting around 150k per Cutter. Not bad, but the 'Condas were MUCH tougher, and gave much more money...
 
Back
Top Bottom