Elite: Dangerous PvP Sucks (And How E:D Can Learn From MechWarrior Online)

(This post is meant to spawn a discussion, not to provide a solution. I'm just one guy doing some theory-crafting. Also, long post ahead)

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There's one thing about Elite: Dangerous that makes PvP combat really frustrating:

This game is full of hard-counter mechanisms.

Chaff hard-counters gimbal/turret. Point Defense hard-counters missiles. Shield Cell Bank hard-counters, well, EVERYTHING.

And the outcome of a PvP battle, assuming both side have equal skill and financial power, is almost completely determined by betting what the enemy is bringing to battle, and taking the appropriate countering equipment with it. It practically deteriorates into a game of rock-paper-scissor. And a videogame is not fun when it's rock-paper-scissor.

And the worst among them all is ECM. Chaff can somewhat be negated by unlocking the target, PD must be facing the right direction to work and SCB can be breached by concentrated firepower. There's nothing you can do against ECM. All of your missiles becomes complete dead-weight once the enemy activates ECM.

Now, there's a reason why there exist the term "buff" and "debuff" in MMORPGs. By giving players the ability to enhance or honker down certain abilities, the gameplay dynamic gains depth, players' experience and knowledge becomes the determining factor of winning the game and overall the game becomes more fun. E: D is certainly a game that aims for depth instead of instant satisfaction, and I know the game has potential to add significant depth into the gameplay dynamic.

Before E: D occupied all my spare time, I was an avid fan of MechWarrior Online. That game is arguably the closest thing to E: D when it comes to PvP games that involves sci-fi and shooting stuff. MWO is the prime example of a shooter game that involves subtle buff/debuff. Long Range Missiles travel in swarm, the damage spread around so they're arguably less effective than lasers/autocannons, but the splashes are blinding and shake the screen, which disrupts the target's vision. You can choose to add an Anit-Missile System to your mech (an option that is available to pretty much all mechs) that could shoot down about 15% of missiles, but should you do that, or should you spare that 1.5 tones to add more ammo to your mighty AC20?

And that game is full of this kind of subtle buffs/debuffs. TAG takes one energy weapon hardpoint and decreases the LRM spread by 15%, but on the other hand you could just shove a laser in there instead. ECMs are much stronger in MWO - they're persistent, completely disable missile-locks and apply the same effect to all teammates within 180m (which is why there're only a selected few mechs that have them). But they can still be countered by TAG, NARC beacon (a direct-fired drone that stick on target), by having a friendly ECM mech stepping into that 180m circle or by shooting the ECM mech with PPCs (basically Plasma Acc) and disable target ECM for 4 seconds. Buff/debuff, not hard-counters. Subtle stuff like that gives a game depth, and makes knowledge, not blind luck, the determining factor of the gameplay outcome.

So, why can't Elite: Dangerous have those?

Don't make chaff render gimbal/turrets completely useless, make the effectiveness deteriorate over time. Allow a timely burst of ECM disrupt one wave of incoming missiles, but again, let the effectiveness deteriorate, and instead of completely disabling the possibility for seeker launchers to lock, make the lock-on time longer. Also, why can't we have different classes of ECMs? Smaller ECMs weight less and have a shorter effect, larger ones takes more power and the effect lasts longer - heck, why not give ECM AOE effects! A 1E ECM could barely shield a single ship, but a 5A ECM weights 10 tons and is extremely power hungry, making them impossible to run on anything smaller than a Fed Dropship (and on that note, give Fed Dropship a few more utility hardpoints, make it an EW ship and sucks less :D). Make an ECM Anaconda a viable cover in battle! Plasma Acc are heavy and hard to aim, why not give them the ability to disrupt ECM for 10 seconds? And let's give Hatch Breaker Limpet some more functions! Let them mess with the target's HUD, counter ECM, wipe the detail readout for targets and such! You still have to punch through your target's shield to make it work, but hey, at least they're not useless anymore (and we probably have to rename it something else).

(again, this is supposed to spawn a discussion, not to provide a solution. And if your response is "hurr durr nerr nerr this is ELITE DANGEROUS not some other games durr" then get lost, that's neither a suggestion nor an argument. I didn't write a bloody paper because I hate E: D . I love it and I'd like to see more of it.)
 
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My comment would be if you bring gimballed to pvp you are already doing it wrong, and shield cells are about being able to reliably hit a decent amount of damage on a target when the opportunity arises. Many people I think fail to realise that just because they can't get through shield cells, that everyone else can't either, bring some burst weapons with a good balanced load out and get your target in the right situation for you to strip them, it works! I promise.

Its not a failure to admit that you just can't get enough damage on target and leave, what is a failure is to stay in a fight where neither of you genuinely has the skill to overcome the other until one of you runs out of an arbitrary resource lol adapt or leave!

Edit 2: Shield cells nerfed tommorow also
 
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Hey look, it's the most wanted Cmdr in Fed space! :D

My comment would be if you bring gimballed to pvp you are already doing it wrong
That is because of the existing rule within the game. Chaff hard counters gimbal, so everybody carries chaff, and soon nobody's gonna carry gimbal in PVP scenarios, and their presence in game become pointless (unless you play strictly in solo). Also you're talking about 1v1 or few vs few, and in those scenarios damage-spike weapons (dual-railgun and stuff) will always dominant. I'm suggesting some possibilities for potential large-scale multiplayer battles.
 
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Never understood why chaff even works against gimbals or turrets. IR-software, anyone - image-lock, once the weapons know how you look, they'll keep themselves locked whether chaff'd or not. But no, we don't have that.

We need more variety to them weapons. Heat-seekers, IR, eye-track guidance, and whatever else there might be...
 
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I do agree with you that there's too much "Oh you have this? Well haha, I have that, and that means your this is useless!! Haha!". It's too black & white the way it is now, and the rubbish heat mechanic change they were looking at is an acknowledgement that PvP and combat in general is stale and void of any real depth.

The way Roberts is doing things with SC, is that there are various ships that fill various roles, which makes combat interesting and full of tactical opportunity. What about modules that specifically reduce a ships heat signature (Not temporarily) at the sacrifice of shields? That way, you could actually make use of sidewinders as scout ships.

What about ECM jammer units that scramble enemy sensors completely, but they are based off weapon power, generate a tonne of heat, and take up a weapon slot. Just more tactical options and more combat depth would be fantastic, and it would definitely make PvP more exciting. However, my opinion is that ED NEEDS clans/corps in order to fulfill it's potential. Maybe limit clan size to 50, but it would mean that clans/corps could take up residence in systems and that could lead to some great clan/corp wars.

What about repair beams? The ability to actually support your friends in combat, by repairing them if they get banged up, would be great!

There's so much cool stuff they could do with this game, but there's too many purist fanboys who just want a 3D version of space invaders, with no real tactical depth at all.
 
And MY comment would be that if you're going to use the MechWarrior franchise as an example of good PvP mechanics, use anything but MWO.

As someone with 5688 drops and maintains a solid 2.0 K/D in both archived and current records, I dare say that MWO is the best shooter out there that didn't trip over its own complexity.
 
What about repair beams? The ability to actually support your friends in combat, by repairing them if they get banged up, would be great!

Meh... repair beams, tractor beams, and other such - they don't fit the theme at all. Slam half-ton of repair nanites with a guided "missile" at target, sure - but magic beams, no thanks.
 
Meh... repair beams, tractor beams, and other such - they don't fit the theme at all. Slam half-ton of repair nanites with a guided "missile" at target, sure - but magic beams, no thanks.

That's not a bad suggestion either. The beams are obviously just a basic suggestion, but the premise in general would be interesting.

Right now, there is no depth at all. It's purely a case of "Everyone shoot the red thingy", which is so damn basic and went out with the dinosaurs.
 
The strategy around the load out's is that you have to make choices. I have just 2 Utility Mounts, and I have power consumption issues. Adding more options is always a good thing, but the issue is balanced around how you choose to outfit your ship. I'd have to lose Chaff, or Point Defense top get ECM. It's about the choices you make, not the direct counter effect.
 
As someone with 5688 drops and maintains a solid 2.0 K/D in both archived and current records, I dare say that MWO is the best shooter out there that didn't trip over its own complexity.

If you weren't of that opinion, you wouldn't have kept playing, so this goes without saying and is irrelevant. I could beat my own chest about similar statistics in previous MW titles but they would be equally irrelevant. I could point out many other titles that outshine the entire MW franchise, but again that is irrelevant. My point was that the MW mechanics are unique to MW, but out of all of the different examples of those sets of mechanics you chose quite possibly the worst, with a little room for personal preference.
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But this thread is neither here nor there. PvP needs more complexity, this is understood, no one argues with that. What you don't understand is that more complexity is on the way and the beta testers have already seen a sample of what's coming, and it's heading in a good direction, so don't try suggest that heading in a not-so-good direction is the better option. Work with what ED has, what it will have once it is added BACK into the game and then let's wait to hear what FD has planned to build off of that, instead of trying to shove a Kumquat in the middle of their Ham Sandwich with Mustard thinking that is going to be a gobful of jaw-smacking deliciousness.
 
I agree with a lot of the OP points; it's interesting, I was an avid fan of MWO before ED came along - and ED came along at just the point where MWO was being hit with the nerf hammer across the board, as they killed off anything approaching compromised, alpha builds and turned the game into a generic brawlfest. Interestingly, I feel ED has gone the exact same way. So only the other day I've reinstalled MWO and plan to give it another go, to see what's happened in 8 or so months...
 
[quota]It practically deteriorates into a game of rock-paper-scissor. And a videogame is not fun when it's rock-paper-scissor.[/quote]

Pretty much every single game is rock paper scissors. Some are slightly more complex, but the general idea is the same. No one thing beats everything. Everything is strong to at least one defense and weak to another offense.
 

Tungsten

Banned
My comment would be if you bring gimballed to pvp you are already doing it wrong, and shield cells are about being able to reliably hit a decent amount of damage on a target when the opportunity arises. Many people I think fail to realise that just because they can't get through shield cells, that everyone else can't either, bring some burst weapons with a good balanced load out and get your target in the right situation for you to strip them, it works! I promise.

Its not a failure to admit that you just can't get enough damage on target and leave, what is a failure is to stay in a fight where neither of you genuinely has the skill to overcome the other until one of you runs out of an arbitrary resource lol adapt or leave!

Edit 2: Shield cells nerfed tommorow also

Not all ships used fixed weapons well, and some ships are even designed AROUND gimballed and turreted weapons.....So PVP is only for fixed? No.
 
Not all ships used fixed weapons well, and some ships are even designed AROUND gimballed and turreted weapons.....So PVP is only for fixed? No.

These ships, I would like you to name them and then provide ample evidence that they are combat oriented and do not function better with fixed weapons. And I would suggest that you are very thorough in gathering your evidence.
 
Not all ships used fixed weapons well, and some ships are even designed AROUND gimballed and turreted weapons.....So PVP is only for fixed? No.

The whole stupid double chaff with macro thing means it is unfortunately. Frankly, I consider anyone who runs such a setup, to be a complete and utter scrub. I honestly don't know why the devs don't just limit chaffs to one per ship, so theres no more broken perma chaff nonsense. It removes even more tactical depth from the game when you allow rubbish like that.
 
If you weren't of that opinion, you wouldn't have kept playing, so this goes without saying and is irrelevant. I could beat my own chest about similar statistics in previous MW titles but they would be equally irrelevant. I could point out many other titles that outshine the entire MW franchise, but again that is irrelevant. My point was that the MW mechanics are unique to MW, but out of all of the different examples of those sets of mechanics you chose quite possibly the worst, with a little room for personal preference.
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But this thread is neither here nor there. PvP needs more complexity, this is understood, no one argues with that. What you don't understand is that more complexity is on the way and the beta testers have already seen a sample of what's coming, and it's heading in a good direction, so don't try suggest that heading in a not-so-good direction is the better option. Work with what ED has, what it will have once it is added BACK into the game and then let's wait to hear what FD has planned to build off of that, instead of trying to shove a Kumquat in the middle of their Ham Sandwich with Mustard thinking that is going to be a gobful of jaw-smacking deliciousness.

They completely removed the utility of torps and missiles. Yeah sounds like they know what they are doing. I wouldn't be surprised at all if in a year we have less weapon choices than we do now. If it works people will cry about it and the next update we won't have it as an option anymore. Been their MO since beta.
 
Hey look, it's the most wanted Cmdr in Fed space! :D


That is because of the existing rule within the game. Chaff hard counters gimbal, so everybody carries chaff, and soon nobody's gonna carry gimbal in PVP scenarios, and their presence in game become pointless (unless you play strictly in solo). Also you're talking about 1v1 or few vs few, and in those scenarios damage-spike weapons (dual-railgun and stuff) will always dominant. I'm suggesting some possibilities for potential large-scale multiplayer battles.


I bring gimbals in combat from day one and I'm doing perfectly fine, thank you very much. I can counter chaff with de-target and you will run out of chaff after a while, while I will still have gimbals.
 
They completely removed the utility of torps and missiles. Yeah sounds like they know what they are doing. I wouldn't be surprised at all if in a year we have less weapon choices than we do now. If it works people will cry about it and the next update we won't have it as an option anymore. Been their MO since beta.

Wave that crutch around while you talk about the good old days a bit more, eh? Nerfs happen, that's video games. Find something else to break if that's how you get your jollies and go about breaking it until they fix that too. In case you haven't noticed the game is still in Beta, so why don't you contribute to the testing if you've got a problem with the balance, which if you're complaining about choices you've got a problem with the balance.
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It's amusing when people talk about choices, but will only utilize the best possible choice, and then complain when it is no longer a choice because of their narrow definition of viability. I suggest you try some different fittings.
 
These ships, I would like you to name them and then provide ample evidence that they are combat oriented and do not function better with fixed weapons. And I would suggest that you are very thorough in gathering your evidence.

Anaconda, post Nerf Python....

Even the Asp can be a bit of a pig to keep smaller ships on target.

Z...
 
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