I like that one! I'll steal it for later... (perfect description for me!)wanting to please all, including the no-risk sofa dwellers who are (methinks) a significant majority.
I like that one! I'll steal it for later... (perfect description for me!)wanting to please all, including the no-risk sofa dwellers who are (methinks) a significant majority.
i don't think the "sofa dwellers" part is very fortunate. it's not ill intended but can easily be called out as derogative, or even be interpreted as a snipe at consoles ... you know forum minefields. use at your own risk!I like that one! I'll steal it for later... (perfect description for me!)
Yeah I remember these times. IMO the best it could get was 2.0 Horizons. Granted, the SR railspam meta wasn't exactly the most balanced (and surprise surprise, it was a FDL that was the meta) but atleast you could nuke stuff when you got a good position for proper ToT before your target could wake. Any pilot error would be punished instantly and you couldn't ram 10 asteorids, tank multiple salvos of PAs and enduring the heat of a sun for 20 minutes straight.tbh, it has been like that since almost forever. there was a time long before engineers when the python was the go-to ship for combat, both pve and pvp, simply because her ability to fully stack both shield cells and shield boosters, and keep them all powered.
engineers has been a disaster and has pushed some already alarming numbers to ridiculous levels, but the basic problem was already there. the core of this problem has already been identified in this thread and i concur: wanting to please all, including the no-risk sofa dwellers who are (methinks) a significant majority.
To be fair, PVErs are expected to grind thousands of ships for things like the current community goal. This is an MMO and FD want us grinding because it's a timesink. Having to head back for repairs after every single fight would be fine if the format of the game was entirely different.It's been discussed plenty of times, and FD repeatedly said they feel shields are way OP. They proposed a thing or two, but everything that might result in the removal of GodMode pve ships lead to a howl of rage and fury from people who want this risk-free experience.
So should combat be changed to have weaker shields and ships? Where engagement times are shorter and more lethal?
If we look at the expanse, ship to ship combat is far more destructive. And probably preferable to giving a proper space Sci fi feel to Elite dangerous.
but fundamentally I struggle to find myself drawn to playing in anything other than my large Federal Corvette. Not only does it have a rapid time to kill, but my Corvette is also incredibly survivable. I almost never lose shields and my costs to participate in combat are minimal rearm and repair costs.
Why bother trying to farm the Sirius community goals in a Federal Gunship or Federal assault ship when a Corvette or Cutter simply remains indestructible while the medium ships get torn to shreds repeatedly. Lethality needs to be increased while making larger ships draw more fire so that preference of ship size is given more to players and less on optimizing the grind.
Yeah, totally agreeThe point made about a universal shield nerf that inadvertently hits shielded traders the hardest is a point worth considering. To alleviate this potential problem, i would suggest that all HD shield boosters consume power proportional to their % of shield increase (which is much more than current). Also, and importantly, allow shield boosters to be mounted on weapon hardpoints. So you want to fly an indestructible trader? Fine. Crank up that power plant and store the weapons. Honestly traders being indestructible isn't the problem. Its combat ships that have massively bloated hitpoints without sacrificing any firepower to get it. Engineering has allowed combat ships to maximize for both variables with the ludicrous power output possibly and modest power consumption increases from shield/weapons blueprints. I think players should have to choose to maximize offense, OR defense OR attempt to strike a balance that suits their needs.
Well, there it is. AFAIK Cutters aren't popular PvP ships, so what you're suggesting isn't intended for making PvP more fun. It's intended to make my trade Cutter with its multiple boosters easier to explode. No thanks....
Heavy duty shield boosters need a nerf, especially to the stacking effects. One heavy duty booster on a small combat ship isn't the problem. Seven or eight on a Cutter is.
Well, there it is. AFAIK Cutters aren't popular PvP ships, so what you're suggesting isn't intended for making PvP more fun. It's intended to make my trade Cutter with its multiple boosters easier to explode. No thanks.
There's no way round this. Reducing TTK across the board in any way is a disaster for Open play. It doesn't matter whether you do it by halving shields or doubling DPS, the effects will be the same: more use of Solo and PG, more blocking and more clogging. Is that really what anyone wants?
Well, I take a look at my Cutter and it's effective raw shield of 15k mj and think what gameplay loop is ever going to touch that? I do think shield values are on the side of being too high.Once players begin to exceed the expected ceiling of ability there is little that can be done to introduce 'challenge' at their level, even the 'opt-in' challenges are insufficient, or too unattractive, for players of higher skill.
For the anonymous 'average' player (or lower) there is plenty of challenge to be had - I should know, I'm one of those average Joe's... The highest challenge is other players, but, of course - as they wish to 'win' too - the encounters are going to be boring as they have no wish to be the loser... Should the game, in your opinion, be made at a level to challenge such high skill and deter those of lower skill from playing?
Wow! Even I can't get it that high with GSRP in every slot and every utility filled with SB's... (well, not RAW shields)Well, I take a look at my Cutter and it's effective raw shield of 15k mj and think what gameplay loop is ever going to touch that?
Ah, I misspoke there- absolute, not raw.Wow! Even I can't get it that high with GSRP in every slot and every utility filled with SB's... (well, not RAW shields)
But thank you for offering an illustration why such debates are entirely pointless, it isn't unexpected.
Three or four of the current top5 gankers in the CG use Cutters, ya know?Well, there it is. AFAIK Cutters aren't popular PvP ships, so what you're suggesting isn't intended for making PvP more fun. It's intended to make my trade Cutter with its multiple boosters easier to explode. No thanks.
There's no way round this. Reducing TTK across the board in any way is a disaster for Open play. It doesn't matter whether you do it by halving shields or doubling DPS, the effects will be the same: more use of Solo and PG, more blocking and more clogging. Is that really what anyone wants?
No problem - I did wonder.Ah, I misspoke there- absolute, not raw.
I think a lot of these debates are heavy on changes and requests, but rather light on exactly how we'd all benefit. This for example would make no difference to some and likely be a negative change for many others.
Reverski is wonderful... Fly away from a ship that is flying away from you...Three or four of the current top5 gankers in the CG use Cutters, ya know?
Cutter is the most used big ship for PvP/Ganking, because it has an absurd amount of shields and can reverski most ships.
Ah, OK, I didn't know that, I thought FdL was the meta.Three or four of the current top5 gankers in the CG use Cutters, ya know?
Cutter is the most used big ship for PvP/Ganking, because it has an absurd amount of shields and can reverski most ships.
It still is, for mostly the same reason, biggest shield strength in it's class combined with above average speed/maneuverabilty and high dps.Ah, OK, I didn't know that, I thought FdL was the meta.