Is the clipper about to make a glorious return to PVP?

So I've been thinking.. with the serious nerfing of silent running ships, and the existence of a new rail gun which can pop your shields as you try to use an SCB, it may become critical to get out of range before using SCBs.. Could the Clipper end up becoming a great PVP ship again?
 
Bear in mind that everything that has been proposed so far is for testing in beta, nothing is set in stone. The railgun through the shields during SCB use may never fully materialise...
 
Bear in mind that everything that has been proposed so far is for testing in beta, nothing is set in stone. The railgun through the shields during SCB use may never fully materialise...

While I dread at the thought it might not actually be so bad as it looks.I mean you can use a shield cell after combat, or when you are safe (out of range). The mines that stop drives also look evil but in the end maybe wee need stuff like this to spice up gameplay.
 
While I dread at the thought it might not actually be so bad as it looks.I mean you can use a shield cell after combat, or when you are safe (out of range). The mines that stop drives also look evil but in the end maybe wee need stuff like this to spice up gameplay.

Yes.. I'm broadly in favor of most of the changes, if for no other reason that it will send everyone into research mode and for a while at least we'll probably see all kinds of weird and wonderful builds out there that people are trying out until a new dominent meta emerges. However, that's a good thing, it's going to be nice trying to figure out what the best thing to do is. The only thing that would concern me is if the big ships were to become nonviable, however, I'm not clear if that will happen or not. Only time will tell.
 
I wonder if there is a red queen effect that could happen with PvP combat. In evolution, you have predator and prey co-evolutionary arm races. The prey adapts, avoids being eaten and the genes responsible for this spread. Let's say they evolve to jump to the left. Predators then adapt to the prey jumping to the left by doing the same. Prey then adapt by jumping to the right etc.

Malcolm Gladwell gave an example of this in one of his books about junior basketball where a lowly team were really successful by using a technique no one else knew how to counter. But he admits at the end of the story that the technique used to be common-place until it was discovered that it was easily countered.

I expect that when Elite has been going on for long enough that old techniques / ships / loadouts will be rediscovered and their utility will come about because most opponents aren't set up to combat them.
 
I like the Viper II even now. PvP using fast, well somewhat agile smaller ships. It will never take off!

By the way I do define running away as being a sort of PvP......

Simon

What about the Viper Mk.III? If the thruster upgrades for class 2 and 3 slots are even half-decent, it will turn the Viper into a little beast. I'm really looking forward to trying it out.
 
I expect that when Elite has been going on for long enough that old techniques / ships / loadouts will be rediscovered and their utility will come about because most opponents aren't set up to combat them.

Agreed. Imagine one day when (if the kill shields while SCBing rail works as feared by the more highly strung of our forum members ) noone uses SCBs. Then noone will have the modified rails. Then sb comes with his fully SCBed Corvette....
 

Philip Coutts

Volunteer Moderator
Well it certainly looks like the meta builds for PvP are going to change, what they change to is at present anyone's guess. Beta is going to be very interesting indeed.
 
Wow OP - jumping the gun a little.

First it's a beta, so nothing is certain, they may remove or alter that effect after testing.

Second from what we've seen from yesterdays live stream it's a dice roll whether you get a "special effect" on your modded weapon.

Thirdly it looks like you'll need to do a lot of work to get in with the engineer and then unlock the recipe/bluprint.

That is a lot of uncertainty right there...

In short I wouldn't blow the dust off your clipper just yet but perhaps further down the line....who knows, I'd imagine there will be a lot of crazy setups before the min maxers find their optimal loadout. What would be really interesting is if there is no optimal loadout....
 
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Wow OP - jumping the gun a little.

First it's a beta, so nothing is certain, they may remove or alter that effect after testing.

Second from what we've seen from yesterdays live stream it's a dice roll whether you get a "special effect" on your modded weapon.

Thirdly it looks like you'll need to do a lot of work to get in with the engineer and then unlock the recipe/bluprint.

That is a lot of uncertainty right there...

In short I wouldn't blow the dust off your clipper just yet but perhaps further down the line....who knows, I'd imagine there will be a lot of crazy setups before the min maxers find their zenith.

Eh, "It's just a beta" isn't really an excuse. Beta is final testing. Very little actually gets changed. There are bugs that are still present that existed in the 2.0 beta, and some new ones even popped up that weren't there when it was released (hostage missions). Addressing issues before they're issues is generally a better way to go.
 
Eh, "It's just a beta" isn't really an excuse. Beta is final testing. Very little actually gets changed. There are bugs that are still present that existed in the 2.0 beta, and some new ones even popped up that weren't there when it was released (hostage missions). Addressing issues before they're issues is generally a better way to go.

I'm not making an excuse...I'm not a dev.....watch the livestream. No doubt you are correct but in the livestream they clearly stated that the special effects are under close scrutiny and if something seems OP or game breaking then it will be revised. Bottom line is I don't think the devs know exactly how the engineer mods and special effects will effect gameplay so they are putting a massive disclaimer before the beta starts.
 
I'm not making an excuse...I'm not a dev.....watch the livestream. No doubt you are correct but in the livestream they clearly stated that the special effects are under close scrutiny and if something seems OP or game breaking then it will be revised. Bottom line is I don't think the devs know exactly how the engineer mods and special effects will effect gameplay so they are putting a massive disclaimer before the beta starts.

So basically they didn't consider anything but the 'rule of cool' before tossing them into the game. Some of these modules will be blatantly overpowered and FD aren't assuming any responsibility for it.
 
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