My plea to Frontier for 2.3: “Please, guys, don’t give up on dialling back the hit point inflation”

I understand the OP's concerns and he makes some valid points, but didn't we just go over all this in the last beta?
 
Regardless of whatever that other poster posted, his experience isn't mine. And in my experience with my A-rated, engineered Anaconda, I'm certainly not invulnerable in a CZ.

If I was in your ship, I'd be utterly invulnerable in a CZ with a quarter the experience I have now.

Actually, I'm mostly invulnerable in any PvE CZ with any ship.
 
I understand the OP's concerns and he makes some valid points, but didn't we just go over all this in the last beta?

I'm not sure I understand your point. It seems like the initial goal the last beta was to fix some of these things, and my impression is that didn't happen. Gimbals are still unchanged, shield boosters still stack, etc
 
I'm not sure I understand your point. It seems like the initial goal the last beta was to fix some of these things, and my impression is that didn't happen. Gimbals are still unchanged, shield boosters still stack, etc
Well that is kinda my point, we had a beta not much changed. Why would it be any different second time around?
 
If I was in your ship, I'd be utterly invulnerable in a CZ with a quarter the experience I have now.

Actually, I'm mostly invulnerable in any PvE CZ with any ship.

That's been my experience as well. In my FdL soloing a CZ, to gain any challenge whatsoever I had to: switch from a HOTAS to a keyboard and mouse setup and institute a new rule of flying 100% FA Off (including landings) and use all fixed PA's, converting from using gimbals for the first 2000 hours of my ED career. I've never played any games using a keyboard, so my left hand is basically useless and I have to keep looking at the pad to see what buttons I'm pressing for even basic stuff like thrusting forward or backwards.

Even flying like this death is easily avoidable and I pretty much rule the zone; give me fifty more hours of practice and I'll back to doing it with a blindfold.

@Klab, well, good point then. I still think it's important to keep the discussion going even if it appears fruitless, though.
 
Last edited:
Something I've been saying for a while is that I think Frontier should be looking to provide endgame PvE combat content not so much in the form of engaging multiple ships (which seems to veer between too easy or too hard, depending upon patch, poster etc) but in the form of optional 1v1's against fully Engineered NPC's.

What I mean by that is uber-assassination type missions that come with huge red warning flags, huge rewards (greater than equivalent time in HazRes or CZ) and lots of lovely mats when the bad guy pops.

But against that the PvE Cmdr should in this scenario be choosing to fight a serious PvP-esque min/maxed build and decent AI.

10 mins of getting to the bad guy, 10 mins of damp-palmed flying, 10 mins of getting your half-wrecked ship back to the station, if still in one piece. But a serious pay day.

This I feel would solve a lot of the PvP/PvE disconnects we have around here. Until we at least have the option of fighting the same builds, we'll continue heading in opposite directions.

This is making the assumption that everyone's pure goal is 1v1 punch up. Or pistols at dawn. A duel.

"Let's settle this the old way, first guy to die - loses!" (name the movie).

The problem here, is that frontier built this game as a two dimensional arcade fighter experience and then populated areas with dozens of ships and said "here's your combat experience".

Naturally, the player base has split, with some preferring the exhilaration of 1v1 PVP and others have embraced 1-v-Many.

It in the case of some. Many-v-1. Which is either the dogpile that is a CMDR wing hunting singular commanders. Or the insane asylum that is full on PVP wing battles.

A game that is fundimentally built on 1-v-1, which the cobra engine is clearly built for, basically breaks down in a 1-v-many situation. So the entire point becomes that longevity because that is encouraged by frontier gearing practically all combat income to 1-v-many.

Today I tossed on a MRM, alongside the existing HRM and discovered how much it soaked. I was surprised. It's quite a serious difference.

So, absolutely. I can immediately see how this sort of thing taken to the absolute limit would be just incredible. And inordinately frustrating.

Frontier are trying to develop a game, with an engine that hasn't evolved from single combat in a tiny fighter into something that offers mechanics for larger ships.

Those bigger ships are now basically just overgrown fighters. So they have to pitch as fast and soak up more damage and so on and so forth.

I don't actually think the game can cope with both 1-v-1 and 1-v-many in any logical fashion because the engine basically is being forced to cope with the latter; and this is done by effectively make ships more resilient, which breaks the former.

Until AI became effectively irrelevant. By the time AI actually started to become challenging, it just reinforced the push to greater survivability. With the addition of even larger, heavier and more expensive ships now we've got an even stronger force demanding more survability.

Through in the widely broad engineering outcomes (the ranges are just so so crazy) and it's making a bad situation - as far as 1-v-1 concerned horrible.

Meanwhile, it's never been a more excting time to be a heavily engineered tank and to waddle about CZ just destroying everything. The problem therefore is actually much deeper than one's chosen combat philosophy.

Nerfing this, buffing that. It's just trying to make the window dressing better. It's not solving the actual problems. Frontier has to figure out how to make multiple combat scenarios all work with some sort of cogent outcome.

I think they have a hell of a challenge with that.
 
Last edited:
Sandro Sammarco said on 12 December 2016:

“The issue we see is how stacking shield boosters, and heavily engineering them, creates shields that can be an order of magnitude more powerful than improvements available to weaponry.

This presents most obviously when flying the “big three” and FDLs, thanks to their abundance of booster-capable utility mounts. As an aside, these changes won’t affect smaller ships unless you are cramming all your utility mounts with boosters.

The end result is top tier ships with shields can be almost impossible to break in 1v1 PvP engagements, and can make PvE engagements somewhat risk free.”


Yes, although it’s not just the Big 3 + Ferdie. And it’s not just shield boosters. Hit point inflation has many sources. It affects every apex PvP and PvE build in the game. And in my opinion, it desperately needs arresting.


Last week I went to the CG in my Engineered Courier, looking for PvP duels.


As usual in this game, guys still early on the learning curve can expect to be defeated quickly, notwithstanding their larger ships. No news there, I know, and working as intended.


However, I also had four duels against guys who certainly did know what they were doing (o7, one and all!) Here are the durations of those fights and the ships used:


Courier v Viper IV18 mins
Courier v Viper IIIalso about 18 mins
Courier v Courierabout 20 mins, then abandoned
Courier v Viper III45 mins (yes), would have been abandoned except for phasing


So much for 1v1 TTK in apex small ship builds. Do I need to say anything about bigger ships?

We all know about Ferdie. We know about 2.2.03 and the as yet unimplemented shield booster stacking limits. We also know about the introduction of additional military slots for some ships. And about the introduction of MRP’s preventing or limiting the shortcut to victory of a powerplant or other essential module kill.


But let’s go a bit further back in time before returning to the ‘one step forwards, two steps back’ of 2.2.03 and hit point inflation.


The early stages of hit point inflation

In the earliest stages of the game (before even my time) there were no SCB’s. Then SCB’s came in, increasing health pools in some cases by more than five times the base shield. Then shield boosters came in. Hull reinforcement packages were introduced at the same time. Then in 1.5/2.0, hull reinforcement packages were buffed significantly. And also in 1.5/2.0, SCB’s were buffed significantly at higher sizes.


Throughout this entire period of the game there was not one single significant improvement to weapon damage, except that in 1.5/2.0 Beta, FDev corrected an error concerning the c2 plasma accelerator, which had been given a trivial damage stat by mistake.


So, on the defensive side: SCB’s, shield boosters, HRP’s, then buffed HRP’s, then buffed SCB’s. On the offensive side: nothing.


2.1 Engineering


Then 2.1 Engineering dropped and the game has never been the same since. At first, in Beta 2.1, Cmdrs were dropping like flies, and not just to thermal cascade / thermal shock (since nerfed).

Incendiary (also now nerfed) was very strong and frankly I think most of us were too excited about weapons specials to really get our heads around the defensive changes – which seemed irrelevant anyway when if you failed to heat sink early, next moment your heat might be above 1,000%


Weaponised heat, correctly, caused an outcry. However, by the time that was coming to a head, most of us had started to understand the full force of the shield buffs. Admittedly, early consideration was slightly more on resistances than stacking heavy duty boosters but that was soon fully understood also.

I have a longstanding interest in the game’s damage mechanics. For example, check out my weapon stats thread here …


https://forums.frontier.co.uk/showthread.php/246086-Official-FDev-Damage-Stats-for-Every-Weapon


… if you haven’t already.

That followed on from my earlier ‘Truesilver’s Tests’ series and was followed by my ‘Truesilver’s Top Tips’ series, which I’ll soon be adding to, if RL permits.


Because of that interest, by mid-2016 I was seriously worried. On 15 July 2016 I posted threads on both forums, entitled:


“Heat Meta –v- Ultra-Resistant Shields: FDev’s Damage Dilemma”

The threads began with the words:


“What follows is intended to address the evil of hit point inflation without an effective by-pass: something that I am quite sure FDev have been giving careful thought to since before 2.1 but which I have yet to see directly discussed on the forums.”

I went on to caution that when heat was nerfed, the game would remain unbalanced but in a different way – in favour of 2.1 engineered hit point inflation – because thermal shock and thermal cascade were the only truly powerful counters to the same. When they were nerfed, I argued that FDev would need to buff the other counters or invent new ones, because otherwise the game would be dominated by ‘damage per hour’ fights, and the ‘completely passive, skill-free, input-free mechanic that rewards only he or she who ground hardest’ in the form of titanic, impenetrable defence.


Heat was duly, justly nerfed in Beta 2.2.01. No buffs to damage or other specials were introduced by way of compensation.


Then we had the Beta 2.2.03 combat rebalance. I will admit to having had high hopes that here we would finally see a real, positive, reduction in TTK on apex builds.


This is what actually happened at the end of Beta 2.2.03:


Principal offensive changes in Beta 2.2.03


- Overcharged was nerfed


- Rapid Fire was nerfed


- Phasing Sequence was nerfed


- Feedback Cascade was nerfed


- Plasma acquired an absolute damage component but only 60%, not 100%



Principal defensive changes in Beta 2.2.03


- Shield regen was BUFFED (to a considerable degree on the larger shields, especially bi-weaves)


- Military module slots were introduced for several ships


- Module Reinforcement Packs were introduced


- Resistant boosters received a tiny (2%) nerf


- Stacking of heavy duty boosters was left in place


I am not saying that 2.2.03 was unwelcome. We are now seeing more ship/build diversity, which is great. But from the perspective of hit point inflation, it really was one step forwards and two steps back.


The titanic shields that required the guns of space stations to be buffed TWICE are still in game – and we Cmdrs haven’t been given space station guns. Regen is buffed. Modules are better protected. Guns are nerfed.


Hit point inflation is out of control. It appears to be worsening with each patch. The earlier days of PvP skill, where the game revolved around achieving a shield burst (preventing the enemy from accessing their entire SCB pool by bursting them down through the last ring) or a module snipe (preventing the enemy from accessing their entire hull tank health pool) are receding into memory.

Ships now come with an unpleasant combination of some or all of bloated base shield, bloated hull, iron-hard internal modules and speed sufficient to enable them to clear range in order to benefit from high passive regen.


Basically, all you need to do now is one boost, FA-off at g5 speeds, drift away … shield already starting to regen. Or use a SCB. Or both! And even if your base shield drops, reform regen on a bi-weave is ultra-high. And you have plenty of HRP’s and MRP’s and there’s that military module slot … etcetc.


What few workarounds there are (such as emissive + stacked packhounds to destroy the guns on a hull tank or hybrid, or reverberating cascade torps on the sleepier big ships) risk being even cheaper than the hit point inflation itself.


Feedback cascade remains very relevant to SCB’s, I accept, but overall there appears to be an overwhelming consensus amongst those of us who have been PvP-ing since the earlier stages of the game that patch after patch we depart further from what had been achieved by around 1.2 to 1.4.

In short, Sandro’s laudable objective of dealing with ‘unbreakable’ top tier PvP ships and ‘risk-free’ PvE remains unrealised.


Wings


What about wings…? Oh, come on. We all know that in a game with 6 axes of motion there will be a point when anything can be focused down by multiple attackers. But let’s be serious. While I was looking for duels at the CG, some of my former Adle’s Armada buddies were there fighting other PvP group wings. I texted Erich Zann, my old PvP League wingman, to ask how they were getting on. Erich’s reply came back:


“Lots of pew pew but as usual nobody’s dying.”


This is the joke in the acronym “TTK”. It isn’t Time-to-Kill at all. It’s just time to yawn’n’jump. A guy with effective shielding of 10,000 + Mj plus g5 dirty drives basically needs to be either asleep at the stick (or very brave, o7) to be unable to get out.


Look at the two seasons of the PvP League. They were conducted before damage went up by +40% and hit points by +400%, and time to first kill was hardly swift in many matches even then, even in 6v6. It was perhaps about right, neither better nor worse. Then hp went through the roof.


I started a duel the other day which began with a control system crash, leaving my ship paralyzed but still in the instance. My opponent shot my stationary ship for a while before realising something was wrong and honourably stopping. I felt sorry he’d wasted some ammo. My shield was taking damage but so slowly you could actually barely see that I had been shot at. This is absurd.


And then of course we come to the healing chains. I will not comment on that personally, because I’ve been taking a break from wing fighting, but I would welcome comments from others. I have been very reliably informed, though, that it takes the hit point inflation cake and puts more than just the one cherry on the top.


If anyone with greater personal familiarity with wing-healing fights wants to comment in this thread, I would welcome that.


What am I asking Frontier to do?


I’ll repeat my usual proviso that I’m not a games designer, just a customer who collects data, does testing and has been into PvP for a long time now. I prefer to flag problems and let the more creative forum users propose solutions, before the Developers do their thing.


In broad terms, though …


It should be clear that imposing diminishing returns on stacked shield boosters will be just a starting point. One popular Ferdie build right now is 2 x resistant boosters, 2 x heavy duty boosters, 2 x chaff. That actually will not even be affected by this measure. Neither will the typical FAS / Clipper build of 2 x resistant boosters and the other two slots chaff/point defence.


None of the ships I mention in my duelling times above (18 mins, 18 mins, abandoned at 20 mins, 45 mins) would be affected by this measure.


What is needed, I suggest is a wholesale dial back on 2.1 inflated hit points, including:


- Limits on heavy duty booster stacking


- A harsher curve on the existing resistance diminishing returns


- Reduced hp from all applicable shield, bulkhead and HRP mods


And an increase in damage solutions. Now, here I accept that there is a limit to what the PvE players should have to put up with. I don’t accept that reducing hp crosses that line. The current Engineered Cmdr v Unengineered fish-in-barrel NPC thing is a just a ludicrous God Mode. You will still have a massive advantage over NPC’s even with reduced hp.


However, I do accept that we probably don’t want to buff vanilla weapons themselves (except that I continue to believe that fixed cannons and multis offer too little compared to their gimballed counterparts, particularly now that the time taken to run a guy out of double chaff can be only the start of the fight, and with the gimbal sensor nerf unimplemented).


Although I don’t want to force any PvP-er, me included, into more Engineering, it probably is the only way forwards now.


Because NPC’s do not have Engineered specials, this will not affect PvE players.


I would continue to ask that Frontier consider a range of de-buff type specials, such as:


- A ‘corrosive for shields’, that reduces enhanced Engineered resistances


- A ‘phasing/feedback cascade for boosters’, that directly attacks boosters of all kinds through the shield


- More internal module health de-buffs of some kind, to balance against MRP’s in some way, which when combined with AFM may have pushed the hybrid / hull tank’s internal (not external) module protection too far post 2.2.03.


Whether you agree or disagree with my wall, if you have an idea that could help with this issue, please do put it forwards. We need as many as we can get.


But whatever Frontier do, all I really want to ask of the Developers is the title of this thread:



“Please, guys, don’t give up on dialling back the hit point inflation.”

Holy lord if those fights took that long then they were completely staged. The fights were fake in every aspect and were only used to attempt to prove a point. Especially when you take into account that if the proper weapons were used for said duel, it would have been over in less than 3 minutes. Using small pulse lasers on a sidewinder against a corvette or something?

The reason why this "creep" has happened was in response to the huge increase in damage bypassing and shield specific damage. You want SCB creep to go away then the concession has to be that only the following are the only Engineering that can be completed for weapons (light weight, shielded, armored, ammo capacity, Long/short range, Efficiency, and Focused) Every other special effect or fantasy based magic powers need to be removed.

If you are willing to lose all of those effects, then sure give shield generators a huge boost in effectiveness and remove SCBs.

If you are not willing to lose all of those "iWin button" effects, then dont bother and complain about SCBs because the Engineers have ruined all aspect of combat in this game because of those weapon effects.
 
That's been my experience as well. In my FdL soloing a CZ, to gain any challenge whatsoever I had to: switch from a HOTAS to a keyboard and mouse setup and institute a new rule of flying 100% FA Off (including landings) and use all fixed PA's, converting from using gimbals for the first 2000 hours of my ED career. I've never played any games using a keyboard, so my left hand is basically useless and I have to keep looking at the pad to see what buttons I'm pressing for even basic stuff like thrusting forward or backwards.

Even flying like this death is easily avoidable and I pretty much rule the zone; give me fifty more hours of practice and I'll back to doing it with a blindfold.

Yeah, all one has to do to avoid being swarmed is to look at the sensor display and stay away from large clumps of red until some of the green gets mixed in.

If someone wants to fly recklessly and get themselves surrounded at every opportunity, that's all well and good...but claiming it's necessary for the game to encourage such things is a bit out there, IMO.
 
Holy lord if those fights took that long then they were completely staged. The fights were fake in every aspect and were only used to attempt to prove a point. Especially when you take into account that if the proper weapons were used for said duel, it would have been over in less than 3 minutes. Using small pulse lasers on a sidewinder against a corvette or something?

The reason why this "creep" has happened was in response to the huge increase in damage bypassing and shield specific damage. You want SCB creep to go away then the concession has to be that only the following are the only Engineering that can be completed for weapons (light weight, shielded, armored, ammo capacity, Long/short range, Efficiency, and Focused) Every other special effect or fantasy based magic powers need to be removed.

If you are willing to lose all of those effects, then sure give shield generators a huge boost in effectiveness and remove SCBs.

If you are not willing to lose all of those "iWin button" effects, then dont bother and complain about SCBs because the Engineers have ruined all aspect of combat in this game because of those weapon effects.

I hear Professor Quirrell again.

EDIT: Oh and despite the poor bait, yes many of us would happily see every last damn bit of engineering removed :) You convince FD and I'll support ya 200% bud.
 
Last edited:
Yeah, all one has to do to avoid being swarmed is to look at the sensor display and stay away from large clumps of red until some of the green gets mixed in.

If someone wants to fly recklessly and get themselves surrounded at every opportunity, that's all well and good...but claiming it's necessary for the game to encourage such things is a bit out there, IMO.

Yeah, managment is definitely key when it comes to CZ's. Well, all combat, really. If you let yourself get swarmed, you're in trouble quick. Exercise some prudence and watch that radar and you're golden, pretty much no matter what you're flying.
 
Well that is kinda my point, we had a beta not much changed. Why would it be any different second time around?

That would depend on whether fd would bottle it again, despite the beta being better, and most people in favour (who actually tried it).
 
Me getting emotional?

You're getting indignant because people mentioned PvP, and because people dared suggest something that doesn't fit your expectations.

"Well I paid money so I will get what I want! I want I want I want!"

Perhaps I'll avoid benefit of the doubt in future. Not biting from the troll line any more. As it happens if you want to win games by just sitting there, look up Progress Quest. Am sure you'll love it :)

Actually, I'm far from indignant and actually I'm quite calm. I have no strong feelings about other players enjoying PvP, nor them wanting to see the game tailored entirely around their own playstyle in ED. Ultimately, I recognize that their forum complaints have little influence with the dev's design decisions. The same way that PvE-orientated players don't have much influence with the devs design decisions.

I guess I was trying to get you to see that there's more to this discussion that simply, "I see a problem in the game, when I try to play it the way I like". In that regardless of the OP's perception, the reality is that other players don't actually see things the same way. Hence, the strong element of subjectivity with statements like, "hit point inflation is getting out of control".

Perhaps, try to consider that instead of taking things personally and getting offended.

Yay, you spent countless hours getting an A-fitted, engineered Anaconda.

But didn't spend any of those countless hours learning more about the game?

Hang on....

Let me find my sympathy card.... I know I left it around here somewhere.... You must've lost yours too because I'm just not feeling anything for your horrible plight at the moment.

You can have mine.

You're getting emotional too and being quite presumptuous to go along with it. It's not a great look dude. If you're looking to engage in some intelligent discourse about the topic at hand, then by all means. If you're not gonna contribute anything to the discussion then you will pardon me whilst I ignore you ,won't you.
 
Perhaps, try to consider that instead of taking things personally and getting offended.

Then perhaps put forward a better argument then "I paid for it, therefore I get to demand the experience of my choosing".

I have taken zero offense...you haven't shown disrespect to me (or at least, nothing my two year old cousin couldn't babble by accident). On the other hand I won't take anything along the lines of "I put money into this game, so I have the right to sit in a warzone taking fire from an entire army" even remotely seriously. And from the responses you've had I think you'll find you'll get that quite a lot :)
 
Last edited:
So what people are saying is this...

Balancing anything PvP related in ED is like:

kitty-whack-a-mole1.gif
 
Last edited:
Yeah, managment is definitely key when it comes to CZ's. Well, all combat, really. If you let yourself get swarmed, you're in trouble quick. Exercise some prudence and watch that radar and you're golden, pretty much no matter what you're flying.

Situational awareness about covers it. Primarily, CMDRs die in CZ due to over confidence, tunnel vision and or losing situational awareness.
 
Then perhaps put forward a better argument then "I paid for it, therefore I get to demand the experience of my choosing".

I have taken zero offense...you haven't shown disrespect to me (or at least, nothing my two year old cousin couldn't babble by accident). On the other hand I won't take anything along the lines of "I put money into this game, so I have the right to sit in a warzone taking fire from an entire army" even remotely seriously. And from the responses you've had I think you'll find you'll get quite a lot :)

If that's all you could possibly take from my previous posts then the issue is not with me but rather your own reading comprehension. Not much more I can do about that.
 
Last edited:
Back
Top Bottom