Observation: Engineers made the gulf between PvE and PvP combat irreconcilable

Not a drama thread, no a complaint thread, but an observation and one I don't actually have an answer to.

I am of course aware of the way the big event of the weekend went (unfortunately, predictable), but would like to add something that I experienced myself elsewhere.

We had some known bandits in one of our areas of operation, and I wanted to see if I could submit-boost-jump such CMDRs as easily and routinely as NPCs. Was in a lightly armed mission Python, got interdicted (rather went looking for it), and was instantly masslocked by 2 bandits, one in a conda, both easily keeping pace with me, then finishing me off with the FSD failing even before shields down (if I remember correctly; it was all pretty quick). All over in a few secs, even with 4 pips to shields, and after disabled a few secs more to explode.

No big deal, I wanted to test the mechanic out anyway, and frankly, I do the same to NPCs.

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However. The complete failure in even running (lowake, didn't even have time for hiwake switch) when this works routinely for me with NPCs of any rank in any ship, suggests we have a balance problem.

I don't use engineer mods at all. Neither on my combat ships - or I won't have a challenge against NPCs at all - or my other ships, which for BGS work doesn't really add anything.

But clearly, for any kind of PvP, even defense, you'll need engineer mods.

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If I understand correctly, PvP'ers are not happy with Engineers either, because it's basically about who got the baddest mod, not skills. Which leaves..... the bandits.



We can talk about crime & punishment, but I don't think we could figure out how this should work right before 2.0, let alone in 2.1 where the balance is completely gone. But it is clear to me, now, that we're in a situation where _either_ we have to make AI substantially harder so it's worthwhile to engineer for PvE, _or_ we're left with the vast majority of players having absolutely no defense against bandits, even those that are reasonably skilled in NPC combat.

As I said, I don't have the answer to any of this, but do feel that the gulf between PvE and PvP combat builds is now such that essentially we have two games in one. Does that have a future?
 
The ultimatium that the Engineers put before PvP players was crystal clear pretty much as soon as the beta started: get Horizons or get out of Open.
 
I don't know, I was one of the people saying "Uh... is it just me or do I smell Pay 2 Win?" ;)
Well, let me put it like this.
During the Beta there were severe downsides if you pushed too hard on a certain modifications. Heat and Power being two I noticed when I was fishing in the Beta and I liked that as you had to make choices as how much yo could get away with. You could break your ship very easily.
However, this has all since been nerfed so there are no downsides to modifications any more and that is why they are OP.
In a base balancing, for standard weapon mods are balanced, short against long range and that makes sense. Doesn't even really affect your ship much.
However, where are the downsides for the specials?
What we have now is an over-simplified version of what it was because people cried and couldn't handle a bad modification because they should always win.
And, here we are now with OP weapons everywhere.
 
I'm still surprised *anyone* plays in open. I mean...really. Never had a good experience any time I've attempted it. Main issues with open could be resolved with making system security mean *something* and initiating a proper crime-punishment system.
(which would actually make bounty hunting FUN too. Tracking down players with high bounties would be awesome, and encourage "legitimate" PvP).
 
There was never a balance between PvE and PvP outfitting. You either rocked a raillancer for PvP, or you had your RES farming loadout. In your farm-ship, PvP was pointless. In your PvP ship, farming was pointless.
 
Depending on the area you are, Open is not nearly as brutal as people make it out to be. This is literally only the 2nd time I got killed by a CMDR ever in over 7+ full weeks of game play. It's more common to see people flee on making comms than to encounter a bandit. I will continue my BGS work in open, because I like seeing others.

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There was never a balance between PvE and PvP outfitting. You either rocked a raillancer for PvP, or you had your RES farming loadout. In your farm-ship, PvP was pointless. In your PvP ship, farming was pointless.

you could run from a PvP ship, though.
 
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There was never a balance between PvE and PvP outfitting. You either rocked a raillancer for PvP, or you had your RES farming loadout. In your farm-ship, PvP was pointless. In your PvP ship, farming was pointless.

This.

Having a ship capable of both PvE and PvP was never really possible. Now the divide is 100 times larger, but it already was far too large before. That ship had already sailed. A pure PvP Cobra for instance had 10x more hitpoints than Cobra outfitted to do any of this game's content.

That's why PvP was always reduced to a hobby side-game, limited to pre-arranged duels or rare random encounters where one of the participants can fight and the other can only run.
 
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The jury has been out on Engineers for me but I recently came to the same conclusion as you. I feel a trader should be able to kit out their ship so that they can always run should they choose to make sacrifices elsewhere. The same applied to all ship roles and it made the game interesting and fun. Cat and mouse etc. Engineers has removed this aspect of the game. Ship teleporting will put the last nail in the coffin. I was thinking of giving up but I will continue to play in Solo.

Time to go exploring me thinks and leave the Magic Space Dragons to rule the universe.
 
There was never a balance between PvE and PvP outfitting. You either rocked a raillancer for PvP, or you had your RES farming loadout. In your farm-ship, PvP was pointless. In your PvP ship, farming was pointless.

This has been the problem from the start.
 
I'm still surprised *anyone* plays in open. I mean...really. Never had a good experience any time I've attempted it. Main issues with open could be resolved with making system security mean *something* and initiating a proper crime-punishment system.
(which would actually make bounty hunting FUN too. Tracking down players with high bounties would be awesome, and encourage "legitimate" PvP).
THIS: the Highest Bounty on Players should show those currently ONLINE . How long must this take to happen FD?
 
That's probably how FD sees how multiplayer game should look like. Get Horizons or get out of Open - well said and it reflects main issue with Engineers.
 
There was never a balance between PvE and PvP outfitting. You either rocked a raillancer for PvP, or you had your RES farming loadout. In your farm-ship, PvP was pointless. In your PvP ship, farming was pointless.

Ah, but there was variation. For example, pre-2.1 I lost count of the number of Rail-de-Lance CMDRs I killed in my bi-weave Vulture, which was also ace for PvE. It was actually possible to win in both scenarios with the same build, because the main factor was skill.

In 2.1, skill is no longer a factor as long as you can point your ship in the rough direction of your opponent for a few seconds.
 
Some months ago I spent a considerable amount of time trying to highlight my concerns over the likely effects of engineering on PvP balance.

A minority chose to respond by saying that as they didn't PvP, they didn't care.

For those that don't play in Open, I suppose that may have been a valid point of view.

For those that do play in Open ... ?
 
The most fun i have had is when i get into a scrap at a res or nav beacon with a nother cmdr over bounties or teritory. Both of us are not in pure ''pvp'' ships but we are both equiped for combat.

They happen naturaly and there is a good mix of wepons and defence.

The ''pvp'' build is realy an assassination build, as you arnt in it for the long haul, you want to get in make the kill and get out. You arnt doing anything but killing and oftern arnt traveling far, but a ship made for bounty hunting will be looking for prolonged stamina and defence.

Pvp and pve is a bit of an ilusion that people like to see because that how other games work.

When i used to do assassination missions early on in the game i was doing it in a viper and was going up against a pirate lord anaconda. So i had missiles and rail guns and just unleashed the fury as i knew i wouldnt last in a prolonged fight in my paper ship. This build was also good for killing players mainly because they, much like the pirate lord, couldnt stand up to the onslaught in there res farm build. I could take my ship to a res if i wanted i just wouldnt be there long before i needed to reload.

The heat issue we currently have is what makes player killing so easy. It should be a balance of advantages and disadvantages based on the choices you make.

Every one tend to have over charged power plants and dirty drives so you would think that would make them run hot but it doesnt realy. Same as clean drives and low emissions doesnt make you run cold just.. a bit cooler.

Evey thing is funneled into a best equipment path rather than many paths. Run hot and you will be vunerable to heat attack and run cold and you wont but you wont have the power to run high power wepons. This isnt how it is. But you can just slap grade 5 overcharged multicannons on every hard point with no real draw back. A grade 5 huge overcharged multicannon has the same dps as a standard huge beam laser but has way WAY less power consumption, thermal load and cap draw and this makes it the best. End of.

Slap some thermal shock on there.... why use anything else? Now you can kill any thing pvp pve doesnt matter and if your enemy has any other load out they will run hotter and have less damage per energy than you so they will cook first.

Then there is wings... its not about balanceing ships and loadouts its about balanced choices. If you are in a pvp build but there are 4 ships in a wing attacking with pve builds all the balance in the 'vers wont save you. So run!

If you think you should be able to compete with engeneered ships in a non engeneered ship cus you dont hVe horizons your a fool and should go buy horizons or hide in solo.. thats just the way it is. You want to stay in the running got to pay for the latest stuff or get left behind.
 
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This.

Having a ship capable of both PvE and PvP was never really possible. Now the divide is 100 times larger, but it already was far too large before. That ship had already sailed. A pure PvP Cobra for instance had 10x more hitpoints than Cobra outfitted to do any of this game's content.

That's why PvP was always reduced to a hobby side-game, limited to pre-arranged duels or rare random encounters where one of the participants can fight and the other can only run.


Even back when I played WoW. PvP builds never really worked in PvE. And same for PvE in PvP.
 
Even back when I played WoW. PvP builds never really worked in PvE. And same for PvE in PvP.

Yes but supposedly there are "Multirole" ships, though now with engineers that idea is right out of the window. Then again, RNGineers threw a lot of good ideas right out of the window, and implemented a whole lot of bad ones, but then piling on bad ideas isn't new for Frontier, they started in beta and they've shown no signs of stopping.
 
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