Open Play - Ship Balance

Nope. You have to be a good pilot. Any beefed-up-FAS or Chief can withstand a FDL, if YOU are the better pilot and know how to fit the ship in order to user their advantages. Git gud, buddy.
Oh, maybe you would like to talk about how bad hulltank is? Losing your cockpit glass from one hit? Losing all your weapons from one rocket hit? Losing your powerplant/thrusters at 50% hull?

But this topic is kinda not exactly about that issue.
 
FAS usually won't last long against a meta FDL with experience. You pop their shields in 1 or 2 shots with plasma, then snipe out their distributor. Even in a raw plasma plasma fight, the FAS is not able to dodge and has significantly less total health. You can also hard rock paper scissor them with a non-meta build, using scramble and/or seekers.
 
Hello!

Dear Frontier Development Team, please take a look at current state of open play PvP encounters.

Regular (non-meta) ships are unable to do any considerable damage to min-maxed meta ships, or survive long enough to escape.

That kills any joy of playing in Open Play. If you got interdicted by Fer-de-Lance or Mamba, you are dead, because they got massive amount of shields, superior firepower and speed. Those ships are able to kill any ship except another meta Fer-de-Lance or Mamba in less than 10 seconds.

Please, do something about that.
I occasionally get interdicted by a wing of 2-3 gankers in meta builds who hang out in Shinrarta and just interdict and shoot anything that moves. I combat log and add them all to my block list. Pretty sure the entirety of SDC is on my block list at this point. I don't mind a fair fight but my mining python is not going to take out a PVP Cutter and two FdL's with its abrasion blaster.
 
I occasionally get interdicted by a wing of 2-3 gankers in meta builds who hang out in Shinrarta and just interdict and shoot anything that moves. I combat log and add them all to my block list. Pretty sure the entirety of SDC is on my block list at this point. I don't mind a fair fight but my mining python is not going to take out a PVP Cutter and two FdL's with its abrasion blaster.
I wonder why people want to kill you 😄
 
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Good post there...

But how often do you have to haul 752T into a system heavily guarded by other players ?

I seems to me most players in open are being busy, minding whatever it is they are doing, and hardly notice me at all :)

I picked 750T, becuase it is a nice number if you are looking for Powerplay modules. Of course you can do mutliple trips, but if you are going do the tedious loading routine of the cargo, I prefer to only have todo in one go than over several, but that is me. And I still consider this to be a descent compromise between defense and primary function (hauling cargo)


It is not really about running head on into "player guarded" system, just think about you minding your own business and then this other player finds you and decides that your cargo run is the perfect settings for testing out their new Burst build for fast ship destruction.
I know my Type 9 is over top engineered and far from the general build Type-9 CMDRs tend fly.


You are correct that most players in Open are not aggressive, most of them time they ignores you, or sends a friendly O7 your way while they keep on doing their thing, but then there is this small group that thinks that aggressive behaviour towards other players is the best thing in the game... and these players most often run ships that is designed to destroy other ships as fast as possible, and unless you play in combat ready ship, you can have a really bad time when one of these players finds you.

So what options do players really have in regards to these chance encounters? How much should you really have to be prepared for? some preparation sure, but should you need to fly a fully engineered ship for doing some hauling in what is labelled as high security systems?
 
So what options do players really have in regards to these chance encounters? How much should you really have to be prepared for? some preparation sure, but should you need to fly a fully engineered ship for doing some hauling in what is labelled as high security systems?

Probably not - there are enough options available even for unengineered ships to evade hostile encounters, moderately engineered ones to last long enough to escape...

BUT if you want chance to fight and win, you're going to have to run the engineering circuit, and upgrade from medium to large class ships imho :)
 
So you are saying I should play open to... avoid players, right? Whats the point, then?

As weird as it sounds there is something satisfying about escaping while interdicted by players. It does not take that much skill to be honest, submit - full thrusters - jump...

Unless trading shieldless you should be able to avoid getting killed.

Harder to do without engineered parts, but still the chances are with the escapee I think.
 
So what options do players really have in regards to these chance encounters? How much should you really have to be prepared for? some preparation sure, but should you need to fly a fully engineered ship for doing some hauling in what is labelled as high security systems?
The fact you have to prepare every corner of your ship for a chance to win an random encounter is exactly why this topic keeps shifting back to gank escapability. Every module slot you use to buff your HP is both additive and multiplicative with engineering resistances, and it does it by such wide margins that just one or two slots calls for a drastic difference in skill. What makes this kind of gaming environment better than one where perhaps HRPs and boosters have a stacking limit? Why put so much weight on optionals and utilities instead of the core module/hull itself? What would be 'bad' about an attacker having vulnerability?

I'd rather play a game where I can attack people at random, where they have a chance to do anything other than bore me to death.
 
The fact you have to prepare every corner of your ship for a chance to win an random encounter is exactly why this topic keeps shifting back to gank escapability. Every module slot you use to buff your HP is both additive and multiplicative with engineering resistances, and it does it by such wide margins that just one or two slots calls for a drastic difference in skill. What makes this kind of gaming environment better than one where perhaps HRPs and boosters have a stacking limit? Why put so much weight on optionals and utilities instead of the core module/hull itself? What would be 'bad' about an attacker having vulnerability?

I'd rather play a game where I can attack people at random, where they have a chance to do anything other than bore me to death.
I am not sure what you are going after here.

how can I bore you when you can blow me up in less than 15 seconds? and that if I do rudimentary stuff to make my ships more resillient to attacks, and the more resillient I make my ship, and the more resillient I make my ship, the less options I have left to outfit my ship for the tasks I want todo, for example mining, hauling stuff, etc... while you can can focus all of your options to make you ship only focused at combat.
 
I am not sure what you are going after here.

how can I bore you when you can blow me up in less than 15 seconds? and that if I do rudimentary stuff to make my ships more resillient to attacks, and the more resillient I make my ship, and the more resillient I make my ship, the less options I have left to outfit my ship for the tasks I want todo, for example mining, hauling stuff, etc... while you can can focus all of your options to make you ship only focused at combat.
I'm saying that my PvP ship ability to stack up HP to the extreme gives you, the PvE ship, a massive disadvantage because, even if you only need one cargo rack, a collector, and srv in a Python, those 3 optional slots make so much of a dramatic difference in HP that retaliation is just not an option, even if the rest of your utilities and optionals are built for max defense. My PvP ship's extra few modules multiply my HP so far that our skill differences would have to be extraordinary.

If there were stacking caps, such as 2 boosters max, 2 HRPs max, 1 HRP if shield, 2 cell banks, and then base shields and hull multipliers adjusted to bring health levels back up, that Waselon's desire for a chance to successfully retaliate, not just escape, would become feasible without requiring the aggressor to have entry level skills.

I think that balanced HP between PvE and PvP might help bring the two together. Aside from connection issues, it seems to be the most complained about thing in the whole game. We started without cell banks, and as time has progressed, we've seen how HP power creep has been negatively affecting discussion and player interaction. Nothing good has yet come of it.
 
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