PvP Combat, Engineering and Premium Ammo

First of all, I'm not exactly a PvP player. Especially in Elite. I'm playing mainly in Open though (except for times when I just don't have the time to be bothered), so I've had my share of combat encounters. At first I was on the receiving end of the stick, then when I gained some experience and got hold of better equipment (and got bored with being the guy to beat, or switching between modes when I wanted to fly somewhere) I was able to hold my own. Even win sometimes.
But here's the thing: I didn't enjoy it very much. Combat in Elite, especially PvP fought with ships engineered for combat, can be really, really (really) boring . 20 or so minutes of flying around and shooting? Even when it's not very long it's hardly satisfying. At least from a gameplay perspective.
Even in combat aircraft simulators, you have Earth and upper layers of atmosphere, which limits your movements, gravity, which is a consideration, you can have clouds, rain etc. and usually difficulty lies in being able to hit your opponent - when you do, it doesn't take a lot to eliminate him.
In Elite there's usually literally nothing there but 2 ships that shoot at eachother. Sometimes people switch FAOff, but without it it's like WW2 airplanes fighting in vacuum. And they have shields which regenerate, armor, all with engineering that adds a lot of hitpoints. Make that kind of "map" in any FPS shooter, equip players with insane amounts of hitpoints and I wonder how many people would find that exciting.
Of course I understand that this is exactly the thing which allows people not interested in being preyed upon by trigger happy players to easily escape when attacked - it takes so much time to destroy properly engineered ship, that at certain point it's really not a problem anymore.

Now, over the years I've seen some (I would say a lot, but maybe i'm projecting) complaints that engineering is OP - even high tiered NPCs are bullet sponges because of engineering, which can make fights with them long and tiresome.
But once in a while I see someone saying - and recently I've encountered that voice again - that premium ammo is "a 'crutch' that some Cmdrs use to bridge the skill gap".
I've never thought much about it - personally I've never even used premium ammo. Most of the time I just don't even remember that there is something like that. Certainly not in a fight.
But it now downed on me: isn't that the solution to those long, boring fights and part of engineering equation?

I'm really curious what are your thoughts, ladies and gentlemen.
Do you enjoy PvP in Elite? Do you enjoy it with engineering or is it a sad neccesity (I'm not talking about gathering materials, let's forget about that)?
I know people like PvP, but do you like it the way it is, or like it enough, but would prefer something changed?
If you do enjoy PvP in Open, then... why? How?

And what do you guys think about Premium Ammo?
(and how effective it actually is, as I've literally never used it. Can it significantly shorten the fight?)

Any input would be greatly appreciated:)
 
Thanks, but could you elaborate a little bit on premium ammo?
Premium ammo is another layer of grind, one so strong it cannot be ignored if you want to be competitive.
The idea to make players grind for materials for permanent effects (engineering) is bad enough, but for perishables? That's annoying at best.

And don't get me started on loopholes like premium ammo for ammoless plasma slug weapons.
 
I'd settle for removing some of the disabling special effects that you can get with engineering such as preventing FSD from charging.
... That might be sour grapes, but it's certainly a point that the option to run away is removed. Sometimes you get jumped for no good reason. In these cases, being able to leave at least means you 'only' have to survive long enough to charge your drive and plot a route out of there.
 
I'd settle for removing some of the disabling special effects that you can get with engineering such as preventing FSD from charging.
... That might be sour grapes, but it's certainly a point that the option to run away is removed. Sometimes you get jumped for no good reason. In these cases, being able to leave at least means you 'only' have to survive long enough to charge your drive and plot a route out of there.
So your solution to hit point inflation is making fights even shorter? Not sure if trolling.
 
The idea to make players grind for materials for permanent effects (engineering) is bad enough, but for perishables? That's annoying at best.

The gulf between engineered and unengineered is just grotesque when you get into TTK vs EHP and then piling that premium on top of that is just a whole lotta nope.

I'd settle for removing some of the disabling special effects that you can get with engineering such as preventing FSD from charging.
... That might be sour grapes, but it's certainly a point that the option to run away is removed. Sometimes you get jumped for no good reason. In these cases, being able to leave at least means you 'only' have to survive long enough to charge your drive and plot a route out of there.

You cannot keep a person in a system permanently with FSD disruptors, their effect cooldown is far too long to interrupt a highwake assuming the player that wants to step out hits the button as soon as the effect ends and the cooldown before it can be reapplied begins. You're looking at being in combat maybe a minute on the outside, less if you submitted and readied up a highwake quickly.
 
Dial back engineering, get rid of premium ammo.

 
The gulf between engineered and unengineered is just grotesque when you get into TTK vs EHP and then piling that premium on top of that is just a whole lotta nope.



You cannot keep a person in a system permanently with FSD disruptors, their effect cooldown is far too long to interrupt a highwake assuming the player that wants to step out hits the button as soon as the effect ends and the cooldown before it can be reapplied begins. You're looking at being in combat maybe a minute on the outside, less if you submitted and readied up a highwake quickly.
Regarding not being able to jump away. I was being attacked by a wing of 3 cmdrs, so what if they all had this FSD disable upgrade. I was in a big slow ship, with little engineering so couldn't even fight back. Like I said it might be sour grapes, but without engineering, anti thargoid weapons and special effects I'd have probably faired better.
 
Regarding not being able to jump away. I was being attacked by a wing of 3 cmdrs, so what if they all had this FSD disable upgrade. I was in a big slow ship, with little engineering so couldn't even fight back. Like I said it might be sour grapes, but without engineering, anti thargoid weapons and special effects I'd have probably faired better.
The fsd interrupt is applied on your ship, as is the cooldown. So even another CMDR gromming you wouldn't have an effect (correct me if wrong though)
 
Regarding not being able to jump away. I was being attacked by a wing of 3 cmdrs, so what if they all had this FSD disable upgrade.
It doesn't matter - the cooldown is for the effect, not the weapon. In that case you'd be worse off if only one of them had it, since the other two could fit something more damaging in that hardpoint instead.
 
Engineering scales very well defensively, but I believe there should be diminishing returns on shield boosters. Some of the experimentals are obnoxious.

Premium ammo is a mistake. It should have no effect on other players, only NPC ships. It is a consumable that grants a measurable advantage and thus is practically a necessity. If you're going into a situation where you might be engaged in PvP, you're either required to prep Premium ammo, or be at a disadvantage - it grants even more advantage to aggressors.
 
Regarding not being able to jump away. I was being attacked by a wing of 3 cmdrs, so what if they all had this FSD disable upgrade. I was in a big slow ship, with little engineering so couldn't even fight back. Like I said it might be sour grapes, but without engineering, anti thargoid weapons and special effects I'd have probably faired better.

The temporary immunity to further application of the effect belongs to the person the effect was applied to, not the weapon/player who applied the effect. It's specifically balanced that way to prevent you from putting a player in a situation where their only recourse is to log out or self destruct.

Same exact line of reasoning as allowing you to reboot your ship to bring your FSD or engines back online without always requiring an AMFU for repair.

Assuming engineered Grom Bombs (that is, further increasing their FSD disruption with the experimental for it) you end up with a grand total of 19 seconds of FSD disruption followed by 29 seconds of immunity. From there, you can work through how long you'll likely be in combat by figuring out your FSD cooldown from submitting, adding the time to charge your FSD for a highwake minus maybe 1 second (latency makes it unlikely they'll be able to hit you right at the point where you would have jumped), adding 19 seconds (we could use unmodded Grom Bombs or normal dumbfires with the experimental, but it's better to plan for the worst case scenario), then adding your spool up to jump time again. I don't have all the figures in front of me, buuut I'm pretty sure that works out to around a 45 second to maybe a 1 minute span of time.
 
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Well.. premium ammo adds 30% damage.
So.. fights are 30% shorter.

So 30% of 20 mins is 6 mins.
Now the fight is 14 mins long.. yaaaaay, you can cook a frozen piza in that time, and it will be just right rather than a little burnt.

It's adding 30% to weapons that often have already had their base DPS increased by around 30% through engineering, so the net effect's often larger than 30% over baseline.
 
It's adding 30% to weapons that often have already had their base DPS increased by around 30% through engineering, so the net effect's often larger than 30% over baseline.
Huh? It takes 20 mins without premium ammo. So it takes 14 with it. Base line damage, against a g5 eng ship would take like.. hours!

The damage increses at g5 for ammo using wepons is 70% or 100% depending on if you use short range\overcharged or extended mag and if you use all the ammo available during a fight. Most weapons can fire as constaltly as they can for about 7mins or less.
 
Huh? It takes 20 mins without premium ammo. So it takes 14 with it. Base line damage, against a g5 eng ship would take like.. hours!

The damage increses at g5 for ammo using wepons is 70% or 100% depending on if you use short range\overcharged or extended mag and if you use all the ammo available during a fight. Most weapons can fire as constaltly as they can for about 7mins or less.

Meant compared to baseline weapons. Premium's bad enough without engineering, then you get into the whole multiplying a multiplier to get a much bigger return on damage output.
 
Meant compared to baseline weapons. Premium's bad enough without engineering, then you get into the whole multiplying a multiplier to get a much bigger return on damage output.
Oh.. i see. Im not sure if that 30% from premium is stacked with the base damage or the end result of engeneers but yes it would be a bigger number of hit points if it was 30% of a 70% incresed weapon.

The real cux isnt the dps of engeneered weapons or premium ammo.. its the insaine defeces you can get from engeneers that make the fights soo long.

They could full on double the damage of all wepons and that would cut the fights down to like 10 to 6 mins... as long as the other ship was out fitted for pvp and have g5 engeneered defences and was a good match ship wise.. bare in mind it take 1 min to escape from an unfavourable encounter max

It would be quite nice if we had more varied and interesting setting for battles to take place. i mean a rez is better than open space but we could have abandoned stations or debree fields or multiple capitol ships to dodge and weave inbetween perhaps a mine field. I think that alone wpuld at least make the 20mims a bit more interesting.
 
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I understand that some of you don't like the idea of gathering materials for Premium ammo (although it seems like a logical way to limit it's uses - I always enjoyed that management aspect in certain games - you know, I have 4 rare magnum bullets I found earlier, should I use it now, or save for later.. etc ),
but apart from that - am I to understand that you guys basically don't have anything against those long shootouts?
 
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