Add reverb (ion, etc) mines to npcs and you have a balance
(sorry couldn't resist) Imo is not possible balance game like ED, if you search balanced quick fight, load old freelancer.
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My second post, Genar, which you quote, was devoted to the question of PvE imbalance, by reference to the P.S. concerning PvE at the end of my first post.
But in PvE or PvP, the point is the same: 100% time on target with conventional weapons will get someone nowhere, very slowly.
Thank you.
And as torps travel at about one quarter of the speed of a Cutter and it takes 6 effective strikes to take down a size 8 Prismatic, they are anyway only relevant to surprising the easily surprised.
For PvP, see above. Yes indeed. We are all immortal.
What if he isn't AFK, just idly moving around slowly, blowing up everything without the slightest difficulty or peril, whilst occasionally using a second screen to post on forums to say that the game's difficulty is just right, PvP-ers (/challenge-seeking PvE-ers) should not be permitted to ruin it, and he really needs his shield?
Well yeah there is that point I didn't consider. But for PvE it shouldn't take too much code to detect a player AFK'ing in a god-shield Cutter, and to spawn a couple of Reverb Torp iCouriers to 'discourage' such behaviour.![]()
Savage. It only frustrations with this post come from my inability to assign you more rep.
Sure but it wouldn't fix the fact that npcs have ships10x weaker than players. A week or so with every npcs with deadly rank or above in PvP ship builds with G5 mods would make a holistic combat rebalance an easy sell![]()
That was more of a mild rebuke than 'savage'.![]()
Shields are not fine in PvE. They are so far out of balance that they are effectively handicapping CMDRs' flight skills due to over-reliance. Furthermore, hull tanks straight up scare many commanders because of the proposition of actually taking damage. There's a lot of ship variety out there that people are afraid to even pursue.
If you think you need amazing shields to survive a gank attempt from another player, please google Rinzler's guide to trading in open. He lets an elite PvPer interdict him and gets through the whole encounter unscathed. Rinzler was flying an unengineered Type 7 and downgrading the shield generator.
We need to get the training wheels off for the good of the game.
The issue isn't that shields are over powered. It's that NPC builds don't carry counters to it. After all, if you just neuter shields all players will do is bug out quicker as soon as their shields go down.
So it doesn't increase difficulty, it just decrease the amount of time a player will spend actually doing something and increase the amount of time they spend waiting for something to recharge.
Trying to solo a wing assassination mission is a start with the engineered 'boss' ships and indeed that is the direction Fdev have stated they are going and it's the right way.
Vary opposing ship builds, have them spawn depending on where they are from and your reputation with them, but most of all change their behaviour so as to make reverski and exploiting the AI more difficult. Just changing the values of something is a very simplistic and historically ineffective thing to do.
I tend to operate in a (possibly excessively) professional manner, and TS seems to do the same. A mild rebuke in that context might as well be an orbital strike.
Actually here's an interesting question : what is the ideal average time to kill a ship, whether in PvE or PvP? Is it seconds or minutes we're talking about here?
20-40min PvP duel is definitely too long IMO.
As the game name suggest, one should never feel fully safe, no matter the gear and game mode.
As per the ideal time : 5 min FDL/vulture PvP battles felt right at the time.
how about buffing lasers?
... I little wonder why you guys always use as example just this one clearly unbalanced overpowered ship (cutter). Try your counts versus other normal ships![]()
The problem is no matter how much you buff hull stats to soak damage, if you want to fly any of the Big Three (especially in Open, and against thargoids to a lesser extent especially against basilisk and medusa, the latter of which ripped my corvette to shreds) then you need high levels of shields.
With the current way modules take damage the moment shields drop, things like Elite NPCs gain the ability to Module Snipe, and if you fly in Open that leaves players open to actually attacking and destroying you as you sit there with no powerplant and no thrusters or FSD due to something like High Yield Shell on Cannon.
Stationary Cutter with an AFK CMDR?
*launches barrage of Reverb Torpedoes*
Perhaps there should be a hard limit to shield strength across all ships - similarly, you can then decrease the rabidly powerful weaponry like frag cannons, railguns, plasmas etc.
Actually here's an interesting question : what is the ideal average time to kill a ship, whether in PvE or PvP? Is it seconds or minutes we're talking about here?
This depends on the repercussions, which the rebuy costs are a part of. Also you'd have to consider the TTK across all ships.I'd like to know the answer to this question: What is the ideal time-to-explosion which would satisfy all player types?
Are you on xbox? Was it a vulture...? *whistles as he walks away*Built on extremes, that premise is.
Not nearly everybody flies around in a Cutter, not nearly everybody has prismatic shields.
Approximately half a year ago, I was on open, flying an Asp Scout with a shield of about 200 (bi-weave). No extra armour (couldn't afford that). A CMDR jumped in and killed me with TWO volleys. Count 'em, TWO. First volley took down my shields and half my hull, the second finished me.
Given the consequences of "dying," I don't mind having strong shields, and bleed-through damage would result in people returning every five minutes to base (I know I would). I'm way too old for temper tantrums, but if FD listened to that proposal, I would ditch ED and move on. Not because I'm a crybaby, but simply because I have neither the time, nor the talent to become a guy who beats an Elite Anaconda with a stock Sidewinder. Sorry, masochism isn't my thing.(I spent, between two accounts, two years to get my backside in a Corvette, which should show that I don't give up easily.)
It's all out of whack. Just look at you asking for more power creep for the NPCs now. Engineers have already totally twisted how you perceive the game. If you just crank up the HP of NPC all across that won't work for new and non-horizon players.
Indeed. This why this thread is all about making engineered player shields weaker.
All the talk about beefing up NPCs is to highlight that if that was to happen :
1) non Hz players would be unable to engage anything above a python due to the ginormous disparity.
2) a conda vs conda PvE fight would last 30min and be silly (Which where PvP is right now)
3) it would force FD to make a combat rebalance #1 priority due to the salt that would be generated.
In other words engineering has made player ships so unbalanced that if npc would have them the game would break down from the silliness.
Which is a strong argument in favour of a rebalance.