Reverski.. suggestions to stop or at least limit it

Deleted member 38366

D
Seems space legs can't come soon enough.
Want to fight? Both must land on a planet, leave Ships and then and duel with handheld firearms from close range (quickdraw) ;)

PS.
Thinking about it, the last guy trying to "reverski" on me regretted it deeply.
Poor sap couldn't even Synthesis or Reboot/Repair his Shields back, so boring that it wasn't even a fight.
 
You know that most medium combat ships cant catch reversing phantom? OTOH defence vs frags and plasma is very simple-evasion, or maybe not that simple, becouse you must know how to evade, vs reverski your only defence is not fight, and it would be ok, if we remove any elements of control territory, in perfect game, without engineering unbalances, you could allow reverski in a system, becouse he would be harmless, but when reverski have enaugh firepower to kill in seconds literally any unengineerd ship then it's one more reason to limit reverskies. Saying reverskie is no problem becouse you migh not fight them is liek saying premium ammo in pvp is no problem for same reason, same logic apply
The same holds true for frag boats that go after explorer/miners/traders. Unless those traders sacrifice cargo capacity and jump range and pick an upper slot size shield for their ship, engineer it, and then put a couple boosters on, and git gud at evading fire while their FSD charges, they are literally dead in a handful of seconds against a FDL/or similar frag boat. (Unless in a Cutter, might as well not even interdict a well set up one) So let's nerf those plasmas and frags, slow down those Mamabas, make those FDLs turn a little slower, etc. Nerf it all, otherwise, if proper outfitting and gettin gud is OK for the PvPers victims, why not for the PvPers?

Not sure what you mean by "control territory", if what you mean is BGS, then combat is about the least effective way to bolster your faction. And this combat tactic is available to you as well as them.
 
Those of us who PvP regularly encounter this cheesy tactic.. For those unfamiliar with it, it's basically the practice of flying backwards in full reverse shooting at enemy players who struggle to keep up and stay out of the firing arc of the reversing ship. If the opponent manages to catch up to the reverski player, they will simply boost past them and do the exactly the same in the opposite direction.. This usually goes on until the opponent gets bored and wakes out, usually after leaving some unkind words in comms - or dies if they're unprepared.

The standard reverski setup is to use long-range hitscan weapons like rails and lasers, and then use premium missiles to wreck modules when their opponents' shields go down, so it really is quite frustrating for the opponents who wish to fight in a more conventional manner.

Many in the PvP community regard it as the lowest form of combat due to the speed of reverse thrusters in the game as it gives the user a huge combat advantage.

There are a few ways Fdev could reign it in:
  1. Reduce the speed in which the ships can fly in full reverse
  2. Add a heat build up for extended use of max-throttle reverse thrusters
  3. Add extra jitter to weapons if throttle is maxed out in reverse
  4. Apply a pitch & roll penalty speed while in full reverse

Thoughts?
Long-range guided-missiles or torpedoes, special dumb fires it never stop
Or stop chasing faster ships.
 
You know that most medium combat ships cant catch reversing phantom?

...And why is this a problem that needs fixing?

Some ships are faster than others. If you're trying to kill a faster ship that is running away, and you don't have long-range weapons (or enough firepower to insta-kill it before it runs), you will not succeed. Regardless of whether it's flying backwards or not. And that is as it should be, the faster ship controls the engagement. It's why some people prefer the Mamba to the FDL despite the weaker shields etc: because the Mamba gives you more control over when to fight and when to run.

As others have already said, this is a defensive tactic. Your opponent is literally running away from you. Follow if you can, or disengage if you can't. It's logical that an opponent with more speed and longer-range weapons than you will be able to snipe you from a safe distance, but in this case he's at least letting you get away.
 
...And why is this a problem that needs fixing?

Some ships are faster than others. If you're trying to kill a faster ship that is running away, and you don't have long-range weapons (or enough firepower to insta-kill it before it runs), you will not succeed. Regardless of whether it's flying backwards or not. And that is as it should be, the faster ship controls the engagement. It's why some people prefer the Mamba to the FDL despite the weaker shields etc: because the Mamba gives you more control over when to fight and when to run.

As others have already said, this is a defensive tactic. Your opponent is literally running away from you. Follow if you can, or disengage if you can't. It's logical that an opponent with more speed and longer-range weapons than you will be able to snipe you from a safe distance, but in this case he's at least letting you get away.
There is much bigger than subtile diffrence between fast ship that can run away and fast ship that can lay fire against opponent with impuity forcing other side to use exctly same build in order to win, this is biggest issue with reverski, it wins as long as opponent dont take counter build
 
Also , reversky is basis of xeno fighting , so i may affect pve alot. (just though about that whil watching some FAS 1V3 cyclops)
 
There is much bigger than subtile diffrence between fast ship that can run away and fast ship that can lay fire against opponent with impuity forcing other side to use exctly same build in order to win, this is biggest issue with reverski, it wins as long as opponent dont take counter build

That's generally only an issue if neither side is willing to back down, which is a rare circumstance. For most encounters, a successful disengage is a win for the defender at it then allows them to continue about their business.

An aggressor pulling the reverski simply lets their target escape without challenge, while the defender pulling the reverski is quite reasonably putting themselves into a defensive position while trying to escape and the aggressor should expect a more challenging fight (which is partially offset by the fact that they are probably a well equipped pirate or bounty hunter attacking a freighter).
 
Those of us who PvP regularly encounter this cheesy tactic.. For those unfamiliar with it, it's basically the practice of flying backwards in full reverse shooting at enemy players who struggle to keep up and stay out of the firing arc of the reversing ship. If the opponent manages to catch up to the reverski player, they will simply boost past them and do the exactly the same in the opposite direction.. This usually goes on until the opponent gets bored and wakes out, usually after leaving some unkind words in comms - or dies if they're unprepared.

The standard reverski setup is to use long-range hitscan weapons like rails and lasers, and then use premium missiles to wreck modules when their opponents' shields go down, so it really is quite frustrating for the opponents who wish to fight in a more conventional manner.

Many in the PvP community regard it as the lowest form of combat due to the speed of reverse thrusters in the game as it gives the user a huge combat advantage.

There are a few ways Fdev could reign it in:
  1. Reduce the speed in which the ships can fly in full reverse
  2. Add a heat build up for extended use of max-throttle reverse thrusters
  3. Add extra jitter to weapons if throttle is maxed out in reverse
  4. Apply a pitch & roll penalty speed while in full reverse

Thoughts?

If you know they're doing the reverski, why do you pursue?
 
TBH , I m kinda shocked by responses I getting here, just suggested simple fix, I meant pvp, couse in pve game difficulty given engineers unbalancing is strong 2/10, and instead get wall of text that is spupposed to..... hmm i have no idea what exactly

I know I'm digging this up from earlier in this thread, but the issue you seem to be having is that people are not agreeing with you. You feel you're in the right, where as most people in this thread don't.

At the end of the day, you're choosing to engage people who reverski, either counter it or don't play ball with them. Much like real life, people will use different tactics to win at something, and you're playing against real people.

If you don't like reverski, don't feed into it. It's no different than if someone doesn't like getting ganked, they shouldn't play in open or if someone doesn't like mining, they shouldn't go mining. Within certain extents, this game is/was built on doing what you please. Explorers can go explore, miners can go mining, traders can do trading, and those who like combat can go blow up ships. Different strokes for different folks, as many have said, if you don't like combating people who reverski, don't. If you don't like people disagreeing with your opinions, don't create a topic on it and complain people people are not agreeing with you.
 
There is much bigger than subtile diffrence between fast ship that can run away and fast ship that can lay fire against opponent with impuity forcing other side to use exctly same build in order to win, this is biggest issue with reverski, it wins as long as opponent dont take counter build

You left out the notion that reverski also wins if people without a sufficient counter continue to engage.
 
what a joke nerf flying in reverse. lets be honest the only people that think this should be done are gankers that want to be given easy targets.

You think reverski helps soft targets avoid being killed by gankers? It doesn't. Reverski is used by a segment of the PvP community who don't value skill, only wins. It's nothing to do with soft targets, they die regardless.
 
You think reverski helps soft targets avoid being killed by gankers? It doesn't. Reverski is used by a segment of the PvP community who don't value skill, only wins. It's nothing to do with soft targets, they die regardless.
if it doesnt even stop gankers then why is it so op that it needs to be nerfed? did not really think that through did you?
 
The reality is that "reverski" is very unlikely to ever get "nerfed". This is a space game, and tends to involve all of the things that come along with space. A general lack of inertia and an ability to move independently through a 3D environment are some of the core things that come along with it.

The fact is that if a space sandbox like ED were to nerf space itself by invalidating strategies inherent to the environment, in a game that strongly markets itself on being psuedo-realistic yet fun, they are probably going to get more hurt from it than help.

Space combat is hard. There is more to consider, more to deal with. I get that, and I get how frustrating it can be for folks who are not experienced with that kind of gameplay. But nerfing physics because of that difficulty is not the answer. A better answer would be to help give resources to players who are struggling with it, via tutorials or guides, so that they can figure out better counters.

"Reverski" is one of the easiest to counter: If you can't catch them to hit them, don't try. Break off and either let the fight end or let them come to you. If you find yourself continually in this position, reconsider your ship's current engineering or even your ship itself; perhaps something a little more agile and quick would help. Work out new strategies and pick new targets. But asking for FDev to nerf space because it's hard just doesn't seem like the right direction to head in
 
I'm sure Lateralus has thought his position through and is just as confused as I am as to what stopping gankers has to do with anything.
lateralus claims reverski is to op and needs to be nerf but then claims its not strong enough to stop gankers. so which is it it is to op can gankers easly beat it.. it cant be both
 
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