Reverski.. suggestions to stop or at least limit it

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

Why does it have anything to do with stopping gankers? Like that's the only thing that matters?

Like I said, soft targets die to gankers whatever they do. Reverski is like using the same attack over and over and over in a fighting game... it's low skill, but effective against better players.
 
Like I said, soft targets die to gankers whatever they do. Reverski is like using the same attack over and over and over in a fighting game... it's low skill, but effective against better players.
again the better players have told in this thread how to counter the reverski..... if you choose to ignore that information well im sorry but means you need to get good. the game shouldnt be nerfed just because you refuse to get better.
 
Like I said, soft targets die to gankers whatever they do. Reverski is like using the same attack over and over and over in a fighting game... it's low skill, but effective against better players.

I agree on soft target diying no matter what. But given how reversky work , you cant be killed by it if you dont follow the "sky"ier . So if you see one , just go away no ? lleave a fancy "how low are you ?" and jump out.
 
Like I said, soft targets die to gankers whatever they do. Reverski is like using the same attack over and over and over in a fighting game... it's low skill, but effective against better players.

If someone continually flies in a straight line at an attacker that they cannot catch up with and yet who is shooting them in the face, they are most certainly not the better player.

Kiting has existed in video games for literal decades, and the fact that it's happening in a space game is no different. The quickest and easiest counter to a kite is to disengage. If your opponent is reverski'ing away from you, then move away from them. Now they have 2 choices: completely throw off their rhythm and chase you down, at which point you get your hits in, or allow the confrontation to end in which case you are no longer getting hit.

Repeat these words. They are your mantra from this day to your last: "When someone kites me, I will not chase them. When someone kites me, I will not chase them". Just keep saying those words and suddenly you'll find that the magic of "reverski" loses its power.
 
Why does it have anything to do with stopping gankers? Like that's the only thing that matters?

Like I said, soft targets die to gankers whatever they do. Reverski is like using the same attack over and over and over in a fighting game... it's low skill, but effective against better players.
If players who mainly do trade and missions and dont constantly engage in combat and never in PvP normally used reverski against NPC pirates, this change would affect them tremendously and then we would drown in threads about how reverski nerf needs rebuffed. Lets leave well enough alone.

If someone continually flies in a straight line at an attacker that they cannot catch up with and yet who is shooting them in the face, they are most certainly not the better player.

Also this
 
If players who mainly do trade and missions and dont constantly engage in combat and never in PvP normally used reverski against NPC pirates, this change would affect them tremendously and then we would drown in threads about how reverski nerf needs rebuffed. Lets leave well enough alone.
I am one of those players who reverski on NPC pirates to kill all those sweet Condas coming after me.
It's the most convenient tactic currently, and yet I feel a bit silly using my DD5 Python to reverse faster then my un- or low engineered opponent
and strip their shields with no-falloff weapons while they can't effectively hurt me 2+ klicks away.

If it would be nerfed, I'd still kill the enemies, but I'd have to work a bit more for it.

I'm still convinced the problem is not reverski per se, which is logical in space, the problem is the micro-gimbal.
This one is absurd at long ranges, especially for module sniping. Module sniping gets easier the further out you are.
 
Just to clarify:
  • I no longer care about making this change, someone Necro'd the thread from about a year ago.
  • Yes you can just leave the fight and not chase them... but that means the strategy is essentially an 'I Win' technique, which is poor design IMO.

Securing a kill is part of the skill as a pvp-er, so...

Expect your opponent to resort to every trick in the book and act accordingly.

If everyone just resorted to reverski to win fights then the PvP interest in this game would not last long. Remember, it's not used by players who are being attacked randomly - it's used by players who initiate fights 99% of the time.

But like I said, it doesn't really matter... reverski is the least of the PvP communities problems right now. Any kind of focus from Fdev on any PvP related gameplay would be nice.
 
If everyone just resorted to reverski to win fights then the PvP interest in this game would not last long. Remember, it's not used by players who are being attacked randomly - it's used by players who initiate fights 99% of the time.

Because it's working.
Some people are falling for it. (Way too many if you ask me)

You'd be surprised to find out that there are people in Borann that still fall for the "i forgot my DSS, please throw me a wing invite so i can find the hotspot and get some LTD's"
 
All I see is the usual "I PvP and want to change something for everyone!" comment... Maybe I'm getting cynical in my old age but I really don't want the tail wagging the dog. PvP is optional, tactics being used by a minority of a minority doesn't appear to be a good foundation for changes that affect everyone, regardless of playstyle.

Perhaps we do need a dedicated PvP mode... Then the minority can get their rocks off "doing their thing" and request changes every 5 minutes, to only affect their tiny bubble of activity, leaving the majority to just play the game :)
 
Maybe we can calm this down by thinking about the unintended consequences of the proposed change? Since the thread necro'd, I've been giving it some thought.

Suppose for a moment that we could nerf reverse thrust and don't care what this does to smugglers and AX fighters. It doesn't matter whether this is done by actually making reverse thrust much weaker, or by making it unavailable because of heat generation etc. What would be the consequences?

The most obvious one is that in a fight, once you start approaching your opponent, you are going to joust. There's no way either of you can avoid it. (OK, you could FA-off flip and forward thrust, but that means turning your back on him at a crucial time).

There will therefore be two types of engagement:
1. Stationary ones, where both of you choose to stand off and face-tank; not very different from present reverski.
2. Jousting, possibly with FA-off turns between passes.
... with jousting being the most usual.

Now, if you build for jousting, there's an effect on weapon choice. Basically, even though turrets only offer about half the DPS of fixed weapons, they would give far more time-on-target, so they would have the best average damage output. PvP combat will therefore evolve into jousting turret-boats. Aiming skill will no longer be important.

The half DPS of turrets will mean that PvP bouts will on average take twice as long as they do now. Also, at the jousting turn there's always an easy opportunity to high-wake or menu log, so there will be more inconclusive ones.

Well, I might have made a mistake in the above analysis, but it looks like a strong chain of reasoning to me. Comments are welcome. The only way to be sure would be to try it, but does anyone really want to try a change which looks like it will:
  • make jousting and turrets the meta
  • de-emphasise aiming skill
  • make PvP bouts twice as long
  • make them less likely to end in a result because of frequent opportunities to escape
?

Actually I wouldn't mind it because I think turrets are far more like proper SF, and even with my mediocre skills I might be able to be a decent PvP pilot. I can't see the PvP community being happy though.
 
Maybe we can calm this down by thinking about the unintended consequences of the proposed change? Since the thread necro'd, I've been giving it some thought.

Suppose for a moment that we could nerf reverse thrust and don't care what this does to smugglers and AX fighters. It doesn't matter whether this is done by actually making reverse thrust much weaker, or by making it unavailable because of heat generation etc. What would be the consequences?

The most obvious one is that in a fight, once you start approaching your opponent, you are going to joust. There's no way either of you can avoid it. (OK, you could FA-off flip and forward thrust, but that means turning your back on him at a crucial time).

There will therefore be two types of engagement:
1. Stationary ones, where both of you choose to stand off and face-tank; not very different from present reverski.
2. Jousting, possibly with FA-off turns between passes.
... with jousting being the most usual.

Now, if you build for jousting, there's an effect on weapon choice. Basically, even though turrets only offer about half the DPS of fixed weapons, they would give far more time-on-target, so they would have the best average damage output. PvP combat will therefore evolve into jousting turret-boats. Aiming skill will no longer be important.

The half DPS of turrets will mean that PvP bouts will on average take twice as long as they do now. Also, at the jousting turn there's always an easy opportunity to high-wake or menu log, so there will be more inconclusive ones.

Well, I might have made a mistake in the above analysis, but it looks like a strong chain of reasoning to me. Comments are welcome. The only way to be sure would be to try it, but does anyone really want to try a change which looks like it will:
  • make jousting and turrets the meta
  • de-emphasise aiming skill
  • make PvP bouts twice as long
  • make them less likely to end in a result because of frequent opportunities to escape
?

Actually I wouldn't mind it because I think turrets are far more like proper SF, and even with my mediocre skills I might be able to be a decent PvP pilot. I can't see the PvP community being happy though.
Have you ever heard about Plasma Accelerators?
 
Reverski makes total sense in the vacuum of space, but not so much in an atmosphere with drag. Maybe New Era will let you gank in atmosphere, which should prevent reverski and perhaps high-wake as well. You'll finally have your easy-mode ganking you've always wanted!

A bunch of noobs, the lot of you :p
 
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Have you ever heard about Plasma Accelerators?
Yes. I fear the effect would be to on-average nerf them below turreted weapons because of the constant jousting. (If I had turrets and he had fixed, I'd joust like crazy and he'd be without reverse thrust!) Like I said, the suggestion has unintended consequences.
 
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?
That's right, and while there at it, take away the ability to ram other's, it's not fair when one wants to shoot the other and all they want to do is ram me. It especially sucks when they are in a larger ship so lets get rid of larger ships also.
 
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