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
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.
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.
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.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 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.
I am one of those players who reverski on NPC pirates to kill all those sweet Condas coming after me.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.
TIL. It's obvious when you think about it, but you saw my typical engagement range in another postThis one is absurd at long ranges, especially for module sniping. Module sniping gets easier the further out you are.
Reverski is used by a segment of the PvP community who don't value skill, only wins.
15m no rush, K?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.
15m no rush, K?
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.
Have you ever heard about Plasma Accelerators?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.
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.Have you ever heard about Plasma Accelerators?
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.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:
- Reduce the speed in which the ships can fly in full reverse
- Add a heat build up for extended use of max-throttle reverse thrusters
- Add extra jitter to weapons if throttle is maxed out in reverse
- Apply a pitch & roll penalty speed while in full reverse
Thoughts?