The annoying parts of PvP

Okey, before you think "small ships should not have the advantage against bigger ships" and stuff like that. Read my post carefully, 'cause it is not about that.


So I was getting interdicted by a group of three players (power play related). I dodged the first interdiction and accepted the second. Be aware, I am piloting a Courier. Behind me appeared a Clipper, I deployed my hardpoints and accepted the fight.
My Courier was fully outfitted and had an allround loadout. One C2F beam laser plus 2 C2G multicannons. The clipper tried to hit me with his gimballed pulse lasers. No chance against my chaff launchers. After I got close enough, I was able to outmanouver him and stayed out of sight but apparently he was still able to hit me with a 90 - 135 degree angle. Now how is this possible? I assume it is ping related and it absolutely makes no fun if you are nearly directly behind your target, seeing him shooting in the void and you still recieve damage. And no, no other ships were nearby.

In addition, NPCs will start teleporting around if more than one player is in the same location (RES, military strike, whatever)


So first annoying thing is ping. Maybe the instance system should try to place local palyers together (EU with EU instead of Asia with America or earth and moon).


Secondly, big ships and small ships and the mass lock. It is pathetic enough that a ship that is actually lighter than another one is able to masslock it and not the other way round. For example. A dropship is known to be super heavy and weights over 1000 tonnes. This ship was not able to masslock a conda which was only around 800 tonnes heavy.
By calculating the masslock with the actual mass, things like that wouldn't be possible and obviously not confusing.

And now to my little case from just now: I defeated the clipper but ofcourse he would run and immediately jump away. This is just a chicken playstyle like "Oooh fear me in my big ship - oh no, I am too unskilled for you, ruuuun!". Argh.
So to make the defeated one actually lose something I would suggest a new module. For example some technical EMP. It can be deployed and (depending on class seize and rating, etc.) will disable or disturb modules like sensors, turreted weapons as well as gimballed and FSDs or the HUD itself, etc. etc. Note: It also disturbs own modules. It has an AoE (area of effect) signal that involves all objects.
But first some kind of deplayable FSD scrambler would be nice so smaller ships have a chance to deal the final killing blow to big ships if they really fail against one C2F beam laser.


Conclusion:

Ping issues
Small ship need to chance to deal the killing blow to big ships


Have a nice day :]


EDIT: Oh and FSD interdictions are very bugged. Quite often I experience two escape vectors or a sudden change in direction.
 
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mass lock does not even work in pvp. (anyone who debates this will be admitting they have no idea how pvp is working currently)

however, an EMP idea to disable Super cruise and hyper jump is very valid.
 
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Clipper probably was using turrets.

Mass lock is irrelevant anyway, an experienced pilot will know how to leave regardless.

Bigger ships are usually more expensive. You cant expect a 7 mil ship to deal with 120 mil ship with ease.

To be clear: im flying the Courier a lot recently, for PvP. I use 3 railguns, they wreck drives and FSD.
 
So first annoying thing is ping. Maybe the instance system should try to place local palyers together (EU with EU instead of Asia with America or earth and moon).

It does, its just not very good at it :p

So to make the defeated one actually lose something I would suggest a new module. For example some technical EMP. It can be deployed and (depending on class seize and rating, etc.) will disable or disturb modules like sensors, turreted weapons as well as gimballed and FSDs or the HUD itself, etc. etc. Note: It also disturbs own modules. It has an AoE (area of effect) signal that involves all objects.
But first some kind of deplayable FSD scrambler would be nice so smaller ships have a chance to deal the final killing blow to big ships if they really fail against one C2F beam laser.

Have you checked the powerplay weapons? Specifically Felicia Winters.
 
I agree with the majority of your post mate. As a Drop ship pilot, I feel the masslock issue:( though the masslock table is a bit better now - FDLs used to be able to masslock me.
 
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After I got close enough, I was able to outmanouver him and stayed out of sight but apparently he was still able to hit me with a 90 - 135 degree angle. Now how is this possible? I assume it is ping related and it absolutely makes no fun if you are nearly directly behind your target, seeing him shooting in the void and you still recieve damage. And no, no other ships were nearby.

Yeah, it does happen. I got it on video for those who need to see.
It should start at teh right place, if not fwd to 10:15 to see what the OP is refferring to.

[video]https://youtu.be/QTwP3Ks-Mw8?t=10m14s[/video]
 
About the angles of received fire, is it not possible that turrets were in use?


No, otherwise I would be hit more often. The thing is, the lasers were pointing and visually shooting into the void and I still recieved damage. The behavior of the player would also be very different.
 
The clipper is balanced around its extreme speed, its why its hardpoints placements are bad and its shielding is weak. If you stop fast ships escaping, you've infact just nerfed all the fast ships.

That being said, masslock is very shallow atm in terms of mechanics, and I know well the frustration of beating somebody without any chance of actually finishing it off. This could be changed with some weaponry changes however FD really aren't interested
 
No, otherwise I would be hit more often. The thing is, the lasers were pointing and visually shooting into the void and I still recieved damage. The behavior of the player would also be very different.

Not necessarily.

Turrets are not that great at hitting smaller ships that are up close.

But what you describe sounds more like network lag
 
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Yeah, it does happen. I got it on video for those who need to see.
It should start at teh right place, if not fwd to 10:15 to see what the OP is refferring to.

[video]https://youtu.be/QTwP3Ks-Mw8?t=10m14s[/url]


Yes exactly this happened. It is so damn annoying.

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Not necessarily.

Turrets are not that great at hitting smaller ships that are up close.

But what you describe sounds more like network lag

It is indeed network lag.
Redeye posted this and this is exactly what happened: https://youtu.be/QTwP3Ks-Mw8?t=10m14s

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Why do you think running away is not valid play?

Don't get me wrong, I am not talking about speed, I am mainly talking about mass lock. I am suggesting that small ships should be able to deal the killing blow to bigger ships if they were actually better. But due to mass stuffs, big ships will just jump away before the small ship's little firepower can damage the FSD.
 
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