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Cadet
Join Date: Aug 2007
Posts: 43
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better pvp. a suggestion
Hey all, after some long thought i have to come and post this.
the pvp system needs to be reworked. as in reworked i mean we need more ways to fight other than just flying in a damned circle, lol this is just pointless to me. and the other thing is i have noticed that with every hud that i use, the little "square" around the target on top of duelist reticules completely obscure the target. this needs to be fixed. Also i dont know if it s just me or if other people have this problem. When i use lazers i am a dead-on shot untill i get hit. after that the green shield animation on top of the brightness of the lazers completely blinds me. no joke, i cant even see my target. these effects need to be tuned down. Also, the whole tag system that there is now needs to be thrown away and redone from scratch to include EVERY type of player and ENCOURAGE that players RP. as to how they do it that is up to them. thats all for now, i had many others but i dont want to base jumpgate-evo on jumpgate classic. it should all be brand new. ![]() |
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Re: better pvp. a suggestion
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IMO, I really don't see whats so bad about our current combat system. circling fighting is just one strategy. If you dont know others, then it's not the problem of the system. There are more ways to fight then just standard circle fighting, such as jousting and drift-fighting. Circling is more of an effect of laser-like fast travel weapons, and becomes less of the norm if you use other types of weapons. And even in circle fighting, there is a lot of skill involved. The approach, judging the tightness and speed of your circle depending on the ships involved, how and when to use FF's, managing thrust to aid in aiming, etc.. Quote:
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Long thought?!? All you gave was a listing of things you think 'need to change' but no suggestions on how to make them better. |
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Re: better pvp. a suggestion
I agree that PvP needs some tweaking. I posted about this in another thread but it deserves it's own. Trit I totally agree that a "neocronian" type of combat system is terrible. I can remember standing right behind an enemy player during an Outpost battle, firing dead on and watching the laser beam curve away from the target in mid-air because I didn't have some skill or implant or something for aiming. I never played Neocron again after that because I preferr twitch type skilled combat. No, what I'm talking about is a temp lock on for your guns/lasers like in Wing Commander.....still requires skill to aim, still requires situation awareness etc. An enemy can roll out of the lock and it still requires a steady hand and good aim to hold a lock on a target. Elite players would be just as dangerous as ever but average players would be able to contribute more in battle. I just know so many people that quit after reaching level 26 thinking they were going to be able to finally fight and ending up barely landing a shot in combat in battle after battle after battle..... They all, of course, quit the game after being targets for a while. The only reason I stayed long enough to become even slightly combat effective was because The Gang took me in....otherwise I'd have left too. I just think it's too hard the way it is....it takes an enormous committment just to acheive "mediocrity" right now. We lose huge numbers of new players to the "frustration" factor. I know ND is working on player retention ideas and I think making combat a little easier should be a part of that.
Xerout |
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Member
Pilot Name: Jonboy
Join Date: Aug 2004
Posts: 315
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Re: better pvp. a suggestion
I'd like some things added to make formation combat more practical.
Some of the most fun times I've had include protecting specific wingmen, or securing a station so someone can launch. When the wing acted as a group it was obviously better. (Liet telling everyone to hide, while he taunted people was even funnerer.) But usually, fights devolved to everyone mobbing a target. Things like advanced radar features would make a difference, such as being able to bind a key to target a specific wingmate's target, or audible range-to-wingmates indicators, for formations. Two radar screens might help. @no_limit: the game-engine (DANCER) is great. I very rarely circle-fought outside the sim - it's just for practising aim. Design your own HUD, or stop using the duelist. But yeah, more RP-based combat is always fun. |
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Re: better pvp. a suggestion
Id think, Jon, that those fetures of being allowed to target your friends pursuer should be available with a third unit on your team/faction, basically AWACS.
We have big ships and big radars, perhaps what we need is a modx that turns a big ship (with lots of power) to extend this data to everyone on their team/faction. This would also allow those that are bad at fighting still be in the battle providing target acquisition. Perhaps a new radar of 100k should be there so that the AWACS can be far from the fight and still be able to grab the data and send it to their pilots. ELP |
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Re: better pvp. a suggestion
i wouldn't mind a AWACS style addition to bombers that'd extend the range of the radar for all the friendly ships flying near it, possibly at the expense of missile capacity. It might also allow the detection of roided enemies.
I also like Jonboy's idea of auditory cues to hear how close your wingman is from you. Often keeping track of wingman in Jumpgate was futile and people rarely even bothered. I have some other ideas that I posted on the JOSSH forums a little while back that are in-line with these types of items. Lemme find the post and i'll create a new thread. xerout, i'm not understanding quite how your 'lock on' idea is supposed to work. |
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Member
Pilot Name: Jonboy
Join Date: Aug 2004
Posts: 315
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Re: better pvp. a suggestion
Elp,
Scouts should be a really useful RP, a key pilot, that it would pay to protect, with a useful non-direct-pvp role. unfortunately, rangers have been used in that role, but frequently with civ tags. Civ tags just make scouting lame. sad really (another reason to remove tags ).I also dislike fighting rangers in a fighter. |
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Cadet
Join Date: Aug 2007
Posts: 43
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Re: better pvp. a suggestion
well trit, first off i feel that you are trying to be agressive towards me. i guess it is the way you worded your post.
what i was trying to get at is i have played LOADS of flight sims throughout my life and there were many things you could do while figthing. But the way that Jumpgate is set-up it just seems odd to me. i know the flight is based on neutonian physics that i do like. But i feel that there needs to be more ways to fight other than circling (which in my opinion is boring) jousting (sometimes works but most of the time is suicide) and drift jousting (suicide!) what i wanna see is fighting like between 2 jets. you know, jostling for position, trying to sake a foe from your 6. stuff like that. that is what im used to. and im sorry to say but ive played Jumpgate ever since the first day of EU beta and i havent ever been able to find any "fun" in circle fighting. it's monatanous and boring and needs more depth. not to mention it takes LOADS of time to even be slightly effective. |
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Re: better pvp. a suggestion
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And as Sephiroth has said, circle fighting is mostly duels. In group combat, things are very different. Also drifting is not suicide. You just need to do it at appropriate times and in the right situations. Drifting when you have more range in your weapons then the other person can be very deadly if you do it right, and dont abuse it. |
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Member
Pilot Name: Jonboy
Join Date: Aug 2004
Posts: 315
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Re: better pvp. a suggestion
No_limit, I don't know much about EU server history....
Did you personally do much fleet PvP?? I learned to shake people off my tail better because Nicatur trained me up on it. So, I know there was a lot of fleet PvP on the EU server. What do u mean by 'jostling for position'? If you mean going all TOP GUN, then I'm all for it. I'm still kinda against thrusters any way other than back, tho. |
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