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The State Of Vendetta PvP

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Oct 16, 2010 Maalik link
FWIW, my impression was that most people were pretty cool with the SVG change itself.
Oct 16, 2010 Roda Slane link
"some degree of quorum?"

http://www.vendetta-online.com/x/msgboard/3/23651#294693

Ghost has handled this discussion brilliantly. I can not imagine anyone having done a better job of it. This is quite likely the closest this forum will ever come to consensus.

Oct 18, 2010 Alloh link
So, This is the vote count from there, reordered by vote count:

+++++++1. Add a ship for the Itani and a ship for the Serco to balance the difference.
+++++++4. Increase turbo drain of valk vengeance and X1, decrease armor of IDF valk
++++++2. Increase weight of the valk.
+++++3. Prom3 (or new variant) idea:
++5. Increase spin torque for SCP and Prom3 while reducing armor.


But we all know that (1) is not practical. So what community asks is a Valk nerf, as (4,2) states.

I.E.: Increase turbo drain (Veng,X1), Decrease Armour (IDF), *OR* increase weight of all Valks!
Oct 23, 2010 incarnate link
'kay, I increased the mass of all Valkyries by 100 (2900->3000, 3000->3100).
Oct 23, 2010 Jmvcilus link
awww man
Oct 23, 2010 Dr. Lecter link
Wow, a whole 100Kgs? Maybe 32.8Kgs would have been a better starting place - 100Kgs seems so drastic. Like, a whole fucking ion blaster worth of mass? Caaaa-raaaayy-zeeee!
Oct 23, 2010 tarenty link
Small, but something at least.

I really do think #4 would be easy to test and would be effective.
Oct 23, 2010 ryan reign link
My favorite is still one, but four is good too.
Oct 23, 2010 tarenty link
#1 is would also be effective, in my opinion, but it would take too long to try.
Oct 23, 2010 abortretryfail link
Cool, you guys got your Valk nerf. Can we bring them to NW now?
Oct 23, 2010 Jmvcilus link
Well at least now I don't have to level up Itani and do the test pilot missions and all anymore. I can just do a few procs at corvus, get the corvult...and I have the best ship in the game. Should cut down on costs too....
Oct 23, 2010 DivisionByZero link
Unfortunately, it was never the mass that was considered the problem - or at least, that generated the complaints at NW. It was, in fact, the low turbo consumption that makes the ship an excellent runner/chaser that generated the complaints.

At the same time, all that armor on such a light ship was a *little* odd and this is probably a bit better.
Oct 23, 2010 Roda Slane link
Inc:

YOU HAVE DEFEATED THE OBJECTIVE OF THE SUGGESTION.

I have noted that you avoided the more popular suggestion of increasing the turbo drain, and instead implemented a closely competing suggestion to increase mass.

This could have been acceptable, if effectively... effective. However, the suggested increase in turbo drain was to drain 60. I completely fail to see how a mass increase of 100kg is in any way comparable.

You have been welcome to comment and guide for the duration of this thread, inc. You are not commenting or advising, you are just ignoring by other means. I feel that your actions (or lack thereof) are insulting to the participants of this thread beyond my ability to express.
Oct 23, 2010 Dr. Lecter link
It's obviously that time of the month for Roda, but 100Kgs is a joke. 150Kgs +57 drain? 250Kgs by itself? 60 drain by itself?

Pretty much anything but 100Kgs. I know you like to start relatively innocuously and tweak from there, but this is a little conservative even for you.
Oct 24, 2010 ryan reign link
"#1 is would also be effective, in my opinion, but it would take too long to try."

IIRC, I had a conversation with one of the Devs a while back and they indicated that they actually had other ship models in various stages of completion.
Oct 24, 2010 Lord~spidey link
I doubt anyone's gonna like this idea but hear me out, why I never bothered to type it out but now since the devs seem commited to this with the recent nerf I might as well say what I think.

The Vult should be an awesome fighter and it is (great manuverability/profile) it does have a weakness thats only easily exploited in group combat however when flown half decently is becomes the hardest to hit ship in 1v1 pvp, now the centurion is similar but trades off 1800hp for a smaller top down profile that makes it superior in group combat to any other ship including the valk. The valks real advantage in group fights is really firepower and its low drain so in my mind the X-1 variant should be changed to something more similar to a ultralight fighter Ie low armor higher drain less weapons and lower armor to compensate it should get a slight tweak in thrust plus the smaller profile it already has.

The IDF valk/vengence should stay exactly the way it is with another 100kg and a small nerf in turbo boost making it just as efficient with th 55e/s drain but a lower acceleration so people could have a little more time at shooting it down before it completely leaves the pursuer in the dust. it would still be the best fighter in the game with the extra loadout options and would still be suitable for chasing medium/heavy ships but would make it more impossible to accelerate faster than any high end figther with a 60+ turbo drain (with the expection of the greyhound duh)

Spideys proposed changes:
Itani Valkyrie X-1 Prototype:
Armor: 9200~10000
Weight: 2800~2900
Thrust: 225
Weapons: 2s
Spin Torque: 7
Drain: 57~60
Turbo thrust: 205~235

IDF Valkyrie Vigilant Assault:
Armor: 9500~10500
Weight: 3000
Thrust: 225
Weapons: 3s
Spin Torque: 7
Drain: 55
Turbo thrust: 200~210

Valkyrie Vengence armored variant:
Armor: 12500~1350
Weight: 3300~3500
Thrust: 220~225
Weapons: 3s
Spin Torque: 7.0
Drain: 57
Turbo thrust: 200~220

might be some slight inconsistencies because of missing decimals and morning haze, oh yea I suck at maths too so this might be completely useless but I had nothing better to do.
It Isn't all about the numbers keep load-outs and ships profiles in mind.

This still gives the itanis with vengence/IDF the Edge in group combat but should render them more vulnerable to CV's SVG's and Revc's while chasing

I feel like the X-1 could be OP because the valk is already extremely manuverable and boosting it a bit might tip the scale alot more than the armor/drain/weapon debuffs account for. there's still the issue of the thing being too fast for the vo netcode or something of the like. Inc explained on a similar topic of top boost speeds but i don't know if it applies to a ship in combat that's strafing around.

As far as stats goes it far superior to a cent but i hope that the profile causes it to die faster than a cent or vult in a 1v1.

I have my ideas about a complete PVP overhaul too like other people pointed out but i'll save that for a thread that focuses on that more than valk nerfs

TL;DR X-1 into awesome light figher IDF valk pretty much stays the same and the Vengence becomes the most suited for a furball heavy hitter unless your objective is to run off when you're done getting shot at in that case you can use the IDF but you'll blow up quite faster.

[Many Edits] fixing english, added more stuff+ a table.

Oct 24, 2010 tarenty link
The IDF is an interceptor. It should not be nerfed in turbo/acceleration, but in combat (less armor). The X-1 and Vengeance, however, are fighters, and should be nerfed in turbo/acceleration.
Oct 24, 2010 Lord~spidey link
It can't accelerate faster than those ships but it should still catch up to them, its not a big difference and its just to make a more itani engine since itani tech should be efficient and fast and not the opposite. I wanted to mod the valk so it kept its role in the backstory but at the same time lessening its ability to outrun a smaller ship over a short distance. Making it less good at pulling out of a fight as fast it does but retaining its ability to outrun pretty much anything.

look at the damn table its accelerates just as fast as a SVG has a higher top speed and 1 less drain.

the only reason it could be out-accelerated by any 2 port ship is If it decides to loadout 800kg+ stuff like flares and gauss that are both much more deadly than low AA blasters in a furball when you're doing hit'n'run attacks.

What i'm really interested in hearing from you guys is about the X-1, because right now no one ever flies IDF's/Vengence's in NW and fights unless they can't buy the X-1 because they all have extremely similar stats and the X-1's profile gives it a good advantage

This is to give a unique role to each valk but keeping them as light fighters

I'm sure this is a hard suggestion to swallow but I convinced it makes plenty of sense and diversifies Itani fighters. That's something the game need for Serco too but i just don't have any experience flying SCPs so i wouldn't know how to do what i did with the valks without making imba or just plain stupid

[Edit] Hmmm and something else now that i skimmed through ghost first post.

Wouldn't removing 25% of the max backing-up speed and cutting its thrust by 25% fix everything?
it makes sense too

I know its been on the table before but I have not the slightest clue as to why it wasn't implemented or how to find the thread it was discussed in extensively.

[Edit] @abortretryfail: they haven't been banned for very long compared to how long the NW's be running or since the devs added X-1

Before valks were banned in the nation war people flew X1's 95% of the time...
Oct 24, 2010 tarenty link
Suggested changes to the valks (painfull, but in my opinion needed):
Rune: Increase armor to 10,000. Lower turbo speed to 215m/s. Lower spin torque by .2. Lower turbo energy to 50 energy per second. Increase turbo thrust by 10.

Vengeance: Lower turbo thrust to 210. Lower turbo speed to 220 m/s. Change mass to 3100kgs.

IDF Vigilant: Lower armor to 10,000. Lower turbo thrust by 5. Mass to 2900kgs.

X-1: Lower turbo thrust to 210. Lower turbo speed to 220m/s. Increase turbo energy to 56 energy per second. Increase mass to 3200kgs.
Oct 24, 2010 abortretryfail link
Spidey, we don't fly IDF valks because they've been BANNED from NW for months, along with the rest of the valks.