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Hi. As a player coming from a different yet extremely similar game, I was wondering what you all find enjoyable about Vendetta PvP.
I'm only level 2 right now but I cant wait to start killing things. I've been fighting a lot of bots lately, and while the fighting capability/strategies involved in bot conflict are more complex and skill based then games such as EVE and E&B, I find it lacking in the whole Space flight simulator feel.
I realize that Bot Combat is very different then PvP (potentially), so I'm mainly concerned with how the two types of combat (PvP/Bots) are similar and how they differ strategically.
I come from a game that lacks lateral thrusters, but has a much more 'atmospheric' feel to the space combat, allowing for 'Dog Fighting' and all the strategies involved in such. This game is very different, and i'm trying to see how the PvP experience compares.
I'm only level 2 right now but I cant wait to start killing things. I've been fighting a lot of bots lately, and while the fighting capability/strategies involved in bot conflict are more complex and skill based then games such as EVE and E&B, I find it lacking in the whole Space flight simulator feel.
I realize that Bot Combat is very different then PvP (potentially), so I'm mainly concerned with how the two types of combat (PvP/Bots) are similar and how they differ strategically.
I come from a game that lacks lateral thrusters, but has a much more 'atmospheric' feel to the space combat, allowing for 'Dog Fighting' and all the strategies involved in such. This game is very different, and i'm trying to see how the PvP experience compares.
It would be easier to show you rather than tell you. Try hanging out in M-14 System 20 and asking for a battle. I'm on late (as Sherpa) but will gladly duke it out if you ask. I'm a bit rusty I think, but it will come back to me.
The major difference is that different types of bots have fairly distinct and predicatable methods of attack, whereas players vary.
The major difference is that different types of bots have fairly distinct and predicatable methods of attack, whereas players vary.
As you say, PvP combat is entirely different to fighting bots. I really enjoy fighting real players (if you didn't already know) as you never quite know what they are going to try next. You have to adjust your flying style very quickly to counteract what the opponent is doing. There is no "magic tactic" in which you can go around killing everyone, you have to take each fight as it comes and analyze the situation. I can't stand botting, I find it mind-numbingly repetitive, yet I still play bcos of the rush you get when fighting a real player... Some dogfights can last for 10-20 mins, and it can be pretty tiring. Plus if you have an arch enemy or rival it can get real intense as both of you will doing anything to win, (hey Phoenix) ;-)
PS: If you want a fight at anytime, just be in the same sector as myself (on a different team of course) ;-)
PS: If you want a fight at anytime, just be in the same sector as myself (on a different team of course) ;-)
Tritian: Sector M-14 in odia system (thats all the way at the bottom of the starmap) Is a good place to hang out. If you see me on I will happuily take you through some fighter training, and give you a few duels to practice PVP.
What Icarus said. It's mostly the unpredictability of location, maneuvers, weapons, etc. Anything to break the repetition of botting. However, I still feel a better aiming system would dramatically improve PvP combat in the game (i.e. mouse lock). I enjoy Parsec's method of aiming very much, but unfortunately the game didn't go beyond LAN netgaming capabilities, even after it was open sourced. I'm just not comfortable with the wobble of Vendetta, so I usually just gatling the hell out of my opponent, which is a lot of fun and offers a great deal of satisfaction.
Well, if you enjoy the "dogfighting" style there isn't much of it on Vendetta. We have lateral thrust so the fighting system is completely different and unlike anything in any other game ever. There is a lot of finesse involved and the game feels very artistic. A lot of balletic dodging makes it looks elegant. It takes some getting used to, but once you do watching a good duel is like poetry in motion.
if you see 2 aces do a fight you will understand what makes vendetta combat so great.
It (used) to be purely skill based. Now it's "whoever had 400 hours to bot for level 493.4"
Unlike before, when score and bounty came from botting... I mean, really.
>It (used) to be purely skill based. Now it's "whoever had 400 hours to bot for level 493.4"
But don't take that wrongly. Its not hard for someone 6/5/5/5 to take someone out...lets say 7/8/8/7. Pure skill still plays a huge factor in pvp combat. Combat levels don't test you on pvp, so its not really a good rating of how good a real pvp fighter/dueller is.
But don't take that wrongly. Its not hard for someone 6/5/5/5 to take someone out...lets say 7/8/8/7. Pure skill still plays a huge factor in pvp combat. Combat levels don't test you on pvp, so its not really a good rating of how good a real pvp fighter/dueller is.
Can't wait till we get hidden wormholes...
"All rodes lead to M-14"
"All rodes lead to M-14"
you can get good ships (like the vulture at level 4) and good weapons (warthog plus jackhammer + weapon of your choice) early on. a low level player can still hold his own pretty well against anyone!
--but yes, Vendetta PvP fighting is the utmost best. I almost always die in a fight, but by the end of each round, I'm having such a good time it doesn't even matter.
--but yes, Vendetta PvP fighting is the utmost best. I almost always die in a fight, but by the end of each round, I'm having such a good time it doesn't even matter.
Bus power for life!
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Er, yeah, it USED to be purely skill based. Now levels factor in massively. There's a reason nearly everyone used gauss back when it was freely available.
When you have equal pilot skill, the level of weaponry will determine the outcome. I'm not pretending that we had equal pilot skill going into the license system, but people were generally good enough that nowadays combat has a lot more to do with your botting hours than it does with your skill.
When you have equal pilot skill, the level of weaponry will determine the outcome. I'm not pretending that we had equal pilot skill going into the license system, but people were generally good enough that nowadays combat has a lot more to do with your botting hours than it does with your skill.
"combat has a lot more to do with your botting hours than it does with your skill."
Hmm, I'd have to respecfully disagree. Equipment DOES play a huge factor, but some of the best equipment in the game is available to all levels in Odia if you can survive the trip there. But even more important than equipment is player skill. In a sufficiently agile ship, like the vulture with a heavy engine, I doubt there's one PvP vet who couldn't best a newb in a triflarevalk that did nothing but bot.
Hmm, I'd have to respecfully disagree. Equipment DOES play a huge factor, but some of the best equipment in the game is available to all levels in Odia if you can survive the trip there. But even more important than equipment is player skill. In a sufficiently agile ship, like the vulture with a heavy engine, I doubt there's one PvP vet who couldn't best a newb in a triflarevalk that did nothing but bot.
heh... by the time the n00b gets a triflarevalk, I'd bet he knows his PvP tactics. It's hard to bot for eons without meeting people at all.
n00bs who begin this game might have trouble getting used to rockets, however... bots don't have those, so you can't practice dodging as much.
n00bs who begin this game might have trouble getting used to rockets, however... bots don't have those, so you can't practice dodging as much.
Phaser:
"When you have equal pilot skill..."
it's pure equipment. And since right now equipment = time spent botting, you can see my logic.
When the next reset happens, it will be interesting to see the PvP missions. If anyone takes them before they've botted their way to their favorite config. I surely intend to - I can't wait to get into another bus gun/plasma/light batt hog and see how I match up against a vet in the same config - but I wonder how many other people will be doing the same. Hopefully PvP will generate enough XP to make it worthwhile and fun.
"When you have equal pilot skill..."
it's pure equipment. And since right now equipment = time spent botting, you can see my logic.
When the next reset happens, it will be interesting to see the PvP missions. If anyone takes them before they've botted their way to their favorite config. I surely intend to - I can't wait to get into another bus gun/plasma/light batt hog and see how I match up against a vet in the same config - but I wonder how many other people will be doing the same. Hopefully PvP will generate enough XP to make it worthwhile and fun.
Currently combat is biased towards anyone who wants to take a run for it.
Put AgY and me in a sector around a station, Give us some (non optimal actually) weapons and let loose. Its a fairly even fight, but the "loser" (whoever wants to run for it first) can -always- get away. There is No chance to stop that.
This makes combat quite, unappetizing, as more people actually stood and fought if they knew they "couldn't" get away in the same sense they can today.
however, this is a game balance issue, and not much else, Which can be worked around by being sneakier and more bastardly towards people, attacking without notice, from behind, and generally being an ass. Not my style from before, but I guess I'll have to adapt.
The combat model in general hasnt differed much with the advent of levels, mostly quite a few players have started trying out different weapon combinations and ships, quite a few guns have seen a "revival" of popularity, simply because they are the "best" at one point, and people actually spend time learning them. For this alone, I love the new system.
Weapon range is another factor that changes the game, a combat situation has to be fairly intimate if you want to hit, since any "decent" pilot will be able to dodge shots otherwise. The new batteries + engines make "hit'n'run" tactics more viable, since you can boost and still shoot a fair bit without stopping the boost. However, a "real" fight will still involve a lot of turnaround distance-charge behaviour, depending once again on your setup and choice of weapons.
Put AgY and me in a sector around a station, Give us some (non optimal actually) weapons and let loose. Its a fairly even fight, but the "loser" (whoever wants to run for it first) can -always- get away. There is No chance to stop that.
This makes combat quite, unappetizing, as more people actually stood and fought if they knew they "couldn't" get away in the same sense they can today.
however, this is a game balance issue, and not much else, Which can be worked around by being sneakier and more bastardly towards people, attacking without notice, from behind, and generally being an ass. Not my style from before, but I guess I'll have to adapt.
The combat model in general hasnt differed much with the advent of levels, mostly quite a few players have started trying out different weapon combinations and ships, quite a few guns have seen a "revival" of popularity, simply because they are the "best" at one point, and people actually spend time learning them. For this alone, I love the new system.
Weapon range is another factor that changes the game, a combat situation has to be fairly intimate if you want to hit, since any "decent" pilot will be able to dodge shots otherwise. The new batteries + engines make "hit'n'run" tactics more viable, since you can boost and still shoot a fair bit without stopping the boost. However, a "real" fight will still involve a lot of turnaround distance-charge behaviour, depending once again on your setup and choice of weapons.
I havent played for about four months, and it is interesting to see how the game has changed based on the comments in this board.
I Use to just dogfight it out with people, or if the ship was larger and more powerful, i would try and back around it and nip it in the butt.
I Use to just dogfight it out with people, or if the ship was larger and more powerful, i would try and back around it and nip it in the butt.
"Currently combat is biased towards anyone who wants to take a run for it. "
-That's true, but I don't think it's a matter of ship balance, I think it's more likely weapon balance. If there is no way to hit someone who is running away or perpetually reversing they always get the advantage. This leads to two, decidedly unfun tactics. One is the total offence tactic I like to call: "Ram n' Run." The other is the total defense tactic that involves constantly reversing and taking potshots completely out of reach from all ships that are slower than yours. Either way, it's a balance issue that needs to be worked out because when two balanced ships go at it, it's fun since neither of those tactics are viable.
-That's true, but I don't think it's a matter of ship balance, I think it's more likely weapon balance. If there is no way to hit someone who is running away or perpetually reversing they always get the advantage. This leads to two, decidedly unfun tactics. One is the total offence tactic I like to call: "Ram n' Run." The other is the total defense tactic that involves constantly reversing and taking potshots completely out of reach from all ships that are slower than yours. Either way, it's a balance issue that needs to be worked out because when two balanced ships go at it, it's fun since neither of those tactics are viable.