The EXP problem

Development area for FreeAllegiance's Community Core.
Drizzo
Posts: 3685
Joined: Mon Mar 28, 2005 8:00 am

Post by Drizzo »

spideycw wrote:QUOTE (spideycw @ May 8 2008, 05:50 PM) Are you removing missiles or something?
I actually don't even bring missiles on my fig, I just bring more ammo. I kill hvy ints, so I don't understand why people are even complaining in the first place /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

Dark_Sponge wrote:QUOTE (Dark_Sponge @ May 8 2008, 11:27 PM) Rescue probes have too low of sig anyway, that should be fixed (sorry Vly). But if the attacking team uses teamwork (ints plus scouts) to attack the defending team can counter with teamwork of their own (keeping sectors deprobed and focusing attacks on scout spotters). Exp with low scan range would still rock, it'd just have to be used (and countered) differently.
yes, i agree

QUOTE I want ints to be able to boost two sectors to defend miners. Cutting int's fuel way down = more miner/constructor defense in figs = bad.[/quote]the con had to launch from a base, have ints launch and go with it or if for some reason as exp you only have a forward tele instead of an op[...] set off ahead of time and let the con rip to you at the tele.
if the miners are mining 2 sectors away from an op as exp, you deserve to loose them if you don't already have D on them.

with the cut fuel, don't respond last minute, be more aware of the situation and respond ahead of time.

QUOTE Lemme make sure I understand what you're saying. While defending a base with a scan range of ~2000-3000 (not to mention probes) you'll have trouble seeing the nans and figs? That's your argument?

Ok, I suppose that situation could crop up if the enemy was making a long walk across the sector. If that was the case however, you'd just use ints as if you were attacking, with scout support. This is a game about teamwork. Adding a gameplay element that encourages teamwork is going to help, not hurt.[/quote]
/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Last edited by madpeople on Thu May 08, 2008 11:34 pm, edited 1 time in total.
juckto
Posts: 2332
Joined: Sat Jul 30, 2005 7:00 am
Location: NZ

Post by juckto »

QUOTE I think fuel is the pivotal change, personal opinion. In squad games, every move is eyed already, so it would not make a difference.[/quote]
Correct me if I'm wrong, but this is the Community Core, not the Squad Game Core.

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I'd like to see the disperion on gatts brought back. The increased accuracy is excellent for people with low lag, but terrible for anyone with moderate to high lag; and for trying to hit something at 600+ m.

Or hell, improve dis to be about the same as gatt, but it disperses. That'd go a ways to fixing the 'lots of special tech that is pretty much useless' issue too.

So then when you compare dis to gatt it wouldn't be:
Pros (does extra damage to sheilds and cap ships, doesn't use ammo, longer range (I think?))
Cons (Absolutely and mind-boggingly blows against anything except sheilds, capships, and giga lt bases)

but:
Pros (does extra damage to sheilds and cap ships, doesn't use ammo)
Cons (less accurate)
Last edited by juckto on Fri May 09, 2008 2:33 am, edited 1 time in total.
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Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
zecro
Posts: 913
Joined: Sat Feb 21, 2004 8:00 am
Location: Redmond, WA

Post by zecro »

WTF @ 10 seconds of lxy int boost.

a 10% nerf to ints' boost time would mean your 15 seconds get nerfed to 13. Belters/TF get 16 and Bios gets 17. You're still more effective than giga's lxy int. Are you telling me that giga lxy ints can't kill cons or miners that are next to a sector with your op in it? Are giga lxy ints not fun to fly?

13 seconds of boost with your initial fuel + 3 fuel in cargo = 52 seconds of boost. This is WITH the 10% reduction (60 without). That means you can still probably travel two sectors away.

Ints are fast-response, yes, but not LAST response. You can sit in base in an int as a con launches, wait for the con to get the middle of the sector next door, launch, boost, and arrive in time to save the day in ONE continuous boost.

Think about it, how far can you travel on ONE 15-second boost period? I'm going to venture out a conservative guess at 3k. with 4 fuel, you can boost 9k, kill something, boost 3k away and cruise home. If you have the audacity to boost 6k, cruise, kill, you can boost boost back home and then cruise in your home sector.
Kap
Posts: 1466
Joined: Tue Jan 09, 2007 5:20 am
Location: Mexico

Post by Kap »

Picking powerups that are on your route also help
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If A is success in life, then A equals x plus y plus z. Work is x; y is play; and z is keeping your mouth shut. -- Albert Einstein
TheBored
Posts: 4680
Joined: Thu Jun 24, 2004 7:00 am
Location: At my desk staring at my monitor...

Post by TheBored »

zecro wrote:QUOTE (zecro @ May 11 2008, 02:49 AM) Are giga lxy ints not fun to fly?
Giga lxy ints are hands down without question the WORST interceptor in the game. Granted, much of this has to do with the weak giga hull. Fuel does play a part though since you are given a useless rip feature.

TB
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spideycw wrote:QUOTE (spideycw @ Nov 28 2008, 02:50 PM) All the retards are contained in one squad mostly (System X)
[18:48] <Imago> dont take me seriously
Psychosis
Posts: 4218
Joined: Wed Oct 27, 2004 7:00 am
Location: California

Post by Psychosis »

I would like to point out for arguments sake that a couple small 10% decreases made TF a nearly unwinnable faction in 4.6
apochboi
Posts: 1744
Joined: Sun May 28, 2006 7:00 am
Location: Dundee, Scotland

Post by apochboi »

PsycHosis wrote:QUOTE (PsycHosis @ May 11 2008, 06:19 PM) I would like to point out for arguments sake that a couple small 10% decreases made TF a nearly unwinnable faction in 4.6
20% not 10%
Evincar
Posts: 1139
Joined: Fri Mar 02, 2007 4:00 am
Location: The darkest side of the sun

Post by Evincar »

10% fuel != 20% main gun damage
Classifiable up to Trolleomorphism.
Jonan
Posts: 377
Joined: Mon Mar 13, 2006 8:00 am
Location: Hyperborea

Post by Jonan »

QUOTE a useless rip feature[/quote]

???

Joking, right?
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My Sig
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