Hot Topic: XRM Missiles

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badpazzword
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Post by badpazzword »

Actually, XRM was our only chance of trying and straighten out that former game, and I was goodamn glad you used that. We went there inches away from an epic comeback there.

That game is why I'm voting to keep XRM as is, or nerf it a couple hundred meters make them bigger and slower, so that defense can destroy them maybe.
Last edited by badpazzword on Mon Oct 27, 2008 2:18 pm, edited 1 time in total.
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Adept
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Post by Adept »

I have déjà vu.

Remove them please.
It will just be a month or two if their removal makes games suck. Personally, I seriously doubt it will.

Don't cling to your win button. Try something new.
Last edited by Adept on Mon Oct 27, 2008 2:28 pm, edited 1 time in total.
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takingarms1
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Post by takingarms1 »

I just want to point out that statistically speaking, if the "keep xrm as it is" is less than the other two options combined, the "community" should be read as being in favor of further nerfing xrm since those who thinks its too powerful now will be split into two factions in this poll.
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guitarism
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Post by guitarism »

As I said, I think we'd rather see it nerfed then removed.
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Star_Sailor
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Post by Star_Sailor »

Need them removed, they are overpowered even against a good team...
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Picobozo
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Post by Picobozo »

I think they are fine as is.

There are lots of disadvantages that sup has in other areas like fighters being less able combatants then interceptors or stealthfighters. I think leaving XRM the way it is will put pressure on tac or exp teams to hit a sup teams economy harder or rush to finish the game faster. If they fail to do this then they deserve the comeback they get.
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neotoxin
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Post by neotoxin »

Dropping @#(!loads of tp2's next to your base counters XRM :ninja:
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badpazzword
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Post by badpazzword »

TA, you make me recall those page long discussions about the scientifically correct way to make and read senate polls... damn you my head now hurts :doh:
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ogorass
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Post by ogorass »

XRM TP2 drops are the most powerful game ending tactic. The probe can be deployed at 4k and the bombers will still deliver their payload. At that range, even hvy ints have trouble reaching the probe, killing the nan and the TP2 before it activates. XRM doesn't require the skill needed to perform a succesful, uneyed TP2 drop at ~2k from enemy base.
I treat it as end-game version of old DN dis 3.

Compare that to HTT run, which requires getting a relatively high sig HTT with nans and ints, minutes of setting up, deprobing waiting for the right time or just lots of high-end whorage. Or to SB run, where you have sneak 4-5 pitifuly weak ships into enemy sector, coordinate the run and pray one of your fellows doesn't get eyed by a random scout.

Not to mention, that 7-8 bbrs with XRM2 will shred any base. You can't say that about a 7 man HTT run. It also doesn't tie up 7-8 guys in sbs for a the long time required to traverse the map (usually not taking the short route), get into the target sector, set up, wait for those who died along the way to return, etc.
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ChildOfDeath
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Post by ChildOfDeath »

What kills me about all these people saying "Oh an XRM run with 10 bombers bombers is unstoppable! Its way OP!"

Well, completely ignoring all the money you spend to get the tech available, you are THEN spending the equivalent cost of a tech base on 1 run, that isn't a guaranteed win.

For the same cost as a 10 bomber XRM run (7k) you can buy:

7 HTTs.
24 SBs.
14 Lxy Figs.
An OP and a TP (+1k)
A Tech Base (+3k)
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