Hot Topic: XRM Missiles

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Ramaglor
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Post by Ramaglor »

How about a perk to tac's base defensive capabilities?
A laser missile defense turret: very low damage, good accuracy, medium range, 60 second life span, deploy-able by scouts, cost $50-500 each, $5000 to research.
I would tend toward the low life/low cost/low damage way.... so it requires multiple people to effectively defend a base, and we would also get lots of pretty lasers shooting down the missiles. (BUT NOT AS MANY LASERS AS BLOSSOMS)
Last edited by Ramaglor on Mon Oct 27, 2008 6:55 pm, edited 1 time in total.
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Exo
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Post by Exo »

The fact it's more expensive doesn't change it from being nigh unstoppable.

Give TP2 an energy limit (though I presume that's not possible with probes)

Make those XRM slower, and fewer per rack, meaning more bombers are required to deliver the same payload to target, thus potentially harder to setup and defence could feasably blockade or shoot down some.

If there are concerns about cost, as a result, then cheapen the path to XRM.
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Ramaglor
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Post by Ramaglor »

If we make them slower we will also have to reduce their life span, acceleration, or launch velocity, as making them slower will increase their range, meaning that tp2 drops can be at 6k, like you can do with pt bombers. (Which is stupidly over-powered)
Spidey's tactical advice on TS during Tourny game
QUOTE We don't need to save our thingy.[/quote]
ogorass
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Post by ogorass »

ChildOfDeath wrote:QUOTE (ChildOfDeath @ Oct 27 2008, 07:32 PM) 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)
I'm not saying it's cheap, I'm saying it's nearly impossible to stop.
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ChildOfDeath
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Post by ChildOfDeath »

ogorass wrote:QUOTE (ogorass @ Oct 27 2008, 12:09 PM) I'm not saying it's cheap, I'm saying it's nearly impossible to stop.
So are battleships, but I don't see any reason to nerf them.


As for possible ways to nerf it, if you insist on doing so. Try not to focus on 'making them easier to shoot down'

You shoot down nukes. You do not shoot down XRMs from 10 bombers. You go kill the bombers. The only time I even bother trying to stop XRMs from hitting the base is when charging at a bomber, get in the way and take an XRM or 2, they don't hit that hard so you'll survive, and you can still kill the bombers.
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djrbk
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Post by djrbk »

CoD's equation is missing the extra +1k required for the scout armed with two TP2s. (1.25k if you're able to bring along a rescue probe which imo you should.)

I like TP2ing, and have defended successfully against them before. It isn't unbeatable... Anyone viewing F3 with proper probes inside an important sector should notice a scout going to hide 4k off grid on one of their major bases. (Nailed Juckto w/ that + pps a couple of weeks ago, kekekeke)

That being said though - how about re-introducing DEB shields as a time buying defense and making them more accessible to all of the factions through say... an upgraded garrison and a certain cost?

I'd like to see tactics that encourage the commander to keep a certain amount of money in the bank for last minute defensive purposes. I also really don't like the idea of removing tech.
Psychosis
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Post by Psychosis »

Exo wrote:QUOTE (Exo @ Oct 27 2008, 12:52 PM) Give TP2 an energy limit (though I presume that's not possible with probes)
if you lower TP2's energy limit too much, then I can't use it to rip in my battleship
Death3D
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Post by Death3D »

Make Bomber rip time longer.

(eg. Rip in a scout to keep nanning the probe while the bomber rips and the tp2 dropper probably dies, teamwork ftw?)
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ogorass
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Post by ogorass »

ChildOfDeath wrote:QUOTE (ChildOfDeath @ Oct 27 2008, 09:46 PM) So are battleships, but I don't see any reason to nerf them.


As for possible ways to nerf it, if you insist on doing so. Try not to focus on 'making them easier to shoot down'

You shoot down nukes. You do not shoot down XRMs from 10 bombers. You go kill the bombers. The only time I even bother trying to stop XRMs from hitting the base is when charging at a bomber, get in the way and take an XRM or 2, they don't hit that hard so you'll survive, and you can still kill the bombers.
OK. How often do you see battleships in real games? The cost is uncomparable.
One battleship costs the same as 2-3 TP2 runs and, IMO, is easier to stop, as it usually has to go through an aleph you can camp with prox and stuff.
Also, there are weapons designed especially to counter cap ships (dis, killers, emp cannons and mines).
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Dark_Sponge
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Post by Dark_Sponge »

Exo wrote:QUOTE (Exo @ Oct 27 2008, 11:52 AM) Give TP2 an energy limit
Although it's a code change, this is the best solution IMO.
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