Always interesting to see stuff like this happen
We are actually working on some Exp changes in the background and were pretty much waiting until we had a few ideas to present to bring it up
Most likely pulse probes will see some kind of nerf or split to stop Exp from rolling over Tac so easily
Another option that I've been thinking about is a nerf to Mini damage versus shields that would allow miners and bombers a bit more survival
EXP nerf
I've always thought Pulse Probes last too long. They really should just "pulse" once when dropped and instantly die.
The problem is TF exp all day every day when half the people playing have >100 ping - their accel makes the ints virtually unhittable. The tf scouts are hard enough as it is.
and HTTs have been doing incredibly well since the mass buff - I think it's a bit much tbh. ramming htts is almost entirely ineffective now.
No. $#@! you.Zruty wrote:QUOTE (Zruty @ Aug 26 2010, 04:55 AM) Well, I understand that interceptor is the funniest ship to fly. I partially agree with this too. But hey, at the recent PUGs the expansion complex is practically a requirement for a competitive game.
This means EXP should be nerfed, if only for the game variety. Do you agree with me?
The problem is TF exp all day every day when half the people playing have >100 ping - their accel makes the ints virtually unhittable. The tf scouts are hard enough as it is.
and HTTs have been doing incredibly well since the mass buff - I think it's a bit much tbh. ramming htts is almost entirely ineffective now.
Last edited by Mastametz on Thu Aug 26, 2010 5:21 pm, edited 1 time in total.
There's a new sheriff in town.
I see no problems with expansion as it is except pulse probes, which could stand to be nerfed a tad just because of its interaction with tac. And no, I don't really care about stopping TP2 figbees, TP2 figbees is so damn powerful it's nice to have something that makes it difficult. Usually when I sup v sup I try to multitech out to SBs just because even if you corner your opponent, they can still win by TP2 figbeeing you out, so why buy them a tech that enables them to even think about winning the game?

Don't find fault, find a remedy; anybody can complain.
Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
+1 on removing pp from ints. Miner o whores love it, but it destroys the need for scouting and for teamwork. Ints should never have 5k scan range, not even momentarily (which is all they need, really).
Meh on nerfing pp scan range tho.
Meh on nerfing pp scan range tho.
Globemaster_III wrote:QUOTE (Globemaster_III @ Jan 11 2018, 11:27 PM) as you know i think very little of cashto, cashto alway a flying low pilot, he alway flying a trainer airplane and he rented
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NightRychune
- Posts: 3065
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this.SouthPaw wrote:QUOTE (SouthPaw @ Aug 26 2010, 07:11 AM) Exp is fine.
Straight sup wins plenty of games. Dual tech with Tac wins plenty of games. Hell, I have won two straight tac games in the last couple of weeks.
Expansion endgame is whoring into submission, this is perfectly acceptabe. If the other team doesn't submit it retains a chance to win.
Exp vs Exp might not be everyone's cup of tea, but straight exp end game requires some of the best coordination and teamwork in alleg. HTT and recap battles are some of the most exciting moments around.
The fact that Exp is currently in fashion, does not make it overpowered. Buffs and nerfs should not be applied to ensure that all factions and techpaths are played an even number of times. Rather they should ensure that there is an overall balance when factions or tech paths are played.
If you are sick of Exp, go command a ton of SY rush games.
I feel that people have gotten very lazy as of late, don't probe properly to see and camp against large int bomb or HTT runs, or just play far too gun-shy against exp and don't go as offensive as necessary with figs/SFs vs. miners. It's also relevant that SY - the current soft counter to exp - is very often turned off. The problem imo does not exist with the core or with the tech path, but how players act and play against it.
Besides, There is already an Exp nerf in the pipeline - it's called the "you can't see He3 activity in a sector without eyes in it anymore" change. There is no need or reason to change anything until that is implemented and we can see how it plays out.
edited for bold on a very important point
Last edited by NightRychune on Thu Aug 26, 2010 7:42 pm, edited 1 time in total.


