+1 on some sort of pp nerf.
Personally I don't see why the main weakness of interceptors should be covered so completely. It's a team game - if you want to see stuff that's not in your sector, bring a team-mate along in a scout. If you're hunting sb's or sf's, same thing applies, ints will still be good for killing them but bring a scout along to find it.
Any sort of nerf would be welcome though.
EXP nerf
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RealPandemonium
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Gandalf2 wrote:QUOTE (Gandalf2 @ Aug 26 2010, 03:34 PM) +1 on some sort of pp nerf.
Personally I don't see why the main weakness of interceptors should be covered so completely. It's a team game - if you want to see stuff that's not in your sector, bring a team-mate along in a scout. If you're hunting sb's or sf's, same thing applies, ints will still be good for killing them but bring a scout along to find it.
Any sort of nerf would be welcome though.
IMO Edmond wrote:QUOTE (Edmond @ Aug 31 2010, 04:20 PM) I think girly's idea is much better, since it is more freeform, only needs to be updated by one person, and maintains the openness of the command channel without the spaminess. Plus it can have ASCII goatse.
Because no one addressed this and I think it's somewhat important -- The 100% sig does affect ints significantly. We had a DN game and I remembered how incredibly stealthy ints used to be and how ridiculously close you could get to miners and other ppl before you were eyed. You were practically in range before you got eyed if you can from the rear.
So
Did the sig boost do something?: Yes
Should it be removed if exp is nerfed in some other way?: Dunno -- I say probably not
So
Did the sig boost do something?: Yes
Should it be removed if exp is nerfed in some other way?: Dunno -- I say probably not
Yes, you managed to piss me off whenever I have to float home because now I have to float home eyed. You also nerfed HTT's indirectly by making it difficult to escort.girlyboy wrote:QUOTE (girlyboy @ Aug 26 2010, 07:08 AM) Well the previous int-nerf that was agreed on was raising their sig to 100%. Did that have much of an impact at all?

All in all you are a very dying race // Placing trust upon a cruel world. // You never had the things you thought you should have had //
And you'll not get them now, // And all the while in perfect time // Your tears are falling on the ground. -- Squonk, Genesis
I like a lot of the ideas here. The situation isn't bad, but there's always room for a bit of tweaking. I wouldn't change many things at once, but below are tweaks which I don't think would be too hars, individually at least.
I don't like the idea of a separate booster tree. The exp / sup synergy is a nice thing. I don't miss heavy booster either, but I do agree with Grav that there is a bit of a problem currently. If your sup team gets better boosters, all the enemy int whores will have them too from the wreckage of your fighters.
As a hopefully nice compromise I suggest turning booster 3 into fighter only equipment. Booster 1 and 2 would be the int options, booster 3 would be only for fighters. Could be a good idea to make an exception when it comes to Belters ints, as they are very bad even with booster 3 but marginally less so. Booster 3 isn't an overpowered piece of cheese like heavy booster, but it would give the adv sup team a way to power up their figs that the int team couldn't steal.
Limiting PP range sounds good. I'd also put the research into advanced expansion, and limit them to heavy ints. That would be a nice perk to tac.
Limiting int fuel has been on the table for a long time. Maybe it will happen some day. Even a 10% reduction could be significant.
I don't like the idea of a separate booster tree. The exp / sup synergy is a nice thing. I don't miss heavy booster either, but I do agree with Grav that there is a bit of a problem currently. If your sup team gets better boosters, all the enemy int whores will have them too from the wreckage of your fighters.
As a hopefully nice compromise I suggest turning booster 3 into fighter only equipment. Booster 1 and 2 would be the int options, booster 3 would be only for fighters. Could be a good idea to make an exception when it comes to Belters ints, as they are very bad even with booster 3 but marginally less so. Booster 3 isn't an overpowered piece of cheese like heavy booster, but it would give the adv sup team a way to power up their figs that the int team couldn't steal.
Limiting PP range sounds good. I'd also put the research into advanced expansion, and limit them to heavy ints. That would be a nice perk to tac.
Limiting int fuel has been on the table for a long time. Maybe it will happen some day. Even a 10% reduction could be significant.





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
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NightRychune
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seriously there's no reason to call for some kind of kneejerk change when there's already an int nerf on the wayNightRychune wrote:QUOTE (NightRychune @ Aug 26 2010, 01:27 PM) 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.
I know what you mean Viru, but it will effect sup and tac as well.
Last edited by Adept on Fri Aug 27, 2010 1:22 pm, edited 1 time in total.





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
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ThePhantom032
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umm
"you can't see He3 activity in a sector without eyes in it anymore" nerfs sup just as much as exp. Only for tac the change is less extreme.
And if ints keep pps (even if only a nerfed variant) you can still easily check for mining activity using an int where figs will be completely clueless without the help of a scout.
EDIT: Got beaten to it
"you can't see He3 activity in a sector without eyes in it anymore" nerfs sup just as much as exp. Only for tac the change is less extreme.
And if ints keep pps (even if only a nerfed variant) you can still easily check for mining activity using an int where figs will be completely clueless without the help of a scout.
EDIT: Got beaten to it
Last edited by ThePhantom032 on Fri Aug 27, 2010 1:24 pm, edited 1 time in total.
Still ready to teach anyone who asks nicely whatever they want to know about playing alleg. Contrary to popular opinion I do not eat newbies. Voobs taste much better.
That's true. Its like that time Sup had a good reputation and everybody focused on rushing FigBombers. Perhaps the public opinion would change if Sup commanders would buy the following necessities in games vs Exp more often:SouthPaw wrote:QUOTE (SouthPaw @ Aug 26 2010, 08:11 AM) The fact that Exp is currently in fashion..
Gat2 (2.5k)Seeker2 (5k)SmallShield2 (2.5k)Minepack1 (2.5k)Boost2 (2.5k)ShipHull1 GA (2k)Missile Damage1 GA (2k)Ripcord1 GA (2k)
That's only 21k to be competitive vs Exp and have proper Miner offense abilities. As Exp you would also spend the 11k for Mini2/Yield1/Dmg1/Accel1 to kick some ass. If you are too avariciously to buy your team the tools it needs you shouldn't complain.






