EXP nerf

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BackTrak
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Post by BackTrak »

Mastametz wrote:QUOTE (Mastametz @ Aug 27 2010, 04:42 PM) Ramming htts is mostly ineffective now. If it makes it near the hole, it's almost certainly going in.

Must... resist... urge... double entendre can't be stopped...

Urk.
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lexaal
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Post by lexaal »

Ramming works, but only gives you 3 seconds or so. Before the htt change the full run was stopped by one good ram unless someone rams it back on the track.
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Weylin
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Post by Weylin »


This wont work anymore :sad:
aptest
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Post by aptest »

QUOTE the reason exp is popular is exp vs exp games are infinitely more fun and exciting than sup vs sup or sup vs tac or tac vs tac games. those variants therein involve teams halfassedly attacking miners as they ultimately turtle and sit around for hours at a time trying to end a game with tp2 or SBs. that is not the kind of gameplay that should be encouraged.[/quote]

1) No team can seriously hope to win a game while sitting in base and not doing anything. Regardless of techpath, if you don't seriously damage the other team's miners and prevent them to do the same to you, you will not win.

2) The situation today is that everybody playes only exp. This situation is bad for allegiance. It is bad because allegiance is about several strategies for victory. If there is only exp the game becomes more boring.

The idea that exp is the spirit of alleginace gameplay and that we should encourage people to play exp and only exp is bad for allegiance. It makes the game more boring because there is only one style of play that is used. To counter having only one style of play, at least one techpath should have an advantage over exp that is built into it.

3) Fighters are supposed to have the advantage of strategic menuverability over interceptors. However, because interceptors can boost through entire sectors at a almost twice the speed of a fighter, this is diminished. A reduction in fuel to 11s on booster1 (same as a fig) will help.

4) reducing the damage an int does to miners is not a good idea. It will cause lone ints to be less dangerous. Right now if the int pilot is not very good he loses too much ammo on the scout escort to scrap the miner. Please don't make it so that only perfect-aim people can solo miners in ints.

5) It bugs me that a sup tech is giving 3 times more to expansion than to the sup team that buys it. Buying boosters is dumb from a sup point of view because the boost to the opposing team is too great. fix this by making the addition to both boost time and speed addition equal, or better yet switch the additions between sup and exp so that sup will benefit more from booster tech than exp (ints already start the game 170 mps faster than figs. allow figs tto close this to 120 please).

6) giving figs the ability to run from ints for short durations is not a good idea because this will just turn into a way for figs to win over ints by way of pelting them with seekers. ints should dominate the 1v1 field.

7) I am not writing this very well. time to shut up.
Mastametz
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Post by Mastametz »

If you are sup, and buy booster2, the opposing team doesn't *automatically and magically get booster2* for use on their ints. Unless they are belters.
If you don't like playing exp, take it up with the commander.
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Psychosis
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Post by Psychosis »

What masta said, The only way we are getting boost2, is because we steal it off your dead noob self, and you can't kill us
aptest
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Post by aptest »

well psych, the entire point of flying ints is "you can't kill us".
Jimen
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Post by Jimen »

aptest wrote:QUOTE (aptest @ Aug 28 2010, 02:06 PM) 4) reducing the damage an int does to miners is not a good idea. It will cause lone ints to be less dangerous. Right now if the int pilot is not very good he loses too much ammo on the scout escort to scrap the miner. Please don't make it so that only perfect-aim people can solo miners in ints.
Yes, teams should always be able to solo defended miners because

(ps you're dumb)
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aptest
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Post by aptest »

QUOTE ps you're dumb[/quote]

well....
and you smell bad?
:salute:
zombywoof
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Post by zombywoof »

Wow.
aptest wrote:QUOTE (aptest @ Aug 28 2010, 11:06 AM) 2) The situation today is that everybody playes only exp. This situation is bad for allegiance. It is bad because allegiance is about several strategies for victory. If there is only exp the game becomes more boring.
This week I have commanded: Giga Sup > Dreg Sup, Dreg Sup > Giga Exp, Rix Exp < IC Exp, Belters Sup > Giga Sup. Clearly everyone ALWAYS goes expansion!

QUOTE 3) Fighters are supposed to have the advantage of strategic menuverability over interceptors. However, because interceptors can boost through entire sectors at a almost twice the speed of a fighter, this is diminished. A reduction in fuel to 11s on booster1 (same as a fig) will help.[/quote]
So true story here, lt ints = figs, not ints = figs. Secondly, I'm pretty sure ints can boost for 15 seconds, which isn't exactly much different. Figs can still rip around the map like it's no business, and if you use carriers at all you can have great miner offense. Spend 4k to shove a carrier into their mining sector, kill four miners trading your carrier. Sounds like a good deal to me! Hell, I'll trade 1 miner for 1 carrier.

QUOTE 4) reducing the damage an int does to miners is not a good idea. It will cause lone ints to be less dangerous. Right now if the int pilot is not very good he loses too much ammo on the scout escort to scrap the miner. Please don't make it so that only perfect-aim people can solo miners in ints.[/quote]
Let me translate your stupidity for you: "It's not fair that bad players can't solo miners when there's defense on the miner."

I do not have words for how $#@!ing retarded that sentiment is. You're complaining that exp is overpowered, and in the same post claiming that ints should be able to solo miners out from under D regardless of how good the pilot is?

QUOTE 5) It bugs me that a sup tech is giving 3 times more to expansion than to the sup team that buys it. Buying boosters is dumb from a sup point of view because the boost to the opposing team is too great. fix this by making the addition to both boost time and speed addition equal, or better yet switch the additions between sup and exp so that sup will benefit more from booster tech than exp (ints already start the game 170 mps faster than figs. allow figs tto close this to 120 please).[/quote]
YBooster 2 helps figs more than it helps ints because ints can ALREADY boost around no problem. It lets ints boost like 2.5 sectors instead of 2 and lets figs actually boost somewhere. In addition, how the $#@! does gat2, df2, or minepacks help ints at all? Or AB2, rip GA, etc.

QUOTE 7) I am not writing this very well. time to shut up.[/quote]
I agree with this point.
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