EXP nerf
Because this thread is about exp nerfs, whereas your proposal does nothing but perk ints.Weylin wrote:QUOTE (Weylin @ Sep 2 2010, 10:55 AM) What if we moved ship hull GA to EXP - as it's more of a defense oriented upgrade, and accel GA to Supremacy - since it's an upgrade related more to fighter performance?
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Even now that accel GA is useful, it's bought late, because ints have all the agility they need to defend. Hull GA is usually the very first GA to be bought as sup. And they certainly don't need more hull.
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
I don't know if exp needs a nerf, frankly it may since htts are now much less ramable (which I lean towards that's a good thing).
I'm in favour though of some tweaks, primarily as it relates to boost/fuel, and I wouldn't mind seeing a tweak for pulse probes which I do think have a bit too longevity and possibly too great of a scan range. I don't think these are required changes though I do like something along those lines.
With a possible r6 change (having to be voted on still) to having to view he3 rocks to detect mining (which I like a lot), exp in general will be getting a nerf as of course will everything else technically. I'm very, very curious at how this will impact the game, believing that there will be an overall drop in miner kills is definate, how much so will be interesting. I never relied overly on that trick and tend to hunt in scouts anyway.
I'm in favour though of some tweaks, primarily as it relates to boost/fuel, and I wouldn't mind seeing a tweak for pulse probes which I do think have a bit too longevity and possibly too great of a scan range. I don't think these are required changes though I do like something along those lines.
With a possible r6 change (having to be voted on still) to having to view he3 rocks to detect mining (which I like a lot), exp in general will be getting a nerf as of course will everything else technically. I'm very, very curious at how this will impact the game, believing that there will be an overall drop in miner kills is definate, how much so will be interesting. I never relied overly on that trick and tend to hunt in scouts anyway.
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Gandalf2 wrote:QUOTE (Gandalf2 @ Sep 2 2010, 05:35 PM) Ignoring the last page or so, is there any chance of some sort of poll on some sort of a nerf regarding pulse probes and/or interceptor's ability to carry them? That at least seemed to have some sort of a consensus in earlier discussion (if not agreement on the precise nature of the nerf).
Seriously, has anyone came in this thread to say PPs are balanced?
I've said it before - their range feels too big for what they do, 1 mediocre scout and one mediocre int (I mean even I can kill SFs and SBS). can basically hold off all but large well organised stealth runs.
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RealPandemonium
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HSharp wrote:QUOTE (HSharp @ Sep 3 2010, 05:30 AM) Range is fine, possibly try and reduce the life time of them by half a second and/or increase loading speed
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.
Interestingly I'd want the exact opposite. I'd reduce the power by 500 - 1000. The life time is short enough. I also think regular ints/basic exp shouldn't have them.HSharp wrote:QUOTE (HSharp @ Sep 3 2010, 12:30 PM) Range is fine, possibly try and reduce the life time of them by half a second and/or increase loading speed





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept

