Exo wrote:QUOTE (Exo @ Nov 16 2009, 05:29 AM) I'm impressed Xer, how on earth did you manage that? I demand a FRAPS! The DPS for a single dumb lobbing fig surely isn't high enough to out damage 6 nans given they'll start donutting before the shields fully drop.
And thats usually the case (but not always). I remember being a bit stunned when it happened. The aleph was about 3Kish from our outpost, and an uneyed bomber popped through it right as I was transferring base. I already had hvy booster and dumb2 loaded, so I launched and boosted right for it. Usually this results in the turrets killing you or eating prox but the lead scout was a second too late dropping his and I got the ram at full hvyboost speed. With a face full of gat and dumbfires along with it. Now I think I had a 30-40KB at the time and I did pod myself between the turret damage and the ram, but the bomber went poof along with me. I would've just been a speedbump in an int because the dumbfires did enough spike damage to soften the bomber up for the ram a second later.
It does seem like one of those once in a blue moon type deals, but drop the number of nans down by a couple and its even easier to do. Which is still a pretty powerful ratio of manpower, and if you can get even one person to help you do it then the chance of success goes up significantly.
QUOTE Besides you just altered your earlier comment whereby you agreed with Adept that Dumbspiking requires some co-ordination by a defence, and that defence usually loses because of soloists going out and dying individually.[/quote]
Spiking does require coordination, but the combination of hvyboost & dumbfires empowers the soloists, IMO, more than it should. I wonder sometimes how much of that soloing happens because the people doing it were able to pull off something similar to my tale.
QUOTE I think the loss of hvy boost will remove a fig's ability to effectively get in tight behind a bomber and take out nans as easily so suspect the scenario will change somewhat.[/quote]
I fully agree with you here. Hvy boost is the biggest culprit in my little soloing adventure above and I'm not going to be sad to see it changed or removed. But I definitely came away from said adventure feeling that dumbfire spiking is maybe a little too awesome. I will admit some bias because of it.
QUOTE I'm not jumping on a bandwagon, but I think that there's a reason fighter craft have decent missile tech and aren't so good in a straight up, close in, fight.[/quote]
My apologies for the bandwagon comments. I do wish seeker didn't suck as much as it does, but figs don't need that kind of perk right now either. I normally just load dumbfires for everything because they've got just enough tracking to hit half the time and enough damage that even one hit is worth taking them along. Which was another reason I was considering dumbfire nerfs, its good enough to overshadow seekers for dogfighting in a number of situations. Partly because of their tracking, and partly because of seekers sucking.
QUOTE Perhaps the agility of figs could come down so they're less capable when up close, not by much, but just enough that a good int jockey can get in and mostly stay out of weapon arcs.[/quote]
Interesting idea. I find agility is one of those funny stats like scale that has an effect on combat but isn't always consistent. Lowering it could help, and should in theory, but its just as likely to make absolutely no difference in most situations. Be that because the int jockey in question isn't moving as much as they should, or the fig pilot is able to hold the range or turn radius open just enough for it to not matter, etc.
QUOTE Also, did someone mention cost increase on figbees to slightly reduce swarm numbers? Or was it discounted as it would just result in a longer wait, rather than a reduction in ships?[/quote]
I remember this coming up the last time (months ago) that there was a debate on figbees. The problem I find with increasing the cost on cheese is that its still cheese, and this affects the perception of it quite a bit. Lets say we increased the cost to get FBs by 10,000 and then they show up in the next big sup vs. whatever game. 10,000 is about 2 miner loads which is nothing to scoff at, but the end result is the same: 15 FBs pop out from a TP2, hose down the last techbase the other team is turtling from and the game ends. And that happens in a bunch of games like this until people are convinced nothing changed, because the turtling teams are still getting finished off by FBs.
Would they be more balanced than they were before in that kind of situation? I'd say yes, but all it accomplished was to drag the game out another 10 minutes or so while the sup team mined up that extra cash. For the record I like cheese that ends turtle games.
Now I'm not saying FB price needs to go up $10K or that I feel they're balanced at the current price. But I think before any serious look at tech pricing happens we need to make sure we're looking at it because of facts, rather than some long drawn out games where the other team got 2-3 miner loads we never noticed and suddenly had FBs/XRM/etc and finished it.