mcwarren4 wrote:QUOTE (mcwarren4 @ Mar 2 2010, 07:28 PM) Night, I don't disagree that exp needs a viable endgame when compared to the other techs. You rarely see successful HTT'ing anymore. With that being said I'll say the following:
What is this... a freakin' arms race? For years its been perk this, perk that, perk perk perk. Can we not fix things by nerfing? I would like to see things fixed by reducing the strength of tech paths more often rather than perking everything else
edit - a good place to start would be nerfing pulse probes or something to that effect
Sup is the outlier right now. Tac is in a pretty good place overall in terms of the development of its mid and late game offensive and defensive options. Sup, on the other hand, can very easily drop early bomb runs or con pushes done by mini2 ints with gat2/df2, late game they can take absolute map control by expanding with inexpensive TPs and galving every faction but IC back to a few sectors unless they invest in tech bases early, which will severely delay adv tech and isn't usually a good idea when you KNOW if the other team is going sup they're going to rush straight to galvs, galv all the small bases, and then sit, turtle, and mine until they have TP2 and FBs, upon which they'll then go try and win.
Those games are incredibly boring to sit through. Playing against sup you're on a clock: Win the game before they galv all of your bases off the map and you can't mount an effective offense because you need to walk 2-3 sectors to try and kill anything, and the sup team can rip around adv figs at will and defend everything, or get TP2 and FBs first, or be IC and try and brute force con pushes or bomb runs or HTTs or whatever else that will fail more often than not, and while you're dumping your entire team into these runs, you end up with heroes from the sup team killing all of your miners because you can't spare anyone to defend them, or your balls out offensive runs probably aren't going to work. Sup can switch far too easily from heavy offense to heavy defense, especially with the intelligent deployment of carriers, and even midgame it's very difficult to get any traction against them unless your team is absolutely amazing, is constantly on the ball with every miner rush or con push, and somehow your miners don't die to random df2/gat2 figs that are flying around while your entire team is on O.
If you want to bring Sup back into line, kill TP2, kill XRMs, kill FBs, or kill Galvs. Back in the day, TP2 was more unsuccessful than it is now and not a "free win" button because of the random chance to fail whenever someone ripped in. Brilliant code change fixed that, and contributed just as much to the end game dominance of sup as did the advent of XRM and FBs.
Malicious Wraith wrote:QUOTE (Malicious Wraith @ Mar 2 2010, 08:54 PM) Expansion does have a viable endgame. Its called base pushing.
With the addition of unrammable large constructors, it became even more viable.
Unless you're IC, you have to push large cons against Sup. If you're pushing them into the enemy tech base sector, you have to use a Shipyard or Garrison, which cost $20k a pop, and can be pretty easily probed, camped for, and killed with gat3/df3 adv figs. Even after you plant your con in the sector, there's no guarantee your team will even be capable of keeping said adv figs off of your bombers or HTTs or whatever, considering how utterly easy it is to spike them down.
juckto wrote:QUOTE (juckto @ Mar 2 2010, 10:17 PM) Can you edit the first post to include a refresher on regular med shield (hitpoints and recharge)?
Done.