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Posted: Thu May 07, 2009 1:06 am
by Vortrog
phoenix1 wrote:QUOTE (phoenix1 @ May 7 2009, 10:40 AM) EDIT: in other words, exp as a techpath isn't too powerful, ints themselves are the problem. If it's anything about the ints, it's that it's cheaper to get effective ints than it is to get effective figs.

repeat.... 'enable' heavies once you have basic sup and Adv Exp, 'cause making them more expensive in Exp isnt going to force people to find an alternate endgame. So for HInts you need second techbase ($8 - $20K) plus pay for the upgrade (depending on faction). If both teams have Adv Exp and sup, then its not such a stretch to mine for Figbees because you already have sup online.
HTT's will have a better chance against standard ints on an Adv Exp vs Adv EXP game, and teams willhave to work harder to defend. It also means scouts are not insta vaped at least until the opposing side has sup.

Wheres the holes in this proposal?

Posted: Thu May 07, 2009 1:16 am
by zombywoof
Masta, I understand what you're saying. Lower money settings would hurt other techpaths even more though, because exp is so cheap (specifically, IC exp is extremely cheap).

Posted: Thu May 07, 2009 2:00 am
by dashredda
Exp is cheap in that all you really need to research is the GAs, and you'll likely find mini2 floating, but you're forced to expand with techbases and outposts
Go sup or tac and you can expand with teleports that are considerably cheaper, and lots of sup/tac tech floats about anyway.

dumb2, dis2, gatt2, boost2, sniper1, utl2, seeker 2, hunter 2, qf2 - all float about

other tech paths not so expensive

plus fighters and stealth fighters are much better at killing the enemy miners
key detail

and I do believe, phoenix, that I demonstrated to you getting All Tech as dreg on low/low money settings

Posted: Thu May 07, 2009 2:36 am
by zombywoof
You did, and I'm not saying it's impossible, I'm saying that it's cheaper to get ints so with low money you're more likely to see expansion.

Believe me, I'd like to see more low-money games as well, because I agree: if you can turtle with AT then something's horribly wrong 90% of the time (there are those rare tacspansion games with home expansion where it was pretty even until the very end). On the small maps that everyone plays these days (hihigher and IO) expanding with ops instead of teles costs you hardly any more, since on both maps most of your op positions are going to be 2 sectors from all other sectors.

Yes, this means a solution is larger maps.

Unfortunately, I can't command for @#(! so I don't take GC and pick large maps where Rix Sup will chew your miners and spit them out like yesterday's lunch.

Posted: Thu May 07, 2009 3:17 am
by dashredda
I'm more likely to pick exp as a tech path because of my complete lack of faith in anyone's ability to fly anything else well enough to succeed.
The cost aspect wouldn't enter into it.

Posted: Thu May 07, 2009 3:25 am
by CHANTHONY
TF and Dreg Ints are the toughest?
I would like to say rix but the top/down turn rate sucks!

Posted: Thu May 07, 2009 3:45 am
by zombywoof
dreg ints aren't the toughest...

Posted: Thu May 07, 2009 6:45 am
by omegahero
ill huff and ill puff and ill blow ur dreg int down

Posted: Thu May 07, 2009 6:54 am
by zombywoof
In terms of HP, belts followed by TF, then GT then IC then Bios, Dreg and Rix, and finally Giga in that order.
In terms of weapons damage, Rix followed by IC followed by the rest.
In terms of hitbox, I don't know, but I know TF is considered by far the best with IC a second.

Posted: Thu May 07, 2009 6:57 am
by dashredda
phoenix1 wrote:QUOTE (phoenix1 @ May 6 2009, 11:54 PM) In terms of HP, belts followed by TF, then GT then IC then Bios, Dreg and Rix, and finally Giga in that order.
In terms of weapons damage, Rix followed by IC followed by the rest.
In terms of hitbox, I don't know, but I know TF is considered by far the best with IC a second.
Nix ints have a dope hitbox!

:lol: