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Posted: Thu Jul 24, 2008 2:45 am
by apochboi
HSharp wrote:QUOTE (HSharp @ Jul 23 2008, 12:53 AM) The actual drone itself as around a 50% sig so its pretty much going to get eyed by the station, maybe if its a dreg ref and you get exp range perks you could do it but pretty much the station drone is going to get eyed.
Just a little FYI - All dreg bases compensate for the poorer dreg scanrange. The scan range nerf is only on the ships /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Posted: Thu Jul 24, 2008 3:33 am
by Correct
HSharp wrote:QUOTE (HSharp @ Jul 23 2008, 01:19 PM) Rix SBS are broken as one sb can kill a techbase
Hmmm, that means all sbs, bombers, heavy bombers and rix htts are broken.

Posted: Thu Jul 24, 2008 10:43 am
by SouthPaw
Correct wrote:QUOTE (Correct @ Jul 24 2008, 04:33 AM) Hmmm, that means all sbs, bombers, heavy bombers and rix htts are broken.
I think time-to-kill or damage-over-time comparisons are a better way to look at it.

It is the restricted damage over time element (of 2 ABS/Rack) that forces most SBs to hunt in packs and coordinate. So whilst one SB of any faction can kill a Tech base, this requires so much time that it is much (MUCH) more likely to be podded than a single Rix SB. Couple this with the fact that other faction's are eyed while they reload is what makes Rix SBs sooo much better.

Yes, the fact that you can shoot pods down is a nerf, that is balanced by the fact that pods deal continuous damage for their lifespan. It is my contention that the 'balance' of these two factors is off and that the damage a single Rix SB can deal over time is too high for the nerf of its means of damage being susceptible to negation.

I don't want all factions and all techpaths the same, and if we are not balancing for the lowest common denominator I look forward to TA's post in the XRM thread about how unnecessary a nerf to them is. After all, camp the holes for the TP2 dropper and it is negated right?

Posted: Thu Jul 24, 2008 10:47 am
by Drizzo
Put 1 person in a combat ready ship on the top of your tech base, put 1 person in a combat ready ship on the bottom of your tech base. As soon as pods are seen, they sweep them up. That way you're not committing more people to defending then the enemy is to attacking.

Posted: Thu Jul 24, 2008 1:43 pm
by gr4vity
Something gunned works even better on d --> like a HvyScout, a BBr or GS. But never the less I think they are pretty hard to stop with SD2.

Posted: Thu Jul 24, 2008 1:45 pm
by HSharp
apochboi wrote:QUOTE (apochboi @ Jul 24 2008, 03:45 AM) Just a little FYI - All dreg bases compensate for the poorer dreg scanrange. The scan range nerf is only on the ships /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Ah cool didn't know that. However dreg ref can still get killed by an uneyed station drone if the station drone is further then 1300m, unless ofcourse station drones increase sig when firing but I have no idea about that.

Posted: Thu Jul 24, 2008 2:07 pm
by Bouwman
Vlymoxyd wrote:QUOTE (Vlymoxyd @ Jul 23 2008, 04:07 PM) But on the other hand, Rix SFs aren't always the best miner killers. Pods and mines can be great, but hunters just work better in most situations.
Actually just the other day I solo'd a miner in my Rix SF (with no defenses) that was getting ready to enter it's Garrison.
There was litteraly thousands of scouts swarming the Base at around 1.5 to 2k range, I think because either we had a Bomber coming for them or they were prepping to bomb us. Whatever the situation it doesn't matter. /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

But the reason why I solo'd it was because of my low sig Rix SF.
I never got eyed until I was around 1k range from the Miner, and I was nearly beside the base.
All I did was around 1.2k range drop a Combat Pod, then drop another while firing my Utility at the Miner.
The Miner was dead in no time.

In a SF from any other Faction except Rix that require Hunters, I probably wouldn't of got that kill.
Due to being eyed 2k after I load my Hunters.

In my mind, Rix SF's are the best Miner killers.
Though what I don't see enough of in PUG's, is people failing to use SR's with SF's.
You get SR's going to there Mining Sectors, rip in all SR's to that one SR in there Mining Sector.
Then rip in all Rix SF's to the maybe around 4 SR's in the mining sector.
You got 4 SF's swarming Miner after Miner depending on how many miners are there.

Alot of killing Miners, especially with nans and figs/ints on them is timing.
Timing, timing, timing.
The other day, I think it was the same day I solo'd that Miner at there Garrison, Champy took his Rix SF dropped a couple Pods at a nan, then ran away, as he had around 3 ints chasing him. I swoop right in there, seeing the 4-5 nans slacking off for some reason, probably avoiding Champy's Pods, and drop my Combat pods, and mosty just utility the Miner. The Miner died with so many defenders. Again I was around 1k range until I got eyed and then started to fire my Utilities.

Rix SF's are the best Miner Killers in the game, in my opinion.

Posted: Thu Jul 24, 2008 5:14 pm
by Correct
HSharp wrote:QUOTE (HSharp @ Jul 24 2008, 06:45 AM) Ah cool didn't know that. However dreg ref can still get killed by an uneyed station drone if the station drone is further then 1300m
Would it even hit at that range?

Posted: Thu Jul 24, 2008 5:16 pm
by Correct
Bouwman wrote:QUOTE (Bouwman @ Jul 24 2008, 07:07 AM) Actually just the other day I solo'd a miner in my Rix SF (with no defenses) that was getting ready to enter it's Garrison.
There was litteraly thousands of scouts swarming the Base at around 1.5 to 2k range, I think because either we had a Bomber coming for them or they were prepping to bomb us. Whatever the situation it doesn't matter. /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

But the reason why I solo'd it was because of my low sig Rix SF.
I never got eyed until I was around 1k range from the Miner, and I was nearly beside the base.
All I did was around 1.2k range drop a Combat Pod, then drop another while firing my Utility at the Miner.
The Miner was dead in no time.

In a SF from any other Faction except Rix that require Hunters, I probably wouldn't of got that kill.
Due to being eyed 2k after I load my Hunters.
Wrong. I did the exact same thing using killers, miner died.

Posted: Thu Jul 24, 2008 6:43 pm
by WhiskeyGhost
Correct wrote:QUOTE (Correct @ Jul 24 2008, 12:16 PM) Wrong. I did the exact same thing using killers, miner died.
Your both wrong, TF SF is the best SF ever, since SRP can annihilate an enemy miner if you know how to aim it, even if the miner is moving (regular Killers track, and only hit miners when they are docking or mining for the most part). Follow it up with the awesomeness of more UTL's then you can shake a stick at, and any drone dies, even with nans