Heavy Troop Transports
I find expansion the most balanced techpath in Allegiance.. even poeticaly so. If you have only int whores on your team, you will dominate the game until the other team tp2s or sbs your ass out of existance. To actually win you need competent players that know how to manage sig, nan and dodge. The main reason that htts ARE balanced is the ammount of gain from a succesful htt run.. it's -1 base for your enemy and a +1 base for you.
Oh and good scouting doesn't necessarily win you games, but poor scouting will surely lose it.
Oh and good scouting doesn't necessarily win you games, but poor scouting will surely lose it.
Last edited by Andarvi on Thu Mar 04, 2010 9:15 am, edited 1 time in total.
SpkWill wrote:QUOTE (SpkWill @ Mar 4 2010, 01:33 AM) Removing pps makes exp vs exp more fun as htts are actually viable again, it would make tac overpowered but no one goes tac anyway because it's gay. Should probably just delete it.
This made my day.





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
supo can cost 5000 for dumb3 again, anytime now
half priced @#(!, what the $#@! is that
half priced @#(!, what the $#@! is that
QUOTE Once engaged 13 and a half Dreg Heavy Ints (at the same time) with an IC Int and emerged in a heavy int with 2 mini 3 and 1 mini dis and all foes destroyed
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
removing PPs won't make htts viable.
making htts viable will make htts viable.
as it stands now there is no reason to research htts as any faction except bios
(no I didn't read any of this thread)
making htts viable will make htts viable.
as it stands now there is no reason to research htts as any faction except bios
(no I didn't read any of this thread)
Last edited by Mastametz on Sun Mar 07, 2010 2:14 am, edited 1 time in total.
There's a new sheriff in town.
Welcome to the Tautology Club.Mastametz wrote:QUOTE (Mastametz @ Mar 7 2010, 03:14 AM) making htts viable will make htts viable.
ACS grad since 2nd Feb. 2010Which is why your post is completely on topic, unlike the rest of this thread.Mastametz wrote:QUOTE (Mastametz @ Mar 7 2010, 05:14 AM) (no I didn't read any of this thread)
HTTs are hard to use, especially in SGs because of gameplay mechanics.
I don't think there's a way to "fix" HTTs without changing how they work.
However, I think it's possible to compensate for the inherent difficulty of HTTs.
I think experimenting with slight perks could be useful.
Slightly higher speed or lower sig. (slightly = 5%)
Reduce the purchase (not research!) cost.
Right now, with a basic sig of 100 and 75mps, throwing an HTT against an advanced tech base is 1000 credits down the drain.
You need to have an awesome distraction to get in, which means a bomb run, which is only good if you have two targets, no good if they are down to one base.
So you end up using bombers anyhow, so why bother with HTTs.
Annoying suggestion you've heard before:
I'm in favor of making TTs more useful, more people would have opportunities to capture bases and HTTs would benefit indirectly.
If TTs had just enough EMP cannon so that 2-3 could pounce an outpost and have a chance of lowering the shields and getting in it would be great. It should take several people and coordination like an SB run, so it would be fun and balanced. They would have to have thinner hulls probably.
Increasingly insane suggestions below:
It might be interesting to experiment with creative HTT perks.
I mean crazy stuff like making the Rix HTT a small rip reciever or giving the IC HTT a nanite turret to perk force-capping.
If you're in a really crazy mood, how about fake HTTs?
I think it would suit Belters to confuse the enemy with cardboard HTTs which look like the real thing but are useless and cheap (not free!).
Last edited by Spinoza on Sun Mar 07, 2010 10:42 am, edited 1 time in total.
I like the idea of making TTs useful too.
As for the 'creative' HTT perks...Spinoza wrote:QUOTE (Spinoza @ Mar 7 2010, 10:38 AM) Increasingly insane suggestions below:
It might be interesting to experiment with creative HTT perks.
I mean crazy stuff like making the Rix HTT a small rip reciever or giving the IC HTT a nanite turret to perk force-capping.
If you're in a really crazy mood, how about fake HTTs?
I think it would suit Belters to confuse the enemy with cardboard HTTs which look like the real thing but are useless and cheap (not free!).
I like the idea of Belts HTT having a Light Booster, IC having perked shields or hull, Rix SR. mebbe "Lux. HTT" for giggles.......notjarvis wrote:QUOTE (notjarvis @ Mar 2 2010, 07:20 PM) I like cronos idea of giving them faction unique perks that he came up with a while back personally. but I agree that HTTs need some sort of perk.




