Mastametz wrote:QUOTE (Mastametz @ Mar 7 2010, 05:14 AM) (no I didn't read any of this thread)
Which is why your post is completely on topic, unlike the rest 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!).