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Posted: Thu Mar 04, 2010 1:48 am
by Jimen
Nah, but it'll punish people harder for not scouting, which I'm pretty much fine with. Maybe then we'll see adv scouts more often (heh, probably not); as it is, pps are cheaper than an adv scout even if you include the cost of the exp.

Posted: Thu Mar 04, 2010 3:53 am
by Broodwich
allegiance already punishes people plenty for not scouting. they just dont care

Posted: Thu Mar 04, 2010 9:13 am
by Andarvi
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.

Posted: Thu Mar 04, 2010 1:22 pm
by Adept
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.
:lol: :iluv:

This made my day.

Posted: Fri Mar 05, 2010 4:36 am
by Camaro
I used to agree with Sheff, however now i love tac and feel that way about sup.

Posted: Sat Mar 06, 2010 1:19 am
by Weedman
supo can cost 5000 for dumb3 again, anytime now

half priced @#(!, what the $#@! is that

Posted: Sun Mar 07, 2010 2:14 am
by Mastametz
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)

Posted: Sun Mar 07, 2010 10:32 am
by Koln
Mastametz wrote:QUOTE (Mastametz @ Mar 7 2010, 03:14 AM) making htts viable will make htts viable.
Welcome to the Tautology Club.

Posted: Sun Mar 07, 2010 10:38 am
by Spinoza
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. :thumbsup:

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!).

Posted: Sun Mar 07, 2010 10:53 pm
by notjarvis
I like the idea of making TTs useful too.
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!).
As for the 'creative' HTT perks...
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.
I like the idea of Belts HTT having a Light Booster, IC having perked shields or hull, Rix SR. mebbe "Lux. HTT" for giggles.......