Page 6 of 44

Posted: Sun Aug 29, 2010 5:03 am
by Jimen
For once I agree with P1; summed up excellently. Though I'd be interested in seeing that techpath data put on Faction Stats alongside the faction info (and perhaps enough data being made available that we can see which factions generally choose which techpath and how often they win, and so on)

Posted: Sun Aug 29, 2010 9:53 am
by aptest
you know what P1, I yield. I guess I was wrong.

oh, one other thing:
I'm not saying exp is overpowered. I'm saying it's played more. I'm not certain it is overpowered.

Posted: Sun Aug 29, 2010 11:40 am
by gr4vity
You forgot to mention that one of those Dreg Supyard games was vs me doing late night Giga Exp. If it wasn't for voob's excellent attack carrier action and our sucky miner offense I doubt you would have had such an easy time (even with me clicking random buttons :P ).

Besides what's the point of going after aptest throat here? He is absolutely right, there has been a whole load of Exp games and they inflate the fun out of con pushes and HTT runs if it stays that way (Maybe Fwiffo can pull some numbers how station caps increased?). It also hurts you as a Com if you know that no matter how much you max out your Sup (lets say as GT/OH) the enemy will still slaughter your team and walk over you with plain Exp. Guess you better hope the rocks don't screw you eh?

Its pretty absurd to deny the effect of boost2/3 on a HvyInt too. But that ship has already sailed as the CC team has ruled long ago that questioning this perk for Ints is stupid and wont be touched. ;)

Perhaps it would help the discussion if less Int Diva's and their entourage would post here but the people that actually fly Sup against Exp. Since the general sentiment in this thread seems to be that Sup requires no coordination or skill whatsoever there should be lots of FigWhores like Adaven to leave a comment! :cool:


ps: I wonder if there is a significant correlation between avg. game size and the dominance of Exp in main games.. But that's for the statisticians to figure out.

Posted: Sun Aug 29, 2010 12:41 pm
by Adept
I still say making booster 3 fig exclusive is a nice quick fix. Not OP like heavy booster, but at least a nod in the right direction.

Posted: Sun Aug 29, 2010 3:47 pm
by Freyja
Random pre-morning-coffee thought, put less OP Heavy Booster in adv exp dependant on lb1 and remove access to boost 2/3.

Posted: Sun Aug 29, 2010 3:59 pm
by theTroy
If it is possible at all, or easy to change code-wise for R7, it would be interesting to see the interceptor fuel pill cost 5-20$. That will add constant running cost for the expansion (which already has yeild and all other perks to economy)off-setting the immediate defence (1-2 pills, would cost 5-20$ per run) or long range miner O (3-4 pills, would cost 20-80$ per run).

Not something I would argue desperately for, but, personally, I would be interested to simply see how much of an exp nerf this would be.

Posted: Sun Aug 29, 2010 4:21 pm
by Elzam_
theTroy wrote:QUOTE (theTroy @ Aug 29 2010, 11:59 AM) If it is possible at all, or easy to change code-wise for R7, it would be interesting to see the interceptor fuel pill cost 5-20$. That will add constant running cost for the expansion (which already has yeild and all other perks to economy)off-setting the immediate defence (1-2 pills, would cost 5-20$ per run) or long range miner O (3-4 pills, would cost 20-80$ per run).

Not something I would argue desperately for, but, personally, I would be interested to simply see how much of an exp nerf this would be.
Interesting yet annoying for commanders, who will be constantly having to toss out money for fuel.

Posted: Sun Aug 29, 2010 4:27 pm
by DasSmiter
Booster 2/3 give Sup some dogfighting punch (where long distance effectiveness means nothing) while give ints a bit of extra range.

And every time this comes up its like people just $#@!ing forget: When you buy booster 2/3 Exp doesn't just magically get them forever. After a big furball ints that survive will often pick up the booster, but generally only the best and generally they spend the rest of the game running like the trains under Mussolini.

Posted: Sun Aug 29, 2010 7:46 pm
by Jimen
Yes yes, Das, we know - the ints have to keep picking boost2 off the figs if they want to have it. Because it's so difficult for an int to pod a fig, right?

Actually, another interesting issue affecting int balance is kill bonus - ints, which are optimized for slaughtering the small ships the vast majority of people are flying, have a much easier time accumulating kb than sup (which requires all these pieces of tech just to stand up to basic mini1 ints) and tac (lol). Sure, it's a bit harder for ints to keep that kb since they can't rip and have limited fuel to run away with, but you shouldn't be running from fights to save your kb anyway - if you were uber enough to get that 45 in the first place then it'll take you like three minutes to earn your way back to a 30+ kb.

Posted: Thu Sep 02, 2010 5:35 pm
by Gandalf2
Ignoring the last page or so, is there any chance of some sort of poll on some sort of a nerf regarding pulse probes and/or interceptor's ability to carry them? That at least seemed to have some sort of a consensus in earlier discussion (if not agreement on the precise nature of the nerf).