Posted: Wed Oct 29, 2008 8:11 am
QUOTE I voted for keep as is. I'm new, but I'm going to add my opinion anyways and get flamed for it. I'm actually ok with that.[/quote]
Die noob!
QUOTE When it comes to techpaths and opinions about game tactics, I will always defer to Aarmstrong and Spidey by default. So far in both threads, which I have read, neither Aarmstrong nor Spidey believe TP2 to be overpowered. In fact, iirc, both commanders believe figbees are more powerful. That by itself is reason enough to disbelieve tp2 is overpowered.[/quote]
lol, spidey hates XRM with a passion I don't believe I've heard him say "XRM ISN'T overpowered". In fact he just said a few posts above you "TP2 can be pulled off by sucky commanders, all you need is a good TP2 scout".
QUOTE During pugs (which are the only games I've played in, though I have seen a few squad games) I've seen TP2 XRM both work and fail. I've also been assigned to create probe nets to stop TP2. If a team were able to do dedicated probing, and used proper placement, TP2 scouts would always be eyed (except the BIOs versions). What is a TP2 scout going to do against a probe that is immediately behind the aleph? Go around the aleph and shoot it? Of course if your opponent has an advanced sup and you see a lone scout wandering in your home sector and you let it go, and get TP2ed, I have no sympathy for you. Hell, droning alephs seems like it'd be effective at stopping TP2 scouts. Also what Psychosis said about the droning of the bases to stop the XRMs.[/quote]
You read my "All Inclusive Guide to TP2'ing", right? This is why I specifically say "always have an escort". They will fly ahead of you and clear threats (or at least warn you of them). Granted this has little to do with how effective XRM is but it just is evidence you do need a pilot with brains to use TP2 properly, which in itself makes it weaker than SBs, as the brainpower needed to TP2 properly is a fair bit greater than the brains needed to SB properly.
QUOTE During squad games I've only ever seen two strats used: heavy int bombing and shipyard. I find it really hard to believe that the reason TP2 XRM isn't used in squad games is because it's 'cheap.' I think in terms of squadgames TP2 wouldn't be used often because it requires the team to go sup, though I'm not sure why supspansion isn't used more... So far every team I've seen play has gone expansion of one flavor or another, usually splashing tac in.[/quote]
I've played a fair few SGs where we (SF) and the enemy have used TP2 to win. Not often as my SG record is somewhat woeful due to a combination of factors but I have seen it used, and effectively. The only reason Exp is used much more often is because SGs, moreso than PUGs are decided within the first twenty minutes, and Exp is unsurprisingly the strongest techpath in the first twenty minutes. Also this is why IC is used often, because they have the best starting ship.
QUOTE If I had to pinpoint on why TP2 XRM is as effective as it is, it's because it's one of the few endgame strategies that really requires shooting down before it gets into place, and the average player hasn't got the situational awareness to see it being placed. Much like SBs, it's hard to stop once it gets set up. But whereas SBs are obvious (you see a stealth walking towards your Exp sector, you're going to start searching your Exp sector for SBs), a single scout tends to go unnoticed by teams, which is why TP2 is so deadly.[/quote]
There is nothing wrong with TP2/XRM being effective, it's a combination of factors, which IMO make the whole package a little strong at times. Like I have always said, Sup is the middle ground in terms of Startgame-Endgame strength. It's stronger than Tac at the start but weaker than Exp. It's endgame tech is stronger than Exp, but weaker than Tac's. However XRM/TP2 comes close enough to the effectiveness of SBs, that along with other perks Sup has been getting (more fuel, smaller fig hitboxes) it adds up into a techpath that could be considered altogether stronger than Exp or Tac.
Personally I believe XRM should be kept as is because if it's seen less, it serves the same purpose as it being taken out. Yes you will see it once every so often but the pricetag and its rarity keeps it from being a massive problem, even if its effectiveness at killing bases is not addressed. It's there for commanders who need that extra curbstomping power to break the stalemate, but only if they've commanded well enough to afford it, or the game has been prolonged long enough that ending it would be a favour to both teams.
Die noob!
QUOTE When it comes to techpaths and opinions about game tactics, I will always defer to Aarmstrong and Spidey by default. So far in both threads, which I have read, neither Aarmstrong nor Spidey believe TP2 to be overpowered. In fact, iirc, both commanders believe figbees are more powerful. That by itself is reason enough to disbelieve tp2 is overpowered.[/quote]
lol, spidey hates XRM with a passion I don't believe I've heard him say "XRM ISN'T overpowered". In fact he just said a few posts above you "TP2 can be pulled off by sucky commanders, all you need is a good TP2 scout".
QUOTE During pugs (which are the only games I've played in, though I have seen a few squad games) I've seen TP2 XRM both work and fail. I've also been assigned to create probe nets to stop TP2. If a team were able to do dedicated probing, and used proper placement, TP2 scouts would always be eyed (except the BIOs versions). What is a TP2 scout going to do against a probe that is immediately behind the aleph? Go around the aleph and shoot it? Of course if your opponent has an advanced sup and you see a lone scout wandering in your home sector and you let it go, and get TP2ed, I have no sympathy for you. Hell, droning alephs seems like it'd be effective at stopping TP2 scouts. Also what Psychosis said about the droning of the bases to stop the XRMs.[/quote]
You read my "All Inclusive Guide to TP2'ing", right? This is why I specifically say "always have an escort". They will fly ahead of you and clear threats (or at least warn you of them). Granted this has little to do with how effective XRM is but it just is evidence you do need a pilot with brains to use TP2 properly, which in itself makes it weaker than SBs, as the brainpower needed to TP2 properly is a fair bit greater than the brains needed to SB properly.
QUOTE During squad games I've only ever seen two strats used: heavy int bombing and shipyard. I find it really hard to believe that the reason TP2 XRM isn't used in squad games is because it's 'cheap.' I think in terms of squadgames TP2 wouldn't be used often because it requires the team to go sup, though I'm not sure why supspansion isn't used more... So far every team I've seen play has gone expansion of one flavor or another, usually splashing tac in.[/quote]
I've played a fair few SGs where we (SF) and the enemy have used TP2 to win. Not often as my SG record is somewhat woeful due to a combination of factors but I have seen it used, and effectively. The only reason Exp is used much more often is because SGs, moreso than PUGs are decided within the first twenty minutes, and Exp is unsurprisingly the strongest techpath in the first twenty minutes. Also this is why IC is used often, because they have the best starting ship.
QUOTE If I had to pinpoint on why TP2 XRM is as effective as it is, it's because it's one of the few endgame strategies that really requires shooting down before it gets into place, and the average player hasn't got the situational awareness to see it being placed. Much like SBs, it's hard to stop once it gets set up. But whereas SBs are obvious (you see a stealth walking towards your Exp sector, you're going to start searching your Exp sector for SBs), a single scout tends to go unnoticed by teams, which is why TP2 is so deadly.[/quote]
There is nothing wrong with TP2/XRM being effective, it's a combination of factors, which IMO make the whole package a little strong at times. Like I have always said, Sup is the middle ground in terms of Startgame-Endgame strength. It's stronger than Tac at the start but weaker than Exp. It's endgame tech is stronger than Exp, but weaker than Tac's. However XRM/TP2 comes close enough to the effectiveness of SBs, that along with other perks Sup has been getting (more fuel, smaller fig hitboxes) it adds up into a techpath that could be considered altogether stronger than Exp or Tac.
Personally I believe XRM should be kept as is because if it's seen less, it serves the same purpose as it being taken out. Yes you will see it once every so often but the pricetag and its rarity keeps it from being a massive problem, even if its effectiveness at killing bases is not addressed. It's there for commanders who need that extra curbstomping power to break the stalemate, but only if they've commanded well enough to afford it, or the game has been prolonged long enough that ending it would be a favour to both teams.