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Posted: Thu Sep 02, 2010 5:55 pm
by Weylin
What if we moved ship hull GA to EXP - as it's more of a defense oriented upgrade, and accel GA to Supremacy - since it's an upgrade related more to fighter performance?


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Posted: Thu Sep 02, 2010 6:24 pm
by Psychosis
Weylin wrote:QUOTE (Weylin @ Sep 2 2010, 11:55 AM) What if we moved ship hull GA to EXP - as it's more of a defense oriented upgrade, and accel GA to Supremacy - since it's an upgrade related more to fighter performance?


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i find this terrifyingly intelligent for a weylin post....

Posted: Thu Sep 02, 2010 8:01 pm
by cashto
Weylin wrote:QUOTE (Weylin @ Sep 2 2010, 10:55 AM) What if we moved ship hull GA to EXP - as it's more of a defense oriented upgrade, and accel GA to Supremacy - since it's an upgrade related more to fighter performance?


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Because this thread is about exp nerfs, whereas your proposal does nothing but perk ints.

Even now that accel GA is useful, it's bought late, because ints have all the agility they need to defend. Hull GA is usually the very first GA to be bought as sup. And they certainly don't need more hull.

Posted: Thu Sep 02, 2010 10:25 pm
by Weylin
I'm not really sure if EXP even needs a nerf.
From my experience flying exp games, it does great up until your enemy gets SBs or Figbombers, then it becomes the whole team too scared to wander far from base, and unable to stop an attack when it happens.

Posted: Thu Sep 02, 2010 10:32 pm
by Freyja
I don't know if exp needs a nerf, frankly it may since htts are now much less ramable (which I lean towards that's a good thing).

I'm in favour though of some tweaks, primarily as it relates to boost/fuel, and I wouldn't mind seeing a tweak for pulse probes which I do think have a bit too longevity and possibly too great of a scan range. I don't think these are required changes though I do like something along those lines.



With a possible r6 change (having to be voted on still) to having to view he3 rocks to detect mining (which I like a lot), exp in general will be getting a nerf as of course will everything else technically. I'm very, very curious at how this will impact the game, believing that there will be an overall drop in miner kills is definate, how much so will be interesting. I never relied overly on that trick and tend to hunt in scouts anyway.

Posted: Fri Sep 03, 2010 7:36 am
by Adept
Psychosis wrote:QUOTE (Psychosis @ Sep 2 2010, 09:24 PM) i find this terrifyingly intelligent for a weylin post....
I was gonna say something similar but hopefully a bit more diplomatic :D

Posted: Fri Sep 03, 2010 9:11 am
by notjarvis
Gandalf2 wrote:QUOTE (Gandalf2 @ Sep 2 2010, 05:35 PM) 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).

Seriously, has anyone came in this thread to say PPs are balanced?

I've said it before - their range feels too big for what they do, 1 mediocre scout and one mediocre int (I mean even I can kill SFs and SBS). can basically hold off all but large well organised stealth runs.

Posted: Fri Sep 03, 2010 9:30 am
by HSharp
Range is fine, possibly try and reduce the life time of them by half a second and/or increase loading speed

Posted: Sat Sep 04, 2010 1:32 am
by RealPandemonium
HSharp wrote:QUOTE (HSharp @ Sep 3 2010, 05:30 AM) Range is fine, possibly try and reduce the life time of them by half a second and/or increase loading speed

Posted: Sun Sep 05, 2010 10:42 am
by Adept
HSharp wrote:QUOTE (HSharp @ Sep 3 2010, 12:30 PM) Range is fine, possibly try and reduce the life time of them by half a second and/or increase loading speed
Interestingly I'd want the exact opposite. I'd reduce the power by 500 - 1000. The life time is short enough. I also think regular ints/basic exp shouldn't have them.