Nerve Gas Poll

Allegiance discussion not belonging in another forum.
rixo
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Post by rixo »

Finished a small game tonight that ended in using NG to cap bases if they didn't get destroyed. Anyway, I was wondering why all of the games I've played in the day hours don't consider capping bases with Tactical Nerve Gas missiles. What is your opinion of them and do you think they are fairly balanced in relationship to other tech?

I personally think that it isn't too useful in larger games because it requires some good coordination from the pilots as well as having the entire enemy team out of base, since it takes so long to load and would make the bombers vulnerable to any kind of defense. It would be rediculous to try and make a general bomb run with it as if it were a normal bomber because of its low shield and hitpoints; the nans wouldn't have the time, power, or element of surprise to keep the SBs alive, and neither would the escort ints or fighters. I'd most likely use them against Gigacorp in the late game when I have Tac and Exp to deshield their bases with Interceptors while a NG Stealth Bomber caps, making a second bomber completely unnecessary. At the moment I think they're a little under powered in some way, as I've seen practically nobody using it, but it's also why I'm posting this poll, so I can see the main reasons behind why people aren't using NG.
Last edited by rixo on Tue Jul 29, 2014 8:42 am, edited 1 time in total.
_xJammer_
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Post by _xJammer_ »

I wonder how would NG work if the missile lifetime was bumped to 30 seconds, 0 accel, 0 starting speed, keeping the signature specs as standard. In this case having multiple ng bombers firing from distance and several standard sbs bringing shields down from close range might end up working while also giving the defenders the chance to shoot/eat the missile (vary the starting speed+lifetime to tweak the balance).
Djole88
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Post by Djole88 »

_xJammer_ wrote:QUOTE (_xJammer_ @ Jul 29 2014, 10:58 AM) I wonder how would NG work if the missile lifetime was bumped to 30 seconds, 0 accel, 0 starting speed, keeping the signature specs as standard. In this case having multiple ng bombers firing from distance and several standard sbs bringing shields down from close range might end up working while also giving the defenders the chance to shoot/eat the missile (vary the starting speed+lifetime to tweak the balance).
Will you play with us to test it? :ninja:
_xJammer_
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Post by _xJammer_ »

Djole88 wrote:QUOTE (Djole88 @ Jul 29 2014, 04:15 AM) Will you play with us to test it? :ninja:

Will you get back on developing alleg2? :ninja: P32 is even around to help you out now.
Djole88
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Post by Djole88 »

_xJammer_ wrote:QUOTE (_xJammer_ @ Jul 29 2014, 11:20 AM) Will you get back on developing alleg2? :ninja: P32 is even around to help you out now.
I will but I'm too busy atm (ie: I came home @ 21:00 yesterday and it won't get better at least till mid August). P32 has the src...
Dome
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Post by Dome »

We need Turkey and Imago to come back too and finish R8!

I've offered money...
MagisterXF94
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Post by MagisterXF94 »

Dome wrote:QUOTE (Dome @ Jul 29 2014, 11:38 AM) We need Turkey and Imago to come back too and finish R8!

I've offered money...
It's unlikely thet will come back.
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]
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Dome
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Post by Dome »

Oh they'll be back..
MagisterXF94
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Post by MagisterXF94 »

Dome wrote:QUOTE (Dome @ Jul 29 2014, 11:49 AM) Oh they'll be back..
I hope you are right.
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]
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Elzam_
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Post by Elzam_ »

I think the reason is because it's generally more cost-efficient to just blow the thing up. SB runs tend to get run out as soon as they're eyed, and even if you hide an SB with nerve gas while the others blow the shields, the pulse probes/scouts come out and the last guy usually gets spotted before he gets his shot in and then the shields might come up enough while the missile is traveling.

I can't remember off-hand but doesn't nerve gas also have a slightly shorter range?

EDIT: According to wiki (CC3), the NG has a range of 104 meters (I'd check in game but then I'd have to install and make an account). ABs have a range of 1000. You have to get far too close for the NG to go through, not that I haven't personally gotten to around 200 meters several times on my own bomb runs, but those are usually solo ops.
Last edited by Elzam_ on Tue Jul 29, 2014 11:15 am, edited 1 time in total.
A hero is not one who never falls, but one who gets up again and again, NEVER losing sight of one's dream!
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