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Posted: Wed Feb 25, 2015 4:46 am
by Darkling
`yh
And who's bright idea was it to take pp away from scouts?
Posted: Wed Feb 25, 2015 10:09 am
by KingJoffrey
It clearly is better this way.
Posted: Wed Feb 25, 2015 10:14 am
by MagisterXF94
QUOTE Weed core 1 changelog
*PULSE PROBE only used by Interceptors!
wtf why?
I tell you why.
Scouts are perfectly able of finding sbs using their own scan range. Adv/Hvy scouts with scan range of 3000m.
PP is a 5000m scan range.[/quote]
Posted: Wed Feb 25, 2015 7:07 pm
by zombywoof
PP1 on scouts would be pretty redundant now that pp1 = 3k scan range

Posted: Thu Feb 26, 2015 12:21 pm
by ryujin
thats only in front
Posted: Thu Feb 26, 2015 8:59 pm
by notjarvis
PP on scouts used to be cheese that led to long drawn out games.
All you had to do was get a couple of players in scouts/Hvy scouts to fly circuits around your techbase dropping PPs there was very little chance of stealthy attacks.
Posted: Fri Feb 27, 2015 5:06 pm
by Psychosis
notjarvis wrote:QUOTE (notjarvis @ Feb 26 2015, 02:59 PM) PP on scouts used to be cheese that led to long drawn out games.
All you had to do was get a couple of players in scouts/Hvy scouts to fly circuits around your techbase dropping PPs there was very little chance of stealthy attacks.
The cargo capacity of heavy scouts with PP was brutal, also the cruising speed on scouts meant that with a couple you could harass the entire sector easily.
Posted: Fri Feb 27, 2015 5:27 pm
by zombywoof
Really the problem was that once you had mini3 hvy ints and PP-carrying hvy scouts you were functionally immune to everything. You couldn't sneak and you couldn't brute force.