Why nanites are less efficient on caps?

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factoid
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Post by factoid »

Well, they have a much harder time than sup or tac does. But I don't see enough SY vs Exp games to make a judgement. Except for when you're dealing with trying to crack a turtled adv exp, I've never seen caps get slaughtered by exp unless they do something dumb like cross a sector eyed into a camp.
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rojomojo915
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Post by rojomojo915 »

I agree with factoid, i think exp has a hard enough time killing caps. Which is ironic considering the things you pointed out KGJV. So if you really want to balance things, maybe we should make it harder for sup and tac to kill caps. But IMHO i think we should just leave it be.
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apochboi
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Post by apochboi »

Caps are awful things, They can either be too underpowered or two overpowered. Far too many factors come into play. Personally id like see shipyard perked, so its used for big games more often. Oh and by perking i mean hull and shield, the guns and missiles are fine.
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Post by pkk »

factoid wrote:QUOTE (factoid @ Jun 3 2007, 06:58 AM) Well, they have a much harder time than sup or tac does. But I don't see enough SY vs Exp games to make a judgement. Except for when you're dealing with trying to crack a turtled adv exp, I've never seen caps get slaughtered by exp unless they do something dumb like cross a sector eyed into a camp.
We had a large game (30 vs 30?) yesterday. The Cruiser was able to surive against tons (around 10 in range) of HvyInts, he had some (5?) nans.
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Puggle
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Post by Puggle »

It's an interesting note to point out the other debates about gunships. The argument is that a fully turreted GS is three pilots and it should take three int or fig pilots to kill one with any degree of certainty.

Following that argument a Capship ought to be relatively vulnerable to a properly coordinated attack by 6 or so pilots.

I guess the problem with thinking like this is that over the course of the engagement, only one side (the multiple ints or figs) loses combat effectiveness. The capship gunners pod some of the attackers, reducing the over-all firepower being directed against their vessel.

An ideal situation would be that some of the capship turrets become disabled as the capship takes damage, then it would be more of a mirrored situation. I'm going to go out on a limb and say this would need a code change (?)
spideycw
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Post by spideycw »

Puggle wrote:QUOTE (Puggle @ Jun 6 2007, 03:40 PM) It's an interesting note to point out the other debates about gunships. The argument is that a fully turreted GS is three pilots and it should take three int or fig pilots to kill one with any degree of certainty.

Following that argument a Capship ought to be relatively vulnerable to a properly coordinated attack by 6 or so pilots.
6 adv figs with dis3+galv+dumb 3 will eat a cap alive in most cases if they have a camp setup
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batman
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Post by batman »

pkk wrote:QUOTE (pkk @ Jun 4 2007, 11:31 AM) We had a large game (30 vs 30?) yesterday. The Cruiser was able to surive against tons (around 10 in range) of HvyInts, he had some (5?) nans.
If that was the same game I was in, yes the cruiser did not sem to have a problem with the Hvy Ints -- and we had probably two swarms of 5 or 5 Hvy Ints attacking in sucessive waves. I could not believe it as I was one of the folks in the last wave -- but I don't think hull was less than 33% and it was not a bunch of noobs in the Hvy Ints.

Caps are strong enough, IMHO.
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IB_
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Post by IB_ »

KGJV wrote:QUOTE (KGJV @ Jun 2 2007, 04:27 PM) turrets miss a lot vs small moving ships.
It's really hard to miss with skycaps/longtoms unless you are lagging.
slap wrote:QUOTE (slap @ Oct 7 2009, 01:28 AM) good point, I concede.
terrenblade
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Post by terrenblade »

Perhaps if capships took longer to kill bases they could be made tougher with out giving them Ultimate Power :tm:
I'm thinking on the order of 60 seconds constant fire on an outpost, and maby 300 on a tech base.
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Lexusbeat
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Post by Lexusbeat »

spideycw wrote:QUOTE (spideycw @ Jun 7 2007, 05:26 AM) 6 adv figs with dis3+galv+dumb 3 will eat a cap alive in most cases if they have a camp setup
That will devour a cap in almost any situation. You hardly need a camp when you have that kind of tech.
Why dont we shift gunships to SY and make it the "basic ship" of sy. Have Hvy gunships and the like.
Might be good to get gunships out of garrison to be honest.
(Im not really advocating this, just brining it up.)
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