Can't lower the int util damage. It would be weird to have the "best defensive ship" unable to destroy a con that has just entered their sector.
I vote for less fuel and more sig and lets see how it does for a month, then come back and discuss.
Randomly exploding TP2 idea, came after big games in which, somehow, nobody was able to stop those runs (remember no stuff like xrm2 then). I guess the quality of gameplay has gone up, because stopping a tp2 run was fairly simple to do later on and untill the present day. In light of better gameplay and smaller games, tp2 became next to useless because it could explode after one or two bombers ripped to it. Good luck ripping 12 bombers to even 2 tp2's. And even if you managed to do that, the hvy ints had a good chance of destroying entire run. So, horrible idea and good riddance.
Ints - cut their fuel?
Last edited by Snack on Mon Jul 09, 2007 5:54 pm, edited 1 time in total.
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"Patriotism is the virtue of the vicious." - Oscar Wilde
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Rand0m_Numb3r
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Lowering the fule of reg ints abit and hvys a little less would be nice dont mess with belts they need the fule to avoid astroids
you could make their max boosting speed similar to TF that would hurt the most i hate TF ints soley because the slow max boost pisses me off
Luxy ints are crap short of gun mounts
woo +87 hp 30sec rip and more aggil
- TARDED FULE
you could make their max boosting speed similar to TF that would hurt the most i hate TF ints soley because the slow max boost pisses me off
Luxy ints are crap short of gun mounts
woo +87 hp 30sec rip and more aggil
- TARDED FULE
Beyond the clock tower.
thats a great idea too, problem is, they can still travel too far for a short range ship. I think its either nerf the ints or up everything else so it can compete with them. Or, cook up something for each faction like a standalone base (GF is full of em) that would enable a pure anti-interceptor fighter of sorts, make sure it takes longer to research than it takes to get heavies by IC tho (they are a good example).StoneRhino wrote:QUOTE (StoneRhino @ Jul 15 2007, 10:24 PM) could also cut the ammo capacity.
but honestly, if noir does anything to DN that results in less whoring from XT, he might have to look for another squad / check himself into the hospital as it would be an insult to weed /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
Having gotten a little more experience with Ints... I think MadP was onto the right idea... reduce the scan for ints. 100-200 should suffice. I don't think they need any more damage perks than what they already got. Scan GA's should also be kept in mind so taht the max scan for any int gets no more than 300-400.
Doing so would require more teamwork, as they would now need scouts to accompany them on miner O and for them to watch the scout's back. An int can't just boost by a base and find a miner anymore. At the same time, it wouldn't lose any of it's defensive capability. If you distill the current complaints, I think you can say that it's too easy for any int to be a solo ship for killing. I don't think altering fuel consumption/ammo/damage would matter as much anymore.
Doing so would require more teamwork, as they would now need scouts to accompany them on miner O and for them to watch the scout's back. An int can't just boost by a base and find a miner anymore. At the same time, it wouldn't lose any of it's defensive capability. If you distill the current complaints, I think you can say that it's too easy for any int to be a solo ship for killing. I don't think altering fuel consumption/ammo/damage would matter as much anymore.
Last edited by Kltplzyxm on Thu Aug 02, 2007 3:03 am, edited 1 time in total.
I wonder if it makes sense for ships to have two scan ranges? One for environmental objects (asteroids, alephs and, probably stations) and one for everything else (ships, mines, probes, etc.).
One problem with reducing the scan range for ints too much is that it doesn't feel quite right to run into an asteroid you didn't see.
It would also allow for two potentially interesting ships:an interceptor on steroids that had a ship scan range of zero (don't forget to take a scout along).
a survey ship that had a high environment scan range to allow for faster sector mapping (probably as a faction specific perk)
One problem with reducing the scan range for ints too much is that it doesn't feel quite right to run into an asteroid you didn't see.
It would also allow for two potentially interesting ships:an interceptor on steroids that had a ship scan range of zero (don't forget to take a scout along).
a survey ship that had a high environment scan range to allow for faster sector mapping (probably as a faction specific perk)