It's called a Galv. Check the stats, nothing is more effective vs medium hull. Of course, actually getting one costs a huge amount of money but there you go.Bacon wrote:QUOTE (Bacon @ Jan 7 2008, 05:05 AM) I'm positive that I'm not alone in saying this, but Exp is getting old. If you want to win, you go exp. Simple as that. Tac and Sup can win, sure, but if you want a sure fire way to give your team a definite shot at winning, you go expansion. If your team is a bit more skilled or you're feeling daring, you can go Sup or Tac. But if the enemy is Exp, they can counter your SF's w/ PP's and they can counter your bombers w/ hvy ints. Nothing, however, can really counter heavy ints. Shouldn't there be some way to counter hvy ints? Like, say, maybe a Sup/Tac gun that happens to shred ints? I don't see how that's any more cheesy than ints carrying a probe that can see SFs or ints having guns that rip figs to shreds.
I do like my anti-int gun idea, though. It could potentially make for some more variety to your average pickup game.
Expansion is incredibly overpower/overused
That's one of the strangest things. Why on earth are interceptors stealthy like tigers in the jungle anyway? This is the In-your-face-come-get-me-if-you-think-you're-hard-enough-#"¤#"¤"!! Ship. What need does it have to sneak around??Snack wrote:QUOTE (Snack @ Jan 7 2008, 12:24 PM) Absolutely Bacon. However, as you can see there are many people who think "it's fine", so there's really nothing else to do but keep wtfpwning them with expansion. :-/ They will get it eventually, but then we will have new people again, thinking "it's fine" and so on and so on...
Oh and not to mention those who actually agree with you Bacon but will cry bloody murder if...I don't know...ints get more signature, or something as logical as that anyway.
Admittedly one can do great things with the stealth, but I just don't see the justification for it.





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
-
takingarms1
- Posts: 3052
- Joined: Fri Feb 20, 2004 8:00 am
Please don't nerf interceptors!
You want to make a single change that will completely change the dynamic of allegiance? Move PPs from EXP to SUP, and don't let ints mount them. Then, my friends, you will have a paper-rock-scissors thing going where tac > exp > sup > tac.
I always thought it was rediculous that Ints carried PPs.
You want to make a single change that will completely change the dynamic of allegiance? Move PPs from EXP to SUP, and don't let ints mount them. Then, my friends, you will have a paper-rock-scissors thing going where tac > exp > sup > tac.
I always thought it was rediculous that Ints carried PPs.
Last edited by takingarms1 on Mon Jan 07, 2008 2:23 pm, edited 1 time in total.
"You give my regards to St. Peter. Or, whoever has his job, but in hell!"
- - - -
- - - -
That's a pretty good point. That would make the big-bad-ints rely on station sensors or have a scout along.takingarms1 wrote:QUOTE (takingarms1 @ Jan 7 2008, 04:23 PM) I always thought it was rediculous that Ints carried PPs.
Still leaves the problem of them hunting miners far away, and having enough fuel to overwhelm enemy sectors.





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
Actually vly, a number of these bios comeback games spidey is talking about aren't using gs at all.Vlymoxyd wrote:QUOTE (Vlymoxyd @ Jan 7 2008, 01:19 AM) As for bios, I think that GS are overrated and that people should just learn to int bomb against bios. GS and bios basic figs can't do much vs ints.
[img]http://www.freeallegiance.org/forums/st ... erator.gif" alt="IPB Image">
<img src="http://adaven6x7.googlepages.com/PKBanner3copy.png[/img]
<img src="http://adaven6x7.googlepages.com/PKBanner3copy.png[/img]
Not only that but since I've started complaining so vocally I think we've seen much less Bios GS+Home Sup+Tp2+XRM. Now if we can do the same thing with Exp!Adaven wrote:QUOTE (Adaven @ Jan 7 2008, 10:35 AM) Actually vly, a number of these bios comeback games spidey is talking about aren't using gs at all.
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.
My apologies.
ints are defensive ships. i know that the best D is a good O, but c'mon!Adept wrote:QUOTE (Adept @ Jan 7 2008, 08:27 AM) That's a pretty good point. That would make the big-bad-ints rely on station sensors or have a scout along.
Still leaves the problem of them hunting miners far away, and having enough fuel to overwhelm enemy sectors.
http://www.freeallegiance.org/forums/index...showtopic=31759
http://www.freeallegiance.org/forums/index...showtopic=38315
I think these two threads are also related to this one.
http://www.freeallegiance.org/forums/index...showtopic=38315
I think these two threads are also related to this one.

I still like the fact that ints can carry PPs. They are a great upgrade and the idea behind the upgrade is solid. If anything I guess I'd recommend making PP require EWS2 or something? But if one was to do that you might as well just move PPs to Sup... which through all the rough ideas tossed around so far is my favorite.
Ints are a great all-around ship. They are easy to use. That's the strangest thing for me. I thought the most generic easy-to-use ship should be the fighter. Yet it is so versatile and has so many more features (missiles, MPs, 3 primary armaments as opposed to 2, rip ability) that it makes it more difficult to use effectively. Let me correct that by saying that fighter's aren't any more 'difficult' - their biggest perks come from their ability to be versatile - while ints just dump all that versatility into owning other ships. Which, in the end, is tactically most important to contributing to winning the game through killing miners and blowing bases.
Ty.
Ints are a great all-around ship. They are easy to use. That's the strangest thing for me. I thought the most generic easy-to-use ship should be the fighter. Yet it is so versatile and has so many more features (missiles, MPs, 3 primary armaments as opposed to 2, rip ability) that it makes it more difficult to use effectively. Let me correct that by saying that fighter's aren't any more 'difficult' - their biggest perks come from their ability to be versatile - while ints just dump all that versatility into owning other ships. Which, in the end, is tactically most important to contributing to winning the game through killing miners and blowing bases.
Ty.



