IC exp is the faction designed for the skilled pilot / dogfighter (I know this, trust me). If you can fly an int, you're golden. There is no "finesse" in firing missiles from a fig--sorry. If a team is really good / works together at tac, then IC exp is washed-up & done. (Read: Bios, Belts, Rix) There is finesse at tac, and one reason why I absolutely hate it. Sup is basically a balance between the two.
You need to realize the game was designed as a rock-paper-scissors concept. You either have exp / sup / tac, with sy thrown-in as an end-game tech path. It's as simple as that. Obviously there are some variables in there, but for the most part, it is a rock-paper-scissors game and whoever executes better is going to win.
For me, show me what you got & stop being a pussy hiding in the shadows... Exp all the way for me. Tac will always be the bane of me.
- Mega
IC exp
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IIIMEGAMANIII
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WhiskeyGhost
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Your logic is flawed, Paper doesn't beat rock /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> .IIIMEGAMANIII wrote:QUOTE (IIIMEGAMANIII @ Mar 13 2008, 07:44 PM) IC exp is the faction designed for the skilled pilot / dogfighter (I know this, trust me). If you can fly an int, you're golden. There is no "finesse" in firing missiles from a fig--sorry. If a team is really good / works together at tac, then IC exp is washed-up & done. (Read: Bios, Belts, Rix) There is finesse at tac, and one reason why I absolutely hate it. Sup is basically a balance between the two.
You need to realize the game was designed as a rock-paper-scissors concept. You either have exp / sup / tac, with sy thrown-in as an end-game tech path. It's as simple as that. Obviously there are some variables in there, but for the most part, it is a rock-paper-scissors game and whoever executes better is going to win.
For me, show me what you got & stop being a pussy hiding in the shadows... Exp all the way for me. Tac will always be the bane of me.
- Mega
And how is tact the bane of you? Pulse probes easily beat what Tact/Sup could ever field against a Tact team.
It was designed with rock-paper-scissors in mind. However, EXP is by far the best at a one on one dogfight. I actually never understood why the exact reasoning for this is, but it seems to have been accepted by the masses since day one, so I won't argue. Mini-gun/Medium hull will always defeat Fighters piloted with equal skill in any confrontation (maximum skill, not minimum skill). PP's, Medium hull, Mini-gun vs SF? Are you kidding me? And i'm not even talking about having greater then CM1. CM2 and CM3 and it's lights out for multiple SF's from across the sector.IIIMEGAMANIII wrote:QUOTE (IIIMEGAMANIII @ Mar 13 2008, 07:44 PM) IC exp is the faction designed for the skilled pilot / dogfighter (I know this, trust me). If you can fly an int, you're golden. There is no "finesse" in firing missiles from a fig--sorry. If a team is really good / works together at tac, then IC exp is washed-up & done. (Read: Bios, Belts, Rix) There is finesse at tac, and one reason why I absolutely hate it. Sup is basically a balance between the two.
You need to realize the game was designed as a rock-paper-scissors concept. You either have exp / sup / tac, with sy thrown-in as an end-game tech path. It's as simple as that. Obviously there are some variables in there, but for the most part, it is a rock-paper-scissors game and whoever executes better is going to win.
For me, show me what you got & stop being a pussy hiding in the shadows... Exp all the way for me. Tac will always be the bane of me.
- Mega
You do need to know how to fly an int, but come on, how hard is it really? Get as close as possible, match vectors, and blow any other small single pilot ship in the game to bits. Don't bother responding, there really is no valid argument to the contrary.
The strength of Sup and Tac has always lay in their game winning abilities. EXP has whore bombing and TT'ing. Sup has galvs, mobility to remote carriers, TP2, XRM, etc. Tac doesn't need to be explained.
The key here is that novices will have a harder time winning a game with EXP during their first year or so playing (newb coms and pilots). But given a team with superior skill, and you can lay the smack down with your Heavy Ints and HTT's. There is something to be said of the fear factor of heavy ints. I see about 60% of winnable games being resigned instead because they don't want to suffer the humiliation of facing a vastly superior death machine.
Last edited by Picobozo on Fri Mar 14, 2008 2:57 am, edited 1 time in total.

Bones heal. Chicks dig scars. Pain is Temporary. Allegiance is forever.
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CronoDroid
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TBH a good EXP team beats a good any other team imo.
Ints have silly range endurance + pp/s. TBH all you need to do is get int whores to camp up push cons and you achieve victory
Ints have silly range endurance + pp/s. TBH all you need to do is get int whores to camp up push cons and you achieve victory
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.
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takingarms1
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As I've been maintaining for a while now, giving ints the best eyes in the game (ie pp's) negates the rock-paper-scissors thing, because it removes the only weakness of the int (it's @#(!ty scan range). But I guess making a change to something that's been standard for 7 years is pretty much a non-starter.
"You give my regards to St. Peter. Or, whoever has his job, but in hell!"
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Dark_Stalion
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"Does IC Expansion ever get boring?"
The commander's solution: Each person has his or her own tech preferences. The answer is, it depends what kind of tech the person is in the mood to go with at the moment. You could have a team wanting half stealth fighters and half ints. The simple task would be to go tacspansion for this so everybody gets their way, but besides that, sometimes you pilots will have to deal with what your commander let's you fly.
The pilot's solution: Get good at every kind of ship so when your commander goes a tech you don't want, you're ready.
The commander's solution: Each person has his or her own tech preferences. The answer is, it depends what kind of tech the person is in the mood to go with at the moment. You could have a team wanting half stealth fighters and half ints. The simple task would be to go tacspansion for this so everybody gets their way, but besides that, sometimes you pilots will have to deal with what your commander let's you fly.
The pilot's solution: Get good at every kind of ship so when your commander goes a tech you don't want, you're ready.
Last edited by Dark_Stalion on Fri Mar 14, 2008 3:09 pm, edited 1 time in total.
Shoot the nans.
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CronoDroid
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